• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 08:17
CEST 14:17
KST 21:17
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro4 Preview: On Course12Code S Season 1 - RO8 Preview7[ASL21] Ro8 Preview Pt2: Progenitors8Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13[ASL21] Ro8 Preview Pt1: Inheritors16
Community News
Code S Season 1 (2026) - RO8 Results0Weekly Cups (May 4-10): Clem, MaxPax, herO win1Maestros of The Game 2 announcement and schedule !11Weekly Cups (April 27-May 4): Clem takes triple0RSL Revival: Season 5 - Qualifiers and Main Event12
StarCraft 2
General
Code S Season 1 (2026) - RO8 Results MaNa leaves Team Liquid Weekly Cups (May 4-10): Clem, MaxPax, herO win Code S Season 1 - RO8 Preview Behind the Blue - Team Liquid History Book
Tourneys
2026 GSL Season 2 Qualifiers Maestros of The Game 2 announcement and schedule ! $5,000 WardiTV Spring Championship 2026 SC2 INu's Battles#16 <BO.9> Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Mutation # 525 Wheel of Misfortune The PondCast: SC2 News & Results Mutation # 524 Death and Taxes Mutation # 523 Firewall
Brood War
General
ASL21 General Discussion vespene.gg — BW replays in browser Quality of life changes in BW that you will like ? Flashes ASL S21 Ro8 Review ASL Tickets to Live Event Finals?
Tourneys
[ASL21] Semifinals B [Megathread] Daily Proleagues [ASL21] Semifinals A [BSL22] RO8 Bracket Stage + Another TieBreaker
Strategy
Fighting Spirit mining rates [G] Hydra ZvZ: An Introduction Simple Questions, Simple Answers Muta micro map competition
Other Games
General Games
Nintendo Switch Thread Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread Starcraft Tabletop Miniature Game PC Games Sales Thread
Dota 2
The Story of Wings Gaming
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread UK Politics Mega-thread YouTube Thread European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
How EEG Data Can Predict Gam…
TrAiDoS
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1086 users

Community Feedback Update - March 13 - Page 12

Forum Index > SC2 General
235 CommentsPost a Reply
Prev 1 10 11 12 All
BisuDagger
Profile Blog Joined October 2009
Bisutopia19351 Posts
March 19 2018 14:29 GMT
#221
On March 19 2018 22:58 ReachTheSky wrote:
Show nested quote +
On March 19 2018 22:40 Boggyb wrote:
On March 19 2018 20:27 ypslala wrote:
i have a suggestion: the function of the bunker is to defend a terran base. bunkers should not be allowed for offensive purporses - especially in early game. to avoid bunker rush/cheese they need to be in range of a command center. for example like 15 range

The function of spore crawlers and spine crawlers is to defend Zerg bases. Neither should be allowed for offensive purposes. To avoid misuse of the buildings, they need to be in range of a hatchery. For example, like 15 range.


Nothing is stopping a zerg from building a hatchery anywhere on the map to create creep for the spines/spores to burrow on.

Float a command center across the map and build bunkers wherever it floats.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
WaesumNinja
Profile Joined February 2012
210 Posts
March 19 2018 15:07 GMT
#222
On March 19 2018 23:27 fds wrote:
Show nested quote +
On March 19 2018 21:35 ihatevideogames wrote:
What if Armory cost and build time were reduced, so terran could start 2/2 infantry a bit faster?
Would faster terran infantry upgrades and faster upgrades for mech have too big ramifications for TvZ?


Making bio 2/2 upgrade faster is very interesting idea. Cheaper and faster armory might be problematic due to faster access to helbats and thors.
Maybe simple solution would be to postpone armory requirement, so you would need it only for 3/3.


I don't think armory should be a requirement for bio upgrades at all.
ReachTheSky
Profile Joined April 2010
United States3294 Posts
Last Edited: 2018-03-19 15:35:14
March 19 2018 15:34 GMT
#223
On March 19 2018 23:29 BisuDagger wrote:
Show nested quote +
On March 19 2018 22:58 ReachTheSky wrote:
On March 19 2018 22:40 Boggyb wrote:
On March 19 2018 20:27 ypslala wrote:
i have a suggestion: the function of the bunker is to defend a terran base. bunkers should not be allowed for offensive purporses - especially in early game. to avoid bunker rush/cheese they need to be in range of a command center. for example like 15 range

The function of spore crawlers and spine crawlers is to defend Zerg bases. Neither should be allowed for offensive purposes. To avoid misuse of the buildings, they need to be in range of a hatchery. For example, like 15 range.


Nothing is stopping a zerg from building a hatchery anywhere on the map to create creep for the spines/spores to burrow on.

Float a command center across the map and build bunkers wherever it floats.


Except that if you make this change to the terran bunker, It removes terran aggression options and makes the game less interactive. Less interactive games=bad for viewership because they are boring to watch and we aren't here to watch someone play simcity or listen to pointless caster banter for the first several minutes of a game.

TL+ Member
Tyrhanius
Profile Joined April 2011
France947 Posts
March 19 2018 19:18 GMT
#224
On March 20 2018 00:34 ReachTheSky wrote:
Show nested quote +
On March 19 2018 23:29 BisuDagger wrote:
On March 19 2018 22:58 ReachTheSky wrote:
On March 19 2018 22:40 Boggyb wrote:
On March 19 2018 20:27 ypslala wrote:
i have a suggestion: the function of the bunker is to defend a terran base. bunkers should not be allowed for offensive purporses - especially in early game. to avoid bunker rush/cheese they need to be in range of a command center. for example like 15 range

The function of spore crawlers and spine crawlers is to defend Zerg bases. Neither should be allowed for offensive purposes. To avoid misuse of the buildings, they need to be in range of a hatchery. For example, like 15 range.


Nothing is stopping a zerg from building a hatchery anywhere on the map to create creep for the spines/spores to burrow on.

Float a command center across the map and build bunkers wherever it floats.


Except that if you make this change to the terran bunker, It removes terran aggression options and makes the game less interactive. Less interactive games=bad for viewership because they are boring to watch and we aren't here to watch someone play simcity or listen to pointless caster banter for the first several minutes of a game.


So you're for letting overlord drop T1 ? because it's exactly the same
joshap
Profile Joined March 2018
1 Post
March 19 2018 20:10 GMT
#225
--- Nuked ---
pvsnp
Profile Joined January 2017
7676 Posts
Last Edited: 2018-03-19 23:17:04
March 19 2018 23:14 GMT
#226
On March 20 2018 04:18 Tyrhanius wrote:
Show nested quote +
On March 20 2018 00:34 ReachTheSky wrote:
On March 19 2018 23:29 BisuDagger wrote:
On March 19 2018 22:58 ReachTheSky wrote:
On March 19 2018 22:40 Boggyb wrote:
On March 19 2018 20:27 ypslala wrote:
i have a suggestion: the function of the bunker is to defend a terran base. bunkers should not be allowed for offensive purporses - especially in early game. to avoid bunker rush/cheese they need to be in range of a command center. for example like 15 range

The function of spore crawlers and spine crawlers is to defend Zerg bases. Neither should be allowed for offensive purposes. To avoid misuse of the buildings, they need to be in range of a hatchery. For example, like 15 range.


Nothing is stopping a zerg from building a hatchery anywhere on the map to create creep for the spines/spores to burrow on.

Float a command center across the map and build bunkers wherever it floats.


Except that if you make this change to the terran bunker, It removes terran aggression options and makes the game less interactive. Less interactive games=bad for viewership because they are boring to watch and we aren't here to watch someone play simcity or listen to pointless caster banter for the first several minutes of a game.


So you're for letting overlord drop T1 ? because it's exactly the same

Lmao ling drops and bunker rushes are as different as they get. Basically a perfect antithesis.

Stationary defense structure for ranged units against melee

vs

Mobile transport unit for melee units against ranged
Denominator of the Universe
TL+ Member
ReachTheSky
Profile Joined April 2010
United States3294 Posts
March 20 2018 00:11 GMT
#227
On March 20 2018 04:18 Tyrhanius wrote:
Show nested quote +
On March 20 2018 00:34 ReachTheSky wrote:
On March 19 2018 23:29 BisuDagger wrote:
On March 19 2018 22:58 ReachTheSky wrote:
On March 19 2018 22:40 Boggyb wrote:
On March 19 2018 20:27 ypslala wrote:
i have a suggestion: the function of the bunker is to defend a terran base. bunkers should not be allowed for offensive purporses - especially in early game. to avoid bunker rush/cheese they need to be in range of a command center. for example like 15 range

The function of spore crawlers and spine crawlers is to defend Zerg bases. Neither should be allowed for offensive purposes. To avoid misuse of the buildings, they need to be in range of a hatchery. For example, like 15 range.


Nothing is stopping a zerg from building a hatchery anywhere on the map to create creep for the spines/spores to burrow on.

Float a command center across the map and build bunkers wherever it floats.


Except that if you make this change to the terran bunker, It removes terran aggression options and makes the game less interactive. Less interactive games=bad for viewership because they are boring to watch and we aren't here to watch someone play simcity or listen to pointless caster banter for the first several minutes of a game.


So you're for letting overlord drop T1 ? because it's exactly the same


I personally prefer zerg to still have it in their bag of goodies since it's fun to execute and fun to watch. Maybe they should have buffed the sentry to allow protoss the early scouting instead, who knows. I've heard some protosses say they will still go stargate anyway due to the benefits it offers. I can't say which solution is the best in the long run. I think with the change blizzard made toss gets to play even greedier now.
TL+ Member
ypslala
Profile Joined April 2011
Burma545 Posts
March 20 2018 00:53 GMT
#228
On March 19 2018 23:29 BisuDagger wrote:
Show nested quote +
On March 19 2018 22:58 ReachTheSky wrote:
On March 19 2018 22:40 Boggyb wrote:
On March 19 2018 20:27 ypslala wrote:
i have a suggestion: the function of the bunker is to defend a terran base. bunkers should not be allowed for offensive purporses - especially in early game. to avoid bunker rush/cheese they need to be in range of a command center. for example like 15 range

The function of spore crawlers and spine crawlers is to defend Zerg bases. Neither should be allowed for offensive purposes. To avoid misuse of the buildings, they need to be in range of a hatchery. For example, like 15 range.


Nothing is stopping a zerg from building a hatchery anywhere on the map to create creep for the spines/spores to burrow on.

Float a command center across the map and build bunkers wherever it floats.

if maru had to do that first, he would have lost the finals and 120000 US $ if i am right.
there is no income while floating the CC and no scvs can be produced.
________________
and if you have to build a hatch first, you need to spend 300 minerals. and if you want to get creep from overlords, you need to have a lair first!
and the terran player gets a refund for the bunker... you can't compare spine crawler with bunker rush at all.
best SC2 game of aaaaaaall time: vibe vs avilo (don't miss the end!!): https://youtu.be/mygH92WzKV4
ypslala
Profile Joined April 2011
Burma545 Posts
March 20 2018 00:58 GMT
#229
On March 20 2018 00:34 ReachTheSky wrote:
Show nested quote +
On March 19 2018 23:29 BisuDagger wrote:
On March 19 2018 22:58 ReachTheSky wrote:
On March 19 2018 22:40 Boggyb wrote:
On March 19 2018 20:27 ypslala wrote:
i have a suggestion: the function of the bunker is to defend a terran base. bunkers should not be allowed for offensive purporses - especially in early game. to avoid bunker rush/cheese they need to be in range of a command center. for example like 15 range

The function of spore crawlers and spine crawlers is to defend Zerg bases. Neither should be allowed for offensive purposes. To avoid misuse of the buildings, they need to be in range of a hatchery. For example, like 15 range.


Nothing is stopping a zerg from building a hatchery anywhere on the map to create creep for the spines/spores to burrow on.

Float a command center across the map and build bunkers wherever it floats.


Except that if you make this change to the terran bunker, It removes terran aggression options and makes the game less interactive. Less interactive games=bad for viewership because they are boring to watch and we aren't here to watch someone play simcity or listen to pointless caster banter for the first several minutes of a game.


the World Electronic Sports Games 2017 finals game 7 was a disaster for the viewership. totally disapointing.
best SC2 game of aaaaaaall time: vibe vs avilo (don't miss the end!!): https://youtu.be/mygH92WzKV4
Poixyois
Profile Joined March 2018
16 Posts
Last Edited: 2018-03-20 18:13:46
March 20 2018 18:12 GMT
#230
On March 20 2018 09:58 ypslala wrote:
Show nested quote +
On March 20 2018 00:34 ReachTheSky wrote:
On March 19 2018 23:29 BisuDagger wrote:
On March 19 2018 22:58 ReachTheSky wrote:
On March 19 2018 22:40 Boggyb wrote:
On March 19 2018 20:27 ypslala wrote:
i have a suggestion: the function of the bunker is to defend a terran base. bunkers should not be allowed for offensive purporses - especially in early game. to avoid bunker rush/cheese they need to be in range of a command center. for example like 15 range

The function of spore crawlers and spine crawlers is to defend Zerg bases. Neither should be allowed for offensive purposes. To avoid misuse of the buildings, they need to be in range of a hatchery. For example, like 15 range.


Nothing is stopping a zerg from building a hatchery anywhere on the map to create creep for the spines/spores to burrow on.

Float a command center across the map and build bunkers wherever it floats.


Except that if you make this change to the terran bunker, It removes terran aggression options and makes the game less interactive. Less interactive games=bad for viewership because they are boring to watch and we aren't here to watch someone play simcity or listen to pointless caster banter for the first several minutes of a game.


the World Electronic Sports Games 2017 finals game 7 was a disaster for the viewership. totally disapointing.

Can you back that up with a survey?
JayuSC2
Profile Joined April 2015
Austria32 Posts
March 20 2018 18:39 GMT
#231
Raven missile in it's current state is just bad for the game, there is no counterplay to it for zerg at least. It outranges most units and the missiles travel way too fast to make proper splitting possible (even the best zergs can't manage to split against it as we saw many times). Can't believe they really wanna keept it, they should rather buff terran in other ways, if their winrate is really that bad.
KR_4EVR
Profile Joined July 2017
316 Posts
March 20 2018 18:44 GMT
#232
On March 20 2018 00:07 WaesumNinja wrote:
Show nested quote +
On March 19 2018 23:27 fds wrote:
On March 19 2018 21:35 ihatevideogames wrote:
What if Armory cost and build time were reduced, so terran could start 2/2 infantry a bit faster?
Would faster terran infantry upgrades and faster upgrades for mech have too big ramifications for TvZ?


Making bio 2/2 upgrade faster is very interesting idea. Cheaper and faster armory might be problematic due to faster access to helbats and thors.
Maybe simple solution would be to postpone armory requirement, so you would need it only for 3/3.


I don't think armory should be a requirement for bio upgrades at all.


Personally I think that a lot of balance issues in TvP could be solved by halving the reactor build time.
Et tu Brute ?
KR_4EVR
Profile Joined July 2017
316 Posts
March 20 2018 18:45 GMT
#233
On March 21 2018 03:39 JayuSC2 wrote:
Raven missile in it's current state is just bad for the game, there is no counterplay to it for zerg at least. It outranges most units and the missiles travel way too fast to make proper splitting possible (even the best zergs can't manage to split against it as we saw many times). Can't believe they really wanna keept it, they should rather buff terran in other ways, if their winrate is really that bad.


First, It's not strictly uncounterable. Use fungals and parasitic bombs to decimate multiple ravens. Second, I agree that there should be a brief delay to enable splitting.
Et tu Brute ?
KR_4EVR
Profile Joined July 2017
316 Posts
Last Edited: 2018-03-20 18:47:17
March 20 2018 18:46 GMT
#234
On March 20 2018 09:58 ypslala wrote:
Show nested quote +
On March 20 2018 00:34 ReachTheSky wrote:
On March 19 2018 23:29 BisuDagger wrote:
On March 19 2018 22:58 ReachTheSky wrote:
On March 19 2018 22:40 Boggyb wrote:
On March 19 2018 20:27 ypslala wrote:
i have a suggestion: the function of the bunker is to defend a terran base. bunkers should not be allowed for offensive purporses - especially in early game. to avoid bunker rush/cheese they need to be in range of a command center. for example like 15 range

The function of spore crawlers and spine crawlers is to defend Zerg bases. Neither should be allowed for offensive purposes. To avoid misuse of the buildings, they need to be in range of a hatchery. For example, like 15 range.


Nothing is stopping a zerg from building a hatchery anywhere on the map to create creep for the spines/spores to burrow on.

Float a command center across the map and build bunkers wherever it floats.


Except that if you make this change to the terran bunker, It removes terran aggression options and makes the game less interactive. Less interactive games=bad for viewership because they are boring to watch and we aren't here to watch someone play simcity or listen to pointless caster banter for the first several minutes of a game.


the World Electronic Sports Games 2017 finals game 7 was a disaster for the viewership. totally disapointing.


How do you mean? Most tournament games with best of 7 have at least 2 rush games. This one had 3. Re-watch both of $O$'s Blizzcon finals.

In terms of viewer numbers, I think that a lot of people found the time of broadcast inconvenient; that's all.
Et tu Brute ?
DomeGetta
Profile Joined February 2012
480 Posts
March 20 2018 23:54 GMT
#235
On March 21 2018 03:39 JayuSC2 wrote:
Raven missile in it's current state is just bad for the game, there is no counterplay to it for zerg at least. It outranges most units and the missiles travel way too fast to make proper splitting possible (even the best zergs can't manage to split against it as we saw many times). Can't believe they really wanna keept it, they should rather buff terran in other ways, if their winrate is really that bad.



Why do people keep parroting this nonsense?

Did you even watch WESG finals?

If you did and you are still saying this it's really bizarre.

I'm OK if you don't like watching it (yet some how I bet you enjoy watching Broods a move across the map), but to say it has no counter is straight up wrong - watch the games rofl.
pvsnp
Profile Joined January 2017
7676 Posts
Last Edited: 2018-03-21 00:19:45
March 21 2018 00:15 GMT
#236
On March 21 2018 03:39 JayuSC2 wrote:
Raven missile in it's current state is just bad for the game, there is no counterplay to it for zerg at least. It outranges most units and the missiles travel way too fast to make proper splitting possible (even the best zergs can't manage to split against it as we saw many times). Can't believe they really wanna keept it, they should rather buff terran in other ways, if their winrate is really that bad.

Dark's counterplay was to split and friendly fire onto SCVs:


Instead of screaming how broken it is on the forums, try watching what the pros like Dark do. Anyone who actually watched the WESG finals knows that Maru didn't rely on Ravens to win at all.
Denominator of the Universe
TL+ Member
Prev 1 10 11 12 All
Please log in or register to reply.
Live Events Refresh
OSC
11:00
Mid Season Playoffs
WardiTV508
Liquipedia
The PondCast
10:00
Episode 93
CranKy Ducklings42
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko350
BRAT_OK 54
Ryung 42
StarCraft: Brood War
Britney 36901
Calm 6134
Sea 2033
Bisu 1524
Horang2 894
BeSt 507
EffOrt 380
Mini 270
Light 269
Hyuk 269
[ Show more ]
Soma 212
actioN 179
ggaemo 158
Larva 143
Last 141
Rush 127
hero 85
Mind 79
Pusan 64
ToSsGirL 60
ZerO 50
Backho 49
Sharp 32
sSak 30
Terrorterran 27
Mong 25
Shinee 16
Movie 16
Barracks 15
Bale 14
GoRush 14
soO 13
Noble 10
Icarus 4
Dota 2
Gorgc5377
XcaliburYe65
Counter-Strike
olofmeister3103
byalli406
x6flipin343
edward168
Other Games
singsing1747
B2W.Neo671
Beastyqt388
crisheroes299
Mew2King126
monkeys_forever105
QueenE60
elazer46
ZerO(Twitch)12
Organizations
StarCraft: Brood War
Kim Chul Min (afreeca) 1531
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 17 non-featured ]
StarCraft 2
• StrangeGG 60
• iHatsuTV 22
• CranKy Ducklings SOOP12
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• FirePhoenix6
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota244
League of Legends
• Jankos1422
• Stunt783
Upcoming Events
Replay Cast
11h 43m
RSL Revival
21h 43m
Classic vs Solar
herO vs SHIN
OSC
1d
Korean StarCraft League
1d 14h
RSL Revival
1d 21h
Clem vs Rogue
Bunny vs Lambo
IPSL
2 days
Dewalt vs nOmaD
Ret vs Cross
BSL
2 days
Bonyth vs Doodle
Dewalt vs TerrOr
GSL
2 days
Cure vs herO
SHIN vs Maru
IPSL
3 days
Bonyth vs Napoleon
G5 vs JDConan
BSL
3 days
OyAji vs JDConan
DragOn vs TBD
[ Show More ]
Replay Cast
3 days
Monday Night Weeklies
4 days
Replay Cast
4 days
The PondCast
4 days
GSL
5 days
Replay Cast
6 days
GSL
6 days
Liquipedia Results

Completed

Proleague 2026-05-13
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
KK 2v2 League Season 1
BSL 22 Non-Korean Championship
SCTL 2026 Spring
RSL Revival: Season 5
2026 GSL S1
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2

Upcoming

Escore Tournament S2: W7
YSL S3
Escore Tournament S2: W8
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
WardiTV Spring 2026
2026 GSL S2
BLAST Bounty Summer 2026: Closed Qualifier
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.