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Testing Scourge

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Omegalisk
Profile Blog Joined May 2010
United States337 Posts
August 04 2010 21:08 GMT
#1
Yes, I have another video. I listened to all the complaints, so I didn't do any typing and just cut to the action. I still don't have audio so no mic, but that's not really the purpose of the video.



Like the last video, it's not comprehensive in any form, but it at least gives us an idea of what Scourge will be like against the new units.

Personally, I don't think the Scourge would be that OP, provided that they edit speeds a little. They would work almost exactly like Banelings, and I think make Zerg Air a little more Zergy.
AyJay
Profile Joined April 2010
1515 Posts
August 04 2010 21:11 GMT
#2
cute little buggers <3

Can you turn on sound next time?
TzTz
Profile Blog Joined April 2010
Germany511 Posts
August 04 2010 21:12 GMT
#3
Looks nice, Would be a good addition to zerg imo.
Deleted User 47542
Profile Blog Joined May 2009
1484 Posts
Last Edited: 2010-08-04 21:13:16
August 04 2010 21:12 GMT
#4
SC2 AI would make scourge ridiculously overpowered, and completely negate mutas in ZvZ. Assuming they cost 25/75 and spawn two at a time.
synapse
Profile Blog Joined January 2009
China13814 Posts
August 04 2010 21:13 GMT
#5
I'm guessing scourge now have smart-targetting? They take out quite a few vikings / medivacs even with no micro and a shitload of units attacking them.
:)
Omegalisk
Profile Blog Joined May 2010
United States337 Posts
August 04 2010 21:13 GMT
#6
On August 05 2010 06:11 AyJay wrote:
cute little buggers <3

Can you turn on sound next time?


I don't have audio working yet, so maybe.
Lucius2
Profile Joined June 2010
Germany548 Posts
August 04 2010 21:16 GMT
#7
i would be pretty amazing, but the numbers need to be tweaked to make it balanced

scourge collosus anyone?!!
Floophead_III
Profile Joined September 2009
United States1832 Posts
August 04 2010 21:16 GMT
#8
This is one of the changes I've been hoping to test out myself. I'm SO happy to see that you've done this.

Scourge are probably the biggest boon to zerg of all the missing BW units. I have no idea why they were removed.

My questions:
-Is there a way to make them overkill like in BW (the delayed explosion caused scourge to overkill)? Is this even desirable?
-Can you make scourge trainable from the spire? I couldn't figure out how to make it work and I couldn't locate a proper icon. In fact, I really hate this map editor period cause I can't get anything to work right -_-
-What movement speed would be ideal for scourge? (IMO scourge should be the same speed as mutalisks, just like in BW. They wouldn't directly counter phoenix/speedvoids then, but they'd deal with all early AtG, capitol ships, and most importantly, drops. Another idea would be to make them just slightly slower than mutas, to allow some room for muta vs scourge micro (since I doubt you can chinese triangle in WoL =P)
Half man, half bear, half pig.
Omegalisk
Profile Blog Joined May 2010
United States337 Posts
Last Edited: 2010-08-04 21:22:57
August 04 2010 21:16 GMT
#9
On August 05 2010 06:16 Lucius2 wrote:
i would be pretty amazing, but the numbers need to be tweaked to make it balanced

scourge collosus anyone?!!


Dang it, I forgot about Collossi.

Edit: Ok, so I tested Collossi, and they are about the same as Void Rays, except they can't fight back.
Deathstar
Profile Blog Joined May 2010
9150 Posts
August 04 2010 21:18 GMT
#10
On August 05 2010 06:12 superbabosheki wrote:
SC2 AI would make scourge ridiculously overpowered, and completely negate mutas in ZvZ. Assuming they cost 25/75 and spawn two at a time.


Not anymore overpowered as siege mode siege tanks not overkilling.
rip passion
Thrasymachus725
Profile Joined April 2010
Canada527 Posts
August 04 2010 21:19 GMT
#11
I don't think the issue is whether the Scourge would be OP. My problem with the scourge is that it is YET ANOTHER unit from SC1 added to SC2. More and more people are wanting to turn the game into SC1 with better graphics. We need NEW units. If you want to play around with Scourge, go nuts. Play SC1. Or even better, remake SC1 in the map editor. I would love to play that every now and then.

Also, Scourge steps on the toes of the Corruptor. I understand no one likes the Corruptor, but rather than bringing back an old unit to do it's job, why don't we come up with some solution to make the Corruptor a viable interesting unit again.
The meaning of life is to fight.
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2010-08-04 21:21:04
August 04 2010 21:19 GMT
#12
The question is why though. Zerg already has one of the strongest air vs air games with muta/broodlord/corruptor. Also both the phoenix & viking are stronger than their BW counterparts in ways that would limit the effectiveness of scourge.

Plus this would be brutal to colossi.
Logo
llortyag
Profile Joined August 2010
United States64 Posts
August 04 2010 21:20 GMT
#13
dumbass boring banelings made scourge and lurkers go out of the game cuz it would be repetitive
This place is backwards
Siffer
Profile Blog Joined August 2007
United States467 Posts
August 04 2010 21:21 GMT
#14
phoenix would make scourge pretty useless imo
soverRR
Profile Joined May 2010
Sweden348 Posts
August 04 2010 21:23 GMT
#15
For crying out loud, STOP trying to make Sc2 into Sc1. YES, it was very balanced and fun and all that, but I'd rather have sc2 being a new game rather than just a graphic upgrade. Geeze.
NuKedUFirst
Profile Blog Joined March 2010
Canada3139 Posts
August 04 2010 21:23 GMT
#16
I don't think every video you put up warrants it's own thread. Scourge aren't as good as corruptors imo.. I like having an air army, not a bunch of birds with explosives strapped to their bodies.
FrostedMiniWeet wrote: I like winning because it validates all the bloody time I waste playing SC2.
Azerbaijan
Profile Blog Joined January 2010
United States660 Posts
Last Edited: 2010-08-04 21:28:57
August 04 2010 21:24 GMT
#17
Yeah scourge with the new AI would break the game balance at this point. It looks like they can take to much damage. If HP was reduced and the AI changed to require manual splitting it could be a viable unit. Manual splitting could also make for some entertaining micro battles.

Although having scourge completely removes any reason to make corrupter beyond getting broodlords. Or perhaps corrupters would prove superior to scourge, they can morph into Broodlords.

I don't know; i think it would require to much rebalancing to get scourge to fir into the game.
lindn
Profile Joined July 2010
Sweden833 Posts
August 04 2010 21:25 GMT
#18
nerfing the scourge would make them viable in SC2, of course the new smart AI makes them extremely deadly but that could be countered with cost and of course making them the same or lesser speed than the current flyers (mutas, viking, phoenix etc etc) and if you're not catching them off guard then the scourge would become more of an anti void ray/colossus/battlecruiser/brood lords and also great for just guarding bases against air harasses (just like in BW)

and yeah i think overkilling them a bit would balance them further making mass scourge kinda bad and also needing more micro than just A-move
Omegalisk
Profile Blog Joined May 2010
United States337 Posts
Last Edited: 2010-08-04 21:28:25
August 04 2010 21:25 GMT
#19
One thing I have noticed when testing this is that Scourge work much differently than Banelings. Scourge explosions are one target only (as far as I can tell) in the Galaxy Editor.

For crying out loud, STOP trying to make Sc2 into Sc1. YES, it was very balanced and fun and all that, but I'd rather have sc2 being a new game rather than just a graphic upgrade. Geeze.


What are you talking about? I am in no way promoting remaking these units. I'm just showing people what these units are like in the Galaxy Editor. I didn't even make them; they were already there. These videos help people know whether the old units should be in the game or not, and if they shouldn't be, then these videos would show it.
Thrasymachus725
Profile Joined April 2010
Canada527 Posts
August 04 2010 21:28 GMT
#20
On August 05 2010 06:20 llortyag wrote:
dumbass boring banelings made scourge and lurkers go out of the game cuz it would be repetitive

Alright, so If they removed the Baneling and added back Lurker and Scourge you would be happy right? I suppose you are one of those who also wants Hydralisks moved back to T1 and Roaches to T2...
I have seen these two suggestions repeated ad nauseum since the beginning of beta, and what people don't seem to get is that if that happened, the Zerg would be 90% SC1.

Why don't people stop reaching back to SC1 for their ideas and go nuts creating NEW and INTERESTING ideas. I hope there are no SC1 units coming back for multiplayer in the expansions. I would love to see them all in Single Player... but not multiplayer. New fun stuff plz.
The meaning of life is to fight.
Tazza
Profile Blog Joined May 2009
Korea (South)1678 Posts
August 04 2010 21:29 GMT
#21
On August 05 2010 06:12 superbabosheki wrote:
SC2 AI would make scourge ridiculously overpowered, and completely negate mutas in ZvZ. Assuming they cost 25/75 and spawn two at a time.

Just like tanks right?
Jayme
Profile Blog Joined February 2009
United States5866 Posts
August 04 2010 21:31 GMT
#22
People are soo defensive.

Seeing as the unit I miss most is either the scourge or the lurker I endorse this. I mean, the Zerg having a swarm type feel to them again? Surely not.
Python is garbage, number 1 advocate of getting rid of it.
DocSnyder
Profile Joined June 2010
Germany137 Posts
August 04 2010 21:34 GMT
#23
On August 05 2010 06:19 Zanez.smarty wrote:
I don't think the issue is whether the Scourge would be OP. My problem with the scourge is that it is YET ANOTHER unit from SC1 added to SC2. More and more people are wanting to turn the game into SC1 with better graphics. We need NEW units. If you want to play around with Scourge, go nuts. Play SC1. Or even better, remake SC1 in the map editor. I would love to play that every now and then.

Also, Scourge steps on the toes of the Corruptor. I understand no one likes the Corruptor, but rather than bringing back an old unit to do it's job, why don't we come up with some solution to make the Corruptor a viable interesting unit again.


Absolutely agree,hell as far as sc1 remake,maps,tilesets,units and heroes are all there.Someone should really remake it,heck one of these days i might just do it myself.

As far as scourge,corruptors do the exact same thing.Especially with their spell,so there is no point of scourge in multi-player.Still looking at a combined zerg army of everything + lurkers and scourge sure looks bad ass.Cant wait for HOTS
Damn i cant max this game:(
Floophead_III
Profile Joined September 2009
United States1832 Posts
August 04 2010 21:35 GMT
#24
You guys don't understand.

Scourge fill a very important role. They are high dps AtA units. Corruptors are AWFUL at stopping drops, taking out key targets, and removing support in big fights. Mutas are good at some things, but they're very expensive and weak in small numbers.

Examples:
Protoss opens proxy voidrays and you went spire thinking he was going robo since he had low gate count. You have 2 queens and a spire almost done when 2 voidrays suddenly appear in your main. Your first queen dies before your 2nd reaches it and the voidrays are about to charge and your spire pops. You make 6 mutas really quickly, but by that time your spire is dead, the voidrays are charged, and another is in your base. Your 6 mutas cannot deal with the charged rays and you lose. Scourge would've instantly killed the rays and brought you back into the game.

Terran is dropping everywhere with a force of marine/tank. You have banelings, lings, and mutas. Your mutas miss a drop heading to your 3rd and your lings/blings are sitting in the middle of the map. 12 marines 2 medivacs and a tank are sitting behind the 3rd's minline. You lose your mutas trying to engage directly, and when the slower blings arrive, T just picks up and runs away. Scourge would've dealt with this much better, either by intercepting the drops by patrolling, or by killing the runaway force.

I'm sure there's many other reasons scourge would be excellent units.
Half man, half bear, half pig.
pzea469
Profile Blog Joined September 2008
United States1520 Posts
August 04 2010 21:36 GMT
#25
i think zerg could should really get scourge back. They created so much excitement in SC1. And this is coming from a Protoss player. Give zerg their scourge back!
Kill the Deathball
alsowikk
Profile Joined July 2010
109 Posts
August 04 2010 21:45 GMT
#26
Why don't we find a way to make corrupters strong enough to hold up instead of redoing sc1? What if the corrupter's attacks slow the movement speed and damage of a target(stacking with every attack), so that they can slow down the damage of other air since they can't match the scourges killing power?
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2010-08-04 21:49:06
August 04 2010 21:45 GMT
#27
On August 05 2010 06:35 Floophead_III wrote:
You guys don't understand.

Scourge fill a very important role. They are high dps AtA units. Corruptors are AWFUL at stopping drops, taking out key targets, and removing support in big fights. Mutas are good at some things, but they're very expensive and weak in small numbers.

Examples:
Protoss opens proxy voidrays and you went spire thinking he was going robo since he had low gate count. You have 2 queens and a spire almost done when 2 voidrays suddenly appear in your main. Your first queen dies before your 2nd reaches it and the voidrays are about to charge and your spire pops. You make 6 mutas really quickly, but by that time your spire is dead, the voidrays are charged, and another is in your base. Your 6 mutas cannot deal with the charged rays and you lose. Scourge would've instantly killed the rays and brought you back into the game.

Terran is dropping everywhere with a force of marine/tank. You have banelings, lings, and mutas. Your mutas miss a drop heading to your 3rd and your lings/blings are sitting in the middle of the map. 12 marines 2 medivacs and a tank are sitting behind the 3rd's minline. You lose your mutas trying to engage directly, and when the slower blings arrive, T just picks up and runs away. Scourge would've dealt with this much better, either by intercepting the drops by patrolling, or by killing the runaway force.

I'm sure there's many other reasons scourge would be excellent units.


Those situations are not realistic. Most players, even on seeing a low # of gateways, would go hydra den first. There's no need for a spire that early. If your opponent pops out 1-2 colossi with low gateways they're vulnerable to lings and until upgraded and in larger numbers hydras can stand up. So you'd go hydra den then spire (or just hydra den on seeing the VRs). In the second example you're engaging your mutas before the banelings get there which is a silly thing to do. If both forces engage at the same time he either has to pick up and risk getting the medivac killed or stay on ground and risk the banelings blowing everything up. Plus you can setup your OLs better to spot the drop and you have better overall vision than BW because of creep tumors.

Anyways there's no doubt that the scourge would be useful, it's just that the # of situations they'd be useful is less than the # of situations in BW. Many people feel that getting a unit that covers more of the Zerg's gaps would be a better choice or that Scourge would be disruptive to some of what we have now. Personally I'm not anti-scourge, I just don't know how well they'd fit. Keep in mind that the inclusion of scourge would also likely mean something for the other races, it's not clear that Zerg is so bad to warrant an additional unit without the other races being compensated. So would the inclusion of scourge be strong enough to keep Zerg balanced in the face of other changes to the other races?
Logo
Floophead_III
Profile Joined September 2009
United States1832 Posts
August 04 2010 21:48 GMT
#28
On August 05 2010 06:45 Logo wrote:
Show nested quote +
On August 05 2010 06:35 Floophead_III wrote:
You guys don't understand.

Scourge fill a very important role. They are high dps AtA units. Corruptors are AWFUL at stopping drops, taking out key targets, and removing support in big fights. Mutas are good at some things, but they're very expensive and weak in small numbers.

Examples:
Protoss opens proxy voidrays and you went spire thinking he was going robo since he had low gate count. You have 2 queens and a spire almost done when 2 voidrays suddenly appear in your main. Your first queen dies before your 2nd reaches it and the voidrays are about to charge and your spire pops. You make 6 mutas really quickly, but by that time your spire is dead, the voidrays are charged, and another is in your base. Your 6 mutas cannot deal with the charged rays and you lose. Scourge would've instantly killed the rays and brought you back into the game.

Terran is dropping everywhere with a force of marine/tank. You have banelings, lings, and mutas. Your mutas miss a drop heading to your 3rd and your lings/blings are sitting in the middle of the map. 12 marines 2 medivacs and a tank are sitting behind the 3rd's minline. You lose your mutas trying to engage directly, and when the slower blings arrive, T just picks up and runs away. Scourge would've dealt with this much better, either by intercepting the drops by patrolling, or by killing the runaway force.

I'm sure there's many other reasons scourge would be excellent units.


Those situations are not realistic. Most players, even on seeing a low # of gateways, would go hydra den first. There's no need for a spire that early. If your opponent pops out 1-2 colossi with low gateways they're vulnerable to lings and until upgraded and in larger numbers hydras can stand up. So you'd go hydra den then spire (or just hydra den on seeing the VRs). In the second example you're engaging your mutas before the banelings get there which is a silly thing to do. If both forces engage at the same time he either has to pick up and risk getting the medivac killed or stay on ground and risk the banelings blowing everything up. Plus you can setup your OLs better to spot the drop and you have better overall vision than BW because of creep tumors.

Anyways there's no doubt that the scourge would be useful, it's just that the # of situations they'd be useful is less than the # of situations in BW. Many people feel that getting a unit that covers more of the Zerg's gaps would be a better choice or that Scourge would be disruptive to some of what we have now. Personally I'm not anti-scourge, I just don't know how well they'd fit. Keep in mind that the inclusion of scourge would also likely mean something for the other races, it's not clear that Zerg is so bad to warrant an additional unit without the other races being compensated.


Well here's a common situation. I'm using marine/tank/medivac/hellion in midgame push vs Z. He attacks my push in motion with some combo of ling/bling/roach/muta. There's a ledge nearby. I quickly pick up as much of my force as I can and drop it on the ledge, using whatever spare marines I can to kill mutas. I might lose 1 dropship before it fully unloads, but I get most of my units to safety and manage to do a bunch of damage to the zerg force. If there's scourge, I would've lost everything attempting that.
Half man, half bear, half pig.
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2010-08-04 21:52:53
August 04 2010 21:52 GMT
#29
On August 05 2010 06:48 Floophead_III wrote:
Show nested quote +
On August 05 2010 06:45 Logo wrote:
On August 05 2010 06:35 Floophead_III wrote:
You guys don't understand.

Scourge fill a very important role. They are high dps AtA units. Corruptors are AWFUL at stopping drops, taking out key targets, and removing support in big fights. Mutas are good at some things, but they're very expensive and weak in small numbers.

Examples:
Protoss opens proxy voidrays and you went spire thinking he was going robo since he had low gate count. You have 2 queens and a spire almost done when 2 voidrays suddenly appear in your main. Your first queen dies before your 2nd reaches it and the voidrays are about to charge and your spire pops. You make 6 mutas really quickly, but by that time your spire is dead, the voidrays are charged, and another is in your base. Your 6 mutas cannot deal with the charged rays and you lose. Scourge would've instantly killed the rays and brought you back into the game.

Terran is dropping everywhere with a force of marine/tank. You have banelings, lings, and mutas. Your mutas miss a drop heading to your 3rd and your lings/blings are sitting in the middle of the map. 12 marines 2 medivacs and a tank are sitting behind the 3rd's minline. You lose your mutas trying to engage directly, and when the slower blings arrive, T just picks up and runs away. Scourge would've dealt with this much better, either by intercepting the drops by patrolling, or by killing the runaway force.

I'm sure there's many other reasons scourge would be excellent units.


Those situations are not realistic. Most players, even on seeing a low # of gateways, would go hydra den first. There's no need for a spire that early. If your opponent pops out 1-2 colossi with low gateways they're vulnerable to lings and until upgraded and in larger numbers hydras can stand up. So you'd go hydra den then spire (or just hydra den on seeing the VRs). In the second example you're engaging your mutas before the banelings get there which is a silly thing to do. If both forces engage at the same time he either has to pick up and risk getting the medivac killed or stay on ground and risk the banelings blowing everything up. Plus you can setup your OLs better to spot the drop and you have better overall vision than BW because of creep tumors.

Anyways there's no doubt that the scourge would be useful, it's just that the # of situations they'd be useful is less than the # of situations in BW. Many people feel that getting a unit that covers more of the Zerg's gaps would be a better choice or that Scourge would be disruptive to some of what we have now. Personally I'm not anti-scourge, I just don't know how well they'd fit. Keep in mind that the inclusion of scourge would also likely mean something for the other races, it's not clear that Zerg is so bad to warrant an additional unit without the other races being compensated.


Well here's a common situation. I'm using marine/tank/medivac/hellion in midgame push vs Z. He attacks my push in motion with some combo of ling/bling/roach/muta. There's a ledge nearby. I quickly pick up as much of my force as I can and drop it on the ledge, using whatever spare marines I can to kill mutas. I might lose 1 dropship before it fully unloads, but I get most of my units to safety and manage to do a bunch of damage to the zerg force. If there's scourge, I would've lost everything attempting that.


'common'? If the ledge is more than a small distance away you'll lose a large amount of your force, and that's provided the ramp up the legde (if there is one) isn't nearby. It seems like a very specific situation that it'd come in handy. Again I know there are situations where they're useful, it's just not as often as BW because you wouldn't be able to use scourge to counter phoenixes or vikings well and corruptors melt carriers and BCs.
Logo
Floophead_III
Profile Joined September 2009
United States1832 Posts
August 04 2010 21:54 GMT
#30
On August 05 2010 06:52 Logo wrote:
Show nested quote +
On August 05 2010 06:48 Floophead_III wrote:
On August 05 2010 06:45 Logo wrote:
On August 05 2010 06:35 Floophead_III wrote:
You guys don't understand.

Scourge fill a very important role. They are high dps AtA units. Corruptors are AWFUL at stopping drops, taking out key targets, and removing support in big fights. Mutas are good at some things, but they're very expensive and weak in small numbers.

Examples:
Protoss opens proxy voidrays and you went spire thinking he was going robo since he had low gate count. You have 2 queens and a spire almost done when 2 voidrays suddenly appear in your main. Your first queen dies before your 2nd reaches it and the voidrays are about to charge and your spire pops. You make 6 mutas really quickly, but by that time your spire is dead, the voidrays are charged, and another is in your base. Your 6 mutas cannot deal with the charged rays and you lose. Scourge would've instantly killed the rays and brought you back into the game.

Terran is dropping everywhere with a force of marine/tank. You have banelings, lings, and mutas. Your mutas miss a drop heading to your 3rd and your lings/blings are sitting in the middle of the map. 12 marines 2 medivacs and a tank are sitting behind the 3rd's minline. You lose your mutas trying to engage directly, and when the slower blings arrive, T just picks up and runs away. Scourge would've dealt with this much better, either by intercepting the drops by patrolling, or by killing the runaway force.

I'm sure there's many other reasons scourge would be excellent units.


Those situations are not realistic. Most players, even on seeing a low # of gateways, would go hydra den first. There's no need for a spire that early. If your opponent pops out 1-2 colossi with low gateways they're vulnerable to lings and until upgraded and in larger numbers hydras can stand up. So you'd go hydra den then spire (or just hydra den on seeing the VRs). In the second example you're engaging your mutas before the banelings get there which is a silly thing to do. If both forces engage at the same time he either has to pick up and risk getting the medivac killed or stay on ground and risk the banelings blowing everything up. Plus you can setup your OLs better to spot the drop and you have better overall vision than BW because of creep tumors.

Anyways there's no doubt that the scourge would be useful, it's just that the # of situations they'd be useful is less than the # of situations in BW. Many people feel that getting a unit that covers more of the Zerg's gaps would be a better choice or that Scourge would be disruptive to some of what we have now. Personally I'm not anti-scourge, I just don't know how well they'd fit. Keep in mind that the inclusion of scourge would also likely mean something for the other races, it's not clear that Zerg is so bad to warrant an additional unit without the other races being compensated.


Well here's a common situation. I'm using marine/tank/medivac/hellion in midgame push vs Z. He attacks my push in motion with some combo of ling/bling/roach/muta. There's a ledge nearby. I quickly pick up as much of my force as I can and drop it on the ledge, using whatever spare marines I can to kill mutas. I might lose 1 dropship before it fully unloads, but I get most of my units to safety and manage to do a bunch of damage to the zerg force. If there's scourge, I would've lost everything attempting that.


'common'? If the ledge is more than a small distance away you'll lose a large amount of your force, and that's provided the ramp up the legde (if there is one) isn't nearby. It seems like a very specific situation that it'd come in handy. Again I know there are situations where they're useful, it's just not as often as BW because you wouldn't be able to use scourge to counter phoenixes or vikings well and corruptors melt carriers and BCs.


I do that pretty much every game there's isolated ledges. Kulas and LT are prime examples. Man, if you aren't seeing that type of play, you need to play some more abusive terrans LOL.
Half man, half bear, half pig.
Kwidowmaker
Profile Blog Joined October 2007
Canada978 Posts
August 04 2010 21:54 GMT
#31
On August 05 2010 06:13 synapse wrote:
I'm guessing scourge now have smart-targetting? They take out quite a few vikings / medivacs even with no micro and a shitload of units attacking them.


A short delay between scourge explosion and damage dealt would negate that I think
Kk.
Saracen
Profile Blog Joined December 2007
United States5139 Posts
August 04 2010 21:56 GMT
#32
Scourge autocloning is pretty dumb. On the other hand, I LOVE the model. It's so faithful to the original And yeah, Zerg needs a cost effective way to stop drops.
TheYango
Profile Joined September 2008
United States47024 Posts
August 04 2010 21:57 GMT
#33
This is cool! They even made the explosions green!
Moderator
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Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2010-08-04 22:00:03
August 04 2010 21:57 GMT
#34
On August 05 2010 06:54 Floophead_III wrote:
Show nested quote +
On August 05 2010 06:52 Logo wrote:
On August 05 2010 06:48 Floophead_III wrote:
On August 05 2010 06:45 Logo wrote:
On August 05 2010 06:35 Floophead_III wrote:
You guys don't understand.

Scourge fill a very important role. They are high dps AtA units. Corruptors are AWFUL at stopping drops, taking out key targets, and removing support in big fights. Mutas are good at some things, but they're very expensive and weak in small numbers.

Examples:
Protoss opens proxy voidrays and you went spire thinking he was going robo since he had low gate count. You have 2 queens and a spire almost done when 2 voidrays suddenly appear in your main. Your first queen dies before your 2nd reaches it and the voidrays are about to charge and your spire pops. You make 6 mutas really quickly, but by that time your spire is dead, the voidrays are charged, and another is in your base. Your 6 mutas cannot deal with the charged rays and you lose. Scourge would've instantly killed the rays and brought you back into the game.

Terran is dropping everywhere with a force of marine/tank. You have banelings, lings, and mutas. Your mutas miss a drop heading to your 3rd and your lings/blings are sitting in the middle of the map. 12 marines 2 medivacs and a tank are sitting behind the 3rd's minline. You lose your mutas trying to engage directly, and when the slower blings arrive, T just picks up and runs away. Scourge would've dealt with this much better, either by intercepting the drops by patrolling, or by killing the runaway force.

I'm sure there's many other reasons scourge would be excellent units.


Those situations are not realistic. Most players, even on seeing a low # of gateways, would go hydra den first. There's no need for a spire that early. If your opponent pops out 1-2 colossi with low gateways they're vulnerable to lings and until upgraded and in larger numbers hydras can stand up. So you'd go hydra den then spire (or just hydra den on seeing the VRs). In the second example you're engaging your mutas before the banelings get there which is a silly thing to do. If both forces engage at the same time he either has to pick up and risk getting the medivac killed or stay on ground and risk the banelings blowing everything up. Plus you can setup your OLs better to spot the drop and you have better overall vision than BW because of creep tumors.

Anyways there's no doubt that the scourge would be useful, it's just that the # of situations they'd be useful is less than the # of situations in BW. Many people feel that getting a unit that covers more of the Zerg's gaps would be a better choice or that Scourge would be disruptive to some of what we have now. Personally I'm not anti-scourge, I just don't know how well they'd fit. Keep in mind that the inclusion of scourge would also likely mean something for the other races, it's not clear that Zerg is so bad to warrant an additional unit without the other races being compensated.


Well here's a common situation. I'm using marine/tank/medivac/hellion in midgame push vs Z. He attacks my push in motion with some combo of ling/bling/roach/muta. There's a ledge nearby. I quickly pick up as much of my force as I can and drop it on the ledge, using whatever spare marines I can to kill mutas. I might lose 1 dropship before it fully unloads, but I get most of my units to safety and manage to do a bunch of damage to the zerg force. If there's scourge, I would've lost everything attempting that.


'common'? If the ledge is more than a small distance away you'll lose a large amount of your force, and that's provided the ramp up the legde (if there is one) isn't nearby. It seems like a very specific situation that it'd come in handy. Again I know there are situations where they're useful, it's just not as often as BW because you wouldn't be able to use scourge to counter phoenixes or vikings well and corruptors melt carriers and BCs.


I do that pretty much every game there's isolated ledges. Kulas and LT are prime examples. Man, if you aren't seeing that type of play, you need to play some more abusive terrans LOL.


I see people abuse ledges all the time, but never in a situation where I a) have mutas b) don't have enough mutas to quickly kill medivacs c) lack infestors d) am up against a terran with a strong tank force that prevents me from being able to pick off units in some other fashion and e) don't have drops for my banelings by this point which would counteract the medivac lift anyways.

It's a lot of situations that all have to come together for your scenario to happen in a way that causes heavy losses for the zerg that can't have been avoided.

And you're still like ignoring 1/2 of my point which is that I agree that scourge could be useful in some situations but it's undeniable that they're less useful as other than drops the only air unit that might be more efficiently killed by scourge is void rays which aren't frequently used ZvP past an early void ray rush for a reason.

Well they'd melt colossi which are already killed by corruptors, but all that does is upset a matchup that's arguably well balanced.
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Saracen
Profile Blog Joined December 2007
United States5139 Posts
Last Edited: 2010-08-04 22:05:42
August 04 2010 22:00 GMT
#35
On August 05 2010 06:57 Logo wrote:
Show nested quote +
On August 05 2010 06:54 Floophead_III wrote:
On August 05 2010 06:52 Logo wrote:
On August 05 2010 06:48 Floophead_III wrote:
On August 05 2010 06:45 Logo wrote:
On August 05 2010 06:35 Floophead_III wrote:
You guys don't understand.

Scourge fill a very important role. They are high dps AtA units. Corruptors are AWFUL at stopping drops, taking out key targets, and removing support in big fights. Mutas are good at some things, but they're very expensive and weak in small numbers.

Examples:
Protoss opens proxy voidrays and you went spire thinking he was going robo since he had low gate count. You have 2 queens and a spire almost done when 2 voidrays suddenly appear in your main. Your first queen dies before your 2nd reaches it and the voidrays are about to charge and your spire pops. You make 6 mutas really quickly, but by that time your spire is dead, the voidrays are charged, and another is in your base. Your 6 mutas cannot deal with the charged rays and you lose. Scourge would've instantly killed the rays and brought you back into the game.

Terran is dropping everywhere with a force of marine/tank. You have banelings, lings, and mutas. Your mutas miss a drop heading to your 3rd and your lings/blings are sitting in the middle of the map. 12 marines 2 medivacs and a tank are sitting behind the 3rd's minline. You lose your mutas trying to engage directly, and when the slower blings arrive, T just picks up and runs away. Scourge would've dealt with this much better, either by intercepting the drops by patrolling, or by killing the runaway force.

I'm sure there's many other reasons scourge would be excellent units.


Those situations are not realistic. Most players, even on seeing a low # of gateways, would go hydra den first. There's no need for a spire that early. If your opponent pops out 1-2 colossi with low gateways they're vulnerable to lings and until upgraded and in larger numbers hydras can stand up. So you'd go hydra den then spire (or just hydra den on seeing the VRs). In the second example you're engaging your mutas before the banelings get there which is a silly thing to do. If both forces engage at the same time he either has to pick up and risk getting the medivac killed or stay on ground and risk the banelings blowing everything up. Plus you can setup your OLs better to spot the drop and you have better overall vision than BW because of creep tumors.

Anyways there's no doubt that the scourge would be useful, it's just that the # of situations they'd be useful is less than the # of situations in BW. Many people feel that getting a unit that covers more of the Zerg's gaps would be a better choice or that Scourge would be disruptive to some of what we have now. Personally I'm not anti-scourge, I just don't know how well they'd fit. Keep in mind that the inclusion of scourge would also likely mean something for the other races, it's not clear that Zerg is so bad to warrant an additional unit without the other races being compensated.


Well here's a common situation. I'm using marine/tank/medivac/hellion in midgame push vs Z. He attacks my push in motion with some combo of ling/bling/roach/muta. There's a ledge nearby. I quickly pick up as much of my force as I can and drop it on the ledge, using whatever spare marines I can to kill mutas. I might lose 1 dropship before it fully unloads, but I get most of my units to safety and manage to do a bunch of damage to the zerg force. If there's scourge, I would've lost everything attempting that.


'common'? If the ledge is more than a small distance away you'll lose a large amount of your force, and that's provided the ramp up the legde (if there is one) isn't nearby. It seems like a very specific situation that it'd come in handy. Again I know there are situations where they're useful, it's just not as often as BW because you wouldn't be able to use scourge to counter phoenixes or vikings well and corruptors melt carriers and BCs.


I do that pretty much every game there's isolated ledges. Kulas and LT are prime examples. Man, if you aren't seeing that type of play, you need to play some more abusive terrans LOL.


I see people abuse ledges all the time, but never in a situation where I a) have mutas b) don't have enough mutas to quickly kill medivacs c) lack infestors d) am up against a terran with a strong tank force that prevents me from being able to pick off units in some other fashion and e) don't have drops for my banelings by this point which would counteract the medivac lift anyways.

It's a lot of situations that all have to come together for your scenario to happen in a way that causes heavy losses for the zerg that can't have been avoided.

And you're still like ignoring 1/2 of my point which is that I agree that scourge could be useful in some situations but it's undeniable that they're less useful as other than drops the only air unit that might be more efficiently killed by scourge is void rays which aren't frequently used ZvP past an early void ray rush for a reason.

It's kind of ridiculous to force the Zerg to tech to a decent number mutalisks just because the Terran is getting medivacs though. Scourge can also be used on colossi

EDIT: I'll elaborate. You see a Terran getting medivacs and threatening drops. You get a spire and 8 mutalisks (1000/1000) to negate the drops. He gets 1-2 thors to complement his ground army (300/200-600/400). His army is now much more complete than yours, and he didn't have to sacrifice anything while teching to medivacs or thors. In the end, you're spending an assload of money to nullify a threat that doesn't cost anything for the Terran. It would be nice if Zerg had a cost-effective way to deal with medivacs, such as scourge.

EDIT 2: Now that I think about it, I'd gladly trade corruptors for scourge lol (and banelings for lurkers while we're at it, though I really like banelings as well).
Floophead_III
Profile Joined September 2009
United States1832 Posts
August 04 2010 22:02 GMT
#36
On August 05 2010 06:56 Saracen wrote:
Scourge autocloning is pretty dumb. On the other hand, I LOVE the model. It's so faithful to the original And yeah, Zerg needs a cost effective way to stop drops.


Well, my thinking is that autocloning might be necessary after all now that I think about it. It's much easier to control a large force in SC2. The reason scourge were often so effective in BW was because you'd clone them in advance and it took a lot of attention and very quick reflexes to say, move and stim 2 groups of marines and move 6 vessels out of the way. Now that you can easily control a larger force scourge will be much easier to dodge and pick off. The autocloning might help make up for the fact that it's very likely most of the scourge will die trying to get the targets anyways.
Half man, half bear, half pig.
Pking
Profile Joined May 2010
Sweden142 Posts
August 04 2010 22:02 GMT
#37
Neat. I'd have them replace corruptors and have mutas morph into broodlords. I'd also have them to do bonus damage vs armored so zerg can have an easier time dominating air v terran.
Whole
Profile Blog Joined May 2010
United States6046 Posts
August 04 2010 22:10 GMT
#38
What is autocloning? I'm very confused about what you guys are talking about.
lindn
Profile Joined July 2010
Sweden833 Posts
August 04 2010 22:11 GMT
#39
nownow people, i hear and understand that you guys don't want zerg to be pretty much the same as BW zerg and stuff.

BUT. if you've ever played BW, just a tiny bit or played it seriously, you'd know that BW zerg is WAAAAAAAAAAAY better than the current SC2 zerg, and a lot more fun also.

of course i don't want zerg to be exactly like SC1, but close to it. queens are alright, it's annoying to inject but it does it's job properly and works. i DO want hydras in T1 and pretty much the same as SC1 (i.e we get our speed upgrade back.) and that's now cause i want it to be BW, i just want a proper freaking T1 unit that can be used to defend early air (SERIOUSLY, last 5 protoss games have ALL been fast void rays and me doing nothing else but trying to get lair up as fast as possible to get my hydras up and going, and even though i push back their void rays i STILL can't put the same pressure on the protoss that he just put on me, why? cause my hydras are so godfuckingly slow)

there's many parts of SC1 zerg that just works. i don't want it all to be moved to SC2, just the parts that DOES work. (T1 hydra, POSSIBLY lurker but not really since i can manage anyways, scourge cause corruptors are useless waste of money once they've done what they were created for)

so stop whining that we want SC1 into SC2, we just want a balanced zerg race without problems that we have now. and since blizzard isn't giving us new units or fixing the current units to fix those problems, we'll just continue suggesting adding a bit from SC1 just cause it WORKS.
TheYango
Profile Joined September 2008
United States47024 Posts
August 04 2010 22:13 GMT
#40
On August 05 2010 07:10 Whole wrote:
What is autocloning? I'm very confused about what you guys are talking about.

In SC1, scourges would overkill, so you had to manually split (cloning) scourges on to separate targets. In SC2, scourges are incapable of overkill, so a-moving them into a bunch of air units achieves the same effect, hence "autocloning".
Moderator
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2010-08-04 22:15:54
August 04 2010 22:13 GMT
#41
On August 05 2010 07:00 Saracen wrote:
Show nested quote +
On August 05 2010 06:57 Logo wrote:
On August 05 2010 06:54 Floophead_III wrote:
On August 05 2010 06:52 Logo wrote:
On August 05 2010 06:48 Floophead_III wrote:
On August 05 2010 06:45 Logo wrote:
On August 05 2010 06:35 Floophead_III wrote:
You guys don't understand.

Scourge fill a very important role. They are high dps AtA units. Corruptors are AWFUL at stopping drops, taking out key targets, and removing support in big fights. Mutas are good at some things, but they're very expensive and weak in small numbers.

Examples:
Protoss opens proxy voidrays and you went spire thinking he was going robo since he had low gate count. You have 2 queens and a spire almost done when 2 voidrays suddenly appear in your main. Your first queen dies before your 2nd reaches it and the voidrays are about to charge and your spire pops. You make 6 mutas really quickly, but by that time your spire is dead, the voidrays are charged, and another is in your base. Your 6 mutas cannot deal with the charged rays and you lose. Scourge would've instantly killed the rays and brought you back into the game.

Terran is dropping everywhere with a force of marine/tank. You have banelings, lings, and mutas. Your mutas miss a drop heading to your 3rd and your lings/blings are sitting in the middle of the map. 12 marines 2 medivacs and a tank are sitting behind the 3rd's minline. You lose your mutas trying to engage directly, and when the slower blings arrive, T just picks up and runs away. Scourge would've dealt with this much better, either by intercepting the drops by patrolling, or by killing the runaway force.

I'm sure there's many other reasons scourge would be excellent units.


Those situations are not realistic. Most players, even on seeing a low # of gateways, would go hydra den first. There's no need for a spire that early. If your opponent pops out 1-2 colossi with low gateways they're vulnerable to lings and until upgraded and in larger numbers hydras can stand up. So you'd go hydra den then spire (or just hydra den on seeing the VRs). In the second example you're engaging your mutas before the banelings get there which is a silly thing to do. If both forces engage at the same time he either has to pick up and risk getting the medivac killed or stay on ground and risk the banelings blowing everything up. Plus you can setup your OLs better to spot the drop and you have better overall vision than BW because of creep tumors.

Anyways there's no doubt that the scourge would be useful, it's just that the # of situations they'd be useful is less than the # of situations in BW. Many people feel that getting a unit that covers more of the Zerg's gaps would be a better choice or that Scourge would be disruptive to some of what we have now. Personally I'm not anti-scourge, I just don't know how well they'd fit. Keep in mind that the inclusion of scourge would also likely mean something for the other races, it's not clear that Zerg is so bad to warrant an additional unit without the other races being compensated.


Well here's a common situation. I'm using marine/tank/medivac/hellion in midgame push vs Z. He attacks my push in motion with some combo of ling/bling/roach/muta. There's a ledge nearby. I quickly pick up as much of my force as I can and drop it on the ledge, using whatever spare marines I can to kill mutas. I might lose 1 dropship before it fully unloads, but I get most of my units to safety and manage to do a bunch of damage to the zerg force. If there's scourge, I would've lost everything attempting that.


'common'? If the ledge is more than a small distance away you'll lose a large amount of your force, and that's provided the ramp up the legde (if there is one) isn't nearby. It seems like a very specific situation that it'd come in handy. Again I know there are situations where they're useful, it's just not as often as BW because you wouldn't be able to use scourge to counter phoenixes or vikings well and corruptors melt carriers and BCs.


I do that pretty much every game there's isolated ledges. Kulas and LT are prime examples. Man, if you aren't seeing that type of play, you need to play some more abusive terrans LOL.


I see people abuse ledges all the time, but never in a situation where I a) have mutas b) don't have enough mutas to quickly kill medivacs c) lack infestors d) am up against a terran with a strong tank force that prevents me from being able to pick off units in some other fashion and e) don't have drops for my banelings by this point which would counteract the medivac lift anyways.

It's a lot of situations that all have to come together for your scenario to happen in a way that causes heavy losses for the zerg that can't have been avoided.

And you're still like ignoring 1/2 of my point which is that I agree that scourge could be useful in some situations but it's undeniable that they're less useful as other than drops the only air unit that might be more efficiently killed by scourge is void rays which aren't frequently used ZvP past an early void ray rush for a reason.

It's kind of ridiculous to force the Zerg to tech to a decent number mutalisks just because the Terran is getting medivacs though. Scourge can also be used on colossi

EDIT: I'll elaborate. You see a Terran getting medivacs and threatening drops. You get a spire and 8 mutalisks (1000/1000) to negate the drops. He gets 1-2 thors to complement his ground army (300/200-600/400). His army is now much more complete than yours, and he didn't have to sacrifice anything while teching to medivacs or thors. In the end, you're spending an assload of money to nullify a threat that doesn't cost anything for the Terran. It would be nice if Zerg had a cost-effective way to deal with medivacs, such as scourge.

EDIT 2: Now that I think about it, I'd gladly trade corruptors for scourge lol (and banelings for lurkers while we're at it, though I really like banelings as well).


Yeah I'd probably make that trade as well. Like I said scourge are great (and fun!), but it's not clear they'd be useful in enough situations to be the zergs 'additional unit'. Anti-drop is pretty good, but how big of a problem is that for Zerg right now? Overtime it may be, but for right now I'd say it's not Zerg's biggest issue. ZvP you have hydras + OL scouting as anti-drop, ZvT drops are dangerous, but other things are even more so. If it is, then by all means play around with scourge.

Also infestors can counter drops decently well don't forget that (and they're good overall), especially if you have anything else that can shoot up.

It's also a little silly to say it costs the Terran nothing. If they're going bio they'll have the medivacs anyways, but then they're not really all that interesting in making Thors, If they went mech their medivac drops are going to be weaker as the medivacs are there just to drop and a single FG can hold units there to prevent their escape. In the case of them going mech -> medivacs the medivacs are an additional expense.
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TheWarbler
Profile Blog Joined April 2010
United States1659 Posts
August 04 2010 22:17 GMT
#42
Remember guys, Their is still hope for older units to be implemented. Their is 2 more expansions. Also I never played BW and Scourge looks so awesome I wanna go use it.
if you can believe you can concieve
Saracen
Profile Blog Joined December 2007
United States5139 Posts
August 04 2010 22:18 GMT
#43
On August 05 2010 07:13 Logo wrote:
Show nested quote +
On August 05 2010 07:00 Saracen wrote:
On August 05 2010 06:57 Logo wrote:
On August 05 2010 06:54 Floophead_III wrote:
On August 05 2010 06:52 Logo wrote:
On August 05 2010 06:48 Floophead_III wrote:
On August 05 2010 06:45 Logo wrote:
On August 05 2010 06:35 Floophead_III wrote:
You guys don't understand.

Scourge fill a very important role. They are high dps AtA units. Corruptors are AWFUL at stopping drops, taking out key targets, and removing support in big fights. Mutas are good at some things, but they're very expensive and weak in small numbers.

Examples:
Protoss opens proxy voidrays and you went spire thinking he was going robo since he had low gate count. You have 2 queens and a spire almost done when 2 voidrays suddenly appear in your main. Your first queen dies before your 2nd reaches it and the voidrays are about to charge and your spire pops. You make 6 mutas really quickly, but by that time your spire is dead, the voidrays are charged, and another is in your base. Your 6 mutas cannot deal with the charged rays and you lose. Scourge would've instantly killed the rays and brought you back into the game.

Terran is dropping everywhere with a force of marine/tank. You have banelings, lings, and mutas. Your mutas miss a drop heading to your 3rd and your lings/blings are sitting in the middle of the map. 12 marines 2 medivacs and a tank are sitting behind the 3rd's minline. You lose your mutas trying to engage directly, and when the slower blings arrive, T just picks up and runs away. Scourge would've dealt with this much better, either by intercepting the drops by patrolling, or by killing the runaway force.

I'm sure there's many other reasons scourge would be excellent units.


Those situations are not realistic. Most players, even on seeing a low # of gateways, would go hydra den first. There's no need for a spire that early. If your opponent pops out 1-2 colossi with low gateways they're vulnerable to lings and until upgraded and in larger numbers hydras can stand up. So you'd go hydra den then spire (or just hydra den on seeing the VRs). In the second example you're engaging your mutas before the banelings get there which is a silly thing to do. If both forces engage at the same time he either has to pick up and risk getting the medivac killed or stay on ground and risk the banelings blowing everything up. Plus you can setup your OLs better to spot the drop and you have better overall vision than BW because of creep tumors.

Anyways there's no doubt that the scourge would be useful, it's just that the # of situations they'd be useful is less than the # of situations in BW. Many people feel that getting a unit that covers more of the Zerg's gaps would be a better choice or that Scourge would be disruptive to some of what we have now. Personally I'm not anti-scourge, I just don't know how well they'd fit. Keep in mind that the inclusion of scourge would also likely mean something for the other races, it's not clear that Zerg is so bad to warrant an additional unit without the other races being compensated.


Well here's a common situation. I'm using marine/tank/medivac/hellion in midgame push vs Z. He attacks my push in motion with some combo of ling/bling/roach/muta. There's a ledge nearby. I quickly pick up as much of my force as I can and drop it on the ledge, using whatever spare marines I can to kill mutas. I might lose 1 dropship before it fully unloads, but I get most of my units to safety and manage to do a bunch of damage to the zerg force. If there's scourge, I would've lost everything attempting that.


'common'? If the ledge is more than a small distance away you'll lose a large amount of your force, and that's provided the ramp up the legde (if there is one) isn't nearby. It seems like a very specific situation that it'd come in handy. Again I know there are situations where they're useful, it's just not as often as BW because you wouldn't be able to use scourge to counter phoenixes or vikings well and corruptors melt carriers and BCs.


I do that pretty much every game there's isolated ledges. Kulas and LT are prime examples. Man, if you aren't seeing that type of play, you need to play some more abusive terrans LOL.


I see people abuse ledges all the time, but never in a situation where I a) have mutas b) don't have enough mutas to quickly kill medivacs c) lack infestors d) am up against a terran with a strong tank force that prevents me from being able to pick off units in some other fashion and e) don't have drops for my banelings by this point which would counteract the medivac lift anyways.

It's a lot of situations that all have to come together for your scenario to happen in a way that causes heavy losses for the zerg that can't have been avoided.

And you're still like ignoring 1/2 of my point which is that I agree that scourge could be useful in some situations but it's undeniable that they're less useful as other than drops the only air unit that might be more efficiently killed by scourge is void rays which aren't frequently used ZvP past an early void ray rush for a reason.

It's kind of ridiculous to force the Zerg to tech to a decent number mutalisks just because the Terran is getting medivacs though. Scourge can also be used on colossi

EDIT: I'll elaborate. You see a Terran getting medivacs and threatening drops. You get a spire and 8 mutalisks (1000/1000) to negate the drops. He gets 1-2 thors to complement his ground army (300/200-600/400). His army is now much more complete than yours, and he didn't have to sacrifice anything while teching to medivacs or thors. In the end, you're spending an assload of money to nullify a threat that doesn't cost anything for the Terran. It would be nice if Zerg had a cost-effective way to deal with medivacs, such as scourge.

EDIT 2: Now that I think about it, I'd gladly trade corruptors for scourge lol (and banelings for lurkers while we're at it, though I really like banelings as well).


Yeah I'd probably make that trade as well. Like I said scourge are great (and fun!), but it's not clear they'd be useful in enough situations to be the zergs 'additional unit'. Anti-drop is pretty good, but how big of a problem is that for Zerg right now? Overtime it may be, but for right now I'd say it's not Zerg's biggest issue. ZvP you have hydras + OL scouting as anti-drop, ZvT drops are dangerous, but other things are even more so. If it is, then by all means play around with scourge.

Also infestors can counter drops decently well don't forget that (and they're good overall), especially if you have anything else that can shoot up.

It's also a little silly to say it costs the Terran nothing. If they're going bio they'll have the medivacs anyways, but then they're not really all that interesting in making Thors, If they went mech their medivac drops are going to be weaker as the medivacs are there just to drop and a single FG can hold units there to prevent their escape. In the case of them going mech -> medivacs the medivacs are an additional expense.

More and more Terrans are putting a few Thors in their bio army anyways, so that's not really an investment either. And it's really strong, and compliments the army well with tanks.
HardcoreBilly
Profile Blog Joined July 2010
United States222 Posts
August 04 2010 22:48 GMT
#44
How can you guys not see this being overpowered? I don't even think its worth explaining because of how obvious it is, so I'll just say this: Too many slow air units in SC2.
Al Bundy
Profile Joined April 2010
7257 Posts
Last Edited: 2010-08-05 00:01:23
August 05 2010 00:00 GMT
#45
With that "autocloning" feature that you talk about, Scourge seem very OP. But Scourge could very well be balanced by tweaking the numbers: speed, resources cost, damage,... I just feel that Zerg gameplay could be more fun with this kind of units. I don't want to play Sc1 all over again, but I think this type of unit got a really interesting design and fits very well in an RTS setting.
o choro é livre
llortyag
Profile Joined August 2010
United States64 Posts
August 05 2010 00:11 GMT
#46
On August 05 2010 06:28 Zanez.smarty wrote:
Show nested quote +
On August 05 2010 06:20 llortyag wrote:
dumbass boring banelings made scourge and lurkers go out of the game cuz it would be repetitive

Alright, so If they removed the Baneling and added back Lurker and Scourge you would be happy right? I suppose you are one of those who also wants Hydralisks moved back to T1 and Roaches to T2...
I have seen these two suggestions repeated ad nauseum since the beginning of beta, and what people don't seem to get is that if that happened, the Zerg would be 90% SC1.

Why don't people stop reaching back to SC1 for their ideas and go nuts creating NEW and INTERESTING ideas. I hope there are no SC1 units coming back for multiplayer in the expansions. I would love to see them all in Single Player... but not multiplayer. New fun stuff plz.

wow you are a retard... dont put words in my mouth i didn't say move hydras and shit. corrupter has to be the most boring unit in the game so why not have scourge.
The point of the game is to be fun not to have new units and graphics, and if adding scourge and lurkers made it more fun then why not put them in? Zerg has changed so much already just cuz 2 units come back doesn't make it a sc1 clone. If you replaced the marine with Richard Simmons would you be like Ohh myy gooddd i luv Richard Simmons Marine is so old and boring... Blizzard never thinks of functionality - look at bnet. They go for being different and looking cool instead but that is another story to tell to another retard
This place is backwards
ArvickHero
Profile Blog Joined October 2007
10387 Posts
August 05 2010 00:15 GMT
#47
lol for just a unit test, this thread attracted a lot of (unwarranted) rage.

Personally, I think Zerg would benefit a lot from Scourge, maybe nerfing the AI and placing it in Hive tech would be really good. Although it would make Colossi close to useless, so idk about that..
Writerptrk
HardcoreBilly
Profile Blog Joined July 2010
United States222 Posts
August 05 2010 00:18 GMT
#48
On August 05 2010 09:15 ArvickHero wrote:
lol for just a unit test, this thread attracted a lot of (unwarranted) rage.

Personally, I think Zerg would benefit a lot from Scourge, maybe nerfing the AI and placing it in Hive tech would be really good. Although it would make Colossi close to useless, so idk about that..

It would make carriers, motherships, void rays, battlecruisers, colossus all close to useless, mind you.
In)Spire
Profile Blog Joined July 2006
United States1323 Posts
August 05 2010 00:19 GMT
#49
Sooo cuteee
lindn
Profile Joined July 2010
Sweden833 Posts
August 05 2010 00:22 GMT
#50
On August 05 2010 09:18 HardcoreBilly wrote:
Show nested quote +
On August 05 2010 09:15 ArvickHero wrote:
lol for just a unit test, this thread attracted a lot of (unwarranted) rage.

Personally, I think Zerg would benefit a lot from Scourge, maybe nerfing the AI and placing it in Hive tech would be really good. Although it would make Colossi close to useless, so idk about that..

It would make carriers, motherships, void rays, battlecruisers, colossus all close to useless, mind you.

cause nerf is non existent in this universe. maybe make them + to light so that they can take down vikings/phoenix/muta/banshee harasses but still not go OH HAI THAR EXPENSIVE BC I'LL JUST GO A MOVE AND KILL YOU FOR 1/4 THE COST OF MY SCOURGE :D::D:D:D
ArvickHero
Profile Blog Joined October 2007
10387 Posts
August 05 2010 00:28 GMT
#51
On August 05 2010 09:18 HardcoreBilly wrote:
Show nested quote +
On August 05 2010 09:15 ArvickHero wrote:
lol for just a unit test, this thread attracted a lot of (unwarranted) rage.

Personally, I think Zerg would benefit a lot from Scourge, maybe nerfing the AI and placing it in Hive tech would be really good. Although it would make Colossi close to useless, so idk about that..

It would make carriers, motherships, void rays, battlecruisers, colossus all close to useless, mind you.

A majority of those units you don't even see in the XvZ matchup anyways.. Plus Scourge can easily be balanced by changing its overkill AI and balancing the speed. A critical mass of BCs are untouchable by Scourge anyways. Adding a unit like the Corsair or Valkyrie (basically AoE AtA unit) would help counter Scourge quite handily.
Writerptrk
SC2Phoenix
Profile Blog Joined June 2009
Canada2814 Posts
August 05 2010 00:36 GMT
#52
Wtf is with all the hate about bringing scourge back. Scourge was one of the best units that felt really zergish. They would fill the gap that is messing right now because corruptors are incredibly bad at stopping drops, being a nice support unit. Their only real perpose is the bulk of your Anti air force to destroy capital ships and thats it.
Who the fuck has a family of fucking trees? This song is so god damn stupid. Fuck you song, fuck you and your stupid trees. -itmeJP
SC2Phoenix
Profile Blog Joined June 2009
Canada2814 Posts
August 05 2010 00:39 GMT
#53
As for people argueing that it wont be so imba just change the stats of the unit..... I really like the idea of increasing the damage verus light because that would fit well with the corruptor and mutalisk.
Who the fuck has a family of fucking trees? This song is so god damn stupid. Fuck you song, fuck you and your stupid trees. -itmeJP
Backpack
Profile Blog Joined March 2010
United States1776 Posts
August 05 2010 00:41 GMT
#54
If they swapped corruptors with scourge, fine.

Either way scourge would rape colossus so hard.
"You people need to just generally care a lot less about everything." -Zatic
IntoTheWow
Profile Blog Joined May 2004
is awesome32274 Posts
August 05 2010 00:42 GMT
#55
I love the model. Auto cloning makes them very strong, but that could be adjusted in cost, or movespeed/armor/unit type.
Moderator<:3-/-<
oddeye
Profile Joined March 2005
Canada716 Posts
August 05 2010 00:45 GMT
#56
make a late game upgade that let banelings morph into scourge and vice-versa. Would make the banelings usefull late game.
Your soul shall suffer!
perbarian
Profile Joined April 2010
Sweden42 Posts
August 05 2010 00:54 GMT
#57
I don't know if someone has suggested this yet but instead of typing you could use those textboxes on YouTube and edit in what you want to say when the video is uploaded.
Puts the fun in fundamentalist.
NeoValkyrion
Profile Joined July 2009
United States27 Posts
August 05 2010 01:01 GMT
#58
Why hasn't someone just built a Starcraft Classic mod for SC2 already? Pretty much all the units/effects are in there, those that aren't could just temporarily be adjusted SC2 units.

All - Remove macro mechanics.

Terran - All SC1 units except Valkyrie, just convert Viking to do the same thing.

Protoss - Remove Stalker and Sentry, move Immortal to Gateway and convert it to Dragoon. Move Sentry to Robotics Facility and convert it to Reaver. Use Warp Prism for Shuttle. Convert Phoenix to Corsair, add built in Scout, remove Void Ray or convert it to Arbiter. Use Sentry Force field effect for stasis.

Zerg - Remove Queen, remove unburrow from spine/spore crawlers, remove roach or convert to lurker, convert infestor to defiler, convert corrupter to devourer, convert broodlord to guardian.
Disposition
Profile Joined June 2010
Canada77 Posts
August 05 2010 01:10 GMT
#59
A neat idea would be to "Create a scourge" by loading banelings into an overlord.

If they allowed you to explode the banelings in the OV as an air to air attack, and the damage would be dependent on how many banelings are in the OV. Instead of just having overlords around the map as scouts, you could have some loaded ones scattered and take out medivac drops before they arrive haha.
SC2Phoenix
Profile Blog Joined June 2009
Canada2814 Posts
August 05 2010 01:13 GMT
#60
On August 05 2010 10:10 Disposition wrote:
A neat idea would be to "Create a scourge" by loading banelings into an overlord.

If they allowed you to explode the banelings in the OV as an air to air attack, and the damage would be dependent on how many banelings are in the OV. Instead of just having overlords around the map as scouts, you could have some loaded ones scattered and take out medivac drops before they arrive haha.
Thats a little to far fetched lol....
Who the fuck has a family of fucking trees? This song is so god damn stupid. Fuck you song, fuck you and your stupid trees. -itmeJP
Noocta
Profile Joined June 2010
France12578 Posts
August 05 2010 01:55 GMT
#61
On August 05 2010 06:12 superbabosheki wrote:
SC2 AI would make scourge ridiculously overpowered


You mean, like Siege tanks ?


:/
" I'm not gonna fight you. I'm gonna kick your ass ! "
Nilrem
Profile Blog Joined February 2009
United States3684 Posts
August 05 2010 02:03 GMT
#62
I never understood why they removed it from the game. Lurkers I can understand, they wanted to replace them with banelings. But scourge on the other hand, they were very important. I mean zerg are lacking in the viable aa field. Yes, there are hydra, but they are the quickest of units. And teching and getting corruptors which are used but getting them will enable someone with ground units to run you down. Terran have had their mobility enabled with bio builds, medivacs are all the more common place and it would be nice if I could have a viable way of sniping medicavs before they enter my base. Since it is usually, I most likely cant prevent it so just have to get ready for when they are in the base.

It does seem balanced, and not completely outrageous. They arent getting dropped easily. I really miss them :-/ I'd rather have scourage back then lurkers.
Meepo Haters gonna Hate. https://twitter.com/KazeNilrem (@KazeNilrem)
HardcoreBilly
Profile Blog Joined July 2010
United States222 Posts
August 05 2010 02:09 GMT
#63
On August 05 2010 09:22 lindn wrote:
Show nested quote +
On August 05 2010 09:18 HardcoreBilly wrote:
On August 05 2010 09:15 ArvickHero wrote:
lol for just a unit test, this thread attracted a lot of (unwarranted) rage.

Personally, I think Zerg would benefit a lot from Scourge, maybe nerfing the AI and placing it in Hive tech would be really good. Although it would make Colossi close to useless, so idk about that..

It would make carriers, motherships, void rays, battlecruisers, colossus all close to useless, mind you.

cause nerf is non existent in this universe. maybe make them + to light so that they can take down vikings/phoenix/muta/banshee harasses but still not go OH HAI THAR EXPENSIVE BC I'LL JUST GO A MOVE AND KILL YOU FOR 1/4 THE COST OF MY SCOURGE :D::D:D:D


You make a valid point, but I believe for it to even be balance, there would either need to be serious speed nerf, to the point where it can only kill the slow air units, or have a huge advantage against lights over heavies, to the point that it isn't even cost-efficient using a scourge to kill a Carrier.

Like I said, if the Scourge were to be implemented, it would have to function drastically different from SC1.
Captain Peabody
Profile Blog Joined May 2009
United States3099 Posts
August 05 2010 02:09 GMT
#64
Wouldn't Scourge almost completely nullify Colossus versus Zerg, though?
Dies Irae venit. youtube.com/SnobbinsFilms
leeznon
Profile Joined April 2010
United States255 Posts
Last Edited: 2010-08-05 02:09:50
August 05 2010 02:09 GMT
#65
I love lurkers and scourges. And yeah they would be unfair vs Colossi
Zerg=Skill
lindn
Profile Joined July 2010
Sweden833 Posts
August 05 2010 02:11 GMT
#66
On August 05 2010 11:09 Captain Peabody wrote:
Wouldn't Scourge almost completely nullify Colossus versus Zerg, though?

they're very fragile and since there will be stalkers there killing the scourge if you see them would probably be quite easy (unless you're being attacked at the same time) but corruptors does pretty much the same thing and isn't fragile
Railxp
Profile Blog Joined February 2008
Hong Kong1313 Posts
August 05 2010 02:19 GMT
#67
jesus scourge are so scary with infinite unit selection. Divine wind every game. Every capital ship admiral's nightmare, blasting everyone back into the stone age lings.
~\(。◕‿‿◕。)/~,,,,,,,,>
Floophead_III
Profile Joined September 2009
United States1832 Posts
August 05 2010 02:20 GMT
#68
I don't think they'd be unfair vs colossi. I think they'd change the metagame a bit though, from imba stalker/coli balls to more templar based play. Coli would have a different role.
Half man, half bear, half pig.
ghettohobbit2
Profile Joined April 2010
United States93 Posts
August 05 2010 02:21 GMT
#69
If tanks don't overkill, Scourge shouldn't overkill either.

The things actually aren't quite as epic as I thought they'd be TBH... with all the gliding attacks I thought it might be damn near impossible to actually stop scourge, but perhaps not.

On a mild tangent, is anyone else bothered that MUTAlisks don't MUTAte anymore?
?
Cofo
Profile Blog Joined June 2010
United States1388 Posts
August 05 2010 02:23 GMT
#70
I agree that the SC2 no-overkill AI might make them a bit too powerful. It's okay for something like banelings, since they have to path around things and can be blocked. Also, ground armies are typically more robust than air armies, meaning the damage of banelings is proportionally weaker than the damage potential of scourge. And then there's the whole Colossi issue, to which my knee-jerk reaction would be that it's pretty imbalanced in favor of zerg.

I think with a bit of tweaking, they could fit scourge into the next expansion, but my guess is that they'll be favoring new units over old ones.
+ Show Spoiler +
Nilrem
Profile Blog Joined February 2009
United States3684 Posts
August 05 2010 02:52 GMT
#71
I think the problem with this discussion is that, we are taking current builds and taking them as the only builds out there. Not allowing for any leeway or change of any sort. That is why when one brings up collosai and scourge, we look to it as the scourge being unfair against how we play currently.

But when we consider adding new units, new mechanics, and what not. We must see that yes, there may be difficulties as the way things are now, but that is only if you stick to how things are currently. What I am trying to get at (and having difficulties) is that, people must adapt and change. Same with broodwar and the addition of lurkers and such. You think if someone mentioned a lurker, they would feel it was imbalanced as it currently is? Of course, but builds changed and adapted. Collosai are used because they work, but they are not the only unit that works. We shouldn't be bogged down entirely on the merit that it will be difficult against collosai, since this game has only been out for little more then a week.

A few things to look at. Zerg are very gas intensive. So to use scourge, presumably, it would require a spire. Which costs gas, and on top of that, scourge were always heavy on the gas. So yes, in the video, we see a lot of scourge. But those scourge in that number would have killed the zergs gas. If the zerg planned on have any units like infestors, hydra, or ultralisk, there is no way the zerg could make a ton of them. Unless they had nearly all bases.
Meepo Haters gonna Hate. https://twitter.com/KazeNilrem (@KazeNilrem)
comis
Profile Joined April 2010
United States333 Posts
August 05 2010 02:58 GMT
#72
Could you imagine the no overkill QQ from T and P if scourge were in game?
Noocta
Profile Joined June 2010
France12578 Posts
Last Edited: 2010-08-05 03:02:35
August 05 2010 03:01 GMT
#73
On August 05 2010 11:58 comis wrote:
Could you imagine the no overkill QQ from T and P if scourge were in game?


Almost the same amount as QQ of players about Tanks dude.
Why players always thought about how this for zerg would be OP but never for other races. :|

" No Overkill would make this and this units OP "
Think a second about how no overkill already make a lot of units in the game good.
Beside of tanks of course.
That's really not the major concern about Scourge if you ask me.
" I'm not gonna fight you. I'm gonna kick your ass ! "
nam nam
Profile Joined June 2010
Sweden4672 Posts
August 05 2010 03:10 GMT
#74
Well, judging from the video it would make the mothership even more useless. Lurker I can understand but I see no immediate need fpr the scourge.
Thrasymachus725
Profile Joined April 2010
Canada527 Posts
August 05 2010 04:01 GMT
#75
On August 05 2010 09:11 llortyag wrote:
Show nested quote +
On August 05 2010 06:28 Zanez.smarty wrote:
On August 05 2010 06:20 llortyag wrote:
dumbass boring banelings made scourge and lurkers go out of the game cuz it would be repetitive

Alright, so If they removed the Baneling and added back Lurker and Scourge you would be happy right? I suppose you are one of those who also wants Hydralisks moved back to T1 and Roaches to T2...
I have seen these two suggestions repeated ad nauseum since the beginning of beta, and what people don't seem to get is that if that happened, the Zerg would be 90% SC1.

Why don't people stop reaching back to SC1 for their ideas and go nuts creating NEW and INTERESTING ideas. I hope there are no SC1 units coming back for multiplayer in the expansions. I would love to see them all in Single Player... but not multiplayer. New fun stuff plz.

wow you are a retard... dont put words in my mouth i didn't say move hydras and shit. corrupter has to be the most boring unit in the game so why not have scourge.
The point of the game is to be fun not to have new units and graphics, and if adding scourge and lurkers made it more fun then why not put them in? Zerg has changed so much already just cuz 2 units come back doesn't make it a sc1 clone. If you replaced the marine with Richard Simmons would you be like Ohh myy gooddd i luv Richard Simmons Marine is so old and boring... Blizzard never thinks of functionality - look at bnet. They go for being different and looking cool instead but that is another story to tell to another retard



The point is far more than just to create a fun game. Otherwise they would have just taken BW and remade it 100% with new graphics. BW was fun...
You say yourself that Correuptor is boring and crappy. So rather than bring back the fucking scourge why don't we make suggestions to make the corruptor funner. Are we all so brain dead that we need to bring back ideas from the previous game? It sounds like a HUGE amount of people think that SC2 should just be SC1 in better graphics. Very boring. We need to get creative, unique and interesting. Please let's make the corruptor fun and useful rather than just making the scourge.
The meaning of life is to fight.
ArvickHero
Profile Blog Joined October 2007
10387 Posts
August 05 2010 04:04 GMT
#76
I don't see why they didn't make Corrupter a melee air unit, that alone would've made it awesome
Writerptrk
nam nam
Profile Joined June 2010
Sweden4672 Posts
August 05 2010 04:10 GMT
#77
On August 05 2010 13:04 ArvickHero wrote:
I don't see why they didn't make Corrupter a melee air unit, that alone would've made it awesome


That would actually be pretty awesome. Some heavily changes would have to be made but I would like an air unit that lunges forward and start gnawing at enemies. ;D
GhoSt[shield]
Profile Blog Joined April 2010
Canada2131 Posts
August 05 2010 04:19 GMT
#78
Did not realize those appendages scourge had were little wings. They look silly yet cute.

BTW, if there is no overkill, these scourge may be a bit too easy to use (no more cloning ie skill, just 1 a into destruction or air units.
JTouche
Profile Joined August 2010
United States239 Posts
March 08 2012 04:38 GMT
#79
I would trade corruptors for scourge
Love is the only sane and satisfactory answer to the problem of human existence. ~Eric Fromm
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