• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:33
CEST 02:33
KST 09:33
  • 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
ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview8
Community News
MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon205.0.16 Hotfix (June 30) - Balance + Bug Fixes26Weekly Cups (June 22-28): Zergs thrive in new patch2[TLMC] Summer 2026 Ladder Map Rotation05.0.16 patch for SC2 goes live (8 worker start)99
StarCraft 2
General
MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon 5.0.16 Hotfix (June 30) - Balance + Bug Fixes 5.0.16 patch for SC2 goes live (8 worker start) Is the larve respawn broken? ByuL, and the Limitations of Standard Play
Tourneys
Crank Gathers Season 4: BW vs SC2 Team League RSL Revival: Season 6 - Qualifiers and Main Event Douyu Cup 2026: $20,000 Legends Event (June 26-28) Maestros of The Game 2 announcement and schedule ! INu's Battles#17 <BO.9>
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 532 Nuclear Family Mutation # 531 Experimental Artillery Mutation # 530 One For All
Brood War
General
Best thing happen to StarCraft since Remastered? BW General Discussion ASL 22 Proposed Map Pool Starcraft vs Retro Category on Twitch ProGamer Paychecks Story
Tourneys
[Megathread] Daily Proleagues [ASL21] Grand Finals The Casual Games of the Week Thread [BSL22] GosuLeague Casts - Tue & Thu 22:00 CEST
Strategy
Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies Why doesn't anyone use restoration?
Other Games
General Games
ZeroSpace at Steam NextFest - Last free demo Dawn of War IV Nintendo Switch Thread Path of Exile Stormgate/Frost Giant Megathread
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
[94721]Better Good-Health Signs Than 3-15 Bans/Yea TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Men's Fashion Thread Canadian Politics Mega-thread The Games Industry And ATVI
Fan Clubs
The HerO Fan Club! The herO Fan Club!
Media & Entertainment
Movie Discussion! Series you have seen recently... [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion McBoner: A hockey love story Cricket [SPORT]
World Cup 2022
Tech Support
How to clean a TTe Thermaltake keyboard? Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Listen To The Coaches!
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6537 users

Should Buildings be Armored? - Page 5

Forum Index > Closed
Post a Reply
Prev 1 2 3 4 5 6 7 14 15 16 Next All
Hikari
Profile Blog Joined May 2010
1914 Posts
September 10 2010 20:55 GMT
#81
Removing the armored attribute away from buildings might make it too difficult to break certain turtle configuration. Standard toss wall with double gateway or terran rack+factory wall off might be a lot stronger than it is today. I think a solution might be to slightly buff the health of buildings. A spire with 600 health gets sniped by 4 stimmed marauder doing 19dps in 8 seconds...

When I first started playing sc2 I am not very satisfied with the armor-type system. Light armored units are rare and they more or less "counter" each other (hellions, reapers), while armored units usually have bonus damage against other armored targets. Un-typed targets (ie: archons/queens) you can count with 1 hand.

I expect blizzard to breach this gap in future expansions where we might have armored anti-light and light-antiarmor units.
Bear4188
Profile Joined March 2010
United States1797 Posts
September 10 2010 20:58 GMT
#82
I've always thought of Starcraft as a game in which static defenses and structures were purposefully weak. Defense requires recon and good unit spread. I vote no to crutches for poor defense.
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
Jameser
Profile Joined July 2010
Sweden951 Posts
Last Edited: 2010-09-10 21:01:57
September 10 2010 21:01 GMT
#83
just make marauders do 15 against armored instead of 20 (not thought-through numbers, just a prelim. suggestion), seems like building snipes aren't a big issue if you disregard marauders :S
Ballistixz
Profile Joined January 2010
United States1269 Posts
September 10 2010 21:02 GMT
#84
marauders are the only unit that rly rapes buildings followed by the ultra. immortals dont rly kill buildings all that fast unless u have a mass of them. and even then they dont kill it as fast as stimmed marauders.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
September 10 2010 21:04 GMT
#85
I remember good ol Brood War days. Take 20 lings, focus a nexus, goes down in like 5 seconds. Good times.

No need imo. Keep it as is.
ltortoise
Profile Joined August 2010
633 Posts
September 10 2010 21:05 GMT
#86
On September 11 2010 05:47 Piy wrote:
It does feel a little tough when Marauders can snipe a nexus so fast, but I'm not willing to call it imbalanced yet.


It's not like two void rays can't snipe buildings pretty damned quick, too. Actually, faster than 4 marauders!

Four marauders + medivac cost 500/200.
They do ((10 + 10) - 1) * 4 damage per attack, add stim and the cooldown is 1, so 76 DPS.

Two void rays cost 500/300.
They do (25 - 1) * 2 damage per attack, with a cooldown of .6, so 80 DPS (fully charged)

Yes, they take time to charge, but the medivac has to unload, so it evens out IMO.

Food for thought: 8 zerglings with 0 upgdrades do (5 - 1) * 8 damage with a cooldown of .7, so ~46 DPS to buildings (!!!). That doesn't seem like much, but it only costs 300/0, and don't Zerg's have the biggest gas problems of all races?. Of course without the upgrade overlords are slow as hell though, but still food for thought. With +1, two overlords full of lings are dishing out 115 DPS, with the modest cost of 600/0.

I'm starting to think a lot of the complaints are stemming from the popularity of marauder drops. Other races can do similar things for similar costs.
Pyre
Profile Joined July 2010
United States1940 Posts
September 10 2010 21:06 GMT
#87
I wouldn't matter if they changed it. Marine drops would just become more common place.

I did somes tests on a nexus with 1-0 upgrades and stim
4 Marauders killed a nexus in about 13 seconds
8 marines killed a nexus in about 12 seconds.
TheYango
Profile Joined September 2008
United States47024 Posts
September 10 2010 21:08 GMT
#88
On September 11 2010 06:02 Ballistixz wrote:
marauders are the only unit that rly rapes buildings followed by the ultra. immortals dont rly kill buildings all that fast unless u have a mass of them. and even then they dont kill it as fast as stimmed marauders.

Even low immortal counts rip through bunkers absurdly quickly, it's just that Terran can usually get a reasonable number of repairing SCVs. But an unprepared Terran will lose bunkers/depots in an extremely short time to the first few immortals.
Moderator
danl9rm
Profile Blog Joined July 2009
United States3111 Posts
September 10 2010 21:09 GMT
#89
I mean, seriously, what's wrong with marauders doing 10(+5) instead of 10(+10). Would that really kill them? I don't even feel like saying why. 20 dmg on units that can stim vs armored is just UGH.
"Science has so well established that the preborn baby in the womb is a living human being that most pro-choice activists have conceded the point. ..since the abortion proponents have lost the science argument, they are now advocating an existential one."
ltortoise
Profile Joined August 2010
633 Posts
September 10 2010 21:10 GMT
#90
On September 11 2010 06:02 Ballistixz wrote:
marauders are the only unit that rly rapes buildings followed by the ultra.


...

Marines kill buildings faster then Marauders. Do the math.
Kazang
Profile Joined August 2010
578 Posts
September 10 2010 21:11 GMT
#91
On September 11 2010 05:55 Hikari wrote:
Removing the armored attribute away from buildings might make it too difficult to break certain turtle configuration. Standard toss wall with double gateway or terran rack+factory wall off might be a lot stronger than it is today. I think a solution might be to slightly buff the health of buildings. A spire with 600 health gets sniped by 4 stimmed marauder doing 19dps in 8 seconds...

When I first started playing sc2 I am not very satisfied with the armor-type system. Light armored units are rare and they more or less "counter" each other (hellions, reapers), while armored units usually have bonus damage against other armored targets. Un-typed targets (ie: archons/queens) you can count with 1 hand.

I expect blizzard to breach this gap in future expansions where we might have armored anti-light and light-antiarmor units.


I agree about the HP boost, 600 hp for a spire really is quite low. Considering how relatively easy drops and surprise attacks are from any race that is drop in a bucket. Taking extra damage from hard hitting units does nothing to help that.

However I think it is unlikely you will see "counter" units like light armour unit with a bonus against armour becasue we aren't playing rock, paper, scissors.
But you will see armoured units with some disadvantage against light units like Immortals are not very good against marines or zerlings, marauders are disadvantaged against zealots and zerglings, and so on.
Armoured units with bonus damage to light units would be too much of a "hard counter" and starcraft isn't really about that.
Jameser
Profile Joined July 2010
Sweden951 Posts
September 10 2010 21:11 GMT
#92
On September 11 2010 06:05 ltortoise wrote:
Show nested quote +
On September 11 2010 05:47 Piy wrote:
It does feel a little tough when Marauders can snipe a nexus so fast, but I'm not willing to call it imbalanced yet.


It's not like two void rays can't snipe buildings pretty damned quick, too. Actually, faster than 4 marauders!

Four marauders + medivac cost 500/200.
They do ((10 + 10) - 1) * 4 damage per attack, add stim and the cooldown is 1, so 76 DPS.

Two void rays cost 500/300.
They do (25 - 1) * 2 damage per attack, with a cooldown of .6, so 80 DPS (fully charged)

Yes, they take time to charge, but the medivac has to unload, so it evens out IMO.

Food for thought: 8 zerglings with 0 upgdrades do (5 - 1) * 8 damage with a cooldown of .7, so ~46 DPS to buildings (!!!). That doesn't seem like much, but it only costs 300/0, and don't Zerg's have the biggest gas problems of all races?. Of course without the upgrade overlords are slow as hell though, but still food for thought. With +1, two overlords full of lings are dishing out 115 DPS, with the modest cost of 600/0.

I'm starting to think a lot of the complaints are stemming from the popularity of marauder drops. Other races can do similar things for similar costs.

the big difference is void rays are pretty much useless except for voidray rushes, while marauders are part of the standard terran army anyway...

(yes this matters hugely)
Bibdy
Profile Joined March 2010
United States3481 Posts
September 10 2010 21:13 GMT
#93
On September 11 2010 06:06 Pyre wrote:
I wouldn't matter if they changed it. Marine drops would just become more common place.

I did somes tests on a nexus with 1-0 upgrades and stim
4 Marauders killed a nexus in about 13 seconds
8 marines killed a nexus in about 12 seconds.


Yeah, but Marines are easier to kill by Warping in Zealots next to them, get rocked by a Photon Cannon or two, die to Psi Storm defense quickly and take longer to come out of the Medivac. You've got a much easier time of repelling a Marine drop than a Marauder drop.
ltortoise
Profile Joined August 2010
633 Posts
September 10 2010 21:13 GMT
#94
On September 11 2010 06:11 Jameser wrote:
Show nested quote +
On September 11 2010 06:05 ltortoise wrote:
On September 11 2010 05:47 Piy wrote:
It does feel a little tough when Marauders can snipe a nexus so fast, but I'm not willing to call it imbalanced yet.


It's not like two void rays can't snipe buildings pretty damned quick, too. Actually, faster than 4 marauders!

Four marauders + medivac cost 500/200.
They do ((10 + 10) - 1) * 4 damage per attack, add stim and the cooldown is 1, so 76 DPS.

Two void rays cost 500/300.
They do (25 - 1) * 2 damage per attack, with a cooldown of .6, so 80 DPS (fully charged)

Yes, they take time to charge, but the medivac has to unload, so it evens out IMO.

Food for thought: 8 zerglings with 0 upgdrades do (5 - 1) * 8 damage with a cooldown of .7, so ~46 DPS to buildings (!!!). That doesn't seem like much, but it only costs 300/0, and don't Zerg's have the biggest gas problems of all races?. Of course without the upgrade overlords are slow as hell though, but still food for thought. With +1, two overlords full of lings are dishing out 115 DPS, with the modest cost of 600/0.

I'm starting to think a lot of the complaints are stemming from the popularity of marauder drops. Other races can do similar things for similar costs.

the big difference is void rays are pretty much useless except for voidray rushes, while marauders are part of the standard terran army anyway...

(yes this matters hugely)


I don't agree with this statement.

Why can't a void ray be a part of the protoss army? Everybody jizzed their pants when Terrans started keeping their banshees as a part of their main army when the harassing phase was over, to fantastic effect. I see no reason why Protoss can't do that with void rays, especially if there are a lot of marauders on the field. Keep the void rays in back, firing down at the front line. They can do LOADS of damage...
Jameser
Profile Joined July 2010
Sweden951 Posts
September 10 2010 21:16 GMT
#95
On September 11 2010 06:13 ltortoise wrote:
Show nested quote +
On September 11 2010 06:11 Jameser wrote:
On September 11 2010 06:05 ltortoise wrote:
On September 11 2010 05:47 Piy wrote:
It does feel a little tough when Marauders can snipe a nexus so fast, but I'm not willing to call it imbalanced yet.


It's not like two void rays can't snipe buildings pretty damned quick, too. Actually, faster than 4 marauders!

Four marauders + medivac cost 500/200.
They do ((10 + 10) - 1) * 4 damage per attack, add stim and the cooldown is 1, so 76 DPS.

Two void rays cost 500/300.
They do (25 - 1) * 2 damage per attack, with a cooldown of .6, so 80 DPS (fully charged)

Yes, they take time to charge, but the medivac has to unload, so it evens out IMO.

Food for thought: 8 zerglings with 0 upgdrades do (5 - 1) * 8 damage with a cooldown of .7, so ~46 DPS to buildings (!!!). That doesn't seem like much, but it only costs 300/0, and don't Zerg's have the biggest gas problems of all races?. Of course without the upgrade overlords are slow as hell though, but still food for thought. With +1, two overlords full of lings are dishing out 115 DPS, with the modest cost of 600/0.

I'm starting to think a lot of the complaints are stemming from the popularity of marauder drops. Other races can do similar things for similar costs.

the big difference is void rays are pretty much useless except for voidray rushes, while marauders are part of the standard terran army anyway...

(yes this matters hugely)


I don't agree with this statement.

Why can't a void ray be a part of the protoss army? Everybody jizzed their pants when Terrans started keeping their banshees as a part of their main army when the harassing phase was over, to fantastic effect. I see no reason why Protoss can't do that with void rays, especially if there are a lot of marauders on the field. Keep the void rays in back, firing down at the front line. They can do LOADS of damage...

because starports can be used for many other units that benefit the terran army (medivac, raven, reactionary vikings etc)

stargates can only build phoenix and void rays and as such are a much bigger investment. (not counting BCs and carriers, although here too BCs are clearly superior to carriers)
ltortoise
Profile Joined August 2010
633 Posts
September 10 2010 21:18 GMT
#96
On September 11 2010 06:16 Jameser wrote:
Show nested quote +
On September 11 2010 06:13 ltortoise wrote:
On September 11 2010 06:11 Jameser wrote:
On September 11 2010 06:05 ltortoise wrote:
On September 11 2010 05:47 Piy wrote:
It does feel a little tough when Marauders can snipe a nexus so fast, but I'm not willing to call it imbalanced yet.


It's not like two void rays can't snipe buildings pretty damned quick, too. Actually, faster than 4 marauders!

Four marauders + medivac cost 500/200.
They do ((10 + 10) - 1) * 4 damage per attack, add stim and the cooldown is 1, so 76 DPS.

Two void rays cost 500/300.
They do (25 - 1) * 2 damage per attack, with a cooldown of .6, so 80 DPS (fully charged)

Yes, they take time to charge, but the medivac has to unload, so it evens out IMO.

Food for thought: 8 zerglings with 0 upgdrades do (5 - 1) * 8 damage with a cooldown of .7, so ~46 DPS to buildings (!!!). That doesn't seem like much, but it only costs 300/0, and don't Zerg's have the biggest gas problems of all races?. Of course without the upgrade overlords are slow as hell though, but still food for thought. With +1, two overlords full of lings are dishing out 115 DPS, with the modest cost of 600/0.

I'm starting to think a lot of the complaints are stemming from the popularity of marauder drops. Other races can do similar things for similar costs.

the big difference is void rays are pretty much useless except for voidray rushes, while marauders are part of the standard terran army anyway...

(yes this matters hugely)


I don't agree with this statement.

Why can't a void ray be a part of the protoss army? Everybody jizzed their pants when Terrans started keeping their banshees as a part of their main army when the harassing phase was over, to fantastic effect. I see no reason why Protoss can't do that with void rays, especially if there are a lot of marauders on the field. Keep the void rays in back, firing down at the front line. They can do LOADS of damage...

because starports can be used for many other units that benefit the terran army (medivac, raven, reactionary vikings etc)

stargates can only build phoenix and void rays and as such are a much bigger investment. (not counting BCs and carriers, although here too BCs are clearly superior to carriers)


...? Stargate is also easier to get to, and phoenix have many uses, such as countering ALL Terran air if massed (due to their incredibly high hp and fantastic speed).

I don't understand your points.
Jameser
Profile Joined July 2010
Sweden951 Posts
September 10 2010 21:20 GMT
#97
On September 11 2010 06:18 ltortoise wrote:
Show nested quote +
On September 11 2010 06:16 Jameser wrote:
On September 11 2010 06:13 ltortoise wrote:
On September 11 2010 06:11 Jameser wrote:
On September 11 2010 06:05 ltortoise wrote:
On September 11 2010 05:47 Piy wrote:
It does feel a little tough when Marauders can snipe a nexus so fast, but I'm not willing to call it imbalanced yet.


It's not like two void rays can't snipe buildings pretty damned quick, too. Actually, faster than 4 marauders!

Four marauders + medivac cost 500/200.
They do ((10 + 10) - 1) * 4 damage per attack, add stim and the cooldown is 1, so 76 DPS.

Two void rays cost 500/300.
They do (25 - 1) * 2 damage per attack, with a cooldown of .6, so 80 DPS (fully charged)

Yes, they take time to charge, but the medivac has to unload, so it evens out IMO.

Food for thought: 8 zerglings with 0 upgdrades do (5 - 1) * 8 damage with a cooldown of .7, so ~46 DPS to buildings (!!!). That doesn't seem like much, but it only costs 300/0, and don't Zerg's have the biggest gas problems of all races?. Of course without the upgrade overlords are slow as hell though, but still food for thought. With +1, two overlords full of lings are dishing out 115 DPS, with the modest cost of 600/0.

I'm starting to think a lot of the complaints are stemming from the popularity of marauder drops. Other races can do similar things for similar costs.

the big difference is void rays are pretty much useless except for voidray rushes, while marauders are part of the standard terran army anyway...

(yes this matters hugely)


I don't agree with this statement.

Why can't a void ray be a part of the protoss army? Everybody jizzed their pants when Terrans started keeping their banshees as a part of their main army when the harassing phase was over, to fantastic effect. I see no reason why Protoss can't do that with void rays, especially if there are a lot of marauders on the field. Keep the void rays in back, firing down at the front line. They can do LOADS of damage...

because starports can be used for many other units that benefit the terran army (medivac, raven, reactionary vikings etc)

stargates can only build phoenix and void rays and as such are a much bigger investment. (not counting BCs and carriers, although here too BCs are clearly superior to carriers)


...? Stargate is also easier to get to, and phoenix have many uses, such as countering ALL Terran air if massed (due to their incredibly high hp and fantastic speed).

I don't understand your points.

I don't even know why I expect more than low silver leaguers on TL anymore... sigh...

anyway marauders feel too much like wc3 units (very strong and focused on a certain damage type)
ltortoise
Profile Joined August 2010
633 Posts
September 10 2010 21:22 GMT
#98
On September 11 2010 06:20 Jameser wrote:
Show nested quote +
On September 11 2010 06:18 ltortoise wrote:
On September 11 2010 06:16 Jameser wrote:
On September 11 2010 06:13 ltortoise wrote:
On September 11 2010 06:11 Jameser wrote:
On September 11 2010 06:05 ltortoise wrote:
On September 11 2010 05:47 Piy wrote:
It does feel a little tough when Marauders can snipe a nexus so fast, but I'm not willing to call it imbalanced yet.


It's not like two void rays can't snipe buildings pretty damned quick, too. Actually, faster than 4 marauders!

Four marauders + medivac cost 500/200.
They do ((10 + 10) - 1) * 4 damage per attack, add stim and the cooldown is 1, so 76 DPS.

Two void rays cost 500/300.
They do (25 - 1) * 2 damage per attack, with a cooldown of .6, so 80 DPS (fully charged)

Yes, they take time to charge, but the medivac has to unload, so it evens out IMO.

Food for thought: 8 zerglings with 0 upgdrades do (5 - 1) * 8 damage with a cooldown of .7, so ~46 DPS to buildings (!!!). That doesn't seem like much, but it only costs 300/0, and don't Zerg's have the biggest gas problems of all races?. Of course without the upgrade overlords are slow as hell though, but still food for thought. With +1, two overlords full of lings are dishing out 115 DPS, with the modest cost of 600/0.

I'm starting to think a lot of the complaints are stemming from the popularity of marauder drops. Other races can do similar things for similar costs.

the big difference is void rays are pretty much useless except for voidray rushes, while marauders are part of the standard terran army anyway...

(yes this matters hugely)


I don't agree with this statement.

Why can't a void ray be a part of the protoss army? Everybody jizzed their pants when Terrans started keeping their banshees as a part of their main army when the harassing phase was over, to fantastic effect. I see no reason why Protoss can't do that with void rays, especially if there are a lot of marauders on the field. Keep the void rays in back, firing down at the front line. They can do LOADS of damage...

because starports can be used for many other units that benefit the terran army (medivac, raven, reactionary vikings etc)

stargates can only build phoenix and void rays and as such are a much bigger investment. (not counting BCs and carriers, although here too BCs are clearly superior to carriers)


...? Stargate is also easier to get to, and phoenix have many uses, such as countering ALL Terran air if massed (due to their incredibly high hp and fantastic speed).

I don't understand your points.

I don't even know why I expect more than low silver leaguers on TL anymore... sigh...

anyway marauders feel too much like wc3 units (very strong and focused on a certain damage type)


What kind of post is this? Now you are insulting my skill? Well, I'm not silver league. Want to play some time? PM me.
Nizaris
Profile Joined May 2010
Belgium2230 Posts
September 10 2010 21:23 GMT
#99
On August 14 2010 05:13 AyJay wrote:
If buildings were not armored it would make no sense.

I mean Command center having less armor than siege tank? :o


gameplay > making sense

Buildings go down too quick from maras, and i'm a terran player ;p
LundiZ
Profile Joined December 2008
Sweden39 Posts
September 10 2010 21:34 GMT
#100
I kinda like the idea of making structures a little bit stronger (in some way), but it really just comes down to the marauders. Like 90% of the balance discussions here comes down to:

-> Marauder nerf please.
twitter.com/lundiz
Prev 1 2 3 4 5 6 7 14 15 16 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
SEL Masters #7 - Day 1
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ViBE210
NeuroSwarm 138
Nina 112
Ketroc 27
SpeCial 22
StarCraft: Brood War
Rain 3655
GuemChi 3488
Artosis 585
Free 128
Bale 7
Super Smash Bros
hungrybox836
AZ_Axe157
Other Games
summit1g11121
C9.Mang0505
PiGStarcraft408
Maynarde130
UpATreeSC51
JuggernautJason23
Organizations
Other Games
gamesdonequick895
BasetradeTV280
Dota 2
PGL Dota 2 - Main Stream165
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 14 non-featured ]
StarCraft 2
• Hupsaiya 68
• davetesta32
• OhrlRock 3
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Scarra1252
Upcoming Events
CrankTV Team League
10h 27m
Bombastic Starleague
19h 27m
The PondCast
1d 9h
HomeStory Cup
1d 10h
Replay Cast
1d 23h
HomeStory Cup
2 days
Replay Cast
2 days
HomeStory Cup
3 days
OSC
3 days
Sparkling Tuna Cup
4 days
[ Show More ]
WardiTV Weekly
5 days
The PondCast
6 days
Liquipedia Results

Completed

YSL S3
Douyu Cup 2026
Murky Cup 2026

Ongoing

IPSL Spring 2026
Acropolis #4
CSL Season 21: Qualifier 2
SCTL 2026 Spring
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026

Upcoming

Escore Tournament S3: W1
CSL 2026 Summer (S21)
Escore Tournament S3: W2
ASL Season 22:Wild Card Qualifier
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Light Tournament 2026
Eternal Conflict S2 Finale
Heroes Pulsing #3
Eternal Conflict S2 E1
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
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.