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Patching nukes.

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KentHenry
Profile Joined August 2010
United States260 Posts
September 24 2010 20:14 GMT
#1
I made a thread about this on the battle.net forums but I didn't get a lot of feedback, mainly flames and comments about how Terran is OP and don't need buff, without actually taking a look at what I'm suggesting.

All feedback is welcomed.

Here is a list of my main comments/suggestions about patching nukes:

Does anyone else feel that something needs to be changed about nukes? Their uses are very limited and are quite difficult to pull off, even at higher level of skill.

Perhaps a faster call down but a nerf to damage and radius affected?

In my opinion, a definite patch to nukes is the graphic animation. Blizzard please improve this. (This one in particular)

lol I wouldn't mind if they cost supply, in fact I was quite surprised that they didn't. But honestly, why should they even be considered to cost supply? Nukes are like throwing money away, either your ghost dies in the process of nuking, which makes you lose both the nuke and the ghost, or the ghost has a successful nuke but it didn't hit anything because your opponent moved units/workers and then he prepares to counter nukes which is fairly easy to do for all races. That 100/100 could have been spent on stim, attack or armor upgrades, more factories but instead it went out the window and accomplished nothing.

Perhaps being able to control the guidance of the nuke instead of having a set location of where it will fall. This would allow the ghost the ability to move the red dot around (in the set radius of 10) while remaining motionless during the call down.

This would definitely help improve nukes as a strategy and make this strategy a lot more entertaining and fun to play. If a player moves his army you can follow it while calling down the nuke as long as he remains within range of the ghost, otherwise your nuke will land and hit nothing. There has been a few times where I would attempt to nuke my opponent's army and he would advance on my army and my nuke lands and hits nothing because of that. If I decide cancel the nuke after I have decided to launch, I lose the nuke and the time and money that went into it.

This still makes Ghost high priority for the opponent, while still having the same time length for call down, and allowing the person who is nuking a chance of the nuke actually doing something instead of nothing.
Looky
Profile Joined April 2010
United States1608 Posts
Last Edited: 2010-09-24 20:18:26
September 24 2010 20:18 GMT
#2
why would you make an heavy damage weapon stronger? ahha
Deadlyfish
Profile Joined August 2010
Denmark1980 Posts
Last Edited: 2010-09-24 20:20:50
September 24 2010 20:18 GMT
#3
I think the nuke is fine the way it is. It might not seem that way though, since most games are so short, and nukes get better and better the longer the game goes on.

I also think that things like Nydus worms and nukes will be used more and more as time goes on, people just need to figure out some strategies.

Nukes are really cheap actually, compared to what they do. A well placed nuke can wipe out an entire army, i've actually done that a few times. Also, whenever i see a nuke in a game, it always seems to pay for itself, i've never seen a game where the player totally wasted a nuke.

If wishes were horses we'd be eating steak right now.
wooozy
Profile Blog Joined February 2009
3813 Posts
September 24 2010 20:18 GMT
#4
So you want nukes to come down faster and be able to be controlled after being called down? That just seems silly.
iCanada
Profile Joined August 2010
Canada10660 Posts
September 24 2010 20:19 GMT
#5
The thing is that if they were to buff nukes, they would have to nerf something else... perhaps EMP?

Plus, if they buffed Nukes, TLO would be unstoppable!
OutlaW-
Profile Blog Joined July 2010
Czech Republic5053 Posts
September 24 2010 20:19 GMT
#6
Have you... Ever tried nuking in brood war?
Delete your post underage b&. You're incestuous for you're onee-chan so you're clearly not a bad guy, but others might not agree
Mastadon6900
Profile Joined September 2010
United States46 Posts
September 24 2010 20:20 GMT
#7
And you were not expecting to get flamed here?

Seriously, nukes are perfectly fine as they are.
The Swarm's Power Rises
Chill
Profile Blog Joined January 2005
Calgary25980 Posts
September 24 2010 20:20 GMT
#8
I think they're actually perfect as is. Very useful in TvT especially.
Moderator
awu25
Profile Joined April 2010
United States2003 Posts
September 24 2010 20:21 GMT
#9
you're definitely going to get flamed here too
moving the red dot would be too cheap
if the opponent and finds the red dot and moves his army, he'll be rewarded by having his army smashed by the nuke anyway?
the point of the nuke is a risk
if your opponent knows it's coming, he should be able to clear the area or kill the ghost calling down the nuke
and saying that 100/100 is wasted isn't a valid argument
that's like saying the money spent on a medivac was wasted because it was sniped before it got to heal anything
SwaY-
Profile Joined March 2009
Dominican Republic463 Posts
September 24 2010 20:22 GMT
#10
Although your idea might be good, there are so many issues that need the attention right now its not even worth talking about.
Do it beautifully
godzillathrilla
Profile Joined September 2010
Nauru75 Posts
September 24 2010 20:22 GMT
#11
They are so much more viable than in BW, and their relative difficulty makes them enjoyable to see. Better tha nhaving an oversaturated nuke market.
QuanticHawk
Profile Blog Joined May 2007
United States32051 Posts
September 24 2010 20:22 GMT
#12
Considering how absolutely devastating the thing is if you hit it, I think it's fine. Seriously, the expense of a missed nuke is the time and cost of the nuke, a ghost, and the time and cost of that ghost.

Compare that with the expense of rebuilding after you get nuked to high hell
PROFESSIONAL GAMER - SEND ME OFFERS TO JOIN YOUR TEAM - USA USA USA
Cofo
Profile Blog Joined June 2010
United States1388 Posts
September 24 2010 20:22 GMT
#13
On September 25 2010 05:19 OutlaW- wrote:
Have you... Ever tried nuking in brood war?


^^^

Nukes are fine.
+ Show Spoiler +
Seam
Profile Blog Joined April 2010
United States1093 Posts
September 24 2010 20:22 GMT
#14
I singlehandedly won many a 2v2 with my (sub)bronze friend using only nukes.

Maybe not the best example, but no. Don't buff nukes. No need to make them come down faster, or do more damage.

Btw, change how it looks? Wtf are you smoking? It looks AWESOME o.o
I only needed one probe to take down idra. I had to upgrade to a zealot for strelok. - Liquid`Tyler
KentHenry
Profile Joined August 2010
United States260 Posts
September 24 2010 20:23 GMT
#15
On September 25 2010 05:18 wooozy wrote:
So you want nukes to come down faster and be able to be controlled after being called down? That just seems silly.


Sorry those were two separate ideas for improving the nuke.
KentHenry
Profile Joined August 2010
United States260 Posts
September 24 2010 20:23 GMT
#16
On September 25 2010 05:19 OutlaW- wrote:
Have you... Ever tried nuking in brood war?


Yes, it's almost impossible.
Deadlyfish
Profile Joined August 2010
Denmark1980 Posts
September 24 2010 20:23 GMT
#17
Another thing i've tried is calling down 2 nukes at the same spot with 1 ghost being close to their army (easy to scan) and another hidden away.

They'll think it's only 1 nuke, so they scan, find the "easy" ghost, and then get a big suprise when the other nuke lands

Especially in TvT, double nuke on siege tanks, he'll scan first then move, and if he kills a ghost he'll think that was it. Just make sure not to place your ghosts too close to eachother so they dont both get cancelled.
If wishes were horses we'd be eating steak right now.
Bibzball
Profile Blog Joined May 2010
France250 Posts
September 24 2010 20:24 GMT
#18
Watch TLO vs Hyperdub GSL game 1
And I think it's only the beginning. Nukes are sooooo much more accessible than they were back in BW, someone will eventually figure out how to use them well.
DANIEL ! GET OUT OF THE WATER !!!
JinDesu
Profile Blog Joined August 2010
United States3990 Posts
September 24 2010 20:24 GMT
#19
On September 25 2010 05:14 KentHenry wrote:
I made a thread about this on the battle.net forums but I didn't get a lot of feedback, mainly flames and comments about how Terran is OP and don't need buff, without actually taking a look at what I'm suggesting.

All feedback is welcomed.

Here is a list of my main comments/suggestions about patching nukes:

Does anyone else feel that something needs to be changed about nukes? Their uses are very limited and are quite difficult to pull off, even at higher level of skill.


The reason why they are made hard to pull off is because they kill practically any non-tier-3 unit. If they were easier to get off, they would kill armies so much easier.

Now, I don't agree with nerfing it just to make it easier to get off either. Nuke's are used to break positions, especially in TvT. Nukes should not be used so offensively as to chase an enemy army.
Yargh
KentHenry
Profile Joined August 2010
United States260 Posts
September 24 2010 20:24 GMT
#20
On September 25 2010 05:21 awu25 wrote:
you're definitely going to get flamed here too
moving the red dot would be too cheap
if the opponent and finds the red dot and moves his army, he'll be rewarded by having his army smashed by the nuke anyway?
the point of the nuke is a risk
if your opponent knows it's coming, he should be able to clear the area or kill the ghost calling down the nuke
and saying that 100/100 is wasted isn't a valid argument
that's like saying the money spent on a medivac was wasted because it was sniped before it got to heal anything


The ghost can only move the red dot within his range of 10.
smore
Profile Joined February 2010
United States156 Posts
September 24 2010 20:24 GMT
#21
nukes are fine...

some of the benefits of calling down nukes is forcing your opponent to react under pressure to find the nuke...so they cant necessarily focus on macro until they move their army/workers

you can also use it to push against opponents and establish a more forward position with slow moving mech

it also forces the opponent into some kind of detection and for the rest of the game they have to be ready for a nuke at any expo/on their army.

TLO showed a great use of nukes in his high level TvT when he was way behind to crawl his way back into the game.

http://gomtv.net/videos/1114/0
Keitzer
Profile Blog Joined May 2010
United States2509 Posts
September 24 2010 20:27 GMT
#22
bro. You got flamed on B.net forums b/c 1. It's the B.net forums... 2. Nukes are fine as is...
aka, theyre not meant to be a thing you use early or even mid game...

but late game when you can call down 2 or 3 on their main and obliterate their production while a battle is going on
I'm like badass squared | KeitZer.489
Arco
Profile Joined September 2009
United States2090 Posts
September 24 2010 20:28 GMT
#23
Nukes are a lot better in SC2 but still found their place in Brood War (stalemates, Match Point)

I think they're working as intended.
KentHenry
Profile Joined August 2010
United States260 Posts
September 24 2010 20:28 GMT
#24
On September 25 2010 05:24 Bibzball wrote:
Watch TLO vs Hyperdub GSL game 1
And I think it's only the beginning. Nukes are sooooo much more accessible than they were back in BW, someone will eventually figure out how to use them well.


Apparently in a thread I read on here, TLO said he just got lucky with his nukes, we wasn't even trying to nuke all those vikings that happened to cross the nukes path.
FatkiddsLag
Profile Joined May 2010
United States413 Posts
September 24 2010 20:29 GMT
#25
thats exactly what terran needs..... a buff
Eleclight
Profile Joined September 2010
Finland70 Posts
September 24 2010 20:29 GMT
#26
I like the current nukes. So good for pushing forward since you're forcing your opponent to move.
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
September 24 2010 20:31 GMT
#27
I think they're much better than they are in BW, but I wouldn't mind making them cost supply in exchange for like a 2 second faster call-down.
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
September 24 2010 20:31 GMT
#28
if you wanna enjoy some good interactive nukes, i'm sure someone will make a UMS map for it.
the sc2 nukes are so much easier to get/use than bw so i really think its fine the way it is.
age: 84 | location: california | sex: 잘함
KentHenry
Profile Joined August 2010
United States260 Posts
September 24 2010 20:32 GMT
#29
On September 25 2010 05:31 Grobyc wrote:
I think they're much better than they are in BW, but I wouldn't mind making them cost supply in exchange for like a 2 second faster call-down.


Agreed.
Protoss_Carrier
Profile Joined September 2010
414 Posts
Last Edited: 2010-09-24 20:33:18
September 24 2010 20:32 GMT
#30
nuke is not fine at all

World in conflict and Supreme com


Generals nuke


SC2 nuke


Is it just me or the SC2 nuke's VISUAL EFFECT is underwhelming? Demand visual update!
Carrier has arrived.
iCanada
Profile Joined August 2010
Canada10660 Posts
September 24 2010 20:32 GMT
#31
On September 25 2010 05:28 KentHenry wrote:
Show nested quote +
On September 25 2010 05:24 Bibzball wrote:
Watch TLO vs Hyperdub GSL game 1
And I think it's only the beginning. Nukes are sooooo much more accessible than they were back in BW, someone will eventually figure out how to use them well.


Apparently in a thread I read on here, TLO said he just got lucky with his nukes, we wasn't even trying to nuke all those vikings that happened to cross the nukes path.


Yeah, but those nukes were in great defensive position anyway. They have a ton of potential that has yet to be explored.

And i seriously recommend you watch the BO3, or game 1 atleast. Search "TheLittleOne vs oGsHyperdub [Round of 32 match 16]" on Gom.tv, seriously best SC2 game ever.
KentHenry
Profile Joined August 2010
United States260 Posts
September 24 2010 20:34 GMT
#32
Most of you made valid arguments to why nukes shouldn't be changed, I guess they really are fine the way they are.

I just wish you could do a timing push with a nuke, say 10 minutes or so with 10 marines, 8 marauders, 1 tank and 1 ghost with a nuke.
Zeroes
Profile Blog Joined April 2010
United States1102 Posts
September 24 2010 20:34 GMT
#33
yea nuking in bw was almost impossible to get to since it was so high up the tech tree and in sc2 nukes are easy to tech to and would be over powered if it did enough dmg to kill important tech structures.
Check out my SC Lan pics Here: http://picasaweb.google.com/bunk.habit
KentHenry
Profile Joined August 2010
United States260 Posts
September 24 2010 20:35 GMT
#34
On September 25 2010 05:32 Protoss_Carrier wrote:
nuke is not fine at all

World in conflict and Supreme com
http://www.youtube.com/watch?v=0BSckX-LK2M&feature=related

Generals nuke
http://www.youtube.com/watch?v=Wos3ym5cynA

SC2 nuke
http://www.youtube.com/watch?v=hDJKbc-BLf0&feature=related

Is it just me or the SC2 nuke's VISUAL EFFECT is underwhelming? Demand visual update!



WOW! I so agree that the SC2 nuke animation is definitely lacking compared to these other ones. Blizzard please patch this. lol
SCdinner
Profile Blog Joined September 2010
Canada516 Posts
September 24 2010 20:35 GMT
#35
Nukes really shine in 4v4. I found the average player reacts to the nuke warning by pulling their army back and then all their workers. In a game where everyone has one expo that is 8 expos temperarly not mining and a huge blow to the other teams economy.
My other car is a battlecruiser.
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
Last Edited: 2010-09-24 20:38:35
September 24 2010 20:35 GMT
#36
Nuke is ridiculously good. Obviously it needs some thought put into it, but for 100/100 its more than you can ask for. A nuke does not need to be landed to deal "damage". You can use tactical nukes to distract - or to force your opponent to move his army somewhere he doesn't want to be.

Also in TvT to move tanklines you can nuke - land or cancel it and move in with marauders.
Nuke is fine as it is

Edit: The nuke animation is so "small" because its a competetive e-Sports title. If you want a crazy animation that lasts for 30 seconds and covers the whole screen, the game will suffer from it.. I'm perfectly fine with it and still can feel the power of the nuke.
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
Seam
Profile Blog Joined April 2010
United States1093 Posts
Last Edited: 2010-09-24 20:37:55
September 24 2010 20:36 GMT
#37
On September 25 2010 05:32 Protoss_Carrier wrote:
nuke is not fine at all

World in conflict and Supreme com
+ Show Spoiler +
http://www.youtube.com/watch?v=0BSckX-LK2M&feature=related


Generals nuke
Show nested quote +
http://www.youtube.com/watch?v=Wos3ym5cynA


SC2 nuke
+ Show Spoiler +
http://www.youtube.com/watch?v=hDJKbc-BLf0&feature=related


Is it just me or the SC2 nuke's VISUAL EFFECT is underwhelming? Demand visual update!


The SC2 one looks better than all those but maybe the World in conflict one imo =s

The Supreme com was just "Make the screen all white and throw in a orb in there" whiel the generals one was kinda disappointing overall...

The World in Conflict one looked bad ass though o.o

Edit: Lawl that Thor model in the SC2 one is the Odin
I only needed one probe to take down idra. I had to upgrade to a zealot for strelok. - Liquid`Tyler
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
September 24 2010 20:37 GMT
#38
On September 25 2010 05:32 Protoss_Carrier wrote:
nuke is not fine at all

World in conflict and Supreme com
http://www.youtube.com/watch?v=0BSckX-LK2M&feature=related

Generals nuke
http://www.youtube.com/watch?v=Wos3ym5cynA

SC2 nuke
http://www.youtube.com/watch?v=hDJKbc-BLf0&feature=related

Is it just me or the SC2 nuke's VISUAL EFFECT is underwhelming? Demand visual update!



it looks pretty cool if you drop 5 nuke at a time ^^ try that then maybe you'll like it
age: 84 | location: california | sex: 잘함
KentHenry
Profile Joined August 2010
United States260 Posts
September 24 2010 20:39 GMT
#39
On September 25 2010 05:32 iCanada wrote:
Show nested quote +
On September 25 2010 05:28 KentHenry wrote:
On September 25 2010 05:24 Bibzball wrote:
Watch TLO vs Hyperdub GSL game 1
And I think it's only the beginning. Nukes are sooooo much more accessible than they were back in BW, someone will eventually figure out how to use them well.


Apparently in a thread I read on here, TLO said he just got lucky with his nukes, we wasn't even trying to nuke all those vikings that happened to cross the nukes path.


Yeah, but those nukes were in great defensive position anyway. They have a ton of potential that has yet to be explored.

And i seriously recommend you watch the BO3, or game 1 atleast. Search "TheLittleOne vs oGsHyperdub [Round of 32 match 16]" on Gom.tv, seriously best SC2 game ever.


Already have seen it, it was an ok game. Surprised me to see TLO come back.
.zch
Profile Joined July 2010
37 Posts
September 24 2010 20:40 GMT
#40
These may be some good ideas, but here's why the "moving red-dot" won't work. Imagine nuking the edge of your enemy's base: all you'd do is get your ghost within 10 range of his base, aim the nuke out into nowhere the opposite direction of his base (out of his sight range), and at the last second move the nuke back into his base. It would be almost impossible for him to predict where the nuke would be until the very last second. Not exactly what I would call a fair tactic.
Deleted User 72834
Profile Joined April 2010
247 Posts
September 24 2010 20:43 GMT
#41
--- Nuked ---
CCow
Profile Joined August 2010
Germany335 Posts
September 24 2010 20:47 GMT
#42
Well in the late-game when you're both on like 3 or more bases, I can't really see why you will need to be able to move the nuke. And shorten the call-down time?
I find it allready really hard to spot the dot in those 20 seconds when you need to watch on your army, your bases, etc....
KentHenry
Profile Joined August 2010
United States260 Posts
September 24 2010 20:50 GMT
#43
You guys say nukes can move siege lines but that's sometimes very difficult to accomplish when tanks have a range of 13 and nukes have a range of 10. I understand that you don't have to nuke within range of the tank and the nuke will steal do radius damage but what if your opponent has a small army of marines just ready to pick off a ghost? You say cloak, I say scan, you say more ghosts, I say ravens.
lololol
Profile Joined February 2006
5198 Posts
September 24 2010 20:50 GMT
#44
These nukes weren't anything special and turning your screen white is not an awesome nuke effect.
The SC2 one could be improved, since the "fireball" looks kind of bad, but it's not really worse than any of those.
I'll call Nada.
Kyhol
Profile Blog Joined October 2008
Canada2574 Posts
September 24 2010 20:51 GMT
#45
I think a ghost should be ablle to call down multiple nukes. after he casts the first nuke he can just keep going on nuking other places. If this happened I would be god of the mortal realm.
Wishing you well.
cHaNg-sTa
Profile Blog Joined March 2008
United States1058 Posts
September 24 2010 20:53 GMT
#46
...What? Nukes already got improved in usability. They sacrificed some damage from BW while making it come down a little faster + nukes don't cost supply + ghost are useful so you don't have to go out of the way to get nukes + relatively cheap. I think that's a huge enough buff. Now you want a large radius nuke to be moved? This is just too much. If I find the dot and start moving my workers, usually it's in the nic of time. Now if you can move it with a radius of 10? You can cover almost any part of the base like that.
Jaedong <3 HOOK'EM HORNS!
awu25
Profile Joined April 2010
United States2003 Posts
September 24 2010 20:56 GMT
#47
On September 25 2010 05:50 KentHenry wrote:
You guys say nukes can move siege lines but that's sometimes very difficult to accomplish when tanks have a range of 13 and nukes have a range of 10. I understand that you don't have to nuke within range of the tank and the nuke will steal do radius damage but what if your opponent has a small army of marines just ready to pick off a ghost? You say cloak, I say scan, you say more ghosts, I say ravens.

have you ever played a TvT?
your tanks would take out the opponent's marines
moving siege lines would be in a stalemate situation
storm44
Profile Blog Joined July 2010
1293 Posts
September 24 2010 20:56 GMT
#48
this isnt call of duty modern warfare..
Zerker
Profile Joined May 2010
Canada201 Posts
September 24 2010 20:57 GMT
#49
nukes are good...... I mean honestly? it's a nuclear bomb that kills everything if it lands, Do you really think it should be easy to use?
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2010-09-24 20:58:53
September 24 2010 20:58 GMT
#50
If you nerf the ease of use of nukes then you won't have a korean commentator 3 years down the line yelling NUKKKKKUUUUUUUUUUU.

More seriously, I could see the argument for a slight tweak in something like cast range if it doesn't gain in popularity over time, but we should let it go as is now. It's not like they're unused. Players are fighting creative ways to use them.

Also on marines picking off the ghost... you can have a ghost nuking backed by marines/tanks/marauders so that the marines can't move forward to pick off the ghost.
Logo
KentHenry
Profile Joined August 2010
United States260 Posts
September 24 2010 21:00 GMT
#51
How about this for a patch to nukes, put them on Thors. lol But seriously hear me out.

First nukes would be later tech, instead of just requiring rax (with tech add on)>ghost academy>factory>ghost>nuke they would now be rax>factory (with tech add on)>armory>thor>nuke. The build time for latter requires more time but this will also give nukes a chance to land during call down because thors have so many hit points. Also this will replace the thors 250 mm cannons quite nicely because it will still do 500 damage to buildings and only 300 damage to units within certain radius and less in the further radii.

Doing this will make the Ghost less viable as a unit but it still has emp which is extremely good against Protoss. Along with cloak and snipe.

Thoughts and opinions?
allyourbase
Profile Blog Joined March 2010
United States243 Posts
September 24 2010 21:02 GMT
#52
On September 25 2010 06:00 KentHenry wrote:
How about this for a patch to nukes, put them on Thors. lol But seriously hear me out.

First nukes would be later tech, instead of just requiring rax (with tech add on)>ghost academy>factory>ghost>nuke they would now be rax>factory (with tech add on)>armory>thor>nuke. The build time for latter requires more time but this will also give nukes a chance to land during call down because thors have so many hit points. Also this will replace the thors 250 mm cannons quite nicely because it will still do 500 damage to buildings and only 300 damage to units within certain radius and less in the further radii.

Doing this will make the Ghost less viable as a unit but it still has emp which is extremely good against Protoss. Along with cloak and snipe.

Thoughts and opinions?

Actually, building a nuke already requires factory
Something something justice
KentHenry
Profile Joined August 2010
United States260 Posts
September 24 2010 21:04 GMT
#53
On September 25 2010 05:53 cHaNg-sTa wrote:
...What? Nukes already got improved in usability. They sacrificed some damage from BW while making it come down a little faster + nukes don't cost supply + ghost are useful so you don't have to go out of the way to get nukes + relatively cheap. I think that's a huge enough buff. Now you want a large radius nuke to be moved? This is just too much. If I find the dot and start moving my workers, usually it's in the nic of time. Now if you can move it with a radius of 10? You can cover almost any part of the base like that.


Tell me, where would this ghost be located in your base that none of your units could get to? You don't have an detector? You should have probably got one.

But someone earlier in this thread mentioned how if controlling the red dot you can nuke in a different location and then at the last second move it somewhere else and that made me realize that the idea of controlling the dot is broken.
KentHenry
Profile Joined August 2010
United States260 Posts
September 24 2010 21:05 GMT
#54
On September 25 2010 05:57 Zerker wrote:
nukes are good...... I mean honestly? it's a nuclear bomb that kills everything if it lands, Do you really think it should be easy to use?


It doesn't kill BCs, carriers, ultras, thors, there are probably some other units I'm missing.
awu25
Profile Joined April 2010
United States2003 Posts
September 24 2010 21:06 GMT
#55
On September 25 2010 06:00 KentHenry wrote:
How about this for a patch to nukes, put them on Thors. lol But seriously hear me out.

First nukes would be later tech, instead of just requiring rax (with tech add on)>ghost academy>factory>ghost>nuke they would now be rax>factory (with tech add on)>armory>thor>nuke. The build time for latter requires more time but this will also give nukes a chance to land during call down because thors have so many hit points. Also this will replace the thors 250 mm cannons quite nicely because it will still do 500 damage to buildings and only 300 damage to units within certain radius and less in the further radii.

Doing this will make the Ghost less viable as a unit but it still has emp which is extremely good against Protoss. Along with cloak and snipe.

Thoughts and opinions?

where are you getting the idea that nukes have a low chance of landing?
people have to first find the tiny red dot, then they have to have an observer nearby and units to kill the ghost
Immersion_
Profile Joined May 2010
United Kingdom794 Posts
September 24 2010 21:06 GMT
#56
Building nukes is absolutely terrifying, late game vs protoss when you have mass ghosts, 3-5 simultaneous nuke harass vs 4x Marauder drops, I'll take the nukes unless the Protoss is an absolute God.
http://www.twitch.tv/sybar1te Sybarite#2581 - add me for Heroes games. .Play Hots and Overwatch currently. Feel free to add.
Sfydjklm
Profile Blog Joined April 2005
United States9218 Posts
September 24 2010 21:06 GMT
#57
i know this is against the spirit of the forum and all that, yes thats nice, but i believe i speak for all my zerglings out there when i say : fuck you.
twitter.com/therealdhalism | "Trying out Z = lots of losses vs inferior players until you figure out how to do it well (if it even works)."- Liquid'Tyler
KentHenry
Profile Joined August 2010
United States260 Posts
September 24 2010 21:07 GMT
#58
On September 25 2010 05:56 awu25 wrote:
Show nested quote +
On September 25 2010 05:50 KentHenry wrote:
You guys say nukes can move siege lines but that's sometimes very difficult to accomplish when tanks have a range of 13 and nukes have a range of 10. I understand that you don't have to nuke within range of the tank and the nuke will steal do radius damage but what if your opponent has a small army of marines just ready to pick off a ghost? You say cloak, I say scan, you say more ghosts, I say ravens.

have you ever played a TvT?
your tanks would take out the opponent's marines
moving siege lines would be in a stalemate situation


I do play a lot of TvT, as my main race is Terran and everyone else seems to play Terran as well, so I'm quite familiar with the match up. Also wouldn't the Ghost have to be closer to the opponents tanks to try and nuke them, thus making the ghost further away from his support tanks allowing marines with a range of 5 to hit the ghost?
Nightfall
Profile Joined July 2010
Switzerland18 Posts
September 24 2010 21:08 GMT
#59
In sc 1 it was even more difficult to nuke, I think I never witnessed a single nuke in pro league /tournament games except boxer. now in sc2 nuke is a lot lot more accessible so this is much enought, not mentioning that protoss and zerg don't have a unique ability like that
JinDesu
Profile Blog Joined August 2010
United States3990 Posts
Last Edited: 2010-09-24 21:10:41
September 24 2010 21:09 GMT
#60
On September 25 2010 06:00 KentHenry wrote:
How about this for a patch to nukes, put them on Thors. lol But seriously hear me out.

First nukes would be later tech, instead of just requiring rax (with tech add on)>ghost academy>factory>ghost>nuke they would now be rax>factory (with tech add on)>armory>thor>nuke. The build time for latter requires more time but this will also give nukes a chance to land during call down because thors have so many hit points. Also this will replace the thors 250 mm cannons quite nicely because it will still do 500 damage to buildings and only 300 damage to units within certain radius and less in the further radii.

Doing this will make the Ghost less viable as a unit but it still has emp which is extremely good against Protoss. Along with cloak and snipe.

Thoughts and opinions?


No - thors are deadly when massed against Zerg (don't point to Cool v Top, that's a relatively special situation), and thors are no slouches against P already.

Think about the role of nukes. Why do you want nukes to be patched? So they can be used more? In what role?

Nukes against P is offensively is relatively pointless unless you want to distract them from you moving your siege line. Ghost works best here. Nuking their front instead of sieging their front with the thor overlaps the role of the tank.

Nukes against zerg is the same thing.

Nukes against terran moves THEIR siege line so YOUR siege line can get into place. Again, it's all about allowing terran positioning. Therefore, I submit that nukes are a situational tool to supplement the tank army. Not as an assault tool.

Admittedly, nukes can be used to harass. But that's also the ghost role, not the thor role.
Yargh
KentHenry
Profile Joined August 2010
United States260 Posts
September 24 2010 21:09 GMT
#61
On September 25 2010 06:02 allyourbase wrote:
Show nested quote +
On September 25 2010 06:00 KentHenry wrote:
How about this for a patch to nukes, put them on Thors. lol But seriously hear me out.

First nukes would be later tech, instead of just requiring rax (with tech add on)>ghost academy>factory>ghost>nuke they would now be rax>factory (with tech add on)>armory>thor>nuke. The build time for latter requires more time but this will also give nukes a chance to land during call down because thors have so many hit points. Also this will replace the thors 250 mm cannons quite nicely because it will still do 500 damage to buildings and only 300 damage to units within certain radius and less in the further radii.

Doing this will make the Ghost less viable as a unit but it still has emp which is extremely good against Protoss. Along with cloak and snipe.

Thoughts and opinions?

Actually, building a nuke already requires factory


But not an armory or thor.
QueueQueue
Profile Joined July 2009
Canada1000 Posts
Last Edited: 2010-09-24 21:34:39
September 24 2010 21:10 GMT
#62
Nukes rarely do significant damage directly, however they do pose enough of a threat that it leads to positional advantage. Nuking the path your opponent will have to use to defend an expo you're attacking or using it on tanks to force unsiege, these are all greatly beneficial.
awu25
Profile Joined April 2010
United States2003 Posts
September 24 2010 21:15 GMT
#63
On September 25 2010 06:07 KentHenry wrote:
Show nested quote +
On September 25 2010 05:56 awu25 wrote:
On September 25 2010 05:50 KentHenry wrote:
You guys say nukes can move siege lines but that's sometimes very difficult to accomplish when tanks have a range of 13 and nukes have a range of 10. I understand that you don't have to nuke within range of the tank and the nuke will steal do radius damage but what if your opponent has a small army of marines just ready to pick off a ghost? You say cloak, I say scan, you say more ghosts, I say ravens.

have you ever played a TvT?
your tanks would take out the opponent's marines
moving siege lines would be in a stalemate situation


I do play a lot of TvT, as my main race is Terran and everyone else seems to play Terran as well, so I'm quite familiar with the match up. Also wouldn't the Ghost have to be closer to the opponents tanks to try and nuke them, thus making the ghost further away from his support tanks allowing marines with a range of 5 to hit the ghost?

usually tank lines are just within range of each other, so again, the marines would die to your tanks if they tried to approach your ghost
Uhh Negative
Profile Joined May 2010
United States1090 Posts
September 24 2010 21:18 GMT
#64
As other people have said, there have been some great games with nukes being used to break siege lines or at least reposition the enemy army. Nukes are not supposed to be easy to pull off but they actually are rather cheap and build decently fast from what I've seen. I play zerg though, and have never been nuked, I don't think.
bulge
Profile Joined July 2010
161 Posts
September 24 2010 21:18 GMT
#65
nukes are fine atm. i'd love to see lockdown implemented to spice up TvT tho

you can see TLO use nukes in TvT. most of them do nothing. but the game changer is when he nukes an empty space to stop the opponent from moving to his position.

against low level opponents though, you can just nuke on his army :p
KentHenry
Profile Joined August 2010
United States260 Posts
September 24 2010 21:19 GMT
#66
Also to the Thor/Nuke patch suggestion nukes would have to be built on Thors and if the Thor is lost than the nuke is lost as well. Also a Thor channeling a nuke for 20 seconds should be plenty of time to take them out even though they do tank. But what about mind controlling a Thor with a nuke if you're zerg, that would totally change the balance of the game.
cHaNg-sTa
Profile Blog Joined March 2008
United States1058 Posts
September 24 2010 21:19 GMT
#67
On September 25 2010 06:07 KentHenry wrote:
Show nested quote +
On September 25 2010 05:56 awu25 wrote:
On September 25 2010 05:50 KentHenry wrote:
You guys say nukes can move siege lines but that's sometimes very difficult to accomplish when tanks have a range of 13 and nukes have a range of 10. I understand that you don't have to nuke within range of the tank and the nuke will steal do radius damage but what if your opponent has a small army of marines just ready to pick off a ghost? You say cloak, I say scan, you say more ghosts, I say ravens.

have you ever played a TvT?
your tanks would take out the opponent's marines
moving siege lines would be in a stalemate situation


I do play a lot of TvT, as my main race is Terran and everyone else seems to play Terran as well, so I'm quite familiar with the match up. Also wouldn't the Ghost have to be closer to the opponents tanks to try and nuke them, thus making the ghost further away from his support tanks allowing marines with a range of 5 to hit the ghost?


I think you're just underestimating with what people can do with the nuke right now. When you receive the Nuclear Launch Detected message, it's not like you can immediately find the ghost and react perfectly. Usually people will first look in their mineral lines, then look at their army, and then if they are able to locate the nuke by the time, they still need to get the proper detection and units to kill the ghost in time. This isn't a simple math problem where I just need to kill the ghost that is nuking at my siege line. And whose to say that ghost can't nuke from the side just to make it that much harder to locate the ghost? The ghost doesn't have to nuke at the most predictable spot all the time.

The nuke is pretty much a nice fancy item for Terran to use, by no means should it be a standard tactic.
Jaedong <3 HOOK'EM HORNS!
KentHenry
Profile Joined August 2010
United States260 Posts
September 24 2010 21:20 GMT
#68
On September 25 2010 06:18 bulge wrote:
nukes are fine atm. i'd love to see lockdown implemented to spice up TvT tho

you can see TLO use nukes in TvT. most of them do nothing. but the game changer is when he nukes an empty space to stop the opponent from moving to his position.

against low level opponents though, you can just nuke on his army :p


TLO admits this was a fluke. He was trying to nuke the turret.
JinDesu
Profile Blog Joined August 2010
United States3990 Posts
Last Edited: 2010-09-24 21:23:13
September 24 2010 21:22 GMT
#69
On September 25 2010 06:19 KentHenry wrote:
Also to the Thor/Nuke patch suggestion nukes would have to be built on Thors and if the Thor is lost than the nuke is lost as well. Also a Thor channeling a nuke for 20 seconds should be plenty of time to take them out even though they do tank. But what about mind controlling a Thor with a nuke if you're zerg, that would totally change the balance of the game.


Again, it's not about USING the nuke in the game, it's about WHY. WHY is the nuke being used? In what ROLE?

Because honestly, if you're gonna make the nuke into something so ubiquitous to a thor as say, stim to a marauder, then it's going to be pretty broken unless it's nerfed to a point where it really has no reason to be used.

Re: Mind control the thor - neural parasite lasts 12 seconds, so unless you want the nuke coming down in less than 12 seconds, it ain't working.

On September 25 2010 06:20 KentHenry wrote:
Show nested quote +
On September 25 2010 06:18 bulge wrote:
nukes are fine atm. i'd love to see lockdown implemented to spice up TvT tho

you can see TLO use nukes in TvT. most of them do nothing. but the game changer is when he nukes an empty space to stop the opponent from moving to his position.

against low level opponents though, you can just nuke on his army :p


TLO admits this was a fluke. He was trying to nuke the turret.


No. This was when he took out the 3oclock expansion. He set the nuke down in between his army and the enemy army, then canceled when he knew he was safe.
Yargh
Hoku
Profile Joined September 2010
United States129 Posts
September 24 2010 21:23 GMT
#70
Ever seen a good tri point nuker?

Don't need a buff...
I put my pants on two legs at a time.
gundream
Profile Joined April 2010
United States229 Posts
September 24 2010 21:24 GMT
#71
really don't want to say anything bad...but i stopped reading at "That 100/100 could have been spent on stim," cause i already know what comes after that comma....and that is all stuff you should have done before nuke...or at least have started to a good level according to where you are in the game...but i think nukes are alright...i use them when im in a bind and i need a diversion or i use them to bust open a wall.
Slago
Profile Joined August 2010
Canada726 Posts
September 24 2010 21:25 GMT
#72
Did you see TLO's abuse of nukes in his Round of 32 first game, It's hard to use and expensive because one good nuke can wipe out an entire mineral line or army, buffing nukes would be one of the worst possible things blizz could do especially the fact that you think u should be able to move the dot to follow the army or you could just corner workers with no escape, nuke is super effective and powerful when used correctly
I came here to kick ass and chew bubble gum and I'm all out of... ah forget it
Treemonkeys
Profile Blog Joined August 2010
United States2082 Posts
September 24 2010 21:29 GMT
#73
The longer the macro game goes on the more difficult it becomes for the opposing player to deal with nukes. It is not ungodly difficult to threaten an attack on one front, drop on another, and nuke on yet another, the more you make them react to the more effective the nuke becomes - it really is an all out APM race at that point, so no it's not too difficult or too easy. Nukes are pretty good at being relatively easy or difficult to use based on who you are playing against, so I don't see how they need a buff.
http://shroomspiration.blogspot.com/
figq
Profile Blog Joined May 2010
12519 Posts
Last Edited: 2010-09-24 21:50:52
September 24 2010 21:37 GMT
#74
Nukes are quite cheap, and people like TLO show very well how nukes are best used - boldly in high numbers, because you can afford it. A couple of semi-accurate hits are usually enough for the nukes to pay off.

Also the nuke-move: fake nuke, he frees some area, you cancel and move there - eg: up a ramp. It's quite popular, you can even see NaDa using this in his 2nd casual game on Artosis' channel.
If you stand next to my head, you can hear the ocean. - Day[9]
Aubergine
Profile Joined September 2010
United States40 Posts
September 24 2010 21:39 GMT
#75
I think Blizzard needs to replace Infested Terrans with Infested Nukes. They would shoot out of the ass of the Infestor. Infestors would also be able to launch them while burrowed, of course.
You can't spell Sentry without SEN.
hoovehand
Profile Joined April 2010
United Kingdom542 Posts
September 24 2010 21:43 GMT
#76
i couldn't disagree more with the OP.

the nuke is more than just a damage tool. it forces the opponent to stop what he's doing and spend 10-15 sec desperately trying to find a red dot else retreat his forces/saturated mineral lines. it also forces your opponent to spam scans and invest in more detection.


what most people do wrong when trying to use nuke, is going into a game thinking "i'm gonna go nuke build". the effective way is to use a solid build with ghosts. when you have ghosts in the field, it's pretty standard to get a nuke... just make sure you use it with a bit of guile and not spamming for random econ damage.
LittLeD
Profile Joined May 2010
Sweden7973 Posts
September 24 2010 21:48 GMT
#77
Nukes are for crushing big defenses/cluttered buildings and workers, NOT armies. Just you see when terrans spread out their ghost all over the map nuking everywhere at once. Try avoid that if you can. And they really do pay for themself, if not for the economical damage but then for the threatening effect it surely has.
☆Grubby ☆| Tod|DeMusliM|ThorZaiN|SaSe|Moon|Mana| ☆HerO ☆
kar1181
Profile Joined May 2010
United Kingdom515 Posts
September 24 2010 21:53 GMT
#78
I dunno i like the idea of uber nukes (I play protoss).

I'd move emp to the raven and give the ghost a better battle field suport ability, and I'd buff both psi storm and nukes =]

There needs to be more oooooooooooo moments in SC2. Nukes provide one of the few.
TekKpriest
Profile Joined March 2010
308 Posts
September 24 2010 21:54 GMT
#79
On September 25 2010 05:20 Chill wrote:
I think they're actually perfect as is. Very useful in TvT especially.



2nd that,

nukes are fine. Everything else would be slightly too good :D
A Man chooses, a slave obeys
Sworn
Profile Blog Joined January 2010
Canada920 Posts
September 24 2010 22:01 GMT
#80
Nukes are fine for the most part sure they could do a little more but it forces your opponent to be scared of nukes so no real changes needed. There also great for taking out tank lines in TvT
"Duty is heavy as a mountain, death is light as a feather." CJ Entus Fighting! <3 Effort
dudeman001
Profile Blog Joined February 2010
United States2412 Posts
September 24 2010 22:04 GMT
#81
They're just great as they are now. The calldown time gives the nuked person a reasonable amount of time, the damage isn't too high or too low, yeah I love the current nuke.
Sup.
Looky
Profile Joined April 2010
United States1608 Posts
September 24 2010 22:05 GMT
#82
im actually suprise we havent seen emp+nukes yet against protoss.
yoplate
Profile Joined August 2010
United States332 Posts
September 24 2010 22:07 GMT
#83
Nukes are actually really cheap. I saw TLO use nukes in a TvT to kill supply depots, it worked quite well actually.
StormWeapon
Profile Joined July 2010
United States159 Posts
September 24 2010 22:10 GMT
#84
+ Show Spoiler +
After seeing how maka prime used one in the GSL RO16 vs LegalMind.....
nukes are good.
Tyrant Potato
gun.slinger
Profile Blog Joined May 2010
Canada258 Posts
September 24 2010 22:10 GMT
#85
Nuke is the ultimate high-risk high reward ability in the game.

If you really want to buff it you will have to nerf TLO first
LIQUID HWAITING
Sanguinarius
Profile Joined January 2010
United States3427 Posts
September 24 2010 22:12 GMT
#86
I think nukes are perfect how they are.
Your strength is just an accident arising from the weakness of others -Heart of Darkness
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
September 24 2010 22:13 GMT
#87
nuke is fine, i use them all the time, if my oppoment camps too hard and i offen generally use it to force them to move or to sofen before stimming in
Live Fast Die Young :D
Grebliv
Profile Joined May 2006
Iceland800 Posts
September 24 2010 22:15 GMT
#88
nukes with moveable dot's within 10 range would probably mean that every bo would be some variation of a nuke rush/strat. People would have to clear every base every time since it'd be so easy to hide the dot and then plomp it down last second.
ESV Mapmaking!
awu25
Profile Joined April 2010
United States2003 Posts
September 24 2010 22:15 GMT
#89
On September 25 2010 07:05 Looky wrote:
im actually suprise we havent seen emp+nukes yet against protoss.

you do realize that EMP only takes 100 points off shield and not all the shields like it did in BW?
JWD
Profile Blog Joined October 2007
United States12607 Posts
Last Edited: 2010-09-24 22:21:40
September 24 2010 22:20 GMT
#90
On September 25 2010 06:20 KentHenry wrote:
Show nested quote +
On September 25 2010 06:18 bulge wrote:
nukes are fine atm. i'd love to see lockdown implemented to spice up TvT tho

you can see TLO use nukes in TvT. most of them do nothing. but the game changer is when he nukes an empty space to stop the opponent from moving to his position.

against low level opponents though, you can just nuke on his army :p


TLO admits this was a fluke. He was trying to nuke the turret.

False. TLO said that it was a fluke to hit Hyperdub's retreating Vikings, but said that he routinely practices using nukes to displace sieged enemy tanks.

Also, I'm closing this thread. SC2 General is not the place to propose minor game changes.
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