• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 23:13
CEST 05:13
KST 12:13
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro4 Preview: On Course12Code S Season 1 - RO8 Preview7[ASL21] Ro8 Preview Pt2: Progenitors8Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13[ASL21] Ro8 Preview Pt1: Inheritors16
Community News
Code S Season 1 (2026) - RO8 Results1Weekly Cups (May 4-10): Clem, MaxPax, herO win1Maestros of The Game 2 announcement and schedule !11Weekly Cups (April 27-May 4): Clem takes triple0RSL Revival: Season 5 - Qualifiers and Main Event12
StarCraft 2
General
Code S Season 1 (2026) - RO8 Results MaNa leaves Team Liquid Weekly Cups (May 4-10): Clem, MaxPax, herO win Code S Season 1 - RO8 Preview Behind the Blue - Team Liquid History Book
Tourneys
2026 GSL Season 2 Qualifiers Maestros of The Game 2 announcement and schedule ! $5,000 WardiTV Spring Championship 2026 SC2 INu's Battles#16 <BO.9> Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Mutation # 525 Wheel of Misfortune The PondCast: SC2 News & Results Mutation # 524 Death and Taxes Mutation # 523 Firewall
Brood War
General
vespene.gg — BW replays in browser Pros React to: TvT Masterclass in FlaSh vs Light ASL21 Strategy, Pimpest Plays Discussions Flashes ASL S21 Ro8 Review BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL21] Semifinals B [ASL21] Semifinals A [BSL22] RO8 Bracket Stage + Another TieBreaker Small VOD Thread 2.0
Strategy
Fighting Spirit mining rates [G] Hydra ZvZ: An Introduction Simple Questions, Simple Answers Muta micro map competition
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Warcraft III: The Frozen Throne Starcraft Tabletop Miniature Game PC Games Sales Thread
Dota 2
The Story of Wings Gaming
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread UK Politics Mega-thread YouTube Thread European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
How EEG Data Can Predict Gam…
TrAiDoS
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1720 users

Patch 1.4 PTR Notes (updated 9/8) - Page 202

Forum Index > Closed
9040 CommentsPost a Reply
Prev 1 200 201 202 203 204 453 Next
Since this whole topic degenerated into the usual balance flamefest where every topic ends up if unmoderated it's time for it to clean up. Locking this down for a while. Any posts made after my post [page 233] not addressing the changes in this patch directly and containting flames or general balance whine will get banned for at least a week. ~Nyovne

There is way too much flaming in this thread right now. Calm down before you post! (Page 271) ~iamke55
Grimmyman123
Profile Joined January 2011
Canada939 Posts
August 28 2011 07:39 GMT
#4021
An interesting patch for sure - looks like Bliz is trying to nerf more generic build types with this one.

From what I can see, the protoss buff to immortals is to help counter the Terran ever popular and subjectively overpowered 111 Marine Tank Banshee push. Mothership buff feels like it is there to encourage MS usage, but I don't think any decent or self respecting protoss start using it just due to an acceleration buff - it just isn't enough given it's limited abilities - especially in PvZ where a NP just negates having a MS.

I'm not happy about the stalker's blink research being lengthened, but I feel its to try and even out the PvP blink stalker timing push being fairly strong, but I dont feel that fast blink is that strong as it is right now, current patch.

Warp prism is a cool tool, and the slight buff will help, but the things are still made of paper, and really don't come into their own until you get the lovely speed upgrade.

The Barracks 5 second longer build time feels odd to me, I'm not sure if the reasoning on this one.

Hellion nerf feels like it is to just slightly lessen their effectiveness, as largely a lot of terran openers use hellions, possibly the nerf is to force different strats from terrans.

I like the Raven Seeker Missile buff - I hope it gets more usage. Very cool to see hit.

I like the FG change being a flat rate damage, and it is a minor nerf.

Overseer buff is good, cost of detection should be relative to other races, as terran as free detection (scans) and Protoss is fairly cost effective with observers, other than the cost and build time of the Robo bay.

Ultralisk buff feels the same as the MS buff - Bliz saying please use this unit more, but with Immortals getting the range upgrade, I feel the protoss buff negates the Ultralisk build time buff. Kinda of a silly buff IMO.

Looks to be a decent patch, should change it up quite a bit if it is not changed for actual release.
Win. That's all that matters. Win. Nobody likes to lose.
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
August 28 2011 07:39 GMT
#4022
On August 28 2011 16:34 genius_man16 wrote:
Show nested quote +
On August 28 2011 15:43 Jermstuddog wrote:
On August 28 2011 15:27 _Search_ wrote:
On August 28 2011 15:09 Jermstuddog wrote:
On August 28 2011 14:49 kodas wrote:
or don't 15 hatch...


That's like telling a terran "don't go 15 OC, you need use that money to make an extra barracks, just in case..."

Would you honestly accept that as good advice?

Terrans have got away for a year with thinking that 2 rax is punishing a greedy zerg when all zerg is trying to do is keep up with the insane economy that MULEs give.

15 hatch is a necessity...

I don't know why I bother though, I'm about to see 15 responses with pretty much a baseless "NO, YOU'RE WRONG!!"




Orbital command costs 3 SCVs and takes the time that it would have taken to produce 2 SCVs.

Constant MULE (i.e., no "free" scans) = 4 SCVs

Yeah. Real insane. One whole extra worker.

I'd gladly trade MULEs for a free expo.


Actually it IS pretty insane, and basically the basis for the strenght of every Terran all-in.

Hell... that doesn't even cover the actual situation.

MULEs are ACTUALLY 4 supply-free, saturation-free, refreshable workers, every 90 seconds, wherever you want, oh yeah... and it only costs the same as 3 workers and takes the build time of 2.

A 1 base Terran can easily match or surpass a 2 base zergs economy for at least the first 8 minutes of a standard starcraft 2 game. All while simultaneously teching AND attacking.

If you need evidence, pull up any pro-level replay.

You'd be trading a lot...


You need to play Terran before you qq any more about the MULE. Try playing Terran without using MULES and see how "even" in economy you are with a zerg or protoss. Except you'll realize how absurdly far behind you get.

Yes MULEs allow Terran all-ins to be slightly more effective than Z or P's all ins, but really, it's a necessity so we don't fall behind in every other game.

If there was no MULE then they'd have to buff marines or something. I'm sure you want that right?


infallible logic there...

On August 28 2011 15:09 Jermstuddog wrote:
I don't know why I bother though, I'm about to see 15 responses with pretty much a baseless "NO, YOU'RE WRONG!!"
As it turns out, marines don't actually cost any money -Jinro
Jesushooves
Profile Joined November 2010
Canada553 Posts
August 28 2011 07:39 GMT
#4023
lol- my friend is a high master zerg and he always laughs when other zergs complain about mules. He thinks it's funny because terran wouldn't be able to do shit without mules, and he knows it. Mules are there to keep you even with zerg and protoss ability to create workers faster, it doesn't put you ahead.
Lose its good, after will be win.
sylverfyre
Profile Joined May 2010
United States8298 Posts
Last Edited: 2011-08-28 07:51:13
August 28 2011 07:47 GMT
#4024
On August 28 2011 16:39 Jesushooves wrote:
lol- my friend is a high master zerg and he always laughs when other zergs complain about mules. He thinks it's funny because terran wouldn't be able to do shit without mules, and he knows it. Mules are there to keep you even with zerg and protoss ability to create workers faster, it doesn't put you ahead.

But what it does mean is
1: terran can get more income on N bases than the other two races (by a pretty significant margin)
2: In the late game, terran can get away with 8-16 (or more, if they're mass-orbiting, but that's not common, and thats a whole different ballgame cause of how huge an investment it is.)
3: Terran benefit significantly more from gold bases than the other two races.

I'm not sure how the numbers would work out, but if mules couldn't overlap mining SCVs, that might fix 1 and 3 (but could open a whole new can of worms, which would require testing to make sure it's ok)
AsnSensation
Profile Joined April 2011
Germany24009 Posts
August 28 2011 07:49 GMT
#4025
The problem also is that they prevent terrans from being all in after pulling 10 scv fors an supposed allin attack, or keep the terran on equal economy as zerg/protoss if they lose a bunch of scv's to an harrassement.
Jesushooves
Profile Joined November 2010
Canada553 Posts
August 28 2011 08:01 GMT
#4026
On August 28 2011 16:49 AsnSensation wrote:
The problem also is that they prevent terrans from being all in after pulling 10 scv fors an supposed allin attack, or keep the terran on equal economy as zerg/protoss if they lose a bunch of scv's to an harrassement.

if terran pulls 10 scvs and doesn't kill an equal amount of workers from zerg or protoss with them, terran is significantly behind. The only way to come back from it is when toss or zerg makes some ridiculously stupid mistake, terran doesn't come back just by being "imbalanced".
Lose its good, after will be win.
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
August 28 2011 08:09 GMT
#4027
On August 28 2011 16:49 AsnSensation wrote:
The problem also is that they prevent terrans from being all in after pulling 10 scv fors an supposed allin attack, or keep the terran on equal economy as zerg/protoss if they lose a bunch of scv's to an harrassement.


Protoss and Zerg can make workers faster than Terran can, though.
PiLoKo
Profile Joined January 2011
Mexico144 Posts
August 28 2011 08:11 GMT
#4028
lol, MULE discussion again? Noobs are always going to complain about the MULE because they just do not know how it works.
I like to troll in-game :)
askTeivospy
Profile Blog Joined March 2011
1525 Posts
August 28 2011 08:24 GMT
#4029
meh immortal change is good but i'd rather have zealots get the passive speed bonus from zealot legs straight out of the gate.

would be nicer to have zealots considered a warrior instead of a damage tank / mineral sink / component of a wall in early game when toss is annoying to play
hihihi
GTPGlitch
Profile Blog Joined March 2011
5061 Posts
August 28 2011 08:42 GMT
#4030
On August 28 2011 16:27 Jermstuddog wrote:
Show nested quote +
On August 28 2011 16:23 Blackk wrote:
Well on the other hand, have you seen what happens if the zerg gets away with the fast expand in terms of economy? As long as zerg late game takes a hit (fungal rebalancing for example) I'm willing to give up some early game pressure for more late game potential.


They're called Ghosts, and you already have them...


uh, ghosts have nothing to do with zerg economy. Unless you can do a mass-drop or prevent zerg from ever taking a base past their 3rd, zerg can simply pump mutaling since you let them 15hatch dronespam. Plus mutas/speedlings/creep/olords allow zerg to eyeball every expo on the minimap.

Zerg econ spikes up, instead of the bumpy ramp of terran/protoss ramp. Without mules/cboost on probes zerg could just run away with every game past the 12 minute mark, because there would be no way for terran/toss to keep up with zerg's income.

Hell, i've played games as Z where i trade armies with a terran, remax with ultra/ling and run out of money, go kill several bases since 5hatches way outproduce in speed and number the amount of terran reinforcements, and then after all that dies remax again on pure ling or ling/muta... Spawn larva+faster build times for zerg units=terran is screwed lategame.
Jo Byung Se #1 fan | CJ_Rush(reborn) fan | Liquid'Jinro(ret) fan | Liquid'Taeja fan | oGsTheSuperNada fan | Iris[gm](ret) fan |
Grimmyman123
Profile Joined January 2011
Canada939 Posts
August 28 2011 08:56 GMT
#4031
Fact is Terran is massively overpowered, in many many ways. This nerf in this patch IMO really just touches some BASIC items.

I'd love to see an EMP nerf (like 15 or 25 more energy required) as the EMP is grossly abused in TvP matches (basically negating shield usage) and yeah, I've heard the feedback with Templar argument blah blah blah - it shouldn't be about who can micro and snipe each others key unit to decide an entire match, regardless of how well either race or player played.

The biggest one is I would like to see a more dedicated tech path requirement for terran. with swapping of add-ons, terran can make all units except for just a few - BC, Ghosts and Thors. Otherwise the tech path is wide open, all off a cheap add-on. a simple nerf like 40 seconds more build time or more expense for the tech add-on would suffice. The reactor add-on is fine as it is.

Mules are a necessary evil, but at the same time, I don't think they should be able to double mine over-top of an SCV. One or the other at the mineral patch. Mass Muling gold patches is ridiculous. Unfortunately, Mules are the primary reason that Terran can all-in, and lose the battle, and still be in the game.
Win. That's all that matters. Win. Nobody likes to lose.
captainwaffles
Profile Blog Joined February 2009
United States1050 Posts
August 28 2011 09:05 GMT
#4032
On August 28 2011 17:56 Grimmyman123 wrote:
Fact is Terran is massively overpowered, in many many ways. This nerf in this patch IMO really just touches some BASIC items.

I'd love to see an EMP nerf (like 15 or 25 more energy required) as the EMP is grossly abused in TvP matches (basically negating shield usage) and yeah, I've heard the feedback with Templar argument blah blah blah - it shouldn't be about who can micro and snipe each others key unit to decide an entire match, regardless of how well either race or player played.

The biggest one is I would like to see a more dedicated tech path requirement for terran. with swapping of add-ons, terran can make all units except for just a few - BC, Ghosts and Thors. Otherwise the tech path is wide open, all off a cheap add-on. a simple nerf like 40 seconds more build time or more expense for the tech add-on would suffice. The reactor add-on is fine as it is.

Mules are a necessary evil, but at the same time, I don't think they should be able to double mine over-top of an SCV. One or the other at the mineral patch. Mass Muling gold patches is ridiculous. Unfortunately, Mules are the primary reason that Terran can all-in, and lose the battle, and still be in the game.



Can't tell if troll, or completely fucking retarded...

User was warned for this post
https://x.com/CaptainWaffless
Qikz
Profile Blog Joined November 2009
United Kingdom12041 Posts
August 28 2011 09:23 GMT
#4033
On August 28 2011 18:05 captainwaffles wrote:
Show nested quote +
On August 28 2011 17:56 Grimmyman123 wrote:
Fact is Terran is massively overpowered, in many many ways. This nerf in this patch IMO really just touches some BASIC items.

I'd love to see an EMP nerf (like 15 or 25 more energy required) as the EMP is grossly abused in TvP matches (basically negating shield usage) and yeah, I've heard the feedback with Templar argument blah blah blah - it shouldn't be about who can micro and snipe each others key unit to decide an entire match, regardless of how well either race or player played.

The biggest one is I would like to see a more dedicated tech path requirement for terran. with swapping of add-ons, terran can make all units except for just a few - BC, Ghosts and Thors. Otherwise the tech path is wide open, all off a cheap add-on. a simple nerf like 40 seconds more build time or more expense for the tech add-on would suffice. The reactor add-on is fine as it is.

Mules are a necessary evil, but at the same time, I don't think they should be able to double mine over-top of an SCV. One or the other at the mineral patch. Mass Muling gold patches is ridiculous. Unfortunately, Mules are the primary reason that Terran can all-in, and lose the battle, and still be in the game.



Can't tell if troll, or completely fucking retarded...


I really don't understand what that guy is going on about.EMP is perfect how it is, it's almost necessary as the standing protoss army is way stronger than anything I build in TvP, unless I go mech which is really hard to do down to mobility.

The whole tech lab swapping thing makes no sense as all zerg have to do is make the tech building like we do, then they build the units out of their bases and require no additional production facilities (other than late game when you get macro hatches).

If Mules couldn't mine over an SCV, you wouldn't be able to ever use them.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
IVN
Profile Joined October 2010
534 Posts
August 28 2011 09:30 GMT
#4034
On August 28 2011 16:30 iCanada wrote:
Show nested quote +
On August 28 2011 14:43 tuho12345 wrote:
I still want them to work more on the infestors. Can't let Zerg mass infestors and lings in ZvP. That's just too cost effective and hard to counter even HTs can't have enough energies to fb all the infestor and storm. That and ghost are my only wish in the next patch. Then just need carriers buff and the game is perfectly balance lol

j/k but seriously hope.


I have a question for you. If Zerg makes 20 infestors and 100 lings, couldn't you easily counter that with 20 split High Templars and 35 Charge Zealots? Those two unit compositions cost the exact same. It isn't even an unreasonable composition... Hell change 6 HTs (300/900) into Sentries and you have your average Protoss FE base anyway.

If Zerg is putting all his gas into Infestors, put all your into Templar. It should be fair for your five 50/150 unit to kill off 20 of my 100/150 units. Just like how the Mutalisk is listed as bad against the Stalker, if I have twice as many mutas as you have stalkers I should clean up; If I have twice as many Infestors as you have HTs, I should clean up.

I have NEVER seen a Protoss player get as many HTs as Zerg gets Infestors. Just because something is a listed counter doesn't mean it should autokill all things it counters.

Because there is just not enough gas. Maybe you havent looked it up jet, but every upgrade on the protoss side costs much, much more gas, than the zerg equivalent.

Ling speed 100/100 ---> charge 200/200 (and you need a 150 gas building for the upgrade, whereas for lings you dont)
warpgates 50/50 ---> queens cost no gas
FG is free ---> storm 200/200
Infestation pit 150/150 ---> templar archives 200/200 (however you do need lair 100/100)

total gas for all upgrades and buildings for speedling/infestor is 350
total gas for all upgrades and buildings for chargelot/HTs is 800


And then, zealots are not a unit, you could ever harass zerg with. He would be extremely comfortable outmacroing you, and having even more mins/gas. OTOH speedlings are an excellent harass unit.

Switch to air?

for zerg no problem, because it is highly unlikely that a protoss can get many voids or phoenixes unscouted, and even if he did, these are not exactly effective against ling/infestor. And infestors are quite good AA. FG and some inf terrans can do the trick. But if zerg switches to mutas, you, as a chargelot/HT protoss, are FUCKED.


Why you dont see protoss having as many HTs as zerg has Infs? Because tech is generally more expensive for protoss, and because this composition gives you no map control or harass, and because it is vulnerable to tech switches (which are a specialty of the zerg race). The speedling/inf compo has none of these weaknesses.
Kyuki
Profile Joined February 2008
Sweden1867 Posts
August 28 2011 09:35 GMT
#4035
Mule discussion: The problem totally lies within the one-base. It's different for zerg since their hatch is both productionfacility and a lower cost compared to a nexus, but for protoss it's pretty much impossible to stay even in eco on one base even if you chrono ONLY probes (which puts your warpgate behind, and you will have alot less units, all things that will allow you to die to a big terran one-base punch). This basically forces a fast expand (which isnt a bad thing in genenral, just that the eco that is gained for the FE takes a while to kick in, i.e timings from Terran are extremly strong).

However people view this, it's something that is really tricky to deal with by adjusting the game, but it is a inate imbalance that can be overcome by mapsize for exampel. It's tricky..

I dont think zergs generally complain about the mules though and if they do, they havent played much TvZ.

Mada Mada Dane
IVN
Profile Joined October 2010
534 Posts
August 28 2011 09:45 GMT
#4036
After this patch, if the late game still persist being T and Z favored in the PvX MUs (because of Ghosts and Infestors), I'm thinking Blizz is going to buff the movement speed of HTs.

2.25 (instead of current 1.875) move speed HTs would def. be nice.
usethis2
Profile Joined December 2010
2164 Posts
Last Edited: 2011-08-28 09:55:40
August 28 2011 09:49 GMT
#4037
On August 28 2011 17:01 Jesushooves wrote:
Show nested quote +
On August 28 2011 16:49 AsnSensation wrote:
The problem also is that they prevent terrans from being all in after pulling 10 scv fors an supposed allin attack, or keep the terran on equal economy as zerg/protoss if they lose a bunch of scv's to an harrassement.

if terran pulls 10 scvs and doesn't kill an equal amount of workers from zerg or protoss with them, terran is significantly behind. The only way to come back from it is when toss or zerg makes some ridiculously stupid mistake, terran doesn't come back just by being "imbalanced".

Then let's make it fair such that Terran can't pull SCVs for attacking purposes. Tweak the programming so SCVs can only repair stationary mech units.

I am sure you'd be FOR such a change? No workers are allowed to be used offensively since they can only get even by killing equal number of opponent's workers.

The truth is Terran benefits immensely by pulling SCVs in sub 10 min all-ins because of 1) mules, and 2) terran units being ranged.

Mules are very powerful in early game and it is a big part why Terran is so strong early game. Their utility though diminishes as game goes on and other races stablize their economy. (Not considering mass-orbital or whatever exotic strat out there) That's why you don't see 20+ minute 3-base all in that accompanies SCV trains. The mules power shine in the very early game and SCVs happen to synergize well with ranged Terran units.
RogerChillingworth
Profile Joined March 2010
Chad3132 Posts
Last Edited: 2011-08-28 09:50:52
August 28 2011 09:50 GMT
#4038
"Fixed an issue where Drone attacks could be more easily dodged than SCV or Probes."

Thank the Lord.
Bobster
Profile Joined January 2011
Germany3075 Posts
August 28 2011 10:10 GMT
#4039
On August 28 2011 17:56 Grimmyman123 wrote:
Fact is Terran is massively overpowered, in many many ways.

That's not a fact at all.
Jesushooves
Profile Joined November 2010
Canada553 Posts
August 28 2011 10:14 GMT
#4040
On August 28 2011 18:49 usethis2 wrote:
Then let's make it fair such that Terran can't pull SCVs for attacking purposes. Tweak the programming so SCVs can only repair stationary mech units.

Wow.......Just.....wow....I'm going to stop posting in this thread now.
Lose its good, after will be win.
Prev 1 200 201 202 203 204 453 Next
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
Amantes de StarCraft 2 #44
CranKy Ducklings94
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft328
RuFF_SC2 163
Ketroc 40
StarCraft: Brood War
GuemChi 6509
Dota 2
NeuroSwarm142
League of Legends
summit1g10863
Doublelift9643
JimRising 581
Counter-Strike
taco 573
Super Smash Bros
hungrybox532
Other Games
tarik_tv5150
C9.Mang0415
WinterStarcraft339
monkeys_forever258
Maynarde149
ViBE127
Livibee76
Organizations
StarCraft: Brood War
lovetv 38
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 13 non-featured ]
StarCraft 2
• CranKy Ducklings SOOP35
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota2978
Other Games
• Scarra734
Upcoming Events
RSL Revival
6h 47m
Classic vs Solar
herO vs SHIN
OSC
9h 47m
Big Brain Bouts
12h 47m
sebesdes vs Iba
Percival vs YoungYakov
Reynor vs GgMaChine
Korean StarCraft League
23h 47m
RSL Revival
1d 6h
Clem vs Rogue
Bunny vs Lambo
IPSL
1d 12h
Dewalt vs nOmaD
Ret vs Cross
BSL
1d 15h
Bonyth vs Doodle
Dewalt vs TerrOr
GSL
2 days
Cure vs herO
SHIN vs Maru
IPSL
2 days
Bonyth vs Napoleon
G5 vs JDConan
BSL
2 days
OyAji vs JDConan
DragOn vs TBD
[ Show More ]
Replay Cast
3 days
Monday Night Weeklies
3 days
Replay Cast
3 days
The PondCast
4 days
GSL
5 days
Replay Cast
5 days
GSL
6 days
Replay Cast
6 days
Liquipedia Results

Completed

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

Ongoing

BSL Season 22
ASL Season 21
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
KK 2v2 League Season 1
BSL 22 Non-Korean Championship
Escore Tournament S2: W7
SCTL 2026 Spring
RSL Revival: Season 5
2026 GSL S1
Heroes Pulsing #1
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2

Upcoming

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

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

Advertising | Privacy Policy | Terms Of Use | Contact Us

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