• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 05:14
CEST 11:14
KST 18:14
  • 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
Serral wins Maestros of the Game 237ByuL, 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 Selection7
Community News
BSL Season 22 Full Overview & Conclusion5BSL Season 22 Full Overview & Conclusion5Weekly Cups (June 29-July 5): Solar Doubles0MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon445.0.16 Hotfix (June 30) - Balance + Bug Fixes40
StarCraft 2
General
Serral wins Maestros of the Game 2 Most successful SC2 players of Q2 2026 MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon Is the larve respawn broken? 5.0.16 patch for SC2 goes live (8 worker start)
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event GSL CK #5 Race War HomeStory Cup 29 Vespene Cup #1 — $300+ USD, July 10 Sea Duckling Open (Global, Bronze-Diamond)
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
Mutation # 533 Die Together The PondCast: SC2 News & Results Mutation # 532 Nuclear Family Mutation # 531 Experimental Artillery
Brood War
General
ASL22 General Discussion BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ BSL Season 22 Full Overview & Conclusion ASL 22 Proposed Map Pool
Tourneys
[ASL22] Wildcard Qualifier [Megathread] Daily Proleagues IPSL Spring 2026 Top 4! CSLAN 4 is Coming!
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies
Other Games
General Games
Summer Games Done Quick 2026! General RTS Discussion Thread Nintendo Switch Thread Stormgate/Frost Giant Megathread Dawn of War IV
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
NeO.D_StephenKing vs This Guy From 1 Million Dance TL Mafia Community Thread TL Mafia Power Rank Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread UK Politics Mega-thread YouTube Thread Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! Series you have seen recently...
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Tennis[sport] Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
FPS when play League Of Legend on laptop How to clean a TTe Thermaltake keyboard? Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Major Shifts in the Gaming I…
TrAiDoS
An Exploration of th…
waywardstrategy
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: 8915 users

Patch 1.4 PTR Notes (updated 9/8) - Page 203

Forum Index > Closed
9040 CommentsPost a Reply
Prev 1 201 202 203 204 205 453 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
Lurk
Profile Joined December 2010
Germany359 Posts
August 28 2011 10:24 GMT
#4041
The reason why terran all-ins are more powerful than protoss or zerg ones is NOT the mule - it's the SCV. Not because they have 5 more hp than other workers and not that they can repair themselves.

Simply because they work so well in combination which the basic terran military unit - the marine - which is RANGED. SCVs can be used as a meatshield for marines, while you cannot use probes as a meatshield for zealots or drones for zerglings - they'd just get in the way. Also, marines do very high damage and have little hp for it, so they benefit hugely from an effective meatshield. Basic T or P ranged units have quite high hp for little damage in comparison (roaches or stalkers), so they don't really need a meatshield.

The synergy between marine and SCV meatshield is the ONLY reason why terran allins are so powerful, it has absolutely nothing to do with mules. Actually, if terran just had as many workers as T or P and no mules at all, their allins would be even more powerful.

I don't know any effective solution to this though. Maybe give one unit that can't be used offensively a super-powerful anti-worker attack (static defense maybe).
Dalavita
Profile Joined August 2010
Sweden1113 Posts
August 28 2011 10:30 GMT
#4042
On August 28 2011 19:24 Lurk wrote:
The reason why terran all-ins are more powerful than protoss or zerg ones is NOT the mule - it's the SCV. Not because they have 5 more hp than other workers and not that they can repair themselves.

Simply because they work so well in combination which the basic terran military unit - the marine - which is RANGED. SCVs can be used as a meatshield for marines, while you cannot use probes as a meatshield for zealots or drones for zerglings - they'd just get in the way. Also, marines do very high damage and have little hp for it, so they benefit hugely from an effective meatshield. Basic T or P ranged units have quite high hp for little damage in comparison (roaches or stalkers), so they don't really need a meatshield.

The synergy between marine and SCV meatshield is the ONLY reason why terran allins are so powerful, it has absolutely nothing to do with mules. Actually, if terran just had as many workers as T or P and no mules at all, their allins would be even more powerful.

I don't know any effective solution to this though. Maybe give one unit that can't be used offensively a super-powerful anti-worker attack (static defense maybe).


So what you're saying is that roach drone and stalker probe allins are strong?
usethis2
Profile Joined December 2010
2164 Posts
August 28 2011 10:31 GMT
#4043
On August 28 2011 19:14 Jesushooves wrote:
Show nested quote +
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.

Of course since you have no argument. It is real simple. When you and your opponents have 15 workers and limited production facilities, that's when your mules shine most. But once you and your opponents both have 80 workers extra 10 workers don't matter much. (And at that point Terrans do actually need SCVs to do other works than simply mining)

That's why when asked for advice Korean Terrans emphasize the importance of early aggressioin -when mules efficiency is at its peak. (and that includes all-ins)
Tef
Profile Joined April 2008
Sweden443 Posts
August 28 2011 10:36 GMT
#4044
On August 28 2011 19:30 Dalavita wrote:
Show nested quote +
On August 28 2011 19:24 Lurk wrote:
The reason why terran all-ins are more powerful than protoss or zerg ones is NOT the mule - it's the SCV. Not because they have 5 more hp than other workers and not that they can repair themselves.

Simply because they work so well in combination which the basic terran military unit - the marine - which is RANGED. SCVs can be used as a meatshield for marines, while you cannot use probes as a meatshield for zealots or drones for zerglings - they'd just get in the way. Also, marines do very high damage and have little hp for it, so they benefit hugely from an effective meatshield. Basic T or P ranged units have quite high hp for little damage in comparison (roaches or stalkers), so they don't really need a meatshield.

The synergy between marine and SCV meatshield is the ONLY reason why terran allins are so powerful, it has absolutely nothing to do with mules. Actually, if terran just had as many workers as T or P and no mules at all, their allins would be even more powerful.

I don't know any effective solution to this though. Maybe give one unit that can't be used offensively a super-powerful anti-worker attack (static defense maybe).


So what you're saying is that roach drone and stalker probe allins are strong?


No, he says lings + drones and zealots + probes are less usefull than marines + scv's.
Dont fuck up, dont fuck yourself
Dalavita
Profile Joined August 2010
Sweden1113 Posts
Last Edited: 2011-08-28 10:39:12
August 28 2011 10:38 GMT
#4045
On August 28 2011 19:36 Tef wrote:
Show nested quote +
On August 28 2011 19:30 Dalavita wrote:
On August 28 2011 19:24 Lurk wrote:
The reason why terran all-ins are more powerful than protoss or zerg ones is NOT the mule - it's the SCV. Not because they have 5 more hp than other workers and not that they can repair themselves.

Simply because they work so well in combination which the basic terran military unit - the marine - which is RANGED. SCVs can be used as a meatshield for marines, while you cannot use probes as a meatshield for zealots or drones for zerglings - they'd just get in the way. Also, marines do very high damage and have little hp for it, so they benefit hugely from an effective meatshield. Basic T or P ranged units have quite high hp for little damage in comparison (roaches or stalkers), so they don't really need a meatshield.

The synergy between marine and SCV meatshield is the ONLY reason why terran allins are so powerful, it has absolutely nothing to do with mules. Actually, if terran just had as many workers as T or P and no mules at all, their allins would be even more powerful.

I don't know any effective solution to this though. Maybe give one unit that can't be used offensively a super-powerful anti-worker attack (static defense maybe).


So what you're saying is that roach drone and stalker probe allins are strong?


No, he says lings + drones and zealots + probes are less usefull than marines + scv's.


Sure, however as far as allins go, you can get roaches and stalkers out fast enough that you could just allin with them as well.

So my question is.

Stalkes and probes, roaches and drones? #1 op?
Lurk
Profile Joined December 2010
Germany359 Posts
Last Edited: 2011-08-28 10:43:18
August 28 2011 10:39 GMT
#4046
On August 28 2011 19:30 Dalavita wrote:
Show nested quote +
On August 28 2011 19:24 Lurk wrote:
The reason why terran all-ins are more powerful than protoss or zerg ones is NOT the mule - it's the SCV. Not because they have 5 more hp than other workers and not that they can repair themselves.

Simply because they work so well in combination which the basic terran military unit - the marine - which is RANGED. SCVs can be used as a meatshield for marines, while you cannot use probes as a meatshield for zealots or drones for zerglings - they'd just get in the way. Also, marines do very high damage and have little hp for it, so they benefit hugely from an effective meatshield. Basic T or P ranged units have quite high hp for little damage in comparison (roaches or stalkers), so they don't really need a meatshield.

The synergy between marine and SCV meatshield is the ONLY reason why terran allins are so powerful, it has absolutely nothing to do with mules. Actually, if terran just had as many workers as T or P and no mules at all, their allins would be even more powerful.

I don't know any effective solution to this though. Maybe give one unit that can't be used offensively a super-powerful anti-worker attack (static defense maybe).


So what you're saying is that roach drone and stalker probe allins are strong?


As i said, roaches and stalkers are already quite robost, so they don't really need a meatshield. Marines are high damage and low hp, while stalkers and roaches are low damage and high hp.

A marine has 7 hp per dps.
A roach has 18 hp per dps (not accounting for armor)
A stalker has 23 hp per dps (not accounting for armor)

So stalker/probe and drone/roach will be more effective than zealot/probe or drone/ling but still not nearly as good as marine/scv.
SeaSwift
Profile Blog Joined February 2011
Scotland4486 Posts
August 28 2011 10:46 GMT
#4047
I think Lurk hit the nail on the head with this one.

All the Banshees and Tanks do in the 1-1-1 push is force the Protoss to engage the Marines on Terran's terms. The Tanks seige up and control space and the Banshees prevent AoE from being useful and force AA which is weak vs Marines. All they do is allow the Marines to do their job - ie destroy fucking everything. Quite often you'll see Protoss engage a 1-1-1 build and Terran will only have Marines left at the end. That is what Terran wants, as the Marines have so much DPS/health. The SCVs are just there to protect the Marines as well.

Good job Lurk, that made perfect logical sense
Tef
Profile Joined April 2008
Sweden443 Posts
August 28 2011 10:47 GMT
#4048
On August 28 2011 19:38 Dalavita wrote:
Show nested quote +
On August 28 2011 19:36 Tef wrote:
On August 28 2011 19:30 Dalavita wrote:
On August 28 2011 19:24 Lurk wrote:
The reason why terran all-ins are more powerful than protoss or zerg ones is NOT the mule - it's the SCV. Not because they have 5 more hp than other workers and not that they can repair themselves.

Simply because they work so well in combination which the basic terran military unit - the marine - which is RANGED. SCVs can be used as a meatshield for marines, while you cannot use probes as a meatshield for zealots or drones for zerglings - they'd just get in the way. Also, marines do very high damage and have little hp for it, so they benefit hugely from an effective meatshield. Basic T or P ranged units have quite high hp for little damage in comparison (roaches or stalkers), so they don't really need a meatshield.

The synergy between marine and SCV meatshield is the ONLY reason why terran allins are so powerful, it has absolutely nothing to do with mules. Actually, if terran just had as many workers as T or P and no mules at all, their allins would be even more powerful.

I don't know any effective solution to this though. Maybe give one unit that can't be used offensively a super-powerful anti-worker attack (static defense maybe).


So what you're saying is that roach drone and stalker probe allins are strong?


No, he says lings + drones and zealots + probes are less usefull than marines + scv's.


Sure, however as far as allins go, you can get roaches and stalkers out fast enough that you could just allin with them as well.

So my question is.

Stalkes and probes, roaches and drones? #1 op?


As I play with Zerg I don't find roach allin to be any good. Mostly because drones are useless against Zealots and Marines, whereas workers are good against Zerglings. I have used Roach + Drones for all-ins in ZvZ though.
Dont fuck up, dont fuck yourself
Tef
Profile Joined April 2008
Sweden443 Posts
August 28 2011 10:56 GMT
#4049
On August 28 2011 19:46 SeaSwift wrote:
I think Lurk hit the nail on the head with this one.

All the Banshees and Tanks do in the 1-1-1 push is force the Protoss to engage the Marines on Terran's terms. The Tanks seige up and control space and the Banshees prevent AoE from being useful and force AA which is weak vs Marines. All they do is allow the Marines to do their job - ie destroy fucking everything. Quite often you'll see Protoss engage a 1-1-1 build and Terran will only have Marines left at the end. That is what Terran wants, as the Marines have so much DPS/health. The SCVs are just there to protect the Marines as well.

Good job Lurk, that made perfect logical sense


I have a question. It seems getting colossus isn't viable as you will only get one out in time. But do Protosses focus fire the marines or tanks with the collosus? That should have a significant impact if the above is true.

Also, why hasn't any Protoss tried to skip the warpgate and build directly from the gateways. You build faster from those, right? And since you don't want to be offensive anyway I don't see why warp gates are that important. Maybe hallucination could be more useful?
Dont fuck up, dont fuck yourself
Creem
Profile Joined January 2011
Sweden254 Posts
August 28 2011 10:57 GMT
#4050
On August 28 2011 19:38 Dalavita wrote:
Show nested quote +
On August 28 2011 19:36 Tef wrote:
On August 28 2011 19:30 Dalavita wrote:
On August 28 2011 19:24 Lurk wrote:
The reason why terran all-ins are more powerful than protoss or zerg ones is NOT the mule - it's the SCV. Not because they have 5 more hp than other workers and not that they can repair themselves.

Simply because they work so well in combination which the basic terran military unit - the marine - which is RANGED. SCVs can be used as a meatshield for marines, while you cannot use probes as a meatshield for zealots or drones for zerglings - they'd just get in the way. Also, marines do very high damage and have little hp for it, so they benefit hugely from an effective meatshield. Basic T or P ranged units have quite high hp for little damage in comparison (roaches or stalkers), so they don't really need a meatshield.

The synergy between marine and SCV meatshield is the ONLY reason why terran allins are so powerful, it has absolutely nothing to do with mules. Actually, if terran just had as many workers as T or P and no mules at all, their allins would be even more powerful.

I don't know any effective solution to this though. Maybe give one unit that can't be used offensively a super-powerful anti-worker attack (static defense maybe).


So what you're saying is that roach drone and stalker probe allins are strong?


No, he says lings + drones and zealots + probes are less usefull than marines + scv's.


Sure, however as far as allins go, you can get roaches and stalkers out fast enough that you could just allin with them as well.

So my question is.

Stalkes and probes, roaches and drones? #1 op?


The answer is obvious - marines produce by far the most dps. And yes, they're also the most fragile unit but that's irrelevant due to workers soaking up the damage.
bole
Profile Joined January 2011
Serbia164 Posts
August 28 2011 11:23 GMT
#4051
one my freand told me hi is in master ligue... that one whay of nerfing 1-1-1 is to nerf marines hp to 40... and for shild to add +15 hp... so in begining to marines insted of having 45 to have 40 hp...
sunprince
Profile Joined January 2011
United States2258 Posts
Last Edited: 2011-08-28 11:36:52
August 28 2011 11:29 GMT
#4052
On August 28 2011 05:30 mburke05 wrote:
i cant tell if youre some super biased toss homeboy or if youre trolling.

either way not funny.


I don't play toss. I may not be on the receiving end of this imbalance, but it's pretty obvious for anyone to see.

Well, anyone except Terrans like you who cling to all those little random buffs that you got since BW because Blizzard wanted to be nice to all the noobs who would pick up T.

There was absolutely no reason that the factory mineral cost should be cut down by 50, or factory and starport build times decreased. Terran infantry got stronger, not weaker, so there was no reason Terrans needed to tech faster. Little things like this, and random free stuff like +5 marine hp/increased marine attack speed/free marine range (Zergling - nerfed, Zealot - buffed+nerfed, Marine - buffed?!), are why Terran early game is hilariously poorly balanced in SC2.
Delay559
Profile Joined January 2011
France89 Posts
Last Edited: 2011-08-28 11:40:06
August 28 2011 11:34 GMT
#4053
On August 28 2011 19:56 Tef wrote:
...
Also, why hasn't any Protoss tried to skip the warpgate and build directly from the gateways. You build faster from those, right? And since you don't want to be offensive anyway I don't see why warp gates are that important. Maybe hallucination could be more useful?


If i recall correctly warp gates "build" the unit 5 sec faster then gateways since while the unit is warping in the cool-down for the next unit has already started
Join erepublik! :D http://www.erepublik.com/en/referrer/RonanSC
kippeh
Profile Joined September 2010
Netherlands26 Posts
August 28 2011 11:56 GMT
#4054
SCVs can no longer repair themselves while inside a Bunker or Medivac

i didn't know that lol:D
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
August 28 2011 12:16 GMT
#4055
They could nerf mules in a lot of ways. Add a cooldown to casting them, make them cost half energy/half efficiency (more apm), have them not mine so much on gold patches. I think all of those are nice changes and regardless of anything Blizzard will have to do something about mules in the expansion anyway.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
August 28 2011 12:45 GMT
#4056
On August 28 2011 19:24 Lurk wrote:
The reason why terran all-ins are more powerful than protoss or zerg ones is NOT the mule - it's the SCV. Not because they have 5 more hp than other workers and not that they can repair themselves.

Simply because they work so well in combination which the basic terran military unit - the marine - which is RANGED. SCVs can be used as a meatshield for marines, while you cannot use probes as a meatshield for zealots or drones for zerglings - they'd just get in the way. Also, marines do very high damage and have little hp for it, so they benefit hugely from an effective meatshield. Basic T or P ranged units have quite high hp for little damage in comparison (roaches or stalkers), so they don't really need a meatshield.

The synergy between marine and SCV meatshield is the ONLY reason why terran allins are so powerful, it has absolutely nothing to do with mules. Actually, if terran just had as many workers as T or P and no mules at all, their allins would be even more powerful.

I don't know any effective solution to this though. Maybe give one unit that can't be used offensively a super-powerful anti-worker attack (static defense maybe).

Also, the warp-ins from the money the Probes will mine is almost always better than the actual Probes in combat.
Fatze
Profile Blog Joined March 2011
Germany1342 Posts
August 28 2011 12:47 GMT
#4057
love the fixes <3
Comfort from bottles, cheers from beers the guitars are our weapons and we know how to kill!
Hypz
Profile Joined January 2011
Sweden25 Posts
August 28 2011 12:59 GMT
#4058
As a terran player i feel the blueflame nerf was needed, they were just too great in terms of harassing mineral lines and maybe all you mech terrans will have to change ur play style(TvT).

seeker missile speed buff is nice but i feel like it wont change much the range of the seeker missile is the problem imo.

Barracks build time change is not understandable to me it's already tight sometimes when you miss a double proxxy gate or someone doing blind 6 pool.

Immmortal range was needed cus of how they always manage to get in the back due to bad control of the protoss (no point intended. cough*)

Blink reaserach time nerf comes is odd to me

festor nerf is needed but i don't feel like the change was huge as its now 10dps vs armored instead of 11.5...

Overseer gas reduce was needed but would've been op without energy change so that's well done.

Ultralisk build time is good but i thought the reason zerg didnt use ultras was cus they are supposedly bad...
hmm
rohanim41
Profile Joined August 2011
Canada60 Posts
Last Edited: 2011-08-28 13:09:21
August 28 2011 13:02 GMT
#4059
On August 28 2011 21:16 Grumbels wrote:
They could nerf mules in a lot of ways. Add a cooldown to casting them, make them cost half energy/half efficiency (more apm), have them not mine so much on gold patches. I think all of those are nice changes and regardless of anything Blizzard will have to do something about mules in the expansion anyway.


I personally think this is the biggest strength of terran and the biggest source of their dominance.
Mules mine 30 minerals per trip, wich is equivalent to 6 workers and that is really big early game because you have a big income bonus fast, and on equal number of bases/worker, even on full saturated bases, Mules still give another 6 worker advantage per orbital without hurting SCV mining and in very very late game, they can still mine minerals without having worker supply.
Edit: Seems that they are equal to a bit over 3 workers since they have a mining time 2.05 time longer than an SCV.

That doubled by the fact that terrans have powerful DPS mineral dumping units (Marines and Hellions mainly) makes them very resilient and powerfull. they can Tech and produce as much as their opponent while dumping additionnal minerals into a truckload of marines which are as effective in small numbers then in a massing fashion.
It's just a game.... but it's a damn good game !
rohanim41
Profile Joined August 2011
Canada60 Posts
August 28 2011 13:06 GMT
#4060
On August 28 2011 21:59 Hypz wrote:

Immmortal range was needed cus of how they always manage to get in the back due to bad control of the protoss (no point intended. cough*)



Immortals are so intimidating for marauders, tanks, stalkers and roaches that putting them in front line is just offering your highest DPS unit on a silver Plate to take. With the upgrade range, they will actually be able fire AND survive.
it might be viable to use more of them before teching to Colossi which I think everybody is getting a little tired of. And immortals seemed like good units before you actually use them...
It's just a game.... but it's a damn good game !
Prev 1 201 202 203 204 205 453 Next
Please log in or register to reply.
Live Events Refresh
RSL Revival
09:00
Season 6 - Group B
Solar vs Rogue
Maru vs NightMare
Tasteless517
Ryung 283
IntoTheiNu 138
Rex58
IndyStarCraft 41
3DClanTV 28
TKL 0
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Tasteless 517
Ryung 283
Rex 58
IndyStarCraft 41
TKL 8
StarCraft: Brood War
Hyuk 841
Bisu 740
Soma 201
Mong 175
Leta 104
hero 73
Killer 66
sorry 49
Mind 43
NaDa 42
[ Show more ]
JulyZerg 40
sSak 36
HiyA 33
Aegong 27
scan(afreeca) 25
yabsab 23
Hm[arnc] 16
Sharp 12
Noble 9
ajuk12(nOOB) 8
NotJumperer 5
actioN 0
League of Legends
Doublelift2522
JimRising 714
Counter-Strike
Sick184
Other Games
ceh9408
crisheroes97
RuFF_SC230
Organizations
StarCraft: Brood War
lovetv 12
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 13 non-featured ]
StarCraft 2
• OhrlRock 9
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2130
League of Legends
• Jankos2211
Upcoming Events
Sparkling Tuna Cup
46m
IPSL
6h 46m
Bonyth vs Hawk
GSL
1d 1h
Replay Cast
1d 14h
WardiTV Weekly
2 days
The PondCast
3 days
Replay Cast
3 days
CrankTV Team League
4 days
Replay Cast
4 days
CrankTV Team League
5 days
[ Show More ]
Replay Cast
5 days
RSL Revival
5 days
Clem vs Lambo
Scarlett vs Cure
CranKy Ducklings
6 days
RSL Revival
6 days
Classic vs Trap
herO vs SHIN
Liquipedia Results

Completed

ASL Season 22: Wild Card Qualifier
HSC XXIX
Eternal Conflict S2 E1

Ongoing

IPSL Spring 2026
Acropolis #4
YSL S3
CSL 2026 Summer (S21)
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
SCTL 2026 Spring
Eternal Conflict S2 E2
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

Upcoming

Escore Tournament S3: W3
ASL S22 SEASON OPEN Day 1
Escore Tournament S3: W4
ASL S22 SEASON OPEN Day 2
Escore Tournament S3: W5
CSLAN 4
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E3
Logitech G Connect 2026
StarSeries Fall 2026
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.