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I feel Starcraft 2 is very passive. - Page 5

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Larsa23
Profile Joined November 2011
United States21 Posts
Last Edited: 2011-11-23 06:00:44
November 23 2011 05:59 GMT
#81
On November 23 2011 14:58 sluggaslamoo wrote:
Show nested quote +
On November 23 2011 14:54 Larsa23 wrote:
On November 23 2011 14:50 sluggaslamoo wrote:
On November 23 2011 14:49 Larsa23 wrote:
In BW late game is passive too.

I lost a couple games just by being the one who attacked. Mainly PvZ and I beat someone for doing the same to me.

It sounds exactly the same to me but looks easier.


I have to just o_O at this. With PvZ you have to attack all the time, tonnes of zealot pressure, harass with corsairs, drop DT's, storm drops, reaver drops, etc, or else you will just lose.


Yeah but that's just small harrassment.

No one actually sends an entire army without risking a counter attack. Also TvT has always been boring from what I remember and ZvT is more mobile and back and forth.

PvZ and PvT are about small harrassments and waiting for your opponent to fuck up a big attack.

Which is exactly what he said.


Huh? He said BW was passive. o_O

Hurrr


I didn't say it's passive I just said it can be late game and if you have a huge army vs a huge army or in TvT.

I don't always see passive play in SC2 but nvm maybe I don't know what I'm talking about
Sawamura
Profile Blog Joined August 2010
Malaysia7602 Posts
November 23 2011 06:02 GMT
#82
On November 23 2011 14:59 Larsa23 wrote:
Show nested quote +
On November 23 2011 14:58 sluggaslamoo wrote:
On November 23 2011 14:54 Larsa23 wrote:
On November 23 2011 14:50 sluggaslamoo wrote:
On November 23 2011 14:49 Larsa23 wrote:
In BW late game is passive too.

I lost a couple games just by being the one who attacked. Mainly PvZ and I beat someone for doing the same to me.

It sounds exactly the same to me but looks easier.


I have to just o_O at this. With PvZ you have to attack all the time, tonnes of zealot pressure, harass with corsairs, drop DT's, storm drops, reaver drops, etc, or else you will just lose.


Yeah but that's just small harrassment.

No one actually sends an entire army without risking a counter attack. Also TvT has always been boring from what I remember and ZvT is more mobile and back and forth.

PvZ and PvT are about small harrassments and waiting for your opponent to fuck up a big attack.

Which is exactly what he said.


Huh? He said BW was passive. o_O





Hurrr


I didn't say it's passive I just said it can be late game and if you have a huge army vs a huge army or in TvT


Because it's the nature of TvT , Siege tanks with large attack range and the ability to deal heavy damage to units, stops people from playing full frontal attack , hence the need for dropship play, wraith harassment, map control , dividing the map into two .
BW/KT Forever R.I.P KT.Violet dearly missed ..
AxionSteel
Profile Joined January 2011
United States7754 Posts
November 23 2011 06:03 GMT
#83
I'm sorry but I can't see how bigger maps will make games more dynamic. Have you not watched the GSL this season? On the massive maps Calm before the storm and Daybreak, Protoss just sit there for ages and eventually roll over the terran 20 minutes later after one decisive battle. It's not exactly a dynamic match.

iky43210
Profile Blog Joined May 2011
United States2099 Posts
Last Edited: 2011-11-23 06:05:50
November 23 2011 06:03 GMT
#84
On November 23 2011 13:00 eSuBuildings wrote:
@AnachronisticAnarchy,

Watch this TvT between Flash and Fantasy


Now watch this TvT between Boxer and Rain http://tv.majorleaguegaming.com/videos/72872-winners-semis-boxer-vs-rain-g1

Sure, the Boxer vs Rain game will have it's moments in the early to mid game that will have crowds jeering out of their seats, but in the late game it becomes (like I pointed out in my OP) nothing but a waiting game whereas Flash and Fantasy's late game has so much movement going on inside it.


not a fair comparison because you're comparing 2 medicor players to 2 of the best

People needs to take off their nostalgia goggle, because broodwar wasn't really that difference in terms of action on average games

watch MvP vs another top tier terran, TvT is really not that passive
Larsa23
Profile Joined November 2011
United States21 Posts
Last Edited: 2011-11-23 06:10:19
November 23 2011 06:03 GMT
#85
On November 23 2011 15:02 Sawamura wrote:
Show nested quote +
On November 23 2011 14:59 Larsa23 wrote:
On November 23 2011 14:58 sluggaslamoo wrote:
On November 23 2011 14:54 Larsa23 wrote:
On November 23 2011 14:50 sluggaslamoo wrote:
On November 23 2011 14:49 Larsa23 wrote:
In BW late game is passive too.

I lost a couple games just by being the one who attacked. Mainly PvZ and I beat someone for doing the same to me.

It sounds exactly the same to me but looks easier.


I have to just o_O at this. With PvZ you have to attack all the time, tonnes of zealot pressure, harass with corsairs, drop DT's, storm drops, reaver drops, etc, or else you will just lose.


Yeah but that's just small harrassment.

No one actually sends an entire army without risking a counter attack. Also TvT has always been boring from what I remember and ZvT is more mobile and back and forth.

PvZ and PvT are about small harrassments and waiting for your opponent to fuck up a big attack.

Which is exactly what he said.


Huh? He said BW was passive. o_O

http://www.youtube.com/watch?v=7ZJ-fHJku_Y

http://www.youtube.com/watch?v=uiIRazYouGw

Hurrr


I didn't say it's passive I just said it can be late game and if you have a huge army vs a huge army or in TvT


Because it's the nature of TvT , Siege tanks with large attack range and the ability to deal heavy damage to units, stops people from playing full frontal attack , hence the need for dropship play, wraith harassment, map control , dividing the map into two .


I agree and that's why I don't think his examples were any different than BW because in PvZ if I lose my army I get overran in like a few minutes or less. I remember losing a lot of my games that way so I was always more passive about using my army. There's a ton of pro gamer videos for that too.

And that is also how PvT works and so I don't understand what he means. Don't really care either. Below is an extremely passive PvZ and what I'm talking about.

sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2011-11-23 06:10:34
November 23 2011 06:07 GMT
#86
On November 23 2011 15:03 Larsa23 wrote:
Show nested quote +
On November 23 2011 15:02 Sawamura wrote:
On November 23 2011 14:59 Larsa23 wrote:
On November 23 2011 14:58 sluggaslamoo wrote:
On November 23 2011 14:54 Larsa23 wrote:
On November 23 2011 14:50 sluggaslamoo wrote:
On November 23 2011 14:49 Larsa23 wrote:
In BW late game is passive too.

I lost a couple games just by being the one who attacked. Mainly PvZ and I beat someone for doing the same to me.

It sounds exactly the same to me but looks easier.


I have to just o_O at this. With PvZ you have to attack all the time, tonnes of zealot pressure, harass with corsairs, drop DT's, storm drops, reaver drops, etc, or else you will just lose.


Yeah but that's just small harrassment.

No one actually sends an entire army without risking a counter attack. Also TvT has always been boring from what I remember and ZvT is more mobile and back and forth.

PvZ and PvT are about small harrassments and waiting for your opponent to fuck up a big attack.

Which is exactly what he said.


Huh? He said BW was passive. o_O

http://www.youtube.com/watch?v=7ZJ-fHJku_Y

http://www.youtube.com/watch?v=uiIRazYouGw

Hurrr


I didn't say it's passive I just said it can be late game and if you have a huge army vs a huge army or in TvT


Because it's the nature of TvT , Siege tanks with large attack range and the ability to deal heavy damage to units, stops people from playing full frontal attack , hence the need for dropship play, wraith harassment, map control , dividing the map into two .


I agree and that's why I don't think his examples were any different than BW because in PvZ if I lose my army I get overran in like a few minutes or less. I remember losing a lot of my games that way so I was always more passive about using my army. There's a ton of pro gamer videos for that too.

And that is also how PvT works and so I don't understand what he means. Don't really care either


You said it was passive look at your first quote.

Also what race are you? maybe you get overran because you don't have the mechanics to mobilize your force while macroing and controlling corsairs. If you keep the overlord count down and harass, you can have your army moving attacking bases all the time. You need to look at pro games, not your own games to justify something like that.

And check out my big fat edit, I put a pvz in there.

Edit: Actually just look at any PvZ with Bisu in it.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
Sawamura
Profile Blog Joined August 2010
Malaysia7602 Posts
November 23 2011 06:10 GMT
#87
On November 23 2011 15:03 Larsa23 wrote:
Show nested quote +
On November 23 2011 15:02 Sawamura wrote:
On November 23 2011 14:59 Larsa23 wrote:
On November 23 2011 14:58 sluggaslamoo wrote:
On November 23 2011 14:54 Larsa23 wrote:
On November 23 2011 14:50 sluggaslamoo wrote:
On November 23 2011 14:49 Larsa23 wrote:
In BW late game is passive too.

I lost a couple games just by being the one who attacked. Mainly PvZ and I beat someone for doing the same to me.

It sounds exactly the same to me but looks easier.


I have to just o_O at this. With PvZ you have to attack all the time, tonnes of zealot pressure, harass with corsairs, drop DT's, storm drops, reaver drops, etc, or else you will just lose.


Yeah but that's just small harrassment.

No one actually sends an entire army without risking a counter attack. Also TvT has always been boring from what I remember and ZvT is more mobile and back and forth.

PvZ and PvT are about small harrassments and waiting for your opponent to fuck up a big attack.

Which is exactly what he said.


Huh? He said BW was passive. o_O

http://www.youtube.com/watch?v=7ZJ-fHJku_Y

http://www.youtube.com/watch?v=uiIRazYouGw

Hurrr


I didn't say it's passive I just said it can be late game and if you have a huge army vs a huge army or in TvT


Because it's the nature of TvT , Siege tanks with large attack range and the ability to deal heavy damage to units, stops people from playing full frontal attack , hence the need for dropship play, wraith harassment, map control , dividing the map into two .


I agree and that's why I don't think his examples were any different than BW because in PvZ if I lose my army I get overran in like a few minutes or less. I remember losing a lot of my games that way so I was always more passive about using my army. There's a ton of pro gamer videos for that too.

And that is also how PvT works and so I don't understand what he means. Don't really care either


I have a good example of a TvT where early aggression from a player like (T)firebathero nearly won the game ,if not for the brilliance defence from (T)Flash.


BW/KT Forever R.I.P KT.Violet dearly missed ..
Tachkilius
Profile Joined August 2010
United States55 Posts
November 23 2011 06:10 GMT
#88
I think Dustin Browder said in an interview with Kennigit (right around when blizzcon happened) that if you don't like that aspect of sc2 and want the epic maps, armies, and actions of sc1, just go play bw cuz they designed sc2 to be this way

I mean personally, I think when players become even better, pro play would be much more dynamic and action filled in late game in general but w/e OP is saying seems to be a bit of wishful thinking imo.
mcgriffin
Profile Joined September 2011
Canada81 Posts
November 23 2011 06:13 GMT
#89
On November 23 2011 14:44 Doraemon wrote:
Show nested quote +
On November 23 2011 14:41 Lewan72 wrote:
This game is still young, let the meta game flourish and I expect to see advanced action packed games in the future.


everyone wants that to happen. but there is always the fear that it won't


I second this post.

Looking back in history, we could have said everything to defend WC3 at its one year mark, only to find out several years later that time was not the elixir that magically make the game better. We have to realize that there are certain aspects of the game mechanics which will prevent the game to be epic in the long run. As many people already pointed out, smaller army size/more higher pop units/more casters/etc. may have all contributed to the eventual failure of WC3. Sadly, those are also features of SC2 compared to BW. Don't get me wrong, I as all the TLers and esport-fans, want this game to be epic. It's only the way that the small portion of us chose, not to defend it, but to point out possible set-backs of the game with the sole purpose of maybe preventing the wrongs and improving the rights, that is different from the majority.

I also really want to see that with more tactics and strategies figured out, the game will become more balanced and provide us more epic games. But I can't help but ask this question: what if time is not the cure? what if SC2 will follow the same route of WC3, to be very hot for several years and eventually die out due to its inability to attract non-gamers? I figure asking ourselves these question will not hurt the elephant (see the banner) but only make it better.

Just my 2 cents.
Larsa23
Profile Joined November 2011
United States21 Posts
Last Edited: 2011-11-23 06:15:54
November 23 2011 06:14 GMT
#90
On November 23 2011 15:07 sluggaslamoo wrote:
Show nested quote +
On November 23 2011 15:03 Larsa23 wrote:
On November 23 2011 15:02 Sawamura wrote:
On November 23 2011 14:59 Larsa23 wrote:
On November 23 2011 14:58 sluggaslamoo wrote:
On November 23 2011 14:54 Larsa23 wrote:
On November 23 2011 14:50 sluggaslamoo wrote:
On November 23 2011 14:49 Larsa23 wrote:
In BW late game is passive too.

I lost a couple games just by being the one who attacked. Mainly PvZ and I beat someone for doing the same to me.

It sounds exactly the same to me but looks easier.


I have to just o_O at this. With PvZ you have to attack all the time, tonnes of zealot pressure, harass with corsairs, drop DT's, storm drops, reaver drops, etc, or else you will just lose.


Yeah but that's just small harrassment.

No one actually sends an entire army without risking a counter attack. Also TvT has always been boring from what I remember and ZvT is more mobile and back and forth.

PvZ and PvT are about small harrassments and waiting for your opponent to fuck up a big attack.

Which is exactly what he said.


Huh? He said BW was passive. o_O

http://www.youtube.com/watch?v=7ZJ-fHJku_Y

http://www.youtube.com/watch?v=uiIRazYouGw

Hurrr


I didn't say it's passive I just said it can be late game and if you have a huge army vs a huge army or in TvT


Because it's the nature of TvT , Siege tanks with large attack range and the ability to deal heavy damage to units, stops people from playing full frontal attack , hence the need for dropship play, wraith harassment, map control , dividing the map into two .


I agree and that's why I don't think his examples were any different than BW because in PvZ if I lose my army I get overran in like a few minutes or less. I remember losing a lot of my games that way so I was always more passive about using my army. There's a ton of pro gamer videos for that too.

And that is also how PvT works and so I don't understand what he means. Don't really care either


You said it was passive look at your first quote.

Also what race are you? maybe you get overran because you don't have the mechanics to mobilize your force while macroing and controlling corsairs. If you keep the overlord count down and harass, you can have your army moving attacking bases all the time. You need to look at pro games, not your own games to justify something like that.

And check out my big fat edit, I put a pvz in there.

Edit: Actually just look at any PvZ with Bisu in it.


Okay well here's the thing. I am not pro enough to multitask like a pro. I get overran because I lose my army and the Zerg ends up flanking me or he has like two armies and my army dies taking out one of his 5 - 6 bases. Then he just gets his army together a lot quicker and overruns me. So when that happens I will just say fuck it because there's no way to reproduce as fast as a Zerg player.

Maybe I am just not good enough whatever. I really hate that moment when my army gets crushed and all you see are the zerg units moving towards your base and you have a few templar zealots and dragoons bunched up.

That means you're fucked. I've survived for a little bit a few times because on maps like python I like to mass cannons at my far expos.
NibbloniaN
Profile Blog Joined September 2009
United States377 Posts
November 23 2011 06:14 GMT
#91
On November 23 2011 13:35 Ver wrote:
sc2 is not remotely like chess.

The difference you noted between bw and sc2 is a combination of simplicity and the superiority of offense over defense. The reason you see so much dancing of armies jockeying for a tiny increase in position in sc2 is because there's so few ways to gain an advantage. Many sc2 games literally come down to the positioning before a fight because nothing else matters remotely as much as winning a battle. In bw engaging correctly was just one of many, many factors in determining victory. Certain players like Jaedong were known for their consistent ability to engage right, while others like iloveoov were particularly bad at it but could win through a variety of other means. In sc2 if you can't engage very well you will never be among the best. When you remove all the nuances of bw that determined skill, you are left with a select very few factors, most notably engaging, but also blind build order luck, that massively determine the outcomes of games because there's so little else to influence the outcome.

The other reason for favoring big battles and massive 1a armies is the ease of movement. Movement in bw is much more subtle and difficult to organize and execute. Position (like high ground) meant much more, all races had various tools which favored defense over offense (reavers/storm in pvz, tanks/mines, scourge/swarm/lurker vs vessels, better static defense, etc). Furthermore, the smooth a.i in sc2 means that it's really easy to attack bases without bothering to micro and do insane damage. Plus there are a number of tools which effectively fight defensive setups (banelings, infested terrans, forcefields, immortals, colossus, marines, marauders) These reasons are exactly why backstabs so good in sc2 compared to bw and why you get many, many more base trades. Ironically, base trades and backstabs happen the most in the matchups most like BW in terms of skill, defense, and positioning: tvz and tvt.

How does this lend itself to big 1a armies? Because if you are devoting say 15-20 supply to a distraction or secondary maneuver, that means your main army will have that much less supply. Therefore it's much easier for you to just get run over by a-move, and that will lose you the game outright in most cases because it's so hard to comeback. You can overcome this advantage to some degree as defense isn't entirely meaningless, particularly in tvz and tvt, but an extra 20ish supply is a lot more meaningful in most cases than a good position. In bw, position is much more important than army size, and you'd routinely see large armies improperly wielded be defeated or warded off by well employed tactics or setups. Someone like Flash couldn't make a fraction of the comebacks he did in bw playing sc2 because it's just too easy to bully your opponent around once you have a lead and you don't have much leverage to 'outplay' someone when behind. Furthermore there are a number of mechanics in place which very effectively dissuade spread out forces in favor of gathering one big army: Terran drops in tvp are absolutely terrifying, but these are more than "balanced" out by feedback, warpins, and blink. Trying to harass past a certain point is often just going to lead to wasted units, which could in turn lower your main army strength for a critical moment and make you vulnerable to getting a moved to death. In TvT the combination of vikings, sensor towers, great mobility of marines and hellions, and powerful turrets has made it very difficult in general to effectively harass behind a certain point.

No this problem isn't going to be fixed with time. It has nothing to do with how young the game is, only a little bit with how bad players are, and everything with how the game is designed. Until that is addressed, the only way things can change is by drastically altering maps to promote more defense and large-scale combat which can help but only to a small degree. Blizzard designed the game to favor offense and ease of use: these are the results of such decisions.


Such a good post, everyone should read this before they keep arguing about larger maps
My folks were always on me to groom myself and wear underpants. What am I, the pope?
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2011-11-23 06:19:38
November 23 2011 06:16 GMT
#92
On November 23 2011 15:03 Larsa23 wrote:
Show nested quote +
On November 23 2011 15:02 Sawamura wrote:
On November 23 2011 14:59 Larsa23 wrote:
On November 23 2011 14:58 sluggaslamoo wrote:
On November 23 2011 14:54 Larsa23 wrote:
On November 23 2011 14:50 sluggaslamoo wrote:
On November 23 2011 14:49 Larsa23 wrote:
In BW late game is passive too.

I lost a couple games just by being the one who attacked. Mainly PvZ and I beat someone for doing the same to me.

It sounds exactly the same to me but looks easier.


I have to just o_O at this. With PvZ you have to attack all the time, tonnes of zealot pressure, harass with corsairs, drop DT's, storm drops, reaver drops, etc, or else you will just lose.


Yeah but that's just small harrassment.

No one actually sends an entire army without risking a counter attack. Also TvT has always been boring from what I remember and ZvT is more mobile and back and forth.

PvZ and PvT are about small harrassments and waiting for your opponent to fuck up a big attack.

Which is exactly what he said.


Huh? He said BW was passive. o_O

http://www.youtube.com/watch?v=7ZJ-fHJku_Y

http://www.youtube.com/watch?v=uiIRazYouGw

Hurrr


I didn't say it's passive I just said it can be late game and if you have a huge army vs a huge army or in TvT


Because it's the nature of TvT , Siege tanks with large attack range and the ability to deal heavy damage to units, stops people from playing full frontal attack , hence the need for dropship play, wraith harassment, map control , dividing the map into two .


I agree and that's why I don't think his examples were any different than BW because in PvZ if I lose my army I get overran in like a few minutes or less. I remember losing a lot of my games that way so I was always more passive about using my army. There's a ton of pro gamer videos for that too.

And that is also how PvT works and so I don't understand what he means. Don't really care either. Below is an extremely passive PvZ and what I'm talking about.

http://www.youtube.com/watch?v=i1E3IvIfZlk


That is just Nal_ra's style of play. Commentators even called him "shield" in comparison to Yellows "spear", because he is so defensive. Look at Reach, who was around as early as Nal_ra and was a very aggressive player. (Lots of 2 gate and 1 base sair/dts).

Bisu only half a year later played the most exciting and aggressive PvZ in history.

(The Bisu revolution vs Savior)

On November 23 2011 15:03 iky43210 wrote:
Show nested quote +
On November 23 2011 13:00 eSuBuildings wrote:
@AnachronisticAnarchy,

Watch this TvT between Flash and Fantasy http://www.youtube.com/watch?v=m71uQWQE1F8

Now watch this TvT between Boxer and Rain http://tv.majorleaguegaming.com/videos/72872-winners-semis-boxer-vs-rain-g1

Sure, the Boxer vs Rain game will have it's moments in the early to mid game that will have crowds jeering out of their seats, but in the late game it becomes (like I pointed out in my OP) nothing but a waiting game whereas Flash and Fantasy's late game has so much movement going on inside it.


not a fair comparison because you're comparing 2 medicor players to 2 of the best

People needs to take off their nostalgia goggle, because broodwar wasn't really that difference in terms of action on average games

watch MvP vs another top tier terran, TvT is really not that passive


TvT and TvZ is not bad in SC2, but we are talking about the other matchups which are most often dreadfully dull. I could compare TvZ in both BW and SC2 and while I'd still choose BW, I don't mind SC2. Its mostly because of siege tanks that allow Terran to position his army securely and thus allow him to split his army up without getting run over.

However look at TvP, PvZ, PvP and try say the same thing.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
Larsa23
Profile Joined November 2011
United States21 Posts
Last Edited: 2011-11-23 06:21:28
November 23 2011 06:17 GMT
#93
On November 23 2011 15:14 NibbloniaN wrote:
Show nested quote +
On November 23 2011 13:35 Ver wrote:
sc2 is not remotely like chess.

The difference you noted between bw and sc2 is a combination of simplicity and the superiority of offense over defense. The reason you see so much dancing of armies jockeying for a tiny increase in position in sc2 is because there's so few ways to gain an advantage. Many sc2 games literally come down to the positioning before a fight because nothing else matters remotely as much as winning a battle. In bw engaging correctly was just one of many, many factors in determining victory. Certain players like Jaedong were known for their consistent ability to engage right, while others like iloveoov were particularly bad at it but could win through a variety of other means. In sc2 if you can't engage very well you will never be among the best. When you remove all the nuances of bw that determined skill, you are left with a select very few factors, most notably engaging, but also blind build order luck, that massively determine the outcomes of games because there's so little else to influence the outcome.

The other reason for favoring big battles and massive 1a armies is the ease of movement. Movement in bw is much more subtle and difficult to organize and execute. Position (like high ground) meant much more, all races had various tools which favored defense over offense (reavers/storm in pvz, tanks/mines, scourge/swarm/lurker vs vessels, better static defense, etc). Furthermore, the smooth a.i in sc2 means that it's really easy to attack bases without bothering to micro and do insane damage. Plus there are a number of tools which effectively fight defensive setups (banelings, infested terrans, forcefields, immortals, colossus, marines, marauders) These reasons are exactly why backstabs so good in sc2 compared to bw and why you get many, many more base trades. Ironically, base trades and backstabs happen the most in the matchups most like BW in terms of skill, defense, and positioning: tvz and tvt.

How does this lend itself to big 1a armies? Because if you are devoting say 15-20 supply to a distraction or secondary maneuver, that means your main army will have that much less supply. Therefore it's much easier for you to just get run over by a-move, and that will lose you the game outright in most cases because it's so hard to comeback. You can overcome this advantage to some degree as defense isn't entirely meaningless, particularly in tvz and tvt, but an extra 20ish supply is a lot more meaningful in most cases than a good position. In bw, position is much more important than army size, and you'd routinely see large armies improperly wielded be defeated or warded off by well employed tactics or setups. Someone like Flash couldn't make a fraction of the comebacks he did in bw playing sc2 because it's just too easy to bully your opponent around once you have a lead and you don't have much leverage to 'outplay' someone when behind. Furthermore there are a number of mechanics in place which very effectively dissuade spread out forces in favor of gathering one big army: Terran drops in tvp are absolutely terrifying, but these are more than "balanced" out by feedback, warpins, and blink. Trying to harass past a certain point is often just going to lead to wasted units, which could in turn lower your main army strength for a critical moment and make you vulnerable to getting a moved to death. In TvT the combination of vikings, sensor towers, great mobility of marines and hellions, and powerful turrets has made it very difficult in general to effectively harass behind a certain point.

No this problem isn't going to be fixed with time. It has nothing to do with how young the game is, only a little bit with how bad players are, and everything with how the game is designed. Until that is addressed, the only way things can change is by drastically altering maps to promote more defense and large-scale combat which can help but only to a small degree. Blizzard designed the game to favor offense and ease of use: these are the results of such decisions.


Such a good post, everyone should read this before they keep arguing about larger maps


Nevermind that does sound shitty. I'd hate to lose a game just because I lost a few units o.o
Elefanto
Profile Joined May 2010
Switzerland3584 Posts
November 23 2011 06:18 GMT
#94
I feel so as well, and it's incredibly frustration to play for me, that's why i don't play much anymore.
As a Protoss it's the worst of all the three races, but still. You can't do attacks without investing to much into it, you can't harass without investing too much into the tech. There's no way to sacrifice units at given time, there are no real pressure builds.
If you fail to do aggression you'll get incredibly far behind, because you invested so much, and the Macro mechanics throw you back even more.
And the worst of all, against the people i play (High Master / GM), i noticed multiple times when i put on pressure with multitasking / constant pressure, they completely fall apart. Their mechanics, their multitask, their crisis control, like everything you have to do at a fast pace, is incredibly bad. It's frustrating you know that you're the better mechanical player, but you can't play it really out, because the game / and your race doesn't provide you with the means to do so.
wat
Sawamura
Profile Blog Joined August 2010
Malaysia7602 Posts
November 23 2011 06:20 GMT
#95
On November 23 2011 15:14 Larsa23 wrote:
Show nested quote +
On November 23 2011 15:07 sluggaslamoo wrote:
On November 23 2011 15:03 Larsa23 wrote:
On November 23 2011 15:02 Sawamura wrote:
On November 23 2011 14:59 Larsa23 wrote:
On November 23 2011 14:58 sluggaslamoo wrote:
On November 23 2011 14:54 Larsa23 wrote:
On November 23 2011 14:50 sluggaslamoo wrote:
On November 23 2011 14:49 Larsa23 wrote:
In BW late game is passive too.

I lost a couple games just by being the one who attacked. Mainly PvZ and I beat someone for doing the same to me.

It sounds exactly the same to me but looks easier.


I have to just o_O at this. With PvZ you have to attack all the time, tonnes of zealot pressure, harass with corsairs, drop DT's, storm drops, reaver drops, etc, or else you will just lose.


Yeah but that's just small harrassment.

No one actually sends an entire army without risking a counter attack. Also TvT has always been boring from what I remember and ZvT is more mobile and back and forth.

PvZ and PvT are about small harrassments and waiting for your opponent to fuck up a big attack.

Which is exactly what he said.


Huh? He said BW was passive. o_O

http://www.youtube.com/watch?v=7ZJ-fHJku_Y

http://www.youtube.com/watch?v=uiIRazYouGw

Hurrr


I didn't say it's passive I just said it can be late game and if you have a huge army vs a huge army or in TvT


Because it's the nature of TvT , Siege tanks with large attack range and the ability to deal heavy damage to units, stops people from playing full frontal attack , hence the need for dropship play, wraith harassment, map control , dividing the map into two .


I agree and that's why I don't think his examples were any different than BW because in PvZ if I lose my army I get overran in like a few minutes or less. I remember losing a lot of my games that way so I was always more passive about using my army. There's a ton of pro gamer videos for that too.

And that is also how PvT works and so I don't understand what he means. Don't really care either


You said it was passive look at your first quote.

Also what race are you? maybe you get overran because you don't have the mechanics to mobilize your force while macroing and controlling corsairs. If you keep the overlord count down and harass, you can have your army moving attacking bases all the time. You need to look at pro games, not your own games to justify something like that.

And check out my big fat edit, I put a pvz in there.

Edit: Actually just look at any PvZ with Bisu in it.


Okay well here's the thing. I am not pro enough to multitask like a pro. I get overran because I lose my army and the Zerg ends up flanking me or he has like two armies and my army dies taking out one of his 5 - 6 bases. Then he just gets his army together a lot quicker and overruns me. So when that happens I will just say fuck it because there's no way to reproduce as fast as a Zerg player.

Maybe I am just not good enough whatever. I really hate that moment when my army gets crushed and all you see are the zerg units moving towards your base and you have a few templar zealots and dragoons bunched up.

That means you're fucked. I've survived for a little bit a few times because on maps like python I like to mass cannons at my far expos.


Looking at the bold words, I am not sure whether you are a zerg , terran or protoss , because if you are a zerg and it's a zvz rarely does it go to a 5 hatch v 5 hatch hive tech swarm fest , On the other hand , maybe you are playing terran and played really passively because the muta micro contained you really well in your base for a very long time and he was able to take multiple expansion hence the reason why he was able to macro up after you destroying one of his base , usually zerg's bank would be like 4k mineral and 4k gas and killing one hatch won't make a difference at that point except if you have good upgrade and map control .

Maybe it's because your inexperience ? what rank are you in iccup ? Terran i suppose you play ?
BW/KT Forever R.I.P KT.Violet dearly missed ..
Warble
Profile Joined May 2011
137 Posts
November 23 2011 06:21 GMT
#96
On November 23 2011 13:35 Ver wrote:

+ Show Spoiler +

sc2 is not remotely like chess.

The difference you noted between bw and sc2 is a combination of simplicity and the superiority of offense over defense. The reason you see so much dancing of armies jockeying for a tiny increase in position in sc2 is because there's so few ways to gain an advantage. Many sc2 games literally come down to the positioning before a fight because nothing else matters remotely as much as winning a battle. In bw engaging correctly was just one of many, many factors in determining victory. Certain players like Jaedong were known for their consistent ability to engage right, while others like iloveoov were particularly bad at it but could win through a variety of other means. In sc2 if you can't engage very well you will never be among the best. When you remove all the nuances of bw that determined skill, you are left with a select very few factors, most notably engaging, but also blind build order luck, that massively determine the outcomes of games because there's so little else to influence the outcome.

The other reason for favoring big battles and massive 1a armies is the ease of movement. Movement in bw is much more subtle and difficult to organize and execute. Position (like high ground) meant much more, all races had various tools which favored defense over offense (reavers/storm in pvz, tanks/mines, scourge/swarm/lurker vs vessels, better static defense, etc). Furthermore, the smooth a.i in sc2 means that it's really easy to attack bases without bothering to micro and do insane damage. Plus there are a number of tools which effectively fight defensive setups (banelings, infested terrans, forcefields, immortals, colossus, marines, marauders) These reasons are exactly why backstabs so good in sc2 compared to bw and why you get many, many more base trades. Ironically, base trades and backstabs happen the most in the matchups most like BW in terms of skill, defense, and positioning: tvz and tvt.

How does this lend itself to big 1a armies? Because if you are devoting say 15-20 supply to a distraction or secondary maneuver, that means your main army will have that much less supply. Therefore it's much easier for you to just get run over by a-move, and that will lose you the game outright in most cases because it's so hard to comeback. You can overcome this advantage to some degree as defense isn't entirely meaningless, particularly in tvz and tvt, but an extra 20ish supply is a lot more meaningful in most cases than a good position. In bw, position is much more important than army size, and you'd routinely see large armies improperly wielded be defeated or warded off by well employed tactics or setups. Someone like Flash couldn't make a fraction of the comebacks he did in bw playing sc2 because it's just too easy to bully your opponent around once you have a lead and you don't have much leverage to 'outplay' someone when behind. Furthermore there are a number of mechanics in place which very effectively dissuade spread out forces in favor of gathering one big army: Terran drops in tvp are absolutely terrifying, but these are more than "balanced" out by feedback, warpins, and blink. Trying to harass past a certain point is often just going to lead to wasted units, which could in turn lower your main army strength for a critical moment and make you vulnerable to getting a moved to death. In TvT the combination of vikings, sensor towers, great mobility of marines and hellions, and powerful turrets has made it very difficult in general to effectively harass behind a certain point.

No this problem isn't going to be fixed with time. It has nothing to do with how young the game is, only a little bit with how bad players are, and everything with how the game is designed. Until that is addressed, the only way things can change is by drastically altering maps to promote more defense and large-scale combat which can help but only to a small degree. Blizzard designed the game to favor offense and ease of use: these are the results of such decisions.


What you say makes a lot of sense.

So overall, they should improve defensive capability and reduce offensive capability?

This would certainly promote harassment and other small sorties, with a risk that turtling will become very powerful.

On the other hand, larger maps help to negate this by spreading the defense over a larger area, allowing the possibility of overwhelming weak spots and making harassment more effective due it being more difficult to stop.

I think the largest obstacle to your suggestion is the current power of each race's macro mechanics.

So I hope Blizzard has a look at each race's macro mechanics and change them up a bit for HOTS. I see the current macro mechanics as an issue because they will make it very difficult to balance the larger maps. They act as a kind of multiplier: the more powerful the mechanics, the more they magnify the effect of one small change in a map and make it a bigger change, which makes fine-tuning very difficult.

For example, it doesn't take much imagination to see how powerful warpgate mechanics become as map sizes increase. Any small change that Blizzard makes to gateway units without warpgate would have a smaller effect on the game than the same change with warpgate. It becomes very hard to find a balance because the multiplier means that even the tiniest change could tip the scales way over.

With only 2 more games currently in the pipeline, I hope Blizzard takes advantage of the freedom HOTS will give them to experiment a bit. It will be easier to tone down the experimentation with LOTV after experimenting a lot with HOTS than it would be to do little with HOTS and then regret that they can't afford to take risks with LOTV.
bokeevboke
Profile Blog Joined May 2010
Singapore1674 Posts
November 23 2011 06:21 GMT
#97
Have been talking about it since the beginning of SC2.

There are two things in sc2 which in my opinion decide who wins the game.
1. First 10 min - "Lucky build order/opening"
2. Rest of the game - "Stronger ball and positioning".

Issues I think causing problems:
a) There is little to no defender's advantage. Terrans have somewhat a defender's advantage. Most games are decided in one battle. Little chance to comeback after you lose your ball. bw had mines, lurkers, dark swarm, statis, reaver and so on.
b) Resources are gathered too fast. Mules, chronoboosted probes, larva inject, double gas makes possible to crank out 200/200 army by 12 min mark. Which is why I think units have low hp and high damage, in order to keep up with income units need to die quickly.

Its grack
Azzur
Profile Blog Joined July 2010
Australia6259 Posts
Last Edited: 2011-11-23 06:25:52
November 23 2011 06:23 GMT
#98
On November 23 2011 13:35 Ver wrote:
sc2 is not remotely like chess.

The difference you noted between bw and sc2 is a combination of simplicity and the superiority of offense over defense. The reason you see so much dancing of armies jockeying for a tiny increase in position in sc2 is because there's so few ways to gain an advantage. Many sc2 games literally come down to the positioning before a fight because nothing else matters remotely as much as winning a battle. In bw engaging correctly was just one of many, many factors in determining victory. Certain players like Jaedong were known for their consistent ability to engage right, while others like iloveoov were particularly bad at it but could win through a variety of other means. In sc2 if you can't engage very well you will never be among the best. When you remove all the nuances of bw that determined skill, you are left with a select very few factors, most notably engaging, but also blind build order luck, that massively determine the outcomes of games because there's so little else to influence the outcome.

The other reason for favoring big battles and massive 1a armies is the ease of movement. Movement in bw is much more subtle and difficult to organize and execute. Position (like high ground) meant much more, all races had various tools which favored defense over offense (reavers/storm in pvz, tanks/mines, scourge/swarm/lurker vs vessels, better static defense, etc). Furthermore, the smooth a.i in sc2 means that it's really easy to attack bases without bothering to micro and do insane damage. Plus there are a number of tools which effectively fight defensive setups (banelings, infested terrans, forcefields, immortals, colossus, marines, marauders) These reasons are exactly why backstabs so good in sc2 compared to bw and why you get many, many more base trades. Ironically, base trades and backstabs happen the most in the matchups most like BW in terms of skill, defense, and positioning: tvz and tvt.

How does this lend itself to big 1a armies? Because if you are devoting say 15-20 supply to a distraction or secondary maneuver, that means your main army will have that much less supply. Therefore it's much easier for you to just get run over by a-move, and that will lose you the game outright in most cases because it's so hard to comeback. You can overcome this advantage to some degree as defense isn't entirely meaningless, particularly in tvz and tvt, but an extra 20ish supply is a lot more meaningful in most cases than a good position. In bw, position is much more important than army size, and you'd routinely see large armies improperly wielded be defeated or warded off by well employed tactics or setups. Someone like Flash couldn't make a fraction of the comebacks he did in bw playing sc2 because it's just too easy to bully your opponent around once you have a lead and you don't have much leverage to 'outplay' someone when behind. Furthermore there are a number of mechanics in place which very effectively dissuade spread out forces in favor of gathering one big army: Terran drops in tvp are absolutely terrifying, but these are more than "balanced" out by feedback, warpins, and blink. Trying to harass past a certain point is often just going to lead to wasted units, which could in turn lower your main army strength for a critical moment and make you vulnerable to getting a moved to death. In TvT the combination of vikings, sensor towers, great mobility of marines and hellions, and powerful turrets has made it very difficult in general to effectively harass behind a certain point.

No this problem isn't going to be fixed with time. It has nothing to do with how young the game is, only a little bit with how bad players are, and everything with how the game is designed. Until that is addressed, the only way things can change is by drastically altering maps to promote more defense and large-scale combat which can help but only to a small degree. Blizzard designed the game to favor offense and ease of use: these are the results of such decisions.

I've also noticed the dancing of armies and jockeying for position in SC2. I also agree that this "decisive clash" is vital in SC2. However, there is still definitely a defenders advantage and my reasoning why players don't devote supply to a secondary maneuver is more their inability to multi-task. Because of this, the risk/reward is to jockey for position to win this decisive battle.

However, I do suggest to increase the supply from 200/200 to maybe 300/300 in 1v1 to help alleviate this army jockeying.
Larsa23
Profile Joined November 2011
United States21 Posts
Last Edited: 2011-11-23 06:25:57
November 23 2011 06:24 GMT
#99
On November 23 2011 15:20 Sawamura wrote:
Show nested quote +
On November 23 2011 15:14 Larsa23 wrote:
On November 23 2011 15:07 sluggaslamoo wrote:
On November 23 2011 15:03 Larsa23 wrote:
On November 23 2011 15:02 Sawamura wrote:
On November 23 2011 14:59 Larsa23 wrote:
On November 23 2011 14:58 sluggaslamoo wrote:
On November 23 2011 14:54 Larsa23 wrote:
On November 23 2011 14:50 sluggaslamoo wrote:
On November 23 2011 14:49 Larsa23 wrote:
In BW late game is passive too.

I lost a couple games just by being the one who attacked. Mainly PvZ and I beat someone for doing the same to me.

It sounds exactly the same to me but looks easier.


I have to just o_O at this. With PvZ you have to attack all the time, tonnes of zealot pressure, harass with corsairs, drop DT's, storm drops, reaver drops, etc, or else you will just lose.


Yeah but that's just small harrassment.

No one actually sends an entire army without risking a counter attack. Also TvT has always been boring from what I remember and ZvT is more mobile and back and forth.

PvZ and PvT are about small harrassments and waiting for your opponent to fuck up a big attack.

Which is exactly what he said.


Huh? He said BW was passive. o_O

http://www.youtube.com/watch?v=7ZJ-fHJku_Y

http://www.youtube.com/watch?v=uiIRazYouGw

Hurrr


I didn't say it's passive I just said it can be late game and if you have a huge army vs a huge army or in TvT


Because it's the nature of TvT , Siege tanks with large attack range and the ability to deal heavy damage to units, stops people from playing full frontal attack , hence the need for dropship play, wraith harassment, map control , dividing the map into two .


I agree and that's why I don't think his examples were any different than BW because in PvZ if I lose my army I get overran in like a few minutes or less. I remember losing a lot of my games that way so I was always more passive about using my army. There's a ton of pro gamer videos for that too.

And that is also how PvT works and so I don't understand what he means. Don't really care either


You said it was passive look at your first quote.

Also what race are you? maybe you get overran because you don't have the mechanics to mobilize your force while macroing and controlling corsairs. If you keep the overlord count down and harass, you can have your army moving attacking bases all the time. You need to look at pro games, not your own games to justify something like that.

And check out my big fat edit, I put a pvz in there.

Edit: Actually just look at any PvZ with Bisu in it.


Okay well here's the thing. I am not pro enough to multitask like a pro. I get overran because I lose my army and the Zerg ends up flanking me or he has like two armies and my army dies taking out one of his 5 - 6 bases. Then he just gets his army together a lot quicker and overruns me. So when that happens I will just say fuck it because there's no way to reproduce as fast as a Zerg player.

Maybe I am just not good enough whatever. I really hate that moment when my army gets crushed and all you see are the zerg units moving towards your base and you have a few templar zealots and dragoons bunched up.

That means you're fucked. I've survived for a little bit a few times because on maps like python I like to mass cannons at my far expos.


Looking at the bold words, I am not sure whether you are a zerg , terran or protoss , because if you are a zerg and it's a zvz rarely does it go to a 5 hatch v 5 hatch hive tech swarm fest , On the other hand , maybe you are playing terran and played really passively because the muta micro contained you really well in your base for a very long time and he was able to take multiple expansion hence the reason why he was able to macro up after you destroying one of his base , usually zerg's bank would be like 4k mineral and 4k gas and killing one hatch won't make a difference at that point except if you have good upgrade and map control .

Maybe it's because your inexperience ? what rank are you in iccup ? Terran i suppose you play ?


I was a D+ max P player. I was never that amazing. I played PvZ and would lose because of what I said. Even if I overlord harrass it doesn't change the fact that once I attack and get smashed I lose the game.

EVen if I have reinforcements building if the zerg manages to stop me at one choke I cant win anymore or if he kills me out in the open so yeah I was always really passive about that.

PvP was my least passive match up because I found it the easiest to make a comeback in.

I think that it's really shitty how you cant do harrassment attacks in sc2 and if you're behind you have to dance around to get your army as strong as your enemies.

I thought people were already good at doing harrassment techniques
deadmau
Profile Joined September 2010
960 Posts
November 23 2011 06:25 GMT
#100
To be honest I think WarpGates fucked SC2 up, there was an article about something like this explaining it. Remove warpgate, buff Gateway units to compensate, PROBLEM SOLVED. That mechanic just causes too many problems that they have to balance. Try playing BGH-customs in SC2, warpgate really screws up how things felt in BW. A lot of protoss complain about how WarpGate removes defenders advantage for protoss, and it's true because warpgate at home provides very little benefit, and Blizz hard to nerf gateway units slightly to compensate for Protoss being able to warp in all over the map, putting a lot of pressure on an enemy with reinforcements, to keep it fair Gateways units are in general weaker cost for cost. Wonder if anyone agrees?
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