• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 09:58
CEST 15:58
KST 22:58
  • 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
[ASL22] Ro8 Preview: Within Reach4[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8
Community News
Weekly Cups (Sept 21-27): herO and ByuN double1Weekly Cups (Sep 13-20): herO scores triple3BSL Season 2313Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon103
StarCraft 2
General
Weekly Cups (Sept 21-27): herO and ByuN double Balance hotfix patch 5.0.16b (July 16) StarCraft open world shooter announced at BlizzCon How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Weekly Cups (Sep 13-20): herO scores triple
Tourneys
2026 GSTL Grand Finals ScienceCraft (October 24-25) - Live Event Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2) Stellar Fest TWO the Moon (Dec 16-20)
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 545 And Drops and Rifts Mutation # 544 Double Trouble Mutation # 543 Enhanced Defenses
Brood War
General
Bot on ladder [ASL22] Ro8 Preview: Within Reach PLAYzone Challenge - open offline tour in Prague an AI researcher's take on the ladder bot BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL22] Ro8 Day 3 [Megathread] Daily Proleagues [ASL22] Ro8 Day 2 [ASL22] Ro8 Day 1
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation
Other Games
General Games
Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread Total Annihilation Zero Nintendo Switch Thread EVE Corporation
Dota 2
Dota 2 Champions League Season 3 Begins April 25! Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Artificial Intelligence Thread All you football fans (soccer)!
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Violent-Cooperative Play and…
TrAiDoS
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Regacy Esports:Our Goa…
regacyesports
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5972 users

Should Building Automation Be Added? - Page 6

Forum Index > Closed
Post a Reply
Prev 1 4 5 6 7 Next All
[Phantom]
Profile Blog Joined August 2013
Mexico2170 Posts
April 23 2015 17:45 GMT
#101
while i don't think automation is neccesary, i feel as if changing just the economy is not the best thing. First of all, why are we changing it to begin with? People don't stop playing/watching starcraft because the first minutes are boring, they stop because it is frustrating to play. Changes should be made to fix that, not just changing the economy just because.
WriterTeamLiquid Staff writer since 2014 @Mortal_Phantom
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
April 23 2015 17:46 GMT
#102
Anyone saying this is a bad idea should look back at SCBW and all the people crying about SC2 introducing rally to minerals, multi building selection, arbitrarily large control groups and all that stuff. The same arguments, the same tears.

SC2's macro was massively simplified compared to SCBW, this idea is just a tiny step in the same direction.
If you have a good reason to disagree with the above, please tell me. Thank you.
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
April 23 2015 17:47 GMT
#103
On April 24 2015 02:41 Haukinger wrote:
Show nested quote +
On April 24 2015 01:58 vOdToasT wrote:
How is managing a third resource brainless? And how is making decisions that have different outcomes not actually doing stuff?
You can say that you don't like the choices that apm management creates, and then I can say that I do like it, and we can end the discussion there. (I'm better off though, because StarCraft has those choices ). But don't act as if it's purely mechanical. That either shows ignorance or intellectual dishonesty.


Example: splitting marines. repeatedly boxing and moving those guys around is actually brainless, and could easily be automated (anyone remember c&c? that one had a hotkey for split)

Example: inject. cycling each of your bases every 40 seconds, selecting a queen, selecting inject, clicking on the hatch is actually brainless, and could easily be automated (toggle auto-inject on those queens)

Of course, it is an actual decision which queen should inject, but that decision isn't removed by giving the player the option to tell a queen to inject until further notice.


this is sarcasm, right?
age: 84 | location: california | sex: 잘함
Supersamu
Profile Joined November 2014
Germany296 Posts
April 23 2015 17:52 GMT
#104
The one thing I hate the most is worker pairing in SC2. There is no strategic decision involved in pairing your workers so that you mine optimally. But it is a RTS, so you have to strategize how you spend your APM, part of the appeal is that you can't do everything correctly/100%efficiently. Without tasks like injecting/producing units, there would be way more focus on the army aspect which also would break some balance aspects.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
April 23 2015 17:55 GMT
#105
On April 24 2015 02:46 spinesheath wrote:
Anyone saying this is a bad idea should look back at SCBW and all the people crying about SC2 introducing rally to minerals, multi building selection, arbitrarily large control groups and all that stuff. The same arguments, the same tears.

SC2's macro was massively simplified compared to SCBW, this idea is just a tiny step in the same direction.


People love SCBW despite its flaws, not for its flaws.

I remember when you could only select 4 units at a time in the original Warcraft (1). Should we go back to that? No because it's bad. But the whole game was slower back then and that didn't take away from the game too much.

SC2 is a very fast paced game. There are so many things that a player needs to do already. Would 12 unit max selection make it more difficult and mechanically demanding? Sure. Would it do so in any way that is at all interesting? No. Because the faster you are the better period and it doesn't lead to or reward different play styles at all.

The fact that macroing and microing are 2 separate things and require your attention individually leads to varying play styles. Some people focus on one or the other. And those who are really good can do both at the same time. But in the last example, nobody would, say, only attack with 12 units at a time ever. Because that's dumb.

So I don't really like the idea of automating production, aside from the fact that it would only work for Terrans anyway...
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
BisuDagger
Profile Blog Joined October 2009
Bisutopia19386 Posts
April 23 2015 18:00 GMT
#106
On April 24 2015 02:46 spinesheath wrote:
Anyone saying this is a bad idea should look back at SCBW and all the people crying about SC2 introducing rally to minerals, multi building selection, arbitrarily large control groups and all that stuff. The same arguments, the same tears.

SC2's macro was massively simplified compared to SCBW, this idea is just a tiny step in the same direction.

I completely missed out on this. People were crying about that stuff?
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Chernobyl
Profile Joined March 2011
Brazil143 Posts
April 23 2015 18:01 GMT
#107
I don't like this idea.

I want to make every single unit of my army.
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
Last Edited: 2015-04-23 18:13:14
April 23 2015 18:06 GMT
#108
On April 24 2015 02:41 Haukinger wrote:
Show nested quote +
On April 24 2015 01:58 vOdToasT wrote:
How is managing a third resource brainless? And how is making decisions that have different outcomes not actually doing stuff?
You can say that you don't like the choices that apm management creates, and then I can say that I do like it, and we can end the discussion there. (I'm better off though, because StarCraft has those choices ). But don't act as if it's purely mechanical. That either shows ignorance or intellectual dishonesty.


Example: splitting marines. repeatedly boxing and moving those guys around is actually brainless, and could easily be automated (anyone remember c&c? that one had a hotkey for split)

Example: inject. cycling each of your bases every 40 seconds, selecting a queen, selecting inject, clicking on the hatch is actually brainless, and could easily be automated (toggle auto-inject on those queens)

Of course, it is an actual decision which queen should inject, but that decision isn't removed by giving the player the option to tell a queen to inject until further notice.


And what about what I mentioned in my previous post? Choosing when to look at your army and when to look at your base?
You are choosing to mention only the parts that are purely skill based, but not the parts that aren't, which would also disappear when removing what's based on skill.

If you have enough apm to do everything at the same time, then there is no choice in how to spend your apm. And therefor, there is less to think about, fewer decisions to be made. The entire apm management part of the game disappears.
It also removes diversity. I want there to be multiple viable choices. And in so many cases, there are. One can choose micro or macro to varying degrees in so many of the situations that occur, which allows for different kinds of people to play differently. Diversity is a great thing.
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
Dav1oN
Profile Joined January 2012
Ukraine3164 Posts
April 23 2015 18:12 GMT
#109
No - this is bad, that's one of the main few differences between skilled and less skilled players, a better player has better feeling of "time cycling".
In memory of Geoff "iNcontroL" Robinson 11.09.1985 - 21.07.2019 A tribute to incredible man, embodiment of joy, esports titan, starcraft community pillar all in one. You will always be remembered!
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
Last Edited: 2015-04-23 18:20:46
April 23 2015 18:15 GMT
#110
On April 24 2015 02:46 spinesheath wrote:
Anyone saying this is a bad idea should look back at SCBW and all the people crying about SC2 introducing rally to minerals, multi building selection, arbitrarily large control groups and all that stuff. The same arguments, the same tears.

SC2's macro was massively simplified compared to SCBW, this idea is just a tiny step in the same direction.


How would that even work for zerg or Protoss warpin. I can think of so many issues on top of my head that'd be a headache to take care of since terran is the only race that has a fitting macro mechanic.


Apart from the skill being removed, it's just a stupid idea in general thats not really thought through
Haukinger
Profile Joined June 2012
Germany131 Posts
April 23 2015 18:43 GMT
#111
I don't get it. Nothing non-mechanical would be removed if only mechanical stuff is automated. You still would have to use all the apm you have and still decide what to spend them on, but on different things.
And speaking of diversity - as long as I watch sc2, diversity was the last thing anyone ever desired. Everything's always about getting a stable meta, learing builds, no patches, no creative maps... just get the game as static as possible. Add a new unit every other week, and you're guaranteed diversity :-)
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
Last Edited: 2015-04-23 18:52:38
April 23 2015 18:51 GMT
#112
On April 24 2015 03:43 Haukinger wrote:
I don't get it. Nothing non-mechanical would be removed if only mechanical stuff is automated. You still would have to use all the apm you have and still decide what to spend them on, but on different things.
And speaking of diversity - as long as I watch sc2, diversity was the last thing anyone ever desired. Everything's always about getting a stable meta, learing builds, no patches, no creative maps... just get the game as static as possible. Add a new unit every other week, and you're guaranteed diversity :-)


People want diverse playstyles but consistency within a playstyle. Just like SK terran is a distinct style but it's basically the same thing whenever it's played. Having lots of units does not help that as it tends to erode playstyles instead of differentiating them past a certain point. Mech TvP in BW is spectacular to watch but it's only 2 units (tank and vulture) in most games with a 3rd (goliath) being added in the long ones. In other words it seems that it's best when there's several ways to win but they are not easy to mix/transition into one another (adding just one slow unit to a fast composition breaks the way it moves across the map, so you're better off adding many) and they are moderately independent of the way the opponent reacts to them. Counter rotation (air switches and such) does not count as diversity.
You want 20 good men, but you need a bad pussy.
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
Last Edited: 2015-04-23 19:00:05
April 23 2015 18:58 GMT
#113
On April 24 2015 03:43 Haukinger wrote:
I don't get it. Nothing non-mechanical would be removed if only mechanical stuff is automated. You still would have to use all the apm you have and still decide what to spend them on, but on different things.


If you automate things that take apm, then you have fewer things to spend your apm on. As the amount of apm required approaches the amount of apm available, decision making about how to spend apm is reduced.

And speaking of diversity - as long as I watch sc2, diversity was the last thing anyone ever desired. Everything's always about getting a stable meta, learing builds, no patches, no creative maps... just get the game as static as possible. Add a new unit every other week, and you're guaranteed diversity :-)


Diversity is one of the main reasons that I went back to BW from WoL. There are more ways to win in BW, more styles for me to explore. I haven't played or watched HotS so don't murder me if this is no longer the case.
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2015-04-23 19:09:23
April 23 2015 18:59 GMT
#114
On April 24 2015 02:46 spinesheath wrote:
Anyone saying this is a bad idea should look back at SCBW and all the people crying about SC2 introducing rally to minerals, multi building selection, arbitrarily large control groups and all that stuff. The same arguments, the same tears.

SC2's macro was massively simplified compared to SCBW, this idea is just a tiny step in the same direction.


That's nonsense. Take for example multiple building selection; that's my idea of a beneficial change (though some people may disagree even with this), as it is simply making the process of building units more streamlined, removing basically a multitasking dump, allowing players to focus on more important things.

This change doesn't do any such thing. In fact adding auto-queue is openly harmful to newer players, as it doesn't give them the opportunity to play reactively, steals their minerals when they may need them, and gives them the bad habit of relying on auto-queue in general. And of course this change doesn't work for Protoss or Zerg.

The key difference is that rallying to a mineral patch or multiple building selection are things that a top player will use, while using auto-queue will actively harm your game.
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
April 23 2015 19:02 GMT
#115
On April 24 2015 03:43 Haukinger wrote:
I don't get it. Nothing non-mechanical would be removed if only mechanical stuff is automated. You still would have to use all the apm you have and still decide what to spend them on, but on different things.
And speaking of diversity - as long as I watch sc2, diversity was the last thing anyone ever desired. Everything's always about getting a stable meta, learing builds, no patches, no creative maps... just get the game as static as possible. Add a new unit every other week, and you're guaranteed diversity :-)


That's fine but point is do that with custom maps and leave core game alone. People argue "it's not making it easier" but essentially this idea is to take 1 thing out from 5 things to do so players can focus on remaining 4; making it easier. Having 5 things to do is harder than having 4 things to do.

If people want a cusual game there are plenty in arcade and even ladder can be played casually. It's about playing the game and not climbing the ladder, people seem to want this so they can climb easier.
age: 84 | location: california | sex: 잘함
SoleSteeler
Profile Joined April 2003
Canada5472 Posts
April 23 2015 19:06 GMT
#116
On April 24 2015 03:00 BisuDagger wrote:
Show nested quote +
On April 24 2015 02:46 spinesheath wrote:
Anyone saying this is a bad idea should look back at SCBW and all the people crying about SC2 introducing rally to minerals, multi building selection, arbitrarily large control groups and all that stuff. The same arguments, the same tears.

SC2's macro was massively simplified compared to SCBW, this idea is just a tiny step in the same direction.

I completely missed out on this. People were crying about that stuff?


Yep. That's the reason why we have queen's larva inject, mules, and chrono boost in the game. So people have more of a reason to go back to their base. MBS/auto mining were both huge issues for a long period of time.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2015-04-23 19:10:56
April 23 2015 19:10 GMT
#117
On April 24 2015 03:15 KeksX wrote:
Show nested quote +
On April 24 2015 02:46 spinesheath wrote:
Anyone saying this is a bad idea should look back at SCBW and all the people crying about SC2 introducing rally to minerals, multi building selection, arbitrarily large control groups and all that stuff. The same arguments, the same tears.

SC2's macro was massively simplified compared to SCBW, this idea is just a tiny step in the same direction.


How would that even work for zerg or Protoss warpin. I can think of so many issues on top of my head that'd be a headache to take care of since terran is the only race that has a fitting macro mechanic.


Apart from the skill being removed, it's just a stupid idea in general thats not really thought through


I think you are right that this doesn't make sense to be introduced into Starcraft. And it really isn't well thought-through or represented by the OP or anyone else in the thread.
But in general I do believe this could make sense if production was designed for it. The one big example that is floating around these days is of course grey goo. Though I'm not even sure it would work with that.
However, with a classic CnC production menu, I think this could work out very well.

And yeah, of course it "removes skill" from the game. But I think it is not an interesting task to cycle your production all the time. So the idea in itself is a very good one to make the game more enjoyable.
And the skill that would be removed in SC2 is first and foremost an entry-barrier, not so much something that greatly differentiates two progamers from each other. That's the point where people will come up with names such as Bomber, soO or Rain, but that's actually not really true. The way they get production edges is largely due to innovations in their builds and setups that other players don't use. Their skill to line up production very well isn't all that different from anybody else.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
Last Edited: 2015-04-23 19:40:19
April 23 2015 19:33 GMT
#118
On April 24 2015 03:59 ZigguratOfUr wrote:
Show nested quote +
On April 24 2015 02:46 spinesheath wrote:
Anyone saying this is a bad idea should look back at SCBW and all the people crying about SC2 introducing rally to minerals, multi building selection, arbitrarily large control groups and all that stuff. The same arguments, the same tears.

SC2's macro was massively simplified compared to SCBW, this idea is just a tiny step in the same direction.


That's nonsense. Take for example multiple building selection; that's my idea of a beneficial change (though some people may disagree even with this), as it is simply making the process of building units more streamlined, removing basically a multitasking dump, allowing players to focus on more important things.

This change doesn't do any such thing. In fact adding auto-queue is openly harmful to newer players, as it doesn't give them the opportunity to play reactively, steals their minerals when they may need them, and gives them the bad habit of relying on auto-queue in general. And of course this change doesn't work for Protoss or Zerg.

The key difference is that rallying to a mineral patch or multiple building selection are things that a top player will use, while using auto-queue will actively harm your game.

You're missing my point. I'm not even arguing that it's a good idea.

People strongly opposed Bizzard's simplification of mechanics going from SCBW to SC2. Now they wouldn't want to go back. Yet the moment someone suggests a simplification of mechanics, they are back to opposing. It doesn't really matter if the idea is particularly well thought out, people straight up oppose it. The correct reaction would be "That's a reasonable proposition, but not quite practical yet. Let's think about how to improve it and then we'll decide if it's actually good for the game or not."

Mostly I'm just pointing out that people still have the same elitist view of playing a "mechanically hard game". Even though this mechanical difficulty might not even be of importance for the quality of the game.
If you have a good reason to disagree with the above, please tell me. Thank you.
Haukinger
Profile Joined June 2012
Germany131 Posts
Last Edited: 2015-04-23 19:40:22
April 23 2015 19:35 GMT
#119
On April 24 2015 04:02 jinorazi wrote:
People argue "it's not making it easier" but essentially this idea is to take 1 thing out from 5 things to do so players can focus on remaining 4; making it easier. Having 5 things to do is harder than having 4 things to do.


It's not like there are five things to do now, it's more like 100 things to do while being able to do 10.
Now remove 10 mechanical brainless things to do, you still have 90 to chose from, while being able to do perhaps 15.

Side note: it's a bit silly to think that mechanical difficulty is required to make the game hard to win. Any five year old could beat Kasparow, as long as he's able to physically move the chess pieces...
TwiggyWan
Profile Blog Joined December 2013
France342 Posts
April 23 2015 19:43 GMT
#120
On April 23 2015 15:30 OtherWorld wrote:
Multitasking is the first thing that makes the difference between a skilled and a less skilled player, why would you want to remove/diminish it?

what you said should not be true in a STRATEGY game.

Superior plan and tactics should be this first thing.

But it has never been the case in starcraft games. Adding such a feature, while needed to relieve player stress, would render the game even more shallow than it already is
No bad days
Prev 1 4 5 6 7 Next All
Please log in or register to reply.
Live Events Refresh
WardiTV Weekly
11:00
WardiTV Mondays #106
IntoTheiNu 1032
WardiTV824
OGKoka 281
Rex141
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
OGKoka 281
Rex 141
ProTech99
Codebar 14
StarCraft: Brood War
Bisu 2631
Shuttle 2213
Horang2 1289
EffOrt 957
BeSt 623
Mini 413
Light 409
firebathero 325
Stork 307
ZerO 290
[ Show more ]
Rush 232
ggaemo 201
Barracks 118
Zeus 85
Shine 84
Sea.KH 66
Killer 59
Hyun 50
Yoon 40
Shinee 32
Sexy 27
Mong 27
ToSsGirL 26
Bale 25
Aegong 25
sorry 20
soO 20
PianO 20
Terrorterran 15
ajuk12(nOOB) 11
Sacsri 11
yabsab 10
HiyA 8
zelot 7
Icarus 6
Noble 6
Dota 2
qojqva3159
Dendi1992
BananaSlamJamma327
LuMiX1
Heroes of the Storm
crisheroes466
Other Games
singsing2647
olofmeister1743
hiko900
B2W.Neo762
Lowko358
Pyrionflax222
Sick187
Liquid`VortiX179
ArmadaUGS98
Mew2King34
ZerO(Twitch)12
Organizations
Dota 2
PGL Dota 2 - Main Stream558
StarCraft: Brood War
lovetv 10
[ Show 12 non-featured ]
StarCraft 2
• Berry_CruncH300
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos2082
• Nemesis1470
Other Games
• WagamamaTV261
Upcoming Events
Monday Night Weeklies
2h 3m
Sparkling Tuna Cup
20h 3m
Afreeca Starleague
20h 3m
Leta vs Soulkey
PiGosaur Cup
1d 10h
Kung Fu Cup
1d 21h
The PondCast
2 days
Replay Cast
3 days
CranKy Ducklings
4 days
Online Event
4 days
FEL
5 days
[ Show More ]
BSL: Ladder Tournament
5 days
Sparkling Tuna Cup
5 days
BSL Open Qualifier
6 days
BSL Open Qualifier
6 days
WardiTV Weekly
6 days
Liquipedia Results

Completed

Proleague 2026-09-27
Blizzard Classic Cup 2026
Calamity Invitational

Ongoing

ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3

Upcoming

Acropolis #5 - GSB
Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Custodian Cup
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
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.