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Tribes: Ascend - FPS announced by Hi-Rez Studios. - Page 171

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BlindKill
Profile Blog Joined July 2011
Australia1508 Posts
May 22 2012 12:03 GMT
#3401
I just unlocked raider. I basically gave up learning the stickybomb launcher lols. Should of just taken brute instead
“Life is a grindstone, and whether it grinds a man down or polishes him up depends on the stuff he's made of.”
Coriolis
Profile Blog Joined September 2010
United States1152 Posts
Last Edited: 2012-05-22 12:55:18
May 22 2012 12:55 GMT
#3402
Proxies did 580 damage. Typical comp play involves either throwing two on a stand, or one+a thumper.
Descolada in everything not TL/Starcraft
TBone-
Profile Blog Joined November 2010
United States2309 Posts
May 22 2012 15:36 GMT
#3403
On May 22 2012 17:03 Muey wrote:
Show nested quote +
On May 22 2012 08:41 NukeD wrote:
Also, what is the element that would make T1 worthy of being an esport if it was released right now and not T:A?

I don't think base T1 as-is would be very good as an esport to be honest. If you want to go down the "base" gameplay road, T2c is a much better game in terms of overall gameplay breadth and equipment balance, and would offer a better base on which to build a new title on.


I don't see why something like T1 LT (5v5 spawn-in-loadout CTF with light armor, epack,disc,chain, nadelauncher, hand nades) OTOH couldn't work. Small team sizes, fast pace, with much emphasis on individual player skill and player coordination. I guess it could be somewhat repetitive from a spectator point of view, but then again I don't see how that's much different from say, current form T:A or CS.

Why T1 and not T:A 5v5 pathfinder-only CTF? Because the movement mechanics and physics are miles better in the former for the type of game.


Show nested quote +
On May 22 2012 08:41 NukeD wrote:
Im asking out of curiosity, being a newbie at the game, and not having played T1 and 2, I really cant see anything wrong with the game... except maybe snipers being too stronk...

Also, Ive read a lot of posts (so Im not just spoilt and asking to do my work for me, at least I hope) and there were a lot of valid complaints from the start of the beta to now, like inheritence, pysics, then pricing model, shrikes, chainguns, chasing, etc. But Im not sure exactly which one of those would make the competitive teams not participate in ladder like the person above pointed out.

I think the main issue people have is that of all the gameplay and mechanic changes in T:A, very few have actually improved it or imbued more depth into the game, where as quite many have changed the game for the worse.

The reason why the community is pretty sour in general though is that T:A could be a lot better ( - if different from its predecessors) game than it currently is if the developers weren't so stubborn about some of the design choices.


Shortlist of what's precieved as a problem or part of a bigger problem with the game:
- physics are needlessly limiting and a terribly unintuitive mess of corner cases and special rules
- health regen is plain bad and fucks up a lot of things (chasing, offensive base turtles) in the gameplay
- two weapon limit and slow weapon switch times makes for boring and simple combat mechanics and weapon balance, problem is further exacerbated by the physics/movement model

- air control (+regen) is a huge boon for cappers and opens up essentially limitless route possibilities
- game lacks a reliable method to stop cappers cold on stand
- snipers are overpowered because they need to be because of ^^ and no chasing
- spotting mechanic is stupidly abusable


That was a really solid post. But I'm wondering how you would get rid of health regen while still making cappers fast enough vs snipers. I mean that limits you to essentially a disc jump and a conc. Which is just not that fast. It would also break a lot of routes currently for cappers.
Eve online FC, lover of all competition
pettter
Profile Joined December 2009
Sweden1032 Posts
May 22 2012 16:28 GMT
#3404
As a capper/chaser, I really like the Rage change. Health regen is not a problem in my book, or rather, at least not for chasing/capping. The only issue I have with it would be that competent jugs with LMG/disc can narrowly survive one wave of LD trying to off him, only to go back to mortarspam and regen health until the next wave comes in. Of course, having people drop health packs upon death would have kinda the same effect, so it really isn't a big deal.

I don't know what your problem is with spotting mechanics? You mean that you can spot things that you may not actually have 'noticed'? That would be an issue with pretty much any spotting mechanic that doesn't require absolute pinpoint accuracy.

However, I completely agree that the physics system could use an overhaul. I'm not even sure if it would have to impact very many people in a big way. Just make it more consistent, overall, and I would be happy.
TBone-
Profile Blog Joined November 2010
United States2309 Posts
Last Edited: 2012-05-22 16:39:15
May 22 2012 16:38 GMT
#3405
On May 23 2012 01:28 pettter wrote:
As a capper/chaser, I really like the Rage change. Health regen is not a problem in my book, or rather, at least not for chasing/capping. The only issue I have with it would be that competent jugs with LMG/disc can narrowly survive one wave of LD trying to off him, only to go back to mortarspam and regen health until the next wave comes in. Of course, having people drop health packs upon death would have kinda the same effect, so it really isn't a big deal.

I don't know what your problem is with spotting mechanics? You mean that you can spot things that you may not actually have 'noticed'? That would be an issue with pretty much any spotting mechanic that doesn't require absolute pinpoint accuracy.

However, I completely agree that the physics system could use an overhaul. I'm not even sure if it would have to impact very many people in a big way. Just make it more consistent, overall, and I would be happy.


On some maps its really easy to spot incoming cappers. Sometimes even 30 seconds out. From your own base. And on the health regen part, the problem is that LO/HO can survive and camp your base forever, and thats because of health regen and dropped ammo. So if you eliminate health regen, then eventually they will go down. But you have to have health regen for cappers or they are just to slow and most of the routes now would become non-viable.

Perhaps adding in a health regen perk, or even a structure powered by the generator giving the health regen(if gen down no health regen).
Eve online FC, lover of all competition
GARO
Profile Blog Joined November 2010
United States2255 Posts
Last Edited: 2012-05-22 17:11:19
May 22 2012 16:43 GMT
#3406
Goddamnit, without the nova colt, the gladiator direct sticks outdoors are near useless.

Either that, or just run PC as secondary on everything and hope the guy you're fighting isn't actually a Raider.
Coriolis
Profile Blog Joined September 2010
United States1152 Posts
May 22 2012 21:35 GMT
#3407
On May 23 2012 01:38 TBone- wrote:
Show nested quote +
On May 23 2012 01:28 pettter wrote:
As a capper/chaser, I really like the Rage change. Health regen is not a problem in my book, or rather, at least not for chasing/capping. The only issue I have with it would be that competent jugs with LMG/disc can narrowly survive one wave of LD trying to off him, only to go back to mortarspam and regen health until the next wave comes in. Of course, having people drop health packs upon death would have kinda the same effect, so it really isn't a big deal.

I don't know what your problem is with spotting mechanics? You mean that you can spot things that you may not actually have 'noticed'? That would be an issue with pretty much any spotting mechanic that doesn't require absolute pinpoint accuracy.

However, I completely agree that the physics system could use an overhaul. I'm not even sure if it would have to impact very many people in a big way. Just make it more consistent, overall, and I would be happy.


On some maps its really easy to spot incoming cappers. Sometimes even 30 seconds out. From your own base. And on the health regen part, the problem is that LO/HO can survive and camp your base forever, and thats because of health regen and dropped ammo. So if you eliminate health regen, then eventually they will go down. But you have to have health regen for cappers or they are just to slow and most of the routes now would become non-viable.

Perhaps adding in a health regen perk, or even a structure powered by the generator giving the health regen(if gen down no health regen).

Only really bad cappers. The good ones will be better at hiding. It drives me crazy that people think fast=good capper when in reality sneaky=good capper. Going fast isn't that hard.
Descolada in everything not TL/Starcraft
pettter
Profile Joined December 2009
Sweden1032 Posts
Last Edited: 2012-05-22 21:57:13
May 22 2012 21:55 GMT
#3408
On May 23 2012 06:35 Coriolis wrote:
Show nested quote +
On May 23 2012 01:38 TBone- wrote:
On May 23 2012 01:28 pettter wrote:
As a capper/chaser, I really like the Rage change. Health regen is not a problem in my book, or rather, at least not for chasing/capping. The only issue I have with it would be that competent jugs with LMG/disc can narrowly survive one wave of LD trying to off him, only to go back to mortarspam and regen health until the next wave comes in. Of course, having people drop health packs upon death would have kinda the same effect, so it really isn't a big deal.

I don't know what your problem is with spotting mechanics? You mean that you can spot things that you may not actually have 'noticed'? That would be an issue with pretty much any spotting mechanic that doesn't require absolute pinpoint accuracy.

However, I completely agree that the physics system could use an overhaul. I'm not even sure if it would have to impact very many people in a big way. Just make it more consistent, overall, and I would be happy.


On some maps its really easy to spot incoming cappers. Sometimes even 30 seconds out. From your own base. And on the health regen part, the problem is that LO/HO can survive and camp your base forever, and thats because of health regen and dropped ammo. So if you eliminate health regen, then eventually they will go down. But you have to have health regen for cappers or they are just to slow and most of the routes now would become non-viable.

Perhaps adding in a health regen perk, or even a structure powered by the generator giving the health regen(if gen down no health regen).

Only really bad cappers. The good ones will be better at hiding. It drives me crazy that people think fast=good capper when in reality sneaky=good capper. Going fast isn't that hard.

Well, you need to be both (relatively) fast and sneaky. 200-250 is decent if you can get in and out without being spotted, at least if you're going back to front, but if you're doing side-to-sides, you generally want to get above 250 to get far enough ahead of chasers that they won't catch up as easily, and to avoid shrikes/snipes somewhat.

Edit: obviously ~300 is better, and the higher you get, but 250-300 is generally a good compromise between speed, angle, set-up time and vision avoidance.

Front-to-backs, of course, are generally strictly e-grab material, though there are a few maps that make anything else tricky (katabatic DS, notably since the setup for back-to-front/side to sideish are so much longer).

Of course, I haven't even played a single PUG yet, so what do I know?
Keltanokka
Profile Blog Joined July 2010
Finland279 Posts
Last Edited: 2012-05-22 22:08:29
May 22 2012 22:07 GMT
#3409
New rage perk really is a mixed bag, the range seems really tiny, but if you do get the bonus you can chase 90% of the grabs down unless you mes up the intercept point. I managed to double nitron over one of the kata hills kill get the capper on the other side, which is nice. But the LO should really be killing you anyways so I find my self switching between reach and rage almost every death or 2 just because rage is so situational. Rage could still use an activation range increase.
AnachronisticAnarchy
Profile Blog Joined July 2011
United States2957 Posts
May 22 2012 22:12 GMT
#3410
On May 22 2012 17:03 Muey wrote:
+ Show Spoiler +
On May 22 2012 08:41 NukeD wrote:
Also, what is the element that would make T1 worthy of being an esport if it was released right now and not T:A?

I don't think base T1 as-is would be very good as an esport to be honest. If you want to go down the "base" gameplay road, T2c is a much better game in terms of overall gameplay breadth and equipment balance, and would offer a better base on which to build a new title on.


I don't see why something like T1 LT (5v5 spawn-in-loadout CTF with light armor, epack,disc,chain, nadelauncher, hand nades) OTOH couldn't work. Small team sizes, fast pace, with much emphasis on individual player skill and player coordination. I guess it could be somewhat repetitive from a spectator point of view, but then again I don't see how that's much different from say, current form T:A or CS.

Why T1 and not T:A 5v5 pathfinder-only CTF? Because the movement mechanics and physics are miles better in the former for the type of game.


On May 22 2012 08:41 NukeD wrote:
Im asking out of curiosity, being a newbie at the game, and not having played T1 and 2, I really cant see anything wrong with the game... except maybe snipers being too stronk...

Also, Ive read a lot of posts (so Im not just spoilt and asking to do my work for me, at least I hope) and there were a lot of valid complaints from the start of the beta to now, like inheritence, pysics, then pricing model, shrikes, chainguns, chasing, etc. But Im not sure exactly which one of those would make the competitive teams not participate in ladder like the person above pointed out.

I think the main issue people have is that of all the gameplay and mechanic changes in T:A, very few have actually improved it or imbued more depth into the game, where as quite many have changed the game for the worse.

The reason why the community is pretty sour in general though is that T:A could be a lot better ( - if different from its predecessors) game than it currently is if the developers weren't so stubborn about some of the design choices.


Shortlist of what's precieved as a problem or part of a bigger problem with the game:
- physics are needlessly limiting and a terribly unintuitive mess of corner cases and special rules
- health regen is plain bad and fucks up a lot of things (chasing, offensive base turtles) in the gameplay
- two weapon limit and slow weapon switch times makes for boring and simple combat mechanics and weapon balance, problem is further exacerbated by the physics/movement model

- air control (+regen) is a huge boon for cappers and opens up essentially limitless route possibilities
- game lacks a reliable method to stop cappers cold on stand
- snipers are overpowered because they need to be because of ^^ and no chasing
- spotting mechanic is stupidly abusable



Spotting mechanic is abusable? I don't see how. You can't spam it, and you can inform your teammates faster about the location of an enemy via things like Teamspeak.
"How are you?" "I am fine, because it is not normal to scream in pain."
AnachronisticAnarchy
Profile Blog Joined July 2011
United States2957 Posts
May 22 2012 22:16 GMT
#3411
On May 22 2012 13:37 Coriolis wrote:
Show nested quote +
On May 22 2012 13:12 TBone- wrote:
On May 22 2012 08:41 NukeD wrote:
Considering a lot of people here are complaining the game has huge flaws, balance and game design wise, I was wondering if someone would take their time to write up what those flaws are? It would be most appreciated. Also, what is the element that would make T1 worthy of being an esport if it was released right now and not T:A?

Im asking out of curiosity, being a newbie at the game, and not having played T1 and 2, I really cant see anything wrong with the game... except maybe snipers being too stronk...

Also, Ive read a lot of posts (so Im not just spoilt and asking to do my work for me, at least I hope) and there were a lot of valid complaints from the start of the beta to now, like inheritence, pysics, then pricing model, shrikes, chainguns, chasing, etc. But Im not sure exactly which one of those would make the competitive teams not participate in ladder like the person above pointed out.


hehehe, just chill with descolada on teamspeak for half an hour ^^.

Half an hour? More like 10 minutes.

Though tbh neither game is worth being an esport but both are worth being competitive games.


I take it you think it doesn't make the cut for esports because it isn't spectator friendly enough, like almost every other FPS.
"How are you?" "I am fine, because it is not normal to scream in pain."
Coriolis
Profile Blog Joined September 2010
United States1152 Posts
May 23 2012 03:39 GMT
#3412
On May 23 2012 07:16 AnachronisticAnarchy wrote:
Show nested quote +
On May 22 2012 13:37 Coriolis wrote:
On May 22 2012 13:12 TBone- wrote:
On May 22 2012 08:41 NukeD wrote:
Considering a lot of people here are complaining the game has huge flaws, balance and game design wise, I was wondering if someone would take their time to write up what those flaws are? It would be most appreciated. Also, what is the element that would make T1 worthy of being an esport if it was released right now and not T:A?

Im asking out of curiosity, being a newbie at the game, and not having played T1 and 2, I really cant see anything wrong with the game... except maybe snipers being too stronk...

Also, Ive read a lot of posts (so Im not just spoilt and asking to do my work for me, at least I hope) and there were a lot of valid complaints from the start of the beta to now, like inheritence, pysics, then pricing model, shrikes, chainguns, chasing, etc. But Im not sure exactly which one of those would make the competitive teams not participate in ladder like the person above pointed out.


hehehe, just chill with descolada on teamspeak for half an hour ^^.

Half an hour? More like 10 minutes.

Though tbh neither game is worth being an esport but both are worth being competitive games.


I take it you think it doesn't make the cut for esports because it isn't spectator friendly enough, like almost every other FPS.

That and the team sizes. More importantly the team sizes.
Descolada in everything not TL/Starcraft
FishStix
Profile Joined April 2010
United States425 Posts
May 23 2012 04:03 GMT
#3413
Streaming the new Tribes patch with friends - come tune in :D http://twitch.tv/fishstix1
I do stuff in eSports
Coriolis
Profile Blog Joined September 2010
United States1152 Posts
May 23 2012 04:03 GMT
#3414
On May 23 2012 13:03 FishStix wrote:
Streaming the new Tribes patch with friends - come tune in :D http://twitch.tv/fishstix1

brb joining your server and raping you
Descolada in everything not TL/Starcraft
MisterD
Profile Blog Joined June 2010
Germany1338 Posts
May 23 2012 09:09 GMT
#3415
On May 23 2012 07:12 AnachronisticAnarchy wrote:
Show nested quote +
On May 22 2012 17:03 Muey wrote:
+ Show Spoiler +
On May 22 2012 08:41 NukeD wrote:
Also, what is the element that would make T1 worthy of being an esport if it was released right now and not T:A?

I don't think base T1 as-is would be very good as an esport to be honest. If you want to go down the "base" gameplay road, T2c is a much better game in terms of overall gameplay breadth and equipment balance, and would offer a better base on which to build a new title on.


I don't see why something like T1 LT (5v5 spawn-in-loadout CTF with light armor, epack,disc,chain, nadelauncher, hand nades) OTOH couldn't work. Small team sizes, fast pace, with much emphasis on individual player skill and player coordination. I guess it could be somewhat repetitive from a spectator point of view, but then again I don't see how that's much different from say, current form T:A or CS.

Why T1 and not T:A 5v5 pathfinder-only CTF? Because the movement mechanics and physics are miles better in the former for the type of game.


On May 22 2012 08:41 NukeD wrote:
Im asking out of curiosity, being a newbie at the game, and not having played T1 and 2, I really cant see anything wrong with the game... except maybe snipers being too stronk...

Also, Ive read a lot of posts (so Im not just spoilt and asking to do my work for me, at least I hope) and there were a lot of valid complaints from the start of the beta to now, like inheritence, pysics, then pricing model, shrikes, chainguns, chasing, etc. But Im not sure exactly which one of those would make the competitive teams not participate in ladder like the person above pointed out.

I think the main issue people have is that of all the gameplay and mechanic changes in T:A, very few have actually improved it or imbued more depth into the game, where as quite many have changed the game for the worse.

The reason why the community is pretty sour in general though is that T:A could be a lot better ( - if different from its predecessors) game than it currently is if the developers weren't so stubborn about some of the design choices.


Shortlist of what's precieved as a problem or part of a bigger problem with the game:
- physics are needlessly limiting and a terribly unintuitive mess of corner cases and special rules
- health regen is plain bad and fucks up a lot of things (chasing, offensive base turtles) in the gameplay
- two weapon limit and slow weapon switch times makes for boring and simple combat mechanics and weapon balance, problem is further exacerbated by the physics/movement model

- air control (+regen) is a huge boon for cappers and opens up essentially limitless route possibilities
- game lacks a reliable method to stop cappers cold on stand
- snipers are overpowered because they need to be because of ^^ and no chasing
- spotting mechanic is stupidly abusable



Spotting mechanic is abusable? I don't see how. You can't spam it, and you can inform your teammates faster about the location of an enemy via things like Teamspeak.


you can spam it every five or so seconds once in every 4 major directions a capper could come from without triggering the spam protection lock. And in those cases, it will point out incoming players even if you can't actually see them due to two pixels size and fog because of an enormous distance. It still sets the marker. It's super easy to abuse this stuff.

Try roll a sentinel on raindance for instance, put yourself ontop of the flag tower(hope that there aren't any good players on the other team that clear you of frequently, happens often enough in pubs) and just tap spotting once towards 1) the slope in the center of the map left of the brige, 2) the big hill to the far left and 3) the valley to the right and if you are bored even 4) the "lolz i can mortar your flagstand and your whole team keeps failing to kill me" hill to the right. You can easily keep most of your spotting covered by just abusing the markers without actually looking for the enemies yourself. In addition, your whole team gets permanently notified of almost any incoming enemy, except those that come down the slope right of the bride, but everyone sees those easily by themselves. And even better, the spotting immediately tells you, if it's light, medium or heavy, so you immediately know if it's worth charging your BTX.
Gold isn't everything in life... you need wood, too!
3772
Profile Joined May 2010
Czech Republic434 Posts
May 23 2012 12:40 GMT
#3416
And you can also use it to find out if there are people in the towers on all maps.
Qbek
Profile Blog Joined April 2011
Poland12923 Posts
May 23 2012 12:46 GMT
#3417
4) the "lolz i can mortar your flagstand and your whole team keeps failing to kill me" hill to the right.


Fucking hate this shit, to the point of me going to kill that guy with my shitty nova blaster and actually doing it without a problem, the fuck are those pathfinders doing with him?
This space left intentionally dank /)3(\ http://i.imgur.com/RmeEUcF.png
pettter
Profile Joined December 2009
Sweden1032 Posts
May 23 2012 13:02 GMT
#3418
HO on Raindance is hilariously fun. I managed to get half the opposing team trying to hunt me down. Had I not been a cheapskate/focused on other classes, and therefore lacking the LMG, I might just have taken down them all too, because apparently hitting a heavy going 200 is tricky enough that I heal up from time to time.

Then Badding decided that I was a nuicance and killed me.
TBone-
Profile Blog Joined November 2010
United States2309 Posts
May 24 2012 01:35 GMT
#3419
My team just won 3-0 in our first match in the newbloods tournament :D. We got interviewed by tribescast! woot efame
Eve online FC, lover of all competition
Binky1842
Profile Blog Joined July 2004
United States2599 Posts
May 24 2012 01:47 GMT
#3420
go team!
"The zoo could not confirm that Binky was the attacker, but only Binky had blood on his face following the incident"
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