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Tribes: Ascend - FPS announced by Hi-Rez Studios. - Page 46

Forum Index > General Games
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Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2011-12-07 15:25:20
December 07 2011 15:18 GMT
#901
On December 07 2011 14:19 Rotodyne wrote:
Show nested quote +
On December 07 2011 11:12 ICarrotU wrote:
On December 06 2011 21:35 Thereisnosaurus wrote:
I just want to make a point.

If you are worried about competition unlocks and progression elements, ALL official/semi-official tournaments will be played on special accounts with everything completely unlocked (all classes and all progression). Purchasing classes and progression is only for public/fun play.

If you'd like to get your hands on one of those accounts, head on over to the forums and sign up in the team thread. There will be a team league beginning relatively shortly, with teams based in EU/NA/AU


I assumed something like this would be in effect, but I was more referring to those that want to transition from pub to pro or semi-pro. I feel that a grindy aspect makes more players focused on trying to unlock everything instead of enjoying the game for what it is, potentially losing interest before reaching and appreciating the higher skill levels of the game. Obviously this won't be the case for all players, but I feel this could negatively impact the growth of it as a competitive game in the end.

Like I said earlier though, still beta, still just speculation, it was just my first impression with the game.


Imagine how your heart sinks when you unlock some of these classes, for example the doombringer.

"Oh wow a Doombringer, most badass name ever, that thing probably carries like 5 ownage weapons, I'm gonna rape noobs!"

Then all you get is a fucking chaingun. A heavy with what amounts to one weapon. That is not tribes...at all.

What was Hi-Rez thinking with the loadout system, it is such a complete failure. With a few better decisions the game could be great, but I'm just afraid the development is too far along to make major changes to the load out system. But we will see.



I don't really understand a lot of the "it's not Tribes" mentality. Well ok I understand it, Tribes is/was amazing and we all want that game to live on and spread, but I don't understand how that phrase is used so freely and without considering as to why 'it's not Tribes'. To me Tribes is a momentum based shooter, and that's more or less what we have.

The way I see it two important decisions started a lot of these changes:
1. Tribes needs to be faster paced in the overall unfolding of the game (the battles/moving itself was always fast paced of course)
2. Tribes needs to be easier to follow as a new player or from a spectators perspective.

If you just accept those 2 ideals then a lot of the decisions make a lot more sense. The weaker generators are so that bases can be smaller and more compact (compact bases with important generators would be incredibly difficult to defend) and flag capping vs functioning generators is easier. This makes it easier to follow the action since most of it takes place outdoors now and there's less fighting within the buildings. It also prevents stalemates by weakening what would otherwise be the most well defend area on the map.

Likewise loadouts, and starting with your equipment, both fit into making action faster and making it easier to follow. The lack of 3+ weapons for heavy makes complete sense when you factor in the maps are smaller to increase the pace of the game. In the current Ascend maps and map size a heavy with a mortar AND chaingun would absolutely dominate an enemy's base. You could just shell it from a distance then anyone who closes in on you could be eaten alive by your chaingun. They've limited the weapons because Ascend is a more focused game with an increased pace and classes like the heavy don't have quite the same limitations as they used to. Doubly so with the ammo call down (which also increases the pace of the game). Now maybe you could get away with 3 weapons for a heavy with 2 being more niche/weaker options (say missile launcher, spinfusor, mortar), but I really don't think you could just pile on 4 weapons on a heavy and have it work well.

Now some choices, like weaker jets and strong hitscan guns I'm not sure about, but I don't think it's entirely fair to jump on every difference. Which would you rather have? Tribes with better graphics/networking, or a Tribes game that has a chance to grow a big audience and keep them around for spectating and building a lasting community that will keep servers populated for years and years. Sure we ALL love Tribes/Tribes2 (if we played it), but is it really the best formula for attracting a large audience?
Logo
Bloodash
Profile Joined April 2010
Netherlands1384 Posts
December 07 2011 15:39 GMT
#902
What worries me is how they are planning to generate an income long term? If the free to play model should function the same as LoL, then you'd expect them to bring out new classes to keep people interested and with any luck paying for them, but I wonder how many different classes you can come up with for a first person shooter without them feeling the same.
How many different flag cap classes does a game really need?

Or mabye they seek out income by trying to make this into an E-sport? (tough I wonder who pays who, regarding Nasl accquiring T:A in their lineup, nasl for the rights, or Hi-Rez for publicity...
I'll bite this hand that feeds me, and take it for my own!
gullberg
Profile Blog Joined February 2011
Sweden1301 Posts
December 07 2011 15:42 GMT
#903
It's pretty terrible that every game is 99% soldier. Kind of ruins the game for me personally.
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2011-12-07 15:59:43
December 07 2011 15:54 GMT
#904
On December 08 2011 00:39 Bloodash wrote:
What worries me is how they are planning to generate an income long term? If the free to play model should function the same as LoL, then you'd expect them to bring out new classes to keep people interested and with any luck paying for them, but I wonder how many different classes you can come up with for a first person shooter without them feeling the same.
How many different flag cap classes does a game really need?

Or mabye they seek out income by trying to make this into an E-sport? (tough I wonder who pays who, regarding Nasl accquiring T:A in their lineup, nasl for the rights, or Hi-Rez for publicity...


Map packs maybe? Alternate armor graphics? Custom icons/ranks? Possibly some way for a full team to have their own colors? They don't need to make nearly as much money long term as LoL either. The LoL business model is a bit of a self-filling thing. They spend a lot on art and balance to introduce new heroes to make money that they spend on art and balance (and pocket the rest). Something like Tribes Ascend has much lower demands for additional content and can turn a good profit while selling much less. Plus with less constantly new content the costs of running Ascend will be much lower as you won't need to constantly balance things.

They seem to be using F2P as a way to make the game more attractive to people rather than exploiting them. Buying an unproven MP shooter is risky in the sense that you may buy a game only to find a lack of players. Doubly so with a game that's really out there in play style from other MP shooters.

As a F2P game though, everyone can play which brings in more people and lets people try out the game to get hooked before investing in it. This is a great win for the existing fans as they have a much bigger pool of opponents to play against and the game is much more likely to last.

Establishing the Hi-Rez brand could also have really profound effects by drawing people in to their other games. Right now they aren't really seen as a reliable or high quality developer, but a well supported Tribes: Ascend could really change that.

On December 08 2011 00:42 gullberg wrote:
It's pretty terrible that every game is 99% soldier. Kind of ruins the game for me personally.


That's not my experience at all. If you're playing TDM you're doing it wrong (play CTF), and if you still see 90% soldier then I don't know what to tell you other than you're getting stuck with newbs.

Is it possible that you are checking stats in the pre-game setup? Everyone appears as Soldier until the game officially starts.
Logo
gullberg
Profile Blog Joined February 2011
Sweden1301 Posts
Last Edited: 2011-12-07 16:16:05
December 07 2011 15:58 GMT
#905
Dude I just played a CTF with 100% soldier lol. I'll screenshot next time.

Oh and a key:
VP750-4BC48-ECD44-47FA7-B9A3A Used.
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2011-12-07 16:06:24
December 07 2011 16:06 GMT
#906
Hmm just as a theory crafted thought, has anyone tried playing a soldier as flag runner in CTF using the Pathfinder's -35% self damage perk? With so much energy and the extra health I wonder if you could get some good speed/routes by being able to disc jump several times without getting close to dieing.
Logo
Rotodyne
Profile Blog Joined July 2005
United States2263 Posts
December 07 2011 16:29 GMT
#907
On December 08 2011 00:58 gullberg wrote:
Dude I just played a CTF with 100% soldier lol. I'll screenshot next time.

Oh and a key:
VP750-4BC48-ECD44-47FA7-B9A3A Used.


Yea, I think the I get evenly distributed classes in my games, maybe cause you are playing on euro?
I can only play starcraft when I am shit canned. IPXZERG is a god.
Bloodash
Profile Joined April 2010
Netherlands1384 Posts
Last Edited: 2011-12-07 18:27:42
December 07 2011 17:07 GMT
#908
Logo wrote:
+ Show Spoiler +
On December 08 2011 00:54 Logo wrote:
Show nested quote +
On December 08 2011 00:39 Bloodash wrote:
What worries me is how they are planning to generate an income long term? If the free to play model should function the same as LoL, then you'd expect them to bring out new classes to keep people interested and with any luck paying for them, but I wonder how many different classes you can come up with for a first person shooter without them feeling the same.
How many different flag cap classes does a game really need?

Or mabye they seek out income by trying to make this into an E-sport? (tough I wonder who pays who, regarding Nasl accquiring T:A in their lineup, nasl for the rights, or Hi-Rez for publicity...


Map packs maybe? Alternate armor graphics? Custom icons/ranks? Possibly some way for a full team to have their own colors? They don't need to make nearly as much money long term as LoL either. The LoL business model is a bit of a self-filling thing. They spend a lot on art and balance to introduce new heroes to make money that they spend on art and balance (and pocket the rest). Something like Tribes Ascend has much lower demands for additional content and can turn a good profit while selling much less. Plus with less constantly new content the costs of running Ascend will be much lower as you won't need to constantly balance things.

They seem to be using F2P as a way to make the game more attractive to people rather than exploiting them. Buying an unproven MP shooter is risky in the sense that you may buy a game only to find a lack of players. Doubly so with a game that's really out there in play style from other MP shooters.

As a F2P game though, everyone can play which brings in more people and lets people try out the game to get hooked before investing in it. This is a great win for the existing fans as they have a much bigger pool of opponents to play against and the game is much more likely to last.

Establishing the Hi-Rez brand could also have really profound effects by drawing people in to their other games. Right now they aren't really seen as a reliable or high quality developer, but a well supported Tribes: Ascend could really change that.


thanks, good points, I didn't see T:A working as a game that put out a new class every few weeks =)

more keys for you lovely TL peeps:
V2482-E95C3-DEAA4-1BFA2-1F70D
V2545-16687-2B664-56883-CA691 <- still available
V206C-49E7F-78BB4-1C59D-FE06F
I'll bite this hand that feeds me, and take it for my own!
Bash
Profile Joined August 2007
Finland1533 Posts
December 07 2011 18:23 GMT
#909
^Thanks a lot! Got the last one.
I can't sing and I can't dance, but still I know how to clap my hands.
Gryffes
Profile Blog Joined March 2010
United Kingdom763 Posts
December 07 2011 18:39 GMT
#910
V253E-80578-92B04-CFF80-A1269
V2BC4-32B2B-8EC54-A57A3-19693
www.youtube.com/gryffes - Random Gaming Videos.
Chro
Profile Joined May 2010
United States240 Posts
December 07 2011 18:41 GMT
#911
Played it last night for the first time and its pretty damn good. It feels old school with the speed, model size and map size. You don't get huge ass models to shoot at, you're trying to hit specs of black in the distance with a pistol. Going to take a bit to get any other class unlocked but it still seems stellar.

I like how unlocking classes is a different way to play the game rather than an upgrade. Putting time in (perks aside) doesn't make your character stronger. Seems like a good balance to the system. I do enjoy how i can get 32 people in a server, see all of them at once on a huge map and still have zero lag. Finally a company that says to hell with graphics and goes all for game play. It's been a while since i've seen a game like this, reminds me of my quake 2 days so much.
Zekky
Profile Joined September 2010
Switzerland22 Posts
December 07 2011 19:22 GMT
#912
Nabbed the second key from you Luckbox, Thanks!
oniman999
Profile Joined May 2011
United States169 Posts
December 07 2011 19:26 GMT
#913
On December 08 2011 04:22 Zekky wrote:
Nabbed the second key from you Luckbox, Thanks!

and I nabbed the first! Like Zekky said, thank you very much :D
Zeburial
Profile Blog Joined May 2009
Sweden1126 Posts
Last Edited: 2011-12-07 19:45:37
December 07 2011 19:44 GMT
#914
On December 08 2011 02:07 Bloodash wrote:

more keys for you lovely TL peeps:
V2482-E95C3-DEAA4-1BFA2-1F70D
V2545-16687-2B664-56883-CA691 <- still available
V206C-49E7F-78BB4-1C59D-FE06F


Used that middle one, Thanks!
Empires are not brought down by outside forces - they are destroyed by weaknesses from within
Bloodash
Profile Joined April 2010
Netherlands1384 Posts
December 07 2011 20:11 GMT
#915
no problems!

even more!
V2399-08C6B-B3574-18489-BD202
V2600-6BF57-B0054-750BA-3CE7F
V23D8-29A14-9D3B4-454A1-EFC51
I'll bite this hand that feeds me, and take it for my own!
Dalguno
Profile Blog Joined January 2011
United States2446 Posts
December 07 2011 20:19 GMT
#916
On December 08 2011 05:11 Bloodash wrote:
no problems!

even more!
V2399-08C6B-B3574-18489-BD202
V2600-6BF57-B0054-750BA-3CE7F
V23D8-29A14-9D3B4-454A1-EFC51


Used bottom, thanks!
"I'm gonna keep making drones cause I'm a baller, and ballers make drones." -Snute
Wik
Profile Joined July 2010
United States125 Posts
December 07 2011 20:21 GMT
#917
VPDFE-FC830-259C4-E10BF-0505F
VPFF4-7483D-A7AD4-792A9-C958B
VP9F9-E9E1A-B8314-2D7AF-4ABFD

woo
Homo for Lomo
Glurkenspurk
Profile Joined November 2010
United States1915 Posts
December 07 2011 20:27 GMT
#918
On December 08 2011 05:21 Wik wrote:
VPDFE-FC830-259C4-E10BF-0505F
VPFF4-7483D-A7AD4-792A9-C958B
VP9F9-E9E1A-B8314-2D7AF-4ABFD

woo



Used that middle one. Thanks! <33
Rotodyne
Profile Blog Joined July 2005
United States2263 Posts
December 07 2011 22:39 GMT
#919
This weeks patch is a step in the right direction:

+ Show Spoiler +

Here are some of the things currently planned in this patch.

Major Highlights


Bella Omega has been re-added to the CTF Map Rotation. Significant changes have occurred since the map was last available for play.
Vehicles have undergone a variety of improvements and cleanups.
An early (still unpolished) preview of Spectator functionality is available for testing. We will publish more later.
Token gain from the “First Win of the Day” challenge has been doubled.
A variety of changes have been made to the in-match credits system.
Early versions of “Mute Player” and “Report Player” functionality have been added. See additional notes below.
Fixes to prevent some disconnects and server instability. Additional fixes planned for future patches.



Balance Items


The Raider’s NJ4 SMG damage has been reduced.
The Ranger’s Assault Rifle starting accuracy has been reduced.
Minimized projectile knockback from the Raider’s NJ4 SMG and Doombringer’s Chaingun.
Increase to explosion radius on Soldier’s Spinfusor, Pathfinder’s Light Spinfusor, Brute’s Heavy Spinfusor, Scrambler’s Arx Buster, Jumper’s Bolt Launcher, Ranger’s Thumper, Juggernaut’s Spinfusor D, and Juggernaut’s Fusion Mortar.
Modest increase to Projectile speeds on Soldier’s Spinfusor, Pathfinder’s Light Spinfusor, Brute’s Heavy Spinfusor, Juggernaut’s Spinfusor D, Scrambler’s Arx Buster, and Jumper’s Bolt Launcher.
Grav Cycle
Uses a new rocket pod weapon.
Can now be piloted by heavies, and carry heavies as passengers.
Top speed and after-burner boost have been increased.
Beowulf
Increased damage and rate of fire of secondary gunner position.
Gunner now has zoom, increased pitch limits, and increased firing rate.
Increased run-over damage.
Shrike
Yaw sensitivity has been increased.
Damage against ground and buildings is now more forgiving.
Credits are now awarded for damaging players, as well as for earning accolades. Credits awarded for Kills and Assists have been adjusted accordingly.
Tactical Strike and Orbital Strike now have a thirty second cooldown.
Tactical Strike Price Increased.
Orbital Strike Price Reduced.
Orbital Strike and Tactical Strike’s explosion shape extended upwards to encompass more area directly above the blasts.
Resolved issue causing the Jumper to lose speed while in the air.
Slightly decreased the effectiveness of the Jumper’s jumping while already at high speed, to favor transitioning to normal jetting after initial acceleration.


Additional Items

New first person hands now match your third person armor class/team style.
All Spinfusor muzzle flashes keep up with the player.
Adjusted all melee weapons position on screen.
Other additional weapon position adjustments.
Team Death Match default score move to 100 from 75.
New visuals treatment on the mounted turret for the Beowulf.
New visuals treatment on the projectiles for the Grav Cycle
Fixed an issue with the decal for mortar launchers looping instead of dissolving correctly.
Fixed an issue where the Doombringer’s Saber Launcher missile was not visible until it came closer to the victim.
Added a HUD element for dropped ammo packs to improve their visibility.
Team Deathmatch timer is now functional.
Fixed the Field of View exploit
Fixed an exploit where unused fire modes were being accessed on certain weapons.
Fixed a physics bug where jumping rapidly at high speeds would quickly accelerate the player to extremely fast speeds.
Various new accolades, including vehicle assists and last kill in Team Deathmatch.
Fixed some keybind issues, including keys used by left handed players.
Keys ‘1’ and ‘2’ now switch to primary and secondary weapons, respectively. ‘3’, ‘4’, and ‘5’ are defaulted to the current call-ins available.
I can only play starcraft when I am shit canned. IPXZERG is a god.
Keltanokka
Profile Blog Joined July 2010
Finland279 Posts
December 07 2011 22:47 GMT
#920
On December 08 2011 07:39 Rotodyne wrote:
This weeks patch is a step in the right direction:

+ Show Spoiler +

Here are some of the things currently planned in this patch.

Major Highlights


Bella Omega has been re-added to the CTF Map Rotation. Significant changes have occurred since the map was last available for play.
Vehicles have undergone a variety of improvements and cleanups.
An early (still unpolished) preview of Spectator functionality is available for testing. We will publish more later.
Token gain from the “First Win of the Day” challenge has been doubled.
A variety of changes have been made to the in-match credits system.
Early versions of “Mute Player” and “Report Player” functionality have been added. See additional notes below.
Fixes to prevent some disconnects and server instability. Additional fixes planned for future patches.



Balance Items


The Raider’s NJ4 SMG damage has been reduced.
The Ranger’s Assault Rifle starting accuracy has been reduced.
Minimized projectile knockback from the Raider’s NJ4 SMG and Doombringer’s Chaingun.
Increase to explosion radius on Soldier’s Spinfusor, Pathfinder’s Light Spinfusor, Brute’s Heavy Spinfusor, Scrambler’s Arx Buster, Jumper’s Bolt Launcher, Ranger’s Thumper, Juggernaut’s Spinfusor D, and Juggernaut’s Fusion Mortar.
Modest increase to Projectile speeds on Soldier’s Spinfusor, Pathfinder’s Light Spinfusor, Brute’s Heavy Spinfusor, Juggernaut’s Spinfusor D, Scrambler’s Arx Buster, and Jumper’s Bolt Launcher.
Grav Cycle
Uses a new rocket pod weapon.
Can now be piloted by heavies, and carry heavies as passengers.
Top speed and after-burner boost have been increased.
Beowulf
Increased damage and rate of fire of secondary gunner position.
Gunner now has zoom, increased pitch limits, and increased firing rate.
Increased run-over damage.
Shrike
Yaw sensitivity has been increased.
Damage against ground and buildings is now more forgiving.
Credits are now awarded for damaging players, as well as for earning accolades. Credits awarded for Kills and Assists have been adjusted accordingly.
Tactical Strike and Orbital Strike now have a thirty second cooldown.
Tactical Strike Price Increased.
Orbital Strike Price Reduced.
Orbital Strike and Tactical Strike’s explosion shape extended upwards to encompass more area directly above the blasts.
Resolved issue causing the Jumper to lose speed while in the air.
Slightly decreased the effectiveness of the Jumper’s jumping while already at high speed, to favor transitioning to normal jetting after initial acceleration.


Additional Items

New first person hands now match your third person armor class/team style.
All Spinfusor muzzle flashes keep up with the player.
Adjusted all melee weapons position on screen.
Other additional weapon position adjustments.
Team Death Match default score move to 100 from 75.
New visuals treatment on the mounted turret for the Beowulf.
New visuals treatment on the projectiles for the Grav Cycle
Fixed an issue with the decal for mortar launchers looping instead of dissolving correctly.
Fixed an issue where the Doombringer’s Saber Launcher missile was not visible until it came closer to the victim.
Added a HUD element for dropped ammo packs to improve their visibility.
Team Deathmatch timer is now functional.
Fixed the Field of View exploit
Fixed an exploit where unused fire modes were being accessed on certain weapons.
Fixed a physics bug where jumping rapidly at high speeds would quickly accelerate the player to extremely fast speeds.
Various new accolades, including vehicle assists and last kill in Team Deathmatch.
Fixed some keybind issues, including keys used by left handed players.
Keys ‘1’ and ‘2’ now switch to primary and secondary weapons, respectively. ‘3’, ‘4’, and ‘5’ are defaulted to the current call-ins available.


You have no idea how happy I am to read thoses patch nates. Projectile buffs, hit-scan and orbital strike nerfs :D
Prev 1 44 45 46 47 48 196 Next
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