• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:09
CEST 18:09
KST 01:09
  • 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
Code S Season 2 (2026) - RO8 Preview4[ASL21] Finals Preview: Two Legacies21Code S Season 2 (2026) - RO12 Preview2herO wins GSL Code S Season 1 (2026)7Code S Season 1 (2026) - RO4 & Finals Preview5
Community News
Weekly Cups (May 18-25): MaxPax wins doubles0Crank Gathers Season 4: BW vs SC2 Team League4Weekly Cups (May 11-17): Classic wins double0Code S Season 1 (2026) - RO8 Results2Weekly Cups (May 4-10): Clem, MaxPax, herO win1
StarCraft 2
General
herO wins GSL Code S Season 1 (2026) Code S Season 2 (2026) - RO8 Preview Weekly Cups (May 18-25): MaxPax wins doubles Code S Season 2 (2026) - RO12 Preview Weekly Cups (May 11-17): Classic wins double
Tourneys
GSL Code S Season 2 (2026) Sparkling Tuna Cup - Weekly Open Tournament Crank Gathers Season 4: BW vs SC2 Team League GSL Code S Season 1 (2026) Maestros of The Game 2 announcement and schedule !
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Welcome to the External Content forum Mutation # 527 Hell Train The PondCast: SC2 News & Results Mutation # 526 Rubber and Glue
Brood War
General
Every Matchup's Top 5 Winrates (all ASLs & KSLs) Pros React To: ASL S21 Finals BW General Discussion Very long shot - StarCraft x A7X video Pros React to: TvT Masterclass in FlaSh vs Light
Tourneys
[ASL21] Grand Finals Escore Tournament StarCraft Season 2 [BSL22] WB Final & LB Semis - Saturday 21:00 CEST [Megathread] Daily Proleagues
Strategy
Any training maps people recommend? Muta micro map competition [G] Hydra ZvZ: An Introduction Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread ZeroSpace Megathread Path of Exile Stormgate/Frost Giant Megathread Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Trading/Investing Thread Dating: How's your luck? European Politico-economics QA Mega-thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
Facing Challenges in Mobile App Development streaming software
TL Community
The Automated Ban List
Blogs
Customization Drives Loyalty…
TrAiDoS
Why RTS gamers make better f…
gosubay
ramps on octagon
StaticNine
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2932 users

XCOM: Enemy Unknown - Page 89

Forum Index > General Games
Post a Reply
Prev 1 87 88 89 90 91 102 Next
Godwrath
Profile Joined August 2012
Spain10142 Posts
Last Edited: 2013-12-02 23:15:22
December 02 2013 22:51 GMT
#1761
On December 03 2013 07:37 Gorsameth wrote:
Show nested quote +
On December 03 2013 06:57 sacrilegious wrote:
Fair WARNING: Holy shit Sectopods got much much harder in EW. Mechtoids are now essentially the EU Sectopods, while the EW Sectopods are just beyond devestating. Even with Heavies and heat ammo (which also got nerfed) they're quite a task to take down now. Aggro 2 of them and gl beating the mission, even when I tried to kite them with my entire party they'll either chase you down and get decent shots/AOE off of you


Oo you disable shot or emp it once and then you unload with plasma snipers, kinetic punch MEC's and assaults. I dont see how its any different.

C'mon, because he still haven't figured them out, don't break the magic ;p.

How i beat them :
+ Show Spoiler +
Agression assaults with mimetic. Get close. Very close.
Double tap sniper uses crit shot.
Assaults reveal with insane crit chance thanks to the drones with aggression, shotgun, scope and stealth. Depending on how i feel about it, close combat quarter and then rapid fire, or just run and gun for the +50% crit damage and rapid fire it,I always have atleast on crit oriented assault, normally my first one (bring'em down with reaper rounds is just that good).
Normally this will end with the sectopod dead or almost dead.


Since i mentioned reaper rounds in the spoiler i will speak about them a bit because most people tend to overlook them when they see the range penalty.

Range penalty only means that weapons with range penalties (shotgun from long distances, and snipers from short distances) will get the penalty. Normally you won't shoot a shotgun ever from further 10 tiles anyways, and squad sight snipers will be normally really far anyways. And the other weapons, well, there is no penalty for them, this includes pistols aswell, but i will get into this later.

Earlier in the game, they will allow your assaults with aggression to have a much easier time to get crits (100% against one enemy). Since i start from asia, so my tech path is weapon fragments - > Advanced weaponry (don't remember the name exactly, the one that allows you to build foundry), i can get a decent number of soldiers, and get tactical riggin, scope and pistols I upgrades fairly fast. So every single one of my soldiers can benefit from reaper rounds.

This will make assaults just 100% killers even against thinman and floaters, which is very important on I/I. Don't get scope for assaults tho, i prefer to stay with grenades until vests for them. A bit later on, when you get close&personal, and rapid fire it is just pure ownage with them, allowing you to just sow through chryssalids and zombies alike, not to speak of how good is to be able to kill 2 thinmen on one turn (portent, this is for you ). Bring'em on will make your assault even dangerous with the pistol. It is just hilarious when you double crit 5 damage shots with the pistols from rapid fire, so your assault is not only dangerous in close quarters, but also when flanking on long range thanks to his overtuned critshot pistol. Hell, with the shotgun they can even kill 2 muttons per turn. Critassaults always have the best kill count for me, except maybe for the first few missions where the heavy really shines.

Snipers take a lot of advantadge out of it, but only after tactical riggin because you are better off with more aim until you just have the another spot in your inventory. Since your squad sight sniper doesn't really need vest, he rarely gets a chance to use a medikit, reaper round is a no brainer for them, even if the only shots that will benefit from this are headshots. This is because when you use headshots, instead of having a 65% crit chance with upgraded scope, you will have a 85%, making most headshots to be a crit. And sniper rifle crits means one alien less. Even against muttons they are pretty good, but it also means you will one shot thinmen, floaters and even chryssalids.

The other classes, the support doesn't really benefit from it, you are better with scope + medikit anyways, because aim > crit chance. But the LMG with scope + reaper rounds will put him on 30% to crit. On I/I, i prefer to have the chance to crit, or have very good chances at critting when flanking, than just more health. Rookies are fine with reaper rounds + scopes tho, but certainly i prefer the vest + scope on them.

Hope some of you try it out, because they are really useful early game, and people underestimate them so much.

sacrilegious
Profile Joined September 2012
Canada863 Posts
December 03 2013 00:30 GMT
#1762
On December 03 2013 07:37 Gorsameth wrote:
Show nested quote +
On December 03 2013 06:57 sacrilegious wrote:
Fair WARNING: Holy shit Sectopods got much much harder in EW. Mechtoids are now essentially the EU Sectopods, while the EW Sectopods are just beyond devestating. Even with Heavies and heat ammo (which also got nerfed) they're quite a task to take down now. Aggro 2 of them and gl beating the mission, even when I tried to kite them with my entire party they'll either chase you down and get decent shots/AOE off of you


Oo you disable shot or emp it once and then you unload with plasma snipers, kinetic punch MEC's and assaults. I dont see how its any different.

... if you're telling me EMP was the way to go, I really have to believe you didn't figure that out unless it was strictly by chance you chose EMP over the other skill (is it proximity mine?) or read it online, which obviously I did read yesterday after noticing why they're so much harder in EW. But you know once you choose your skill paths, it is kinda too late to go back...

Disable shot is ok, but then you have to position your squad to get into good range hoping there's nothing else to attack you to get good % shots because of their high defense (something else that was up'd in EW for something that big you'd think it's easier to hit than miss)
turdburgler
Profile Blog Joined January 2011
England6749 Posts
December 03 2013 00:38 GMT
#1763
On November 28 2013 05:39 Dranak wrote:
Show nested quote +
On November 28 2013 04:15 turdburgler wrote:
the AI gains bonuses to its aim on higher difficulties, so yes, the AI cheats.


No, that's not cheating. I'm curious, exactly what are you looking for in a higher difficulty if not more and tougher enemies?



i want the power of the enemies to be equal across difficulties, the number/AI should be the only thing that changes.


the way you play on normal is half cover is always good enough, aliens lack enough hp/damage to threaten you so trading hits is acceptable and you can expect a full group of colonels by the mid point of the game.

on impossible you sometimes need to sacrifice people for the greater good, the aliens are a threat if you ever move out of heavy cover (and even then its risky) and you end up overwatch crawling the entire game.

its a fundamentally different game not just a more challenging one, the flow and play is completely different.
Gorsameth
Profile Joined April 2010
Netherlands22406 Posts
December 03 2013 00:41 GMT
#1764
On December 03 2013 09:30 sacrilegious wrote:
Show nested quote +
On December 03 2013 07:37 Gorsameth wrote:
On December 03 2013 06:57 sacrilegious wrote:
Fair WARNING: Holy shit Sectopods got much much harder in EW. Mechtoids are now essentially the EU Sectopods, while the EW Sectopods are just beyond devestating. Even with Heavies and heat ammo (which also got nerfed) they're quite a task to take down now. Aggro 2 of them and gl beating the mission, even when I tried to kite them with my entire party they'll either chase you down and get decent shots/AOE off of you


Oo you disable shot or emp it once and then you unload with plasma snipers, kinetic punch MEC's and assaults. I dont see how its any different.

... if you're telling me EMP was the way to go, I really have to believe you didn't figure that out unless it was strictly by chance you chose EMP over the other skill (is it proximity mine?) or read it online, which obviously I did read yesterday after noticing why they're so much harder in EW. But you know once you choose your skill paths, it is kinda too late to go back...

Disable shot is ok, but then you have to position your squad to get into good range hoping there's nothing else to attack you to get good % shots because of their high defense (something else that was up'd in EW for something that big you'd think it's easier to hit than miss)

Guess that was why I used 2 MEC's and had one of every skill for my first EW playthrough (which was a Ironman Classic)
As for your 2nd point. Mimic skin. It solves almost all your sight problems by allowing aggressive scouting even on high difficulties.
It ignores such insignificant forces as time, entropy, and death
sacrilegious
Profile Joined September 2012
Canada863 Posts
December 03 2013 00:57 GMT
#1765
On December 03 2013 09:41 Gorsameth wrote:
Show nested quote +
On December 03 2013 09:30 sacrilegious wrote:
On December 03 2013 07:37 Gorsameth wrote:
On December 03 2013 06:57 sacrilegious wrote:
Fair WARNING: Holy shit Sectopods got much much harder in EW. Mechtoids are now essentially the EU Sectopods, while the EW Sectopods are just beyond devestating. Even with Heavies and heat ammo (which also got nerfed) they're quite a task to take down now. Aggro 2 of them and gl beating the mission, even when I tried to kite them with my entire party they'll either chase you down and get decent shots/AOE off of you


Oo you disable shot or emp it once and then you unload with plasma snipers, kinetic punch MEC's and assaults. I dont see how its any different.

... if you're telling me EMP was the way to go, I really have to believe you didn't figure that out unless it was strictly by chance you chose EMP over the other skill (is it proximity mine?) or read it online, which obviously I did read yesterday after noticing why they're so much harder in EW. But you know once you choose your skill paths, it is kinda too late to go back...

Disable shot is ok, but then you have to position your squad to get into good range hoping there's nothing else to attack you to get good % shots because of their high defense (something else that was up'd in EW for something that big you'd think it's easier to hit than miss)

Guess that was why I used 2 MEC's and had one of every skill for my first EW playthrough (which was a Ironman Classic)
As for your 2nd point. Mimic skin. It solves almost all your sight problems by allowing aggressive scouting even on high difficulties.

I stuck to one MEC and devoted more of my meld and resources to gene mods. Yes I did use mimetic skin on my main assault and support, but I am pretty certain the times I cloaked and hunkered down so I wouldn't overwatch attack I still got detected by the sectopod and they essentially used their AOE to blow my full cover to effectively make my guy decloak (I may have to verify this one more time)
Godwrath
Profile Joined August 2012
Spain10142 Posts
Last Edited: 2013-12-03 06:22:19
December 03 2013 05:42 GMT
#1766
On December 03 2013 09:38 turdburgler wrote:
Show nested quote +
On November 28 2013 05:39 Dranak wrote:
On November 28 2013 04:15 turdburgler wrote:
the AI gains bonuses to its aim on higher difficulties, so yes, the AI cheats.


No, that's not cheating. I'm curious, exactly what are you looking for in a higher difficulty if not more and tougher enemies?



i want the power of the enemies to be equal across difficulties, the number/AI should be the only thing that changes.


the way you play on normal is half cover is always good enough, aliens lack enough hp/damage to threaten you so trading hits is acceptable and you can expect a full group of colonels by the mid point of the game.

on impossible you sometimes need to sacrifice people for the greater good, the aliens are a threat if you ever move out of heavy cover (and even then its risky) and you end up overwatch crawling the entire game.

its a fundamentally different game not just a more challenging one, the flow and play is completely different.

check when the game cheat

http://www.ufopaedia.org/index.php?title=Chance_to_Hit_(EU2012)

When The Game Cheats...

It's been reported that on difficulties below Classic, invisible adjustments may be placed on aim when you're low on units. The only way to incorporate them into your tactics is fore-knowledge, as they don't show up on the shot info screen and aren't factored into the chance to hit the game shows you.
All of the below only apply if you have four soldiers or less in play:
Easy & Normal modes
Chance to hit is 120% of the displayed value. Hence if you see 84% or above, the shot should always hit.
Alien aim get a cumulative -10% for every consecutive hit on your units, resetting when they miss.
Easy mode only
Missing a shot which had at least a 50% chance to connect adds +15% to the next such shot you make, cumulative. The counter resets when a shot hits, and is capped at 30%.
Your aim is increased by four minus the amount of soldiers you have, times 15%. Hence having one soldier in play grants him a +45% aim bonus.
Alien aim is reduced by four minus the amount of soldiers you have, times 25%. Hence having one soldier in play grants him a +75% defence.
Normal mode only
Missing a shot which had at least a 50% chance to connect adds +15% to the next such shot you make, cumulative. The counter resets when a shot hits, but otherwise has no cap.
If on easy with exactly four soldiers active, or normal with four or less, shots with a stated accuracy higher then 95% are capped down to 95% - unless they would reach 100% or more, in which case they are unaffected and should always hit.p

Do you understand now why is silly when you say the AI cheats ?

And yes, it is more challenging. And no, on impossible you don't overwatch crawl the entire game. "Playing different strats" when you are just facerolling is not better. You are just too used to play on a difficulty with a safeguard activated so you can't lose, which is fine, but you have zero perspective on how impossible works. Specially when you say "not more challenging". What the hell does challenging mean this days ?
Godwrath
Profile Joined August 2012
Spain10142 Posts
Last Edited: 2013-12-05 22:35:21
December 05 2013 22:35 GMT
#1767
I/I started on South America. Rushed tech and alien base (downed it by the end of second month). It has been my easiest run thus far. I need to try a gene mod run on SA too :p,
MrCon
Profile Blog Joined August 2010
France29748 Posts
Last Edited: 2013-12-21 14:15:43
December 21 2013 14:12 GMT
#1768
Ok so I tried to not lose a country in impossible with EW (managed), but what a first month...
Day 4, first abduction mission
Day 6, first council mission (you must evac a general who is in some kind of pit and you have thin men spawn on the return trip, as soon as you touch him you spawn 2 groups on the high ground on the other side ><)
2 more missions with thin men enabled as I met them first (I suppose)
First thing in the next month, Portent, which I'm doing right now, managed to secure the guy and I'm on the return trip, but all my soldiers have their basic equipment and I have only one sergeant, it's so hot :o
Godwrath
Profile Joined August 2012
Spain10142 Posts
December 21 2013 19:52 GMT
#1769
Actually, you are lucky if it was a cash council mission, to be able to get the sats up, it helps ;p
MrCon
Profile Blog Joined August 2010
France29748 Posts
Last Edited: 2013-12-22 04:54:09
December 22 2013 01:27 GMT
#1770
On December 22 2013 04:52 Godwrath wrote:
Actually, you are lucky if it was a cash council mission, to be able to get the sats up, it helps ;p

That's true, actually it's the first time I had money left after the workshop, 4 satellites and satellite uplink =) And I had 24 sectoid corpses after 2 missions :D
Also, my base had all the left and 2 to the right already excavated (first time I see this I think, 5 excavated lots) but only a single place to build a thermo generator >< Really a very unique playthrough.
KadaverBB
Profile Blog Joined June 2009
Germany25658 Posts
February 11 2014 21:51 GMT
#1771
Either this game got harder with the dlc/addon or I got worse lol.
Granted, I was never thaaat good at this game anyway, but I was at least able to beat the game on classic/ironman a couple of times. Now I can't even make it through the first 2 months without my entire squad getting wiped out by shit lol. They just threw a terror mission at me eventhough I pretty much had no chance to develop lasers/armor

I'd appreciate some tipps for the early game. I am not quite sure what to research/build in the factory. My normal approach was to spend almost my entire budget on a fast satellite dish thingie so I have 5 satelites at the end of the second month but that doesn't seem to work out so well

Some tipps so I can get through the early game a little more consistently would be nice, I don't need a "build order" for the entire game, because I'd like to explore some of the dlc stuff on my own, just some basic tipps please!
AdministratorLaws change depending on who's making them, but justice is justice
KadaverBB
Profile Blog Joined June 2009
Germany25658 Posts
February 12 2014 12:13 GMT
#1772
Help me XCOM thread, you are my only hope!
AdministratorLaws change depending on who's making them, but justice is justice
Gorsameth
Profile Joined April 2010
Netherlands22406 Posts
February 12 2014 12:19 GMT
#1773
Fast satellites are still needed I feel for quick cash and to stop you losing countries.
Used Melt for quick MEC trooper since they are very good at tanking early and bring good damage.
Then get lasers.
It ignores such insignificant forces as time, entropy, and death
DaCruise
Profile Joined July 2010
Denmark2457 Posts
February 12 2014 12:24 GMT
#1774
Its trial and error. Know the maps, know the spawns and pray for RNGesuz when taking shots.
Its not that important whether you build 4 sats in the first month or only 1. You gotta have 5 by the end of the second month though or you will be in trouble.
ViperPL
Profile Joined March 2011
Poland1775 Posts
Last Edited: 2014-02-12 13:27:00
February 12 2014 13:26 GMT
#1775
MEC with flamethrower is big help early on, so you may want to get one fast. Basically to prepare for first terror mission you either need that or rushed laser weapons, which come at the expense of satellite development. You need to see what fits you better, and if you are ok with losing some countries. After some practice you will be able to come up with best opening, that deals with all your problems.
A dota player and lol player walk into a bar. The dota player says: "lol sucks". Lol player couldn't deny. http://i.imgur.com/FpLeTf1.gif
KadaverBB
Profile Blog Joined June 2009
Germany25658 Posts
February 12 2014 13:38 GMT
#1776
Usually I develop scopes and the 2 armor thingie because I thought those were good fast upgrades. Should I instead just rush for a super fast mec?
AdministratorLaws change depending on who's making them, but justice is justice
Dranak
Profile Joined July 2011
United States464 Posts
February 12 2014 13:39 GMT
#1777
They did make the early game a lot harder. Research times are increased by 30 or 40 percent on Classic, and the Portent mission is brutal until you memorize the spawns. It also takes a lot more XP for your guys to rank up, so you spend more time with less powerful troops and gear.

I find Heavies to be very important in the early game. Rockets are great for killing early enemies. MECs are also good, although I prefer power fists for the mobility to flamers. Satellite rush is still viable, but it's sort of become the greedy CC first play that sets you up for trouble with the alien's early game. I've been finding myself taking scientists on the first abduction, then going for a MEC into lasers (and dropping the OCS/Foundry when I can squeeze them in).
KadaverBB
Profile Blog Joined June 2009
Germany25658 Posts
February 12 2014 13:50 GMT
#1778
I didn't even know they made the early game harder, it felt like it, but I thought I was just being crazy or super bad^^
AdministratorLaws change depending on who's making them, but justice is justice
Gorsameth
Profile Joined April 2010
Netherlands22406 Posts
February 12 2014 14:00 GMT
#1779
On February 12 2014 22:38 KadaverBB wrote:
Usually I develop scopes and the 2 armor thingie because I thought those were good fast upgrades. Should I instead just rush for a super fast mec?

Assuming you get enough Melt to make MEC trooper yes try and get one with a flamer before the first terror mission.
After that lasers because you need to deal enough damage to not need 2/3 soldiers to kill a single alien. On higher difficulty your basic weapons just don't deal enough damage to deal with thin men.
It ignores such insignificant forces as time, entropy, and death
Godwrath
Profile Joined August 2012
Spain10142 Posts
Last Edited: 2014-02-12 14:54:38
February 12 2014 14:53 GMT
#1780
The research times wasn't only on impossible ? Fairly sure that they are the same on classic.

It's pretty straightforward on classic, as far i remember (only had played like 2 times on it until i got bored), you only lose one country on month 1, so you only need 1 sat. Getting more sats up depends on your general strat and your ability to make the missions. Think it the same way than starcraft 2, sats are greedy openings where you are hoping to get away with it thanks to your tactical skills/knowledge. For anyone who has problems doing the missions, i would recommend a more safe opening, getting early MEC and armory upgrades (and the lasers on month 2 on classic), and you can do this easier starting on Asia. Tactical rigs is actually quite good. Yeah by this i mean going for fast upgrades for your squad, increasing size and getting gear, instead of forcing yourself into the sats too hard.

First month is actually easier on the expansion, but on impossible next months are harder because of the research penalties and equipment cost.
Prev 1 87 88 89 90 91 102 Next
Please log in or register to reply.
Live Events Refresh
Next event in 2h 51m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
elazer 255
ProTech63
trigger 48
UpATreeSC 14
StarCraft: Brood War
Britney 30304
EffOrt 1211
Horang2 636
Light 386
ggaemo 342
Rush 261
BeSt 248
firebathero 217
Sharp 65
ToSsGirL 60
[ Show more ]
Sea.KH 59
Mind 58
Movie 53
Barracks 41
Pusan 35
Dewaltoss 27
Rock 21
Sacsri 21
Terrorterran 19
GoRush 16
IntoTheRainbow 16
Shine 14
sorry 14
Sexy 9
Dota 2
qojqva1485
League of Legends
Reynor52
Counter-Strike
fl0m838
Heroes of the Storm
XaKoH 124
Other Games
hiko853
Liquid`RaSZi841
Mlord642
Dendi594
Beastyqt378
B2W.Neo365
ceh9303
DeMusliM246
Hui .226
ArmadaUGS105
Mew2King87
QueenE57
Trikslyr48
Organizations
Counter-Strike
PGL303
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 17 non-featured ]
StarCraft 2
• LUISG 27
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• Kozan
• IndyKCrew
StarCraft: Brood War
• HerbMon 20
• 80smullet 5
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• lizZardDota245
League of Legends
• Nemesis3616
• Jankos2454
• TFBlade961
Upcoming Events
OSC
2h 51m
Cham vs Percival
ShoWTimE vs Lambo
Krystianer vs sebesdes
Cure vs Babymarine
SKillous vs Arrogfire
Gerald vs MindelVK
goblin vs TBD
Jumy vs HonMonO
Replay Cast
7h 51m
Maestros of the Game
20h 51m
Big Brain Bouts
23h 51m
Shino vs Scarlett
Bly vs DnS
Serral vs ByuN
Replay Cast
1d 7h
RSL Revival
1d 14h
Lambo vs SHIN
Solar vs Rogue
herO vs Clem
Maestros of the Game
1d 18h
IPSL
1d 23h
ZZZero vs WorsT
Julia vs eOnzErG
BSL
2 days
TerrOr vs Dewalt
Bonyth vs eOnzErG
Replay Cast
2 days
[ Show More ]
RSL Revival
2 days
Maestros of the Game
2 days
OSC
2 days
IPSL
2 days
Dragon vs Artosis
dxtr13 vs Hawk
BSL
3 days
Wardi Open
3 days
Monday Night Weeklies
3 days
Replay Cast
4 days
Sparkling Tuna Cup
4 days
WardiTV Spring Champion…
4 days
Maestros of the Game
4 days
The PondCast
5 days
Maestros of the Game
5 days
Replay Cast
6 days
Replay Cast
6 days
WardiTV Spring Champion…
6 days
Maestros of the Game
6 days
Liquipedia Results

Completed

ASL Season 21
2026 GSL S1
Heroes Pulsing #1

Ongoing

2026 KK StarCraft Pro League
BSL Season 22
IPSL Spring 2026
KCM Race Survival 2026 Season 2
KK 2v2 League Season 1
Acropolis #4
CSCL: Masked Kings S4
SCTL 2026 Spring
WardiTV Spring 2026
2026 GSL S2
RSL Revival: Season 5
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals

Upcoming

Escore Tournament S2: King of Kings
YSL S3
BSL 22 Non-Korean Championship
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
Bounty Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
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.