• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:21
CEST 02:21
KST 09:21
  • 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
Serral wins HomeStory Cup 2914Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
Weekly Cups (July 27-Aug 2): SHIN's big week0SC4ALL II: Brood War - $2500 - Dec 5-69SC4ALL II announced - $10,000 prize pool, Dec 5-64PIG STY FESTIVAL 8.0! (13 - 23 August)14Neeb returns to progaming; rejoins ONSYDE18
StarCraft 2
General
Balance hotfix patch 5.0.16b (July 16) StarCraft 2 at SC4ALL II Invite #4/8 - Percival Protoss AoE skill expression 5.0.16 patch for SC2 goes live (8 worker start) StarCraft 2 at SC4ALL II Invite #3/8 - Clem
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event Sparkling Tuna Cup - Weekly Open Tournament PIG STY FESTIVAL 8.0! (13 - 23 August) Tasteless Time Warp: SC Evo Showmatch (May 25) SC4ALL II announced - $10,000 prize pool, Dec 5-6
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
The PondCast: SC2 News & Results Mutation # 537 Hostile Territory Mutation # 536 Railroad Switch Mutation # 535 Assembly of Vengeance
Brood War
General
Are you ready for ASL 22? NEW HYPE VIDEO ASL22 General Discussion Recent recommended BW games BGH Auto Balance -> http://bghmmr.eu/ The Korean Terminology Thread
Tourneys
KCM Race Survival 2026 Season 3 [Megathread] Daily Proleagues Escore Tournament - Season 3 SC4ALL II: Brood War - $2500 - Dec 5-6
Strategy
Any training maps people recommend? Odyssey Mineral Stack Saturation Fighting Spirit mining rates Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Diablo 2 thread General RTS Discussion Thread ZeroSpace Early Access is Now Live!
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Iain M Banks Says He Has Cancer And Months To Live European Politico-economics QA Mega-thread The Games Industry And ATVI Russo-Ukrainian War Thread
Fan Clubs
The herO Fan Club! The Clem Fan Club INnoVation Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! Series you have seen recently... [Req][Books] Good Fantasy/SciFi books
Sports
NBA General Discussion Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Please support my new stand…
Peanutsc
What is a Gamer?
TrAiDoS
Hello guys!
LIN1s
ASL S22 English Commentary…
namkraft
Poker (part 2)
Nebuchad
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7046 users

Guardians of Atlas - Page 11

Forum Index > General Games
Post a Reply
Prev 1 9 10 11 12 13 63 Next
Development ended, game appears to be dead.
https://forums.artillery.com/discussion/911/end-of-development
-Jinro
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2015-10-16 14:32:01
October 16 2015 14:14 GMT
#201
I was talking about "multitasking" here. Humans simply CANNOT multitask. You can execute one task at a time and get faster, but you will never execute a lot of tasks simultaneously.


It depends on whether multitasking is a skillcap-element (you are rewarded if you get better) or a learning curve (you will auto-die if you cannot do it well).

The solution is to add small rewards for multitasking which is very unlike what Widow Mines does in Sc2. That unit is very unforgiving to play against which doesn't add for fun multitasking.

Anyway, I don't think an RTS 3v3 is per defintion without multitasking (they will have less in general, but you don't remove it). What matters the most is how the game is designed. Does it have strong mobile hit and run units or are the units more deathballish?

If the former is the case, you will see action all over the map regardless of whether its a 3v3 or 1v1.

Anyway, I think you overestate how big of an issue multitasking can be. When you play against bad players they will generally look to attack one location, and if matchmaking works --> That's good. But if you look at higher level play, I think alot of people enjoy small skirmishes all over the map (hence why people don't like the deathball in Starcraft).

To make my point clear: Multitasking can be an issue, but that's a consequence of bad unit-design (generally cloaked units should not be in an RTS). However, well-designed multitaskbased-interactions can make for an awesome skillcap.

The people who don't like multitasking at all are probably also very unlikely to enjoy the RTS-micro (controlling multiple units at once), and Atlas will never have a chance to reach that target group anyway.

TLDR: Atlas must know it's target group and not go for a middle-of-the road approach.

As i said before, we don't even know the mechanics of the game yet, so it is hard to argue for/against archon mode.
Archon mode simply doesn't work with every game, imagine lol with an archon mode, it simply would suck because the game isn't designed that way.


Well I was talking about my ideal RTS with large armies. In that game an Archon-mode could make a lot of sense (if you wanted the social experience).
_Spartak_
Profile Joined October 2013
Turkey459 Posts
Last Edited: 2015-10-16 14:19:27
October 16 2015 14:17 GMT
#202
In an RTS there is no fundamental difference between 1v1 and 3v3 games in that you can let the 1v1 players control more units at once. So rather than 3 players controlling 10 units at once, one player can control 30 units at once and the gamedynamic will be similar.

That's only true for team games of current RTS games that are designed to be 1v1. However, if you design an RTS from ground up to be a team game, you can make it fundamentally different from 1v1 RTSs. They have already said how they designed their factions based on the fact that it will be a 3v3 game. They have also said that objectives and resource collection requires more than 1 played and implied that there are too many points of interest at a given time, which makes it impossible for a single player to control. It's not like they are making another SC2 and simply dividing all the things a player does in SC2 by three.

I agree with you that unit design will be crucial for it to work as a team game. If each player has a specific role, then the set of units that he/she controls should all be interesting, engaging and rewarding to micro. You can't have one of the players controlling a squad consisting of bland units.
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2015-10-16 14:36:17
October 16 2015 14:22 GMT
#203
That's only true for team games of current RTS games that are designed to be 1v1. However, if you design an RTS from ground up to be a team game, you can make it fundamentally different from 1v1 RTSs. They have already said how they designed their factions based on the fact that it will be a 3v3 game. They have also said that objectives and resource collection requires more than 1 played and implied that there are too many points of interest at a given time, which makes it impossible for a single player to control. It's not like they are making another SC2 and simply dividing all the things a player does in SC2 by three.


You can still replicate the same thing by making it a 1v1. In a 3v3 the 3 players will probably start at seperate location, but that's not a difference that has to be there (by definition). My point is that if you want to, you can make the 1v1 dynamic similar to the 3v3 dynamic.

With regards to 2 players being at one location, what they probably mean is that you need a larger army size to take down a specific position --> you need help from their allies (can you link me to where it exactly was said).

To make my self clear: It's not like I don't see advantages with teamgame approach, but those advantages will only be advantages for those who generally will prefer MOBA's over an RTS anyway.

which makes it impossible for a single player to control.


Well if its designed to be a 3v3 game so one player doesn't have enough units to defend one base alone --> then it's indeed impossible.

However, if it was designed around being a 1v1 game and players had a high enough unit count to control multiple bases --> Not impossible.
_Spartak_
Profile Joined October 2013
Turkey459 Posts
October 16 2015 14:36 GMT
#204
This is the part I'm talking about:

The systems in Atlas are built to account for this. Some objectives or tactics need only one player. Others require all three. Multiple simultaneous points of interest would be impossible to manage as a single player, even one with 300 actions per minute. But with teams, players can plan out how to divvy up resource collection and attacks on multiple fronts. We’ve designed units so the three players together form a logical “single race” with each player controlling ⅓ of the forces. In other words, team based combos and strategy are a core part of the game.


So we can assume that there are more things going on at the map than in a normal RTS and those things are specifically designed with the fact that it is a team game in mind. It's not only about the number of units each player can control (we don't know that yet), it's about the number of points you have to pay attention at one point. They may have designed maps, objectives and units in a way that even a player who is excellent at multitasking simply can't manage.
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2015-10-16 15:09:24
October 16 2015 14:43 GMT
#205
On October 16 2015 23:36 _Spartak_ wrote:
This is the part I'm talking about:

Show nested quote +
The systems in Atlas are built to account for this. Some objectives or tactics need only one player. Others require all three. Multiple simultaneous points of interest would be impossible to manage as a single player, even one with 300 actions per minute. But with teams, players can plan out how to divvy up resource collection and attacks on multiple fronts. We’ve designed units so the three players together form a logical “single race” with each player controlling ⅓ of the forces. In other words, team based combos and strategy are a core part of the game.


So we can assume that there are more things going on at the map than in a normal RTS and those things are specifically designed with the fact that it is a team game in mind. It's not only about the number of units each player can control (we don't know that yet), it's about the number of points you have to pay attention at one point. They may have designed maps, objectives and units in a way that even a player who is excellent at multitasking simply can't manage.


Well as long as the rewards are balanced properly, I think that system can easily work as a 1v1. I don't agree that you have to be able to multitask perfectly in order to be able to play the game. If you need more than 300+ APM to play optimally that sounds like a skillcap-thing to me.

Another question: What's even the point of having teammates attack at a different location where you yourself are not involved? For instance, if i I play toplane in LOL, it adds nothing to my playing experience that the botlane is having a fight. All it does is to add a potential moment of frustration if botlane feeds.

So unless you
(a) fight together or
(b) coordinate attacks together,

the teamplay experience will be pointless. And again, both of those areas require lots of coordination, which is something that's gonna be a bad experience when you soloq.

They may have designed maps, objectives and units in a way that even a player who is excellent at multitasking simply can't manage.[


That goes off my point. Yes you can design specific parts of the RTS so it doesn't work as an 1v1 given the specific design. But if you adjust some of the numbers it can work fine as a 1v1. The point here is that the overall game-dynamic can be similar (if you balance the numbers).
_Spartak_
Profile Joined October 2013
Turkey459 Posts
Last Edited: 2015-10-16 14:52:54
October 16 2015 14:50 GMT
#206
The thing is, he says even if you have that much APM, it would still be impossible to control. Let's take MOBAs for example. Like you said, it won't be realistic to control all the heroes. Game wouldn't work that way, it won't be a good "skillcap" thing, it will simply be no fun because you will have no degree of control no matter how good you are. If the game has about as many things to do as a traditional RTS but divided the 200 food between 3 players, then you'd be right but if there are too many things to do for even the best players and the units are designed in a way that you simply can't control all the units in 3 squads, then I think it will work.
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2015-10-16 15:24:42
October 16 2015 14:56 GMT
#207
The thing is, he says even if you have that much APM, it would still be impossible to control. Let's take MOBAs for example. Like you said, it won't be realistic to control all the units. Game wouldn't work that way, it won't be a good "skillcap" thing, it will simply be no fun because you will have no degree of control no matter how good you are.


Yes you are correct that if this game has MOBA-like level of unit control --> It needs to be a teamgame.

However, as I argued previously, that doesn't differentiate Project Atlas enough from MOBA's. Why would anyone switch from LOL/DOTA/Heroes to Project Atlas if it feels similar to a MOBA?

Hence I firmly believe that the very general feeling of controlling units should match that of Starcraft (without all of the control groups nonsense). The competition in the area of a fast-paced RTS with MOBA-inspired elements is nonexistant. All "tactical" RTS games have been super slow, which makes for a low skillcap and bad micro interactions.

And when units are relatively simple (with maybe one ability), the +300 APM becomes a skillcap thing. For instance attacking multiple locations at once feels great in Starcraft, and it also feels fun if you have skillbased (simple) tools to defend with.

But ofc if defending a location requires detection and overly babysitting, multitasking becomes too complicated. So ofc this depends on the unit-design.

Defining MOBA-unit control vs RTS-unit control

The difference here is how controlling multiple units at once scales with difficulty. In a MOBA controlling 2 units at once wil be roughly 2 times as difficult as controlling 1 at one. However in an RTS each extra unit you need to control only makes it marginally more difficult.

Hence with MOBA-like unit-control you cannot have players control more than a few units at once which puts restrictions on the tactics/strategy of the game if it is a 1v1.

However, with RTS-unit control you can have players control 50-100 units at once, which makes the expereince more ideal for it to be a 1v1.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
Last Edited: 2015-10-16 15:12:05
October 16 2015 15:09 GMT
#208
Hider you don't seem to get the point.
Let's look at lol, we remove every single spell out of the game and make it purely a lasthit on 5 lanes game.
The apm required to do it perfectly might not be high, but you still would need to pay attention on all 5 lanes for it to work => it is not possible as a 1vs1 game.

It isn't about apm, it is about attention.

edit: this isn't about unit design all that much, it is about the objectives of the game.
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2015-10-16 15:21:15
October 16 2015 15:11 GMT
#209
The apm required to do it perfectly might not be high, but you still would need to pay attention on all 5 lanes for it to work => it is not possible as a 1vs1 game.


You are not making a distinction tween MOBA-level of unit control vs RTS level of unit control. See the above post for clarification.

I advocated for RTS-unit control in all of my posts, so I find it ironic how you can say I am not getting the point.

this isn't about unit design all that much, it is about the objectives of the game.


Unit-design has an impact on how punished you are for not controlling each unit individiually. In a MOBA that punishment is huge. In an RTS, it's much less. Hence whether multitasking feels fun (as a reward but not a neccesity) or not depends on the unit-design. ¨

Further, unit-design also has an impact on how complicated the multitasking can be. For instance when you need to get your observers in position before you can kill a widow mine, it's more likely to become an unfun experience.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
October 16 2015 15:17 GMT
#210
So when we have a rts which is a lot about attention and precise army control it isn't "rts control" anymore. Yeah if we define it like that sure.
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2015-10-16 15:28:25
October 16 2015 15:20 GMT
#211
On October 17 2015 00:17 The_Red_Viper wrote:
So when we have a rts which is a lot about attention and precise army control it isn't "rts control" anymore. Yeah if we define it like that sure.


I am talking about how difficulty scales with unit-count, where there is a significant difference between how Stimmed Marines and MOBA-hero(es) scales. Controlling 50 Marines is not 50 times more difficult than controlling 1 Marine.

The more abilities you give a "unit" (and the lower cooldowns) --> it requires more babysitting --> It scales differently in difficulty when you need to control more than one at the time.

And if I want to send some Marines to deal with a drop, I don't have to babysit them super hard. Instead I am rewarded for spreading the Marines out a bit and focus firing the drop. But when A+T-moved, the Marines will do pretty decently by them selves.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
Last Edited: 2015-10-16 15:30:11
October 16 2015 15:27 GMT
#212
"Difficulty" is pretty vague. I would say "moba like control" is about precision and attention.
It doesn't matter if you control 1 or 2 or 10 units. If it is 10 you simply divide the hero dmg and hp into 10 different units.
sc2 like rts games don't care much about losing 5 marines here or 5 marines there, but that is because of the game mechanics/objectives, not because marines are designed like marines.

You seem to think that an rts which is more about that attention and precision is more like a moba and it shouldn't be called "rts control", i disagree.

And for the love of god, stop editing your posts, nobody reads the edits anyway, you do this all the time and then wonder why someone doesn't address it in his post.
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2015-10-16 15:38:41
October 16 2015 15:31 GMT
#213
On October 17 2015 00:27 The_Red_Viper wrote:
"Difficulty" is pretty vague. I would say "moba like control" is about precision and attention.
It doesn't matter if you control 1 or 2 or 10 units. If it is 10 you simply divide the hero dmg and hp into 10 different units.
sc2 like rts games don't care much about losing 5 marines here or 5 marines there, but that is because of the game mechanics/objectives, not because marines are designed like marines.

You seem to think that an rts which is more about that attention and precision is more like a moba and it shouldn't be called "rts control", i disagree.

And for the love of god, stop editing your posts all the time, nobody reads the edits anyway, you do this all the time and then wonder why someone doesn't address it in his post.


When I edit my post I don't change my point. Instead I only try to be a bit more precise.

With regards to difficulty as a concept. Look at what happens if you amove a hero to a fight in a MOBA? It's basically useless.(10% of max efficiency at best)
What happens when you a-move Marines? They still do decently (50% of max efficiency maybe)

Can you seriously not see that there is a huge difference here? You can call that difference whatever you want but then we are just arguing about semantics.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
October 16 2015 15:38 GMT
#214
I already said the exact same thing 20 minutes ago with my lol example and lasthitting.
I simply don't agree that "moba like control" and "rts like control" are useful terms, because it isn't about the unit design, it is about the game design.
Which is why i said that if ATLAS is designed to require more attention and precise movement you cannot simply make it 1vs1 because it would not work (which is what you argued from the beginning, you want it to be 1vs1)
So i am not really sure why you would tell me that i don't understand you, when all i did is arguing your (imo flawed) point.
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2015-10-16 15:46:00
October 16 2015 15:43 GMT
#215
On October 17 2015 00:38 The_Red_Viper wrote:
I already said the exact same thing 20 minutes ago with my lol example and lasthitting.
I simply don't agree that "moba like control" and "rts like control" are useful terms, because it isn't about the unit design, it is about the game design.
Which is why i said that if ATLAS is designed to require more attention and precise movement you cannot simply make it 1vs1 because it would not work (which is what you argued from the beginning, you want it to be 1vs1)
So i am not really sure why you would tell me that i don't understand you, when all i did is arguing your (imo flawed) point.


To avoid confusion, can you just answer the question: Is there a difference between how you are rewarded for controlling multiple units at once in a MOBA vs an RTS?

(assuming we hypothetically speaking could control multiple units/heroes in a MOBA).
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
Last Edited: 2015-10-16 15:52:42
October 16 2015 15:52 GMT
#216
My problem is that you try to pin point exactly what should be defined as moba and what should be defined as rts.
But sure, if we say sc2= rts then there is obviously a big difference, just like i said in posts before.
My point is that if we change this and make "it more rewarding" to controll multiple units it doesn't become a moba (which is kinda what you imply imo)

PS: In dota you already can control multiple units at once, not every moba is like lol.
PS2: I am not sure if this whole discussion even belongs here though, maybe we should change it to pms
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2015-10-16 16:23:19
October 16 2015 15:57 GMT
#217
My point is that if we change this and make "it more rewarding" to controll multiple units it doesn't become a moba (which is kinda what you imply imo)


Well I said 60% MOBA and 40% RTS, so to be fair I never said it fully becomes a MOBA. I obviously implied it gets closer to feeling like a MOBA, which makes it compete more w/ Heroes/LOL/DOTA.

Sc2 is the only game that has some type of fast-paced units where you control a high number of units at once (plus units feel responsive).

But the game has many other chracteristica in terms of learning curve, macrofocus, control group compexity, snowball-effect and lack of objective focus. In those areas I want Atlas to MOBA'nize the genre. (well... besides the snowball effect - that sucks in both genres)

If Atlas did that, it would be a completely different game from anything else.

Going back to my original point

With RTS-control (unlike MOBA-control), mutlitasking feels more enjoyable for both players because it becomes a reward and not a must. You don't auto-lose the game if you look away for a second.

Hence with proper unit-design I don't see any reason to believe there won't be a large enough target group who will enjoy fighting over multiple locations at once in a 1v1 game.
JimmyJRaynor
Profile Blog Joined April 2010
Canada17726 Posts
Last Edited: 2015-10-16 16:05:09
October 16 2015 16:01 GMT
#218
its funny reading everyone put a lot of carts in front of a lot of horses

getting back to the basics: i wonder who is going to publish this game
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
October 21 2015 16:44 GMT
#219
Wow, things got real. Tencent is on board.

http://blog.artillery.com/2015/10/tencent-investment-announcement.html
Endymion
Profile Blog Joined November 2009
United States3701 Posts
October 21 2015 16:50 GMT
#220
On October 22 2015 01:44 KeksX wrote:
Wow, things got real. Tencent is on board.

http://blog.artillery.com/2015/10/tencent-investment-announcement.html


very cool
Have you considered the MMO-Champion forum? You are just as irrational and delusional with the right portion of nostalgic populism. By the way: The old Brood War was absolutely unplayable
Prev 1 9 10 11 12 13 63 Next
Please log in or register to reply.
Live Events Refresh
Ladder Legends
20:00
Saturday Open #1
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
NeuroSwarm 420
ViBE101
ProTech75
Dota 2
LuMiX0
capcasts0
League of Legends
Doublelift5205
JimRising 280
Counter-Strike
summit1g9699
minikerr62
Super Smash Bros
C9.Mang01133
Heroes of the Storm
Khaldor164
Other Games
gofns10024
tarik_tv7110
shahzam496
ToD287
ROOTCatZ155
Mew2King50
Organizations
Other Games
gamesdonequick1178
BasetradeTV174
[ Show 17 non-featured ]
StarCraft 2
• Hupsaiya 118
• davetesta48
• EnkiAlexander 20
• Response 19
• AfreecaTV YouTube
• Migwel
• intothetv
• IndyKCrew
• Kozan
StarCraft: Brood War
• HerbMon 38
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21752
League of Legends
• imaqtpie3116
• Shiphtur468
Other Games
• Scarra993
Upcoming Events
RSL Revival
8h 39m
OSC
12h 39m
OSC
23h 39m
WardiTV Weekly
1d 10h
The Patches Monday
1d 15h
Sparkling Tuna Cup
2 days
PiG Sty Festival
2 days
PiGosaur Cup
2 days
Replay Cast
3 days
Kung Fu Cup
3 days
[ Show More ]
Replay Cast
3 days
The PondCast
4 days
Replay Cast
4 days
CranKy Ducklings
6 days
Liquipedia Results

Completed

Escore Tournament S3: W6
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
Acropolis #5
RSL Revival: Season 6
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2

Upcoming

Escore Tournament S3: W7
CSLAN 4
ASL Season 22
Escore Tournament S3: W8
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
PiG Sty Festival 8.0
Big Dog Cup 2026 Div 1
Thunderpick World Champ.
ESL Pro League Season 24
Stake Ranked Episode 4
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 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.