• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 09:01
CET 15:01
KST 23:01
  • 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
RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10
Community News
RSL Season 3: RO16 results & RO8 bracket13Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge1[TLMC] Fall/Winter 2025 Ladder Map Rotation14Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA14
StarCraft 2
General
SC: Evo Complete - Ranked Ladder OPEN ALPHA RSL Season 3: RO16 results & RO8 bracket RSL Season 3 - Playoffs Preview Mech is the composition that needs teleportation t GM / Master map hacker and general hacking and cheating thread
Tourneys
RSL Revival: Season 3 $5,000+ WardiTV 2025 Championship StarCraft Evolution League (SC Evo Biweekly) Constellation Cup - Main Event - Stellar Fest 2025 RSL Offline Finals Dates + Ticket Sales!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 500 Fright night Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened
Brood War
General
2v2 maps which are SC2 style with teams together? Data analysis on 70 million replays soO on: FanTaSy's Potential Return to StarCraft BGH Auto Balance -> http://bghmmr.eu/ A cwal.gg Extension - Easily keep track of anyone
Tourneys
[BSL21] RO16 Tie Breaker - Group B - Sun 21:00 CET [BSL21] RO16 Tie Breaker - Group A - Sat 21:00 CET [Megathread] Daily Proleagues Small VOD Thread 2.0
Strategy
Current Meta Game Theory for Starcraft How to stay on top of macro? PvZ map balance
Other Games
General Games
Path of Exile Nintendo Switch Thread Should offensive tower rushing be viable in RTS games? Clair Obscur - Expedition 33 Stormgate/Frost Giant Megathread
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
Mafia Game Mode Feedback/Ideas
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread The Games Industry And ATVI Things Aren’t Peaceful in Palestine About SC2SEA.COM
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread Korean Music Discussion
Sports
Formula 1 Discussion 2024 - 2026 Football Thread NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
The Health Impact of Joining…
TrAiDoS
Dyadica Evangelium — Chapt…
Hildegard
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1938 users

LotV Beta - TL Strategy first impressions - Page 7

Forum Index > Legacy of the Void
269 CommentsPost a Reply
Prev 1 5 6 7 8 9 14 Next All
Hider
Profile Blog Joined May 2010
Denmark9407 Posts
Last Edited: 2015-04-05 20:34:13
April 05 2015 20:34 GMT
#121
On April 06 2015 04:07 Teoita wrote:
The poker element of Starcraft - making reads and good guesses instead of having perfect information - is one of the things i enjoy the most.


I rather just play poker and make money then.
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
April 05 2015 20:56 GMT
#122
Who said the two are mutually exclusive

Besides, that part of the game was part of BW as well, but people seem to conveniently forget that. It's just something that comes with any strategy game with incomplete information.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
April 05 2015 21:17 GMT
#123
On April 06 2015 05:56 Teoita wrote:
Who said the two are mutually exclusive

Besides, that part of the game was part of BW as well, but people seem to conveniently forget that. It's just something that comes with any strategy game with incomplete information.

I don't think it's to the same extent. Like, I'm watching the WCS finals and I'm very far from being an expert yet I can predict who is going to win the map after I've seen the opening with quite good accuracy, especially for certain match-ups. That's not so true in BW. In SC2 the game is too often decided based on decisions made before the game. That's why the game is better suited for series play rather than Bo1's imo, because then you're testing how well players can adjust their builds throughout the series, and that's why GSL finals tend to be awful as players can prepare too much.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
April 05 2015 21:18 GMT
#124
On April 06 2015 06:17 Grumbels wrote:
Show nested quote +
On April 06 2015 05:56 Teoita wrote:
Who said the two are mutually exclusive

Besides, that part of the game was part of BW as well, but people seem to conveniently forget that. It's just something that comes with any strategy game with incomplete information.

I don't think it's to the same extent. Like, I'm watching the WCS finals and I'm very far from being an expert yet I can predict who is going to win the map after I've seen the opening with quite good accuracy, especially for certain match-ups. That's not so true in BW. In SC2 the game is too often decided based on decisions made before the game. That's why the game is better suited for series play rather than Bo1's imo, because then you're testing how well players can adjust their builds throughout the series, and that's why GSL finals tend to be awful as players can prepare too much.


Its really not that clear every time.

I've seen many games turn into close matches even though I think one person is going to blow the other one out of the water.

StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Hider
Profile Blog Joined May 2010
Denmark9407 Posts
Last Edited: 2015-04-05 21:35:37
April 05 2015 21:33 GMT
#125
On April 06 2015 05:56 Teoita wrote:
Who said the two are mutually exclusive


Dude, I also need to spend 10 hours a day on TL debating design choices. Can't do that, play poker and Starcraft at the same time ^^
LlamaNamedOsama
Profile Blog Joined July 2010
United States1900 Posts
Last Edited: 2015-04-05 21:38:56
April 05 2015 21:36 GMT
#126
On April 06 2015 03:38 Umpteen wrote:
Personally I think TheDwf's post was more well written than it was necessarily right. Eloquence is often more compelling than it deserves to be.

There is no less time in lotv than in hots. There MAY be more that someone can do before you scout them, but there's always been a lot of options, including the bad things I do during that time. There will still be safe, standard play. Comparisons with chess, a turn based game where your moves must precisely counter those of your opponent one-for-one, are not valid. To paraphrase: all we have to decide is what to do with the time that is given to us.


I agree with you. While well written, TheDwf's point can be condensed simply: "LotV is faster paced, and at a certain threshold, fast pace creates randomness rather than skill." I don't have the time to engage in this discussion fully, but I see a couple of points that need to be raised.

In some sense, I see merit in this claim. Take, for example, an engagement in SC2 vs. Brood War. Partially because of things unit pathing, and because of the 12 unit selection limit, you had less of the deathball effect - because of deathballs in SC2, engagements could be decided by the entirety of one mistake (not emping/sniping that one high templar, not splitting banes, a big widow mine). We recognize that mistakes are inevitable - in a less deathbally situation, such as in BW, however, we think that a player is more able to recover from a single mistake and win an engagement if he/she holistically performs less mistakes.

It's the law of large numbers, essentially. If a game is vulnerable to being decided on one instance, randomness is a bigger factor, whereas a larger sample size of player input means that generally, the better player should win.

But a number of questions come up. At what "threshold" do we say "fast" is too fast? He mentions that BW used to be played on fast instead of faster. Does that mean LotV is fine if we can adjust game speed settings overall, and just pull the slider a bit to the left?

The issue of speed I also raised is an issue in engagement, not an issue in economics. I think one of the main problems in SC2 was the radical gap between the two - the economy game meant that it was entirely legitimate to just sit on two or three bases building up your deathball or all-in, and then when you pushed out the game would be decided in a flash. Having a greater starting pace means that, at the very least, we would have less build-up just to reach a boring climax (still better than the status quo), or on the more optimistic side, a more aggressive scrappy format of game. Here, I'm thinking of TvZ matches where Terrans constantly push units out and Zerg is constantly fighting and rebuilding. Certainly, small engagements can go wrong - reinforcements might be clumped up and blown up with some banelings, a widow mine might score a particularly great hit - but the prolonged and spread out nature of this conflict would encourage more action, and more action in more places.

I also think he puts too little faith in top players. Now, TheDwf agrees that a faster pace raises the theoretical skill ceiling, but states that the practical skill ceiling is reduced. But I think he puts too little faith in top players. After all, if this were the case, we'd expect it to translate empirically. But as we just saw recently, Polt took his third WCS title, being a top player since pretty early in SC2 history. We also see players like MMA still being largely successful in GSL, and top non-koreans like Snute and Bunny regularly prove their status as top non-koreans. In other words, the level of consistent success from top SC2 players seems to counter the claim that SC2 is mechanically broken to the point of randomness overwhelming skill. I think that players are up to the task of pushing towards this theoretical skill ceiling, and that some of the new units destabilize the standard death ball compositions that we currently have.
Dario Wünsch: I guess...Creator...met his maker *sunglasses*
JCoto
Profile Joined October 2014
Spain574 Posts
April 05 2015 22:12 GMT
#127
On April 06 2015 02:23 Teoita wrote:
The problem is, the extra workers don't do only that, assuming atain that it's an issue (i personally don't see the problem).

I mean if we go by the logic that early game is completely irrelveant, we might as well give players entire bases to start off with....



New econ is simply not solid. It's a very bad gimmick, as the effects they are looking for can be easily implemented with less resources and a BW economy. They simply like to do gimmicks, too much coke for uncle Kim.

I advise you to try the econ models made by KTV maps (Antiworker pairing, BW - model) or the LotV - BroodWar econ model.
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
Last Edited: 2015-04-05 22:21:01
April 05 2015 22:17 GMT
#128
On April 06 2015 07:12 JCoto wrote:
Show nested quote +
On April 06 2015 02:23 Teoita wrote:
The problem is, the extra workers don't do only that, assuming atain that it's an issue (i personally don't see the problem).

I mean if we go by the logic that early game is completely irrelveant, we might as well give players entire bases to start off with....



New econ is simply not solid. It's a very bad gimmick, as the effects they are looking for can be easily implemented with less resources and a BW economy. They simply like to do gimmicks, too much coke for uncle Kim.

I advise you to try the econ models made by KTV maps (Antiworker pairing, BW - model) or the LotV - BroodWar econ model.



The KTV BW model doesn't prevent Worker Pairing. It actually just mines at a much higher rate than Heart of the Swarm.

I've been running tests.

The KTV worker pairing double harvest also mines at a higher rate than HotS but does prevent pairing. However due to the extremely high income (the original creator of the model was incorrect in his examination of income) I think its too punishing to not expand in the version uvantak was pushing. Not necessarily his fault, I just don't think he ran a lot of tests to confirm the original numbers of the creator (claims of mining rate were almost 20 minerals a minute per worker lower than in reality)
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
JCoto
Profile Joined October 2014
Spain574 Posts
Last Edited: 2015-04-06 01:24:38
April 05 2015 22:34 GMT
#129
On April 06 2015 07:17 ZeromuS wrote:
Show nested quote +
On April 06 2015 07:12 JCoto wrote:
On April 06 2015 02:23 Teoita wrote:
The problem is, the extra workers don't do only that, assuming atain that it's an issue (i personally don't see the problem).

I mean if we go by the logic that early game is completely irrelveant, we might as well give players entire bases to start off with....



New econ is simply not solid. It's a very bad gimmick, as the effects they are looking for can be easily implemented with less resources and a BW economy. They simply like to do gimmicks, too much coke for uncle Kim.

I advise you to try the econ models made by KTV maps (Antiworker pairing, BW - model) or the LotV - BroodWar econ model.



The KTV BW model doesn't prevent Worker Pairing. It actually just mines at a much higher rate than Heart of the Swarm.

I've been running tests.

The KTV worker pairing double harvest also mines at a higher rate than HotS but does prevent pairing. However due to the extremely high income (the original creator of the model was incorrect in his examination of income) I think its too punishing to not expand in the version uvantak was pushing. Not necessarily his fault, I just don't think he ran a lot of tests to confirm the original numbers of the creator (claims of mining rate were almost 20 minerals a minute per worker lower than in reality)


Consider that both models make the 1rst worker mine a lot more but make 2 workers to be less efficient (that is what we call anti-pairing), because there is wait time between them working at the same patch, even if it's very unoticeable.

However, I agree with you that the numbers claimed in this this thread where the mods come from http://www.teamliquid.net/forum/starcraft-2/479750-lotv-economy-worker-pairing are a bit off xDD. There is also some unintended mess, because workers have their speed/acc behavior modified to mantain a very little bouncing, and I think that it messes numbers a bit. However, BW mod should work as intended, since they use it in Starbow and originally works.

I think that it's time to admit that a BW-based model (AKA "workers mining more but being less efficient when massed", SC2 dev's euphemism) but with fewer resources, what they were considering for Blizzcon, proves to be better and an easier solution than messing the maps up and forcing you heavily into a starving play with the same disadvantages of SC2 economy.

The 3rd model (LotV - BroodWar econ) is the same mining model than SC:BW but with +2 initial workers and +2 supply per base and reduced resources, following the line of the changes in LotV. I did it to compare LotV mining and a BW type of mining with LotV-like stats.

The result is that they provide almost the same speedy early game and less turtly bases since bases expire way faster, but the BW-based model didn't need mapping modifications and brings in the secret jewel of BW econ: worker harass is less effective and comebacks easier since economy in lower worker count is stronger, meaning that low supply fights are more viable to an expanding player. SC2 model is weak in that aspect, since expansions are very vulnerable (typical 2 base vs 3rd for denegation) with awful results that they are supposed to avoid, or so they said a few months ago.

EDIT: confirmed bug, workers don't bounce in BW model. There is some special behavior.
PROconstantine
Profile Joined April 2011
United States16 Posts
April 05 2015 22:57 GMT
#130
I wish I had the beta so I could make Protoss players cry...
a_flayer
Profile Blog Joined April 2010
Netherlands2826 Posts
April 05 2015 23:19 GMT
#131
I always kind of assumed that the uneven distribution in minerals (750/1500) would sort of artificially recreate the broodwar inefficient mining thing. Note that I said sort of. At some point you're going to have only 4 mineral patches, thereby reducing the amount of workers needed to saturate the base. I suppose that is only a really small window, though.
When you came along so righteous with a new national hate, so convincing is the ardor of war and of men, it's harder to breathe than to believe you're a friend. The wars at home, the wars abroad, all soaked in blood and lies and fraud.
Ninigi
Profile Joined November 2014
9 Posts
Last Edited: 2015-04-06 00:27:41
April 06 2015 00:22 GMT
#132
Right now it seems for Zerg, it doesn't matter to scout... Because you can build fast lings and later ravagers... no matter what
But when the game gets a little more ballanced, I really am worried about zergs ability to scout.
Zerg could rely on the Overlord for like pretty much the time SC hit a stable meta. But with the faster pace, the Overlord might get a different role.
I've been thinking about that at all the lotv beta streams I've watched, because a drone scoute for zerg is just a lot more expensive than a probe/scv scout (drone is in a way a resource and zerg reliese on eco more than every other race).
In a HOTS game a few hours ago, I got an idea, which might solve this, but also might be overpowered for zerg: a queen could have an ability, cost like 40-50, to cast on any hatch and that would give an overlord the ability to spawn something like the halucinations of protoss.
That high cost would prevent zerg to spam it in early game, but could give an overlord on the way something like a fast ground unit to scout, before really into THE gamechangeing decion early on (as soon as ravager is nerved).
JCoto
Profile Joined October 2014
Spain574 Posts
Last Edited: 2015-04-06 00:45:16
April 06 2015 00:39 GMT
#133
On April 06 2015 08:19 a_flayer wrote:
I always kind of assumed that the uneven distribution in minerals (750/1500) would sort of artificially recreate the broodwar inefficient mining thing. Note that I said sort of. At some point you're going to have only 4 mineral patches, thereby reducing the amount of workers needed to saturate the base. I suppose that is only a really small window, though.


Yeah, as you said it goes that way. However the explicit benefit of expanding and spreading workers and the easier comeback factor of BW is not present on LotV econ model. Half empty patches mean economy drop after very short time, which is somthing discusseable, plus a very tedious work of editing maps.

I'd say that both models perfom very similar on what they want to achieve (faster early game, "motivate" expansion, punish turtle play), but BW econ model is richer and more rewarding for the player that expands, since it provides natural expander advantage (in worker efficincy) and faster recoveries as low numbers of workers have stronger mining potential, which is nice when looking for more back and forth games and trades. Also, important to note, it provides a differenr mindset for playing, less conservative. LotV econ punishes a lot more mistakes done in that aspect.

So, IMAO, they are trying some tedious workarounds because they seem afraid to even pronounce "Broodwar", which seems quite silly considering what BW means for the StarCraft franchise, when they have obvious solutions or starting points to discuss. Why didn't they ever considered BW mineral mining as an option?
washikie
Profile Joined February 2011
United States752 Posts
April 06 2015 01:02 GMT
#134
personally i like all the economy changes. I think people are just upset that things are different now or that its not the same as broodwar, but I'm happy with it at least it seems better then hots.
"when life gives Hero lemons he makes carriers" -Artosis
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
Last Edited: 2015-04-06 01:05:24
April 06 2015 01:03 GMT
#135
On April 06 2015 09:39 JCoto wrote:
Show nested quote +
On April 06 2015 08:19 a_flayer wrote:
I always kind of assumed that the uneven distribution in minerals (750/1500) would sort of artificially recreate the broodwar inefficient mining thing. Note that I said sort of. At some point you're going to have only 4 mineral patches, thereby reducing the amount of workers needed to saturate the base. I suppose that is only a really small window, though.


Yeah, as you said it goes that way. However the explicit benefit of expanding and spreading workers and the easier comeback factor of BW is not present on LotV econ model. Half empty patches mean economy drop after very short time, which is somthing discusseable, plus a very tedious work of editing maps.

I'd say that both models perfom very similar on what they want to achieve (faster early game, "motivate" expansion, punish turtle play), but BW econ model is richer and more rewarding for the player that expands, since it provides natural expander advantage (in worker efficincy) and faster recoveries as low numbers of workers have stronger mining potential, which is nice when looking for more back and forth games and trades. Also, important to note, it provides a differenr mindset for playing, less conservative. LotV econ punishes a lot more mistakes done in that aspect.

So, IMAO, they are trying some tedious workarounds because they seem afraid to even pronounce "Broodwar", which seems quite silly considering what BW means for the StarCraft franchise, when they have obvious solutions or starting points to discuss. Why didn't they ever considered BW mineral mining as an option?


Is there an extension for your BW model on LotV or did you recreate it in hots?

Also do you use triggers or the data editor?

Finally: do you have numbers on minerals/minute (hots or LotV) and overall income on 8 through 16 workers?

On April 06 2015 10:02 washikie wrote:
personally i like all the economy changes. I think people are just upset that things are different now or that its not the same as broodwar, but I'm happy with it at least it seems better then hots.



Better doesn't mean best and honestly, i dislike the timer being set arbitrarily on bases. I would rather have the timer set by myself or my opponent.

If I as a zerg on three bases mine 20% more than my opponent with the same worker count, that puts the opponent on a clock to do something (expand, or harass) to slow me down. As opposed to being on a clock set by the devs arbitrarily. It removes the choice to expand from me.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
cheekymonkey
Profile Joined January 2014
France1387 Posts
April 06 2015 01:11 GMT
#136
What happened to the new bio unit, did it get trashed?
TurboMaN
Profile Joined October 2005
Germany925 Posts
April 06 2015 01:18 GMT
#137
I wonder why people are arguing that the early game of HotS is too long?

Nobody complained about the early game in Broodwar, Wings of Liberty or WarCraft 3 (Hero farming).
I don't really get the reasoning behind. The early game is used to warm up your hands, to scout your oppoents builds and to start mindgames. If you remove all this, the game is lacking something big.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
April 06 2015 01:23 GMT
#138
hmmm
When I think of something else, something will go here
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
April 06 2015 01:23 GMT
#139
On April 06 2015 10:18 TurboMaN wrote:
I wonder why people are arguing that the early game of HotS is too long?

Nobody complained about the early game in Broodwar, Wings of Liberty or WarCraft 3 (Hero farming).
I don't really get the reasoning behind. The early game is used to warm up your hands, to scout your oppoents builds and to start mindgames. If you remove all this, the game is lacking something big.


It was relative to unlocked tech and number of workers made before buildings I think a bit quicker in BW. You didnt wait for a minute and a half of worker building before workers began to do things.

So in a sense, the early game was slower than BW.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
cheekymonkey
Profile Joined January 2014
France1387 Posts
Last Edited: 2015-04-06 01:30:23
April 06 2015 01:27 GMT
#140
I don't think the early game is too long, it's kind of quick actually. But (at least as a former player) I am welcoming this change because it will surely bring some interesting fundamental changes to overall gameplay. I think that quite oppositely to many here that this will not diminish the importance of skill vs chance, but rather enhance it. The reason is that I think the game will become strategically more complex as a consequence of this, and while it may take a long time for players to adjust properly I am absolutely sure that eventually we will have a stable metagame.

Strategy in sc2 has always been an accumulation of collective experience, manifesting itself as the current metagame, and in my opinion actual novelty in sc2 is exclusively in the form of preplanned strategies adapted to the current metagame. Sc2 is not like chess, you do not get to ponder for long, and your ingame decisions are based on decisions you have made a hundred times before. You do not actually need novelty to succeed in sc2.
Prev 1 5 6 7 8 9 14 Next All
Please log in or register to reply.
Live Events Refresh
Wardi Open
14:00
Bonus Weekend Qualifier
WardiTV63
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 368
MindelVK 57
trigger 39
StarCraft: Brood War
Rain 16112
Sea 10192
Calm 7849
Horang2 3244
GuemChi 1658
Mini 1055
BeSt 712
Stork 706
Pusan 692
firebathero 612
[ Show more ]
Larva 279
PianO 241
Leta 224
Light 199
hero 120
Last 110
Barracks 66
ToSsGirL 65
Killer 54
Backho 53
JulyZerg 50
Sharp 44
Sea.KH 44
soO 35
Terrorterran 27
Noble 23
SilentControl 19
yabsab 14
scan(afreeca) 13
Hm[arnc] 13
Sacsri 12
ajuk12(nOOB) 11
HiyA 9
Bale 6
Shine 5
Britney 0
Dota 2
Gorgc7585
singsing1648
qojqva1133
Dendi980
XcaliburYe189
League of Legends
Reynor83
Counter-Strike
ScreaM784
x6flipin577
allub253
oskar153
Heroes of the Storm
Khaldor283
Other Games
B2W.Neo2212
crisheroes478
Fuzer 324
Pyrionflax224
Hui .165
Dewaltoss24
Organizations
Dota 2
PGL Dota 2 - Main Stream29039
StarCraft 2
ComeBackTV 1228
StarCraft: Brood War
lovetv 17
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Berry_CruncH167
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 4185
• WagamamaTV351
• lizZardDota238
League of Legends
• Nemesis955
Upcoming Events
IPSL
5h 59m
StRyKeR vs OldBoy
Sziky vs Tarson
BSL 21
5h 59m
StRyKeR vs Artosis
OyAji vs KameZerg
OSC
8h 59m
OSC
18h 59m
Wardi Open
21h 59m
Monday Night Weeklies
1d 2h
OSC
1d 8h
Wardi Open
1d 21h
Replay Cast
2 days
Wardi Open
2 days
[ Show More ]
Tenacious Turtle Tussle
3 days
The PondCast
3 days
Replay Cast
4 days
LAN Event
5 days
Replay Cast
5 days
Replay Cast
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Proleague 2025-11-21
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
CSCL: Masked Kings S3
SLON Tour Season 2
META Madness #9
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
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 © 2025 TLnet. All Rights Reserved.