• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 17:10
CEST 23:10
KST 06:10
  • 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
[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3
Community News
Weekly Cups (August 24-30): Patches' balance mod takes over2New 3v3 BGH Ladder (and more) on ShieldBattery!36Weekly Cups (August 17-23): Zerg dominate the week6Weekly Cups (August 10-16): SHIN doubles2GSTL Returns in 2026!45
StarCraft 2
General
Weekly Cups (August 24-30): Patches' balance mod takes over SC4ALL II: SC2 Player Announcement 6/8 - Maru How would you feel about frequent/monthly balance patches for SC2? Weekly Cups (August 17-23): Zerg dominate the week Daily SC2 Player Grid - feedback wanted
Tourneys
PIG STY FESTIVAL 8.0! (13 - 23 August) Sparkling Tuna Cup - Weekly Open Tournament 2026 GSTL Announcement IntoTheTV X SOOP SC2 League : Weekly & Monthly WORTEX 2026 - Hungarian SC2 Finals Budapest
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This Mutation # 539 Thunder Dome
Brood War
General
Pros React To: Calm's Big Brain Play Vs Mini ASL22 General Discussion New 3v3 BGH Ladder (and more) on ShieldBattery! BW General Discussion Starcraft vs Retro Category on Twitch
Tourneys
[ASL22] Ro24 Group F BSL LAN Party - Kraków 29-30 August - OPEN SIGNUPS Escore Tournament - Season 3 [Megathread] Daily Proleagues
Strategy
Replay Review Process - What do you do? Game Theory for Starcraft Odyssey Mineral Stack Saturation Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread General RTS Discussion Thread Anyone here play Quakeworld back in the day? EVE Corporation
Dota 2
Browser Invoker Combo Trainer & Speedrun Simulator 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 Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Regacy Esports: The Bh…
regacyesports
Violent Games and Crime Rate…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5385 users

[SC2] Macromanagement in Starcraft II - Page 2

Forum Index > News
203 CommentsPost a Reply
Prev 1 2 3 4 5 9 10 11 Next All
538
Profile Blog Joined November 2008
Hungary3932 Posts
September 11 2009 21:30 GMT
#21
Great writeup, I've been seeing you were trying to get your point across for quite a while, hopefully people will understand now.

The banner was... interesting?:-p
BW fighting!
Mykill
Profile Blog Joined February 2009
Canada3402 Posts
September 11 2009 21:32 GMT
#22
nice banner.

bleh this sounds like they fucked up SCII and we gotta remake it. *some poor sap walks in to tell us we need to wait till 2012*

im sure the larva inject thing can be countered by some advantages given to the toss.
remember when spawning pools were 150min, 4pool was deadly since you needed each drone to mine 3ish times and then pool goes down and out comes lings. they fixed that to 200 minerals.
[~~The Impossible Leads To Invention~~] CJ Entusman #52 The problem with internet quotations is that they are hard to verify -Abraham Lincoln c.1863
minus_human
Profile Blog Joined November 2006
4784 Posts
September 11 2009 21:32 GMT
#23
Very good write-up, great work. I believe myself that the macro mechanics really fit in with all of the three races' respective themes and feel.
HiOT
Profile Blog Joined September 2008
Sweden1000 Posts
Last Edited: 2009-09-11 21:34:39
September 11 2009 21:33 GMT
#24
On September 12 2009 06:27 Chill wrote:
Show nested quote +
On September 12 2009 06:23 Lobbo wrote:
On September 12 2009 06:19 Chill wrote:
On September 12 2009 06:16 Lobbo wrote:
Cool, but dosent this apply to bw also? A probe can scout Zerg, and see the little maggots waiting, and when the probe dies, Zerg has the same option to make attacking units or pure drones. I'm a bit clueless so please bother with my question or rather rant.

But this never happends in bw because you never wait as Zerg to build from your larvae. But theoretical it's the same situation.

In SC2 the queen delivers larvae 4 at a time.


Yeah I understand that. But with one queen you can have 4 extra hydra per 25 seconds rite? How is this still different from when a Terran or Protoss scout Zerg in bw? The same apply with the larvae question of what did the Zerg use them for. Obviously bw is played to look like it does today. But the same issue Had to be the same when SC came out. (with knowing what zerg used the larvae for)

You're not saving larvae at all. You get the usual 3 and use them instantly as they come. Then, 25 seconds after you inject larvae with the queen, you get 4 more coming together. My point is that if you play optimally, using larvae instantly everytime, you still have 4 larvae coming together every 25 seconds. You don't have to save anything. They come like that - 4 together.


Yeah I know that, seems it is some sort of misunderstanding here of what I mean. If protoss scouts zerg in bw, and then dies, lets say zerg has 3 hatches. Protoss scouted drones poping from two of them, the last hatchery did in fact have hydras on it's way. So in this scenario the same apply as this but with LOWER number ofc "In Starcraft II, your probe arrives at Zerg's base to find 2 hatcheries and a hydralisk den. Two minutes after the probe dies, Zerg could theoretically have 20 hydralisks or 30 drones, and it's impossible for you to know." It is the same now, but with the number 9 per round of 3 hatches. Correct? or am I wrong?
Officially the founder of Team Property (:
Chill
Profile Blog Joined January 2005
Calgary26003 Posts
Last Edited: 2009-09-11 22:27:15
September 11 2009 21:33 GMT
#25
Looking at the graph, it appears the queen is injecting 7 larvae instead of 4. I will try to fix that and repost the images.

Update: Made a mistake, it's injecting 4.
Moderator
Chill
Profile Blog Joined January 2005
Calgary26003 Posts
September 11 2009 21:34 GMT
#26
On September 12 2009 06:33 Lobbo wrote:
Show nested quote +
On September 12 2009 06:27 Chill wrote:
On September 12 2009 06:23 Lobbo wrote:
On September 12 2009 06:19 Chill wrote:
On September 12 2009 06:16 Lobbo wrote:
Cool, but dosent this apply to bw also? A probe can scout Zerg, and see the little maggots waiting, and when the probe dies, Zerg has the same option to make attacking units or pure drones. I'm a bit clueless so please bother with my question or rather rant.

But this never happends in bw because you never wait as Zerg to build from your larvae. But theoretical it's the same situation.

In SC2 the queen delivers larvae 4 at a time.


Yeah I understand that. But with one queen you can have 4 extra hydra per 25 seconds rite? How is this still different from when a Terran or Protoss scout Zerg in bw? The same apply with the larvae question of what did the Zerg use them for. Obviously bw is played to look like it does today. But the same issue Had to be the same when SC came out. (with knowing what zerg used the larvae for)

You're not saving larvae at all. You get the usual 3 and use them instantly as they come. Then, 25 seconds after you inject larvae with the queen, you get 4 more coming together. My point is that if you play optimally, using larvae instantly everytime, you still have 4 larvae coming together every 25 seconds. You don't have to save anything. They come like that - 4 together.


Yeah I know that, seems it is some sort of misunderstanding here of what I mean. If protoss scouts zerg in bw, and then dies, lets say zerg has 3 hatches. Protoss scouted drones poping from two of them, the last hatchery did in fact have hydras on it's way. So in this scenario the same apply as this but with LOWER number ofc "In Starcraft II, your probe arrives at Zerg's base to find 2 hatcheries and a hydralisk den. Two minutes after the probe dies, Zerg could theoretically have 20 hydralisks or 30 drones, and it's impossible for you to know." It is the same now, but with the number 9 of 3 hatches. Correct? or am I wrong?

Yes but instead of 6 larvae per round at 6 minutes its 14 at 6 minutes. Surely you can see the difference and the potential for all-ins?
Moderator
integral
Profile Blog Joined February 2009
United States3161 Posts
September 11 2009 21:34 GMT
#27
The graphs are interesting, I hope people interpret them appropriately. As you say, Zerg having fewer minerals at an arbitrary one-base saturation level is only due to their macro mechanic not raising the maximum rate of mining from a particular area. I think that could easily be misunderstood, especially in the context of "in the end, RTS strategies usually boil down to the simplest common factor - maximize resource production as quickly as possible." Those are pretty significant gaps for mineral count, after all, so zerg will have to leverage its early game advantage to make up the difference in theoretical maximums.
Chill
Profile Blog Joined January 2005
Calgary26003 Posts
Last Edited: 2009-09-11 22:27:29
September 11 2009 21:38 GMT
#28
On September 12 2009 06:34 integral wrote:
The graphs are interesting, I hope people interpret them appropriately. As you say, Zerg having fewer minerals at an arbitrary one-base saturation level is only due to their macro mechanic not raising the maximum rate of mining from a particular area. I think that could easily be misunderstood, especially in the context of "in the end, RTS strategies usually boil down to the simplest common factor - maximize resource production as quickly as possible." Those are pretty significant gaps for mineral count, after all, so zerg will have to leverage its early game advantage to make up the difference in theoretical maximums.

True, however, keep in mind that from this one hatchery and queen, Zerg essentially has 2 gateways and a nexus. If the model built 2 gateways and constant zealots, im sure the minerals would come a little more together.
Moderator
minus_human
Profile Blog Joined November 2006
4784 Posts
September 11 2009 21:38 GMT
#29
On September 12 2009 06:34 Chill wrote:
Show nested quote +
On September 12 2009 06:33 Lobbo wrote:
On September 12 2009 06:27 Chill wrote:
On September 12 2009 06:23 Lobbo wrote:
On September 12 2009 06:19 Chill wrote:
On September 12 2009 06:16 Lobbo wrote:
Cool, but dosent this apply to bw also? A probe can scout Zerg, and see the little maggots waiting, and when the probe dies, Zerg has the same option to make attacking units or pure drones. I'm a bit clueless so please bother with my question or rather rant.

But this never happends in bw because you never wait as Zerg to build from your larvae. But theoretical it's the same situation.

In SC2 the queen delivers larvae 4 at a time.


Yeah I understand that. But with one queen you can have 4 extra hydra per 25 seconds rite? How is this still different from when a Terran or Protoss scout Zerg in bw? The same apply with the larvae question of what did the Zerg use them for. Obviously bw is played to look like it does today. But the same issue Had to be the same when SC came out. (with knowing what zerg used the larvae for)

You're not saving larvae at all. You get the usual 3 and use them instantly as they come. Then, 25 seconds after you inject larvae with the queen, you get 4 more coming together. My point is that if you play optimally, using larvae instantly everytime, you still have 4 larvae coming together every 25 seconds. You don't have to save anything. They come like that - 4 together.


Yeah I know that, seems it is some sort of misunderstanding here of what I mean. If protoss scouts zerg in bw, and then dies, lets say zerg has 3 hatches. Protoss scouted drones poping from two of them, the last hatchery did in fact have hydras on it's way. So in this scenario the same apply as this but with LOWER number ofc "In Starcraft II, your probe arrives at Zerg's base to find 2 hatcheries and a hydralisk den. Two minutes after the probe dies, Zerg could theoretically have 20 hydralisks or 30 drones, and it's impossible for you to know." It is the same now, but with the number 9 of 3 hatches. Correct? or am I wrong?

Yes but instead of 6 larvae per round at 6 minutes its 14 at 6 minutes. Surely you can see the difference and the potential for all-ins?




Yeah I have the feeling he didn't understand that a queen can inject 4 larvae per 25 seconds for EVERY hatchery, so if you have 2 then that's 8 larvae
HiOT
Profile Blog Joined September 2008
Sweden1000 Posts
Last Edited: 2009-09-11 21:42:22
September 11 2009 21:40 GMT
#30
On September 12 2009 06:34 Chill wrote:
Show nested quote +
On September 12 2009 06:33 Lobbo wrote:
On September 12 2009 06:27 Chill wrote:
On September 12 2009 06:23 Lobbo wrote:
On September 12 2009 06:19 Chill wrote:
On September 12 2009 06:16 Lobbo wrote:
Cool, but dosent this apply to bw also? A probe can scout Zerg, and see the little maggots waiting, and when the probe dies, Zerg has the same option to make attacking units or pure drones. I'm a bit clueless so please bother with my question or rather rant.

But this never happends in bw because you never wait as Zerg to build from your larvae. But theoretical it's the same situation.

In SC2 the queen delivers larvae 4 at a time.


Yeah I understand that. But with one queen you can have 4 extra hydra per 25 seconds rite? How is this still different from when a Terran or Protoss scout Zerg in bw? The same apply with the larvae question of what did the Zerg use them for. Obviously bw is played to look like it does today. But the same issue Had to be the same when SC came out. (with knowing what zerg used the larvae for)

You're not saving larvae at all. You get the usual 3 and use them instantly as they come. Then, 25 seconds after you inject larvae with the queen, you get 4 more coming together. My point is that if you play optimally, using larvae instantly everytime, you still have 4 larvae coming together every 25 seconds. You don't have to save anything. They come like that - 4 together.


Yeah I know that, seems it is some sort of misunderstanding here of what I mean. If protoss scouts zerg in bw, and then dies, lets say zerg has 3 hatches. Protoss scouted drones poping from two of them, the last hatchery did in fact have hydras on it's way. So in this scenario the same apply as this but with LOWER number ofc "In Starcraft II, your probe arrives at Zerg's base to find 2 hatcheries and a hydralisk den. Two minutes after the probe dies, Zerg could theoretically have 20 hydralisks or 30 drones, and it's impossible for you to know." It is the same now, but with the number 9 of 3 hatches. Correct? or am I wrong?

Yes but instead of 6 larvae per round at 6 minutes its 14 at 6 minutes. Surely you can see the difference and the potential for all-ins?

I do and it is far supreme as this article shows, which is a good thing. And I see your point now when you pointed out the All-in situation early game. But how will this effect the late-mid game? From what I took in from this article is that Zerg wins the race to 30. But in mid game and onward protoss and terran is far superior in collecting minerals. and here is it quite blank for me to see the zerg be stripped of the 4 larvae. How else would Zerg survive late game? It will be impossible without expanding. And everyone will see this and make it their top priority to deny zerg from doing so. So zerg must have this?? I may be wrong, I've never played SCII and I'm not the sharpest needle on bw. So clarification would be awesome.

On September 12 2009 06:38 minus_human wrote:
Show nested quote +
On September 12 2009 06:34 Chill wrote:
On September 12 2009 06:33 Lobbo wrote:
On September 12 2009 06:27 Chill wrote:
On September 12 2009 06:23 Lobbo wrote:
On September 12 2009 06:19 Chill wrote:
On September 12 2009 06:16 Lobbo wrote:
Cool, but dosent this apply to bw also? A probe can scout Zerg, and see the little maggots waiting, and when the probe dies, Zerg has the same option to make attacking units or pure drones. I'm a bit clueless so please bother with my question or rather rant.

But this never happends in bw because you never wait as Zerg to build from your larvae. But theoretical it's the same situation.

In SC2 the queen delivers larvae 4 at a time.


Yeah I understand that. But with one queen you can have 4 extra hydra per 25 seconds rite? How is this still different from when a Terran or Protoss scout Zerg in bw? The same apply with the larvae question of what did the Zerg use them for. Obviously bw is played to look like it does today. But the same issue Had to be the same when SC came out. (with knowing what zerg used the larvae for)

You're not saving larvae at all. You get the usual 3 and use them instantly as they come. Then, 25 seconds after you inject larvae with the queen, you get 4 more coming together. My point is that if you play optimally, using larvae instantly everytime, you still have 4 larvae coming together every 25 seconds. You don't have to save anything. They come like that - 4 together.


Yeah I know that, seems it is some sort of misunderstanding here of what I mean. If protoss scouts zerg in bw, and then dies, lets say zerg has 3 hatches. Protoss scouted drones poping from two of them, the last hatchery did in fact have hydras on it's way. So in this scenario the same apply as this but with LOWER number ofc "In Starcraft II, your probe arrives at Zerg's base to find 2 hatcheries and a hydralisk den. Two minutes after the probe dies, Zerg could theoretically have 20 hydralisks or 30 drones, and it's impossible for you to know." It is the same now, but with the number 9 of 3 hatches. Correct? or am I wrong?

Yes but instead of 6 larvae per round at 6 minutes its 14 at 6 minutes. Surely you can see the difference and the potential for all-ins?




Yeah I have the feeling he didn't understand that a queen can inject 4 larvae per 25 seconds for EVERY hatchery, so if you have 2 then that's 8 larvae


Is this true? But you need to save the energy to do so right?
Officially the founder of Team Property (:
LarJarsE
Profile Blog Joined August 2009
United States1378 Posts
September 11 2009 21:46 GMT
#31
If a player chooses not to rush his macro-enhancing in early game, they should have an advantage over their opponent who does rush their macro ability if they decide to go for an agressive build.

And if a zerg is scouted going for early queen, there should be a way to respond to and stop it before the zerg is given a choice on what to use his crazy number of additional larvae.

With all these balance issues, it appears as if another postponed release date is likely
since 98'
number1gog
Profile Blog Joined June 2007
United States1081 Posts
September 11 2009 21:46 GMT
#32
I gotta say, before I even read the article: That banner is amazing, and it's my new background. Awesome stuff Silversky!
5sz6sz7sz1a2a3a4a kwanrollllllled
SilverskY
Profile Joined September 2008
Korea (South)3086 Posts
September 11 2009 21:52 GMT
#33
On September 12 2009 06:46 number1gog wrote:
I gotta say, before I even read the article: That banner is amazing, and it's my new background. Awesome stuff Silversky!


.

I'm gonna have to make banners more like this from now on. It's getting more hype. lol
Graphics
Manifesto7
Profile Blog Joined November 2002
Osaka27177 Posts
September 11 2009 21:53 GMT
#34
On September 12 2009 06:40 Lobbo wrote:
I do and it is far supreme as this article shows, which is a good thing. And I see your point now when you pointed out the All-in situation early game. But how will this effect the late-mid game? From what I took in from this article is that Zerg wins the race to 30. But in mid game and onward protoss and terran is far superior in collecting minerals. and here is it quite blank for me to see the zerg be stripped of the 4 larvae. How else would Zerg survive late game? It will be impossible without expanding. And everyone will see this and make it their top priority to deny zerg from doing so. So zerg must have this?? I may be wrong, I've never played SCII and I'm not the sharpest needle on bw. So clarification would be awesome.


Obviously the zerg will expand. This is simply an opening. Without early pressure zerg can get to 30 drones so quickly, and expand to use those extra drones everywhere. By the time the pressure comes, because of the mass larvae, zerg can switch back to unit production to fend off the pressure and still come out ahead. Because zerg produces at an exponential rate and not a linear one like the other two, that exponential growth has to be controlled. In BW it was controlled by 3 larva per hatch. In SC2 it seems that the extra larva makes the zerg growth too much.
ModeratorGodfather
Equaoh
Profile Joined October 2008
Canada427 Posts
September 11 2009 22:01 GMT
#35
Cool writeup and nice graphs, hopefully now everyone (Karune!) realizes the queen mechanic isn't just powerful for quick all-ins.
DarkShadowz
Profile Joined December 2008
Sweden321 Posts
September 11 2009 22:02 GMT
#36
This is why TL is #1 Intelligent and amazing articles and analysis.
DrainX
Profile Blog Joined December 2006
Sweden3187 Posts
Last Edited: 2009-09-11 22:10:45
September 11 2009 22:02 GMT
#37
Just so I get things straight. The advantage you get from queens is that you get a shitload of extra larvae you can use right? Couldn't this compare to just having cheaper hatcheries? Wouldn't that give the same effect in the end? Isn't part of the problem that the queen costs half(?) as much as a hatchery but delivers 150%(?) of the larvae production?

Let's say that the queen was changed so that the value in (extra larvae/minerals spent) was just slightly more than that of adding a hatchery, so that if you wanted to stay on one base the queen would be a good investment but if you wanted to get two bases early to boost your economy then the extra hatchery would be a better idea. Wouldn't that fix the problem and open up for real choice?
Twilight Templar
Profile Joined April 2009
99 Posts
September 11 2009 22:06 GMT
#38
best banner ever!
dum dadi do dum dum dee do dee da
Athos
Profile Blog Joined February 2008
United States2484 Posts
September 11 2009 22:15 GMT
#39
Interesting article. I have no idea if you are correct because I haven't played the game, but you make reasonable points that should (hopefully) have impact on the development process. Excellent work.
Luddite
Profile Blog Joined April 2007
United States2315 Posts
September 11 2009 22:17 GMT
#40
I like the article a lot. I had a random thought recently about a possible counter strategy to the queen- does SC2 still have those "Xel Naga watchtowers" that blizz mentioned a while back? Because if it does, maybe T and P could use those to scout the zerg and know whether they need to prepare for a rush or a macro war.
Can't believe I'm still here playing this same game
Prev 1 2 3 4 5 9 10 11 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 13h 50m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
JuggernautJason62
StarCraft: Brood War
910 8
Dota 2
syndereN368
NeuroSwarm86
Super Smash Bros
C9.Mang0195
Heroes of the Storm
Grubby3307
Liquid`Hasu426
Other Games
Liquid`RaSZi2078
Beastyqt741
RotterdaM722
XaKoH 209
ArmadaUGS113
ZombieGrub83
Trikslyr57
UpATreeSC33
KnowMe32
Organizations
Other Games
BasetradeTV99
[ Show 15 non-featured ]
StarCraft 2
• davetesta8
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Eskiya23 28
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota22249
League of Legends
• TFBlade1306
Other Games
• imaqtpie1828
• Scarra474
• Shiphtur260
Upcoming Events
GSL
13h 50m
OSC
15h 50m
PiGosaur Cup
1d 2h
Kung Fu Cup
1d 13h
Replay Cast
2 days
The PondCast
2 days
IntoTheTV X SOOP
3 days
CranKy Ducklings
4 days
Sparkling Tuna Cup
5 days
OSC
5 days
[ Show More ]
Afreeca Starleague
6 days
WardiTV Weekly
6 days
Liquipedia Results

Completed

BSL 2026 LAN: Kraków
PiG Sty Festival 8.0
Light Tournament 2026

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
RSL Revival: Season 6
Big Dog Cup 2026 Div 1
BLAST Open Fall 2026
Esports World Cup 2026
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

Upcoming

CSL 2026 AUTUMN (S22)
Escore Tournament S3: King of Kings
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Calamity Invitational
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
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.