• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 07:55
CEST 13:55
KST 20:55
  • 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
uThermal's 2v2 Tour: $15,000 Main Event2Serral wins EWC 202543Tournament Spotlight: FEL Cracow 202510Power Rank - Esports World Cup 202580RSL Season 1 - Final Week9
Community News
Weekly Cups (Jul 28-Aug 3): herO doubles up6LiuLi Cup - August 2025 Tournaments4[BSL 2025] H2 - Team Wars, Weeklies & SB Ladder10EWC 2025 - Replay Pack4Google Play ASL (Season 20) Announced63
StarCraft 2
General
The GOAT ranking of GOAT rankings uThermal's 2v2 Tour: $15,000 Main Event RSL Revival patreon money discussion thread Official Ladder Map Pool Update (April 28, 2025) Weekly Cups (Jul 28-Aug 3): herO doubles up
Tourneys
LiuLi Cup - August 2025 Tournaments WardiTV Mondays RSL Season 2 Qualifier Links and Dates StarCraft Evolution League (SC Evo Biweekly) Global Tourney for College Students in September
Strategy
Custom Maps
External Content
Mutation # 485 Death from Below Mutation # 484 Magnetic Pull Mutation #239 Bad Weather Mutation # 483 Kill Bot Wars
Brood War
General
StarCraft player reflex TE scores BW General Discussion ASL Season 20 Ro24 Groups Google Play ASL (Season 20) Announced BGH Auto Balance -> http://bghmmr.eu/
Tourneys
KCM 2025 Season 3 Small VOD Thread 2.0 [Megathread] Daily Proleagues [ASL20] Online Qualifiers Day 2
Strategy
Fighting Spirit mining rates [G] Mineral Boosting Simple Questions, Simple Answers Muta micro map competition
Other Games
General Games
Stormgate/Frost Giant Megathread Total Annihilation Server - TAForever Nintendo Switch Thread Beyond All Reason [MMORPG] Tree of Savior (Successor of Ragnarok)
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
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI Russo-Ukrainian War Thread European Politico-economics QA Mega-thread
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
[\m/] Heavy Metal Thread [Manga] One Piece Movie Discussion! Anime Discussion Thread Korean Music Discussion
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Gtx660 graphics card replacement Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
TeamLiquid Team Shirt On Sale The Automated Ban List
Blogs
[Girl blog} My fema…
artosisisthebest
Sharpening the Filtration…
frozenclaw
ASL S20 English Commentary…
namkraft
The Link Between Fitness and…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
Customize Sidebar...

Website Feedback

Closed Threads



Active: 653 users

[SC2B] Micro Revisited - Page 2

Forum Index > News
73 CommentsPost a Reply
Prev 1 2 3 4 Next All
G3nXsiS
Profile Joined July 2009
United States656 Posts
March 13 2010 08:48 GMT
#21
I totally agree with what Nazgul and Ret are saying about micro. The micro seems to be so insignificant that its seems to all boil down to strategy and build order. Sure you can pull off some basic micro like attack and move back or the reaper's jump pack ability and the stalker's blink or even dropping and lifting your siege tank like a reaver. But all those things just don't change the tide of the game like micro in SC1.

A game can depend on a person's muta micro for god sakes, a game could come down to a defiler and some lurkers and heck a game could come down to a handful of marines against a bunch of lurkers and still be able to win because of MICRO.

Enough ranting though. I think what blizzard needs to do is change the AI to make it so that units don't clump up together except when they go through choke points. Knowing blizzard and their stubborness with not wanting to change anything major once its beta, this probably won't happen.

I swear though that when the map editor comes out I hope that we can make a much better game with it and maybe change the AI configurations and add, modify or remove units for competitive play.
Hope is the first step on the road to dissapointment
cHaNg-sTa
Profile Blog Joined March 2008
United States1058 Posts
March 13 2010 08:53 GMT
#22
Great write up.

When I first started playing beta, I was definitely more on the "micro is dead" side. I couldn't get over just how good AI pathing was. I would A-move an army in and look for straggling units, but then, I realized that my units didn't need my help at all really. I just had to make sure my melee units or short range units, were in front of my long range units really. It came to the point where I was actually afraid to micro because I felt that it would actually just hurt my army's dps in comparison to the opponent. I really don't like just how good the game was at arranging my army than I would most of the time.

Now, I'm leaning a little bit more to the middle, but still on the "micro needs improvement" side. I can see moments where micro is key to the success of winning the fight. However, this was still more on a large scale of army position when engaging rather than micro during the fight (outside of a few situations like roach burrow battles). It still needs some work overall.

About the "OMG" moments in SC1, I completely agree. I think it will be much more difficult to reproduce these moments. I know it's early, but the more I think about it, it just doesn't seem as plausible compared to SC1. I think a major problem to this is smart-casting. It's just too easy to throw casts around. Suddenly, every player is a regular Jaedong, Flash, or Bisu using the devastating damages/effects that SC1 had with storm, plague, swarm, irradiate. Incorporating the natural AI pathing of bunching up as balls, this would be even more devstating. But Blizzard's way to compensate for this is to weaken a lot of these magic effects. Psionic storm, the infestor's fungal growth, etc. are all empty shells of their former versions. They are overall weaker and aren't as devastating to cast.

Even the Raven's Hunter Missile, as devastating as it may be, is not difficult to dodge as it's very slow to reach it's opponent. Think reaver scarab but you can outrun it. I'll be thinking more along the lines of "how did he not dodge that" rather than "wow! did you see that hunter missile??!"

Something that really bugs me in this game as well is how static (or at least less static than before) defense buildings just get steamed rolled by special units that deal MORE damage to buildings. Is this really necessary? No units in SC1 had a special design that dealt more damage to buildings. I can kinda understand why Blizzard would implement this. They want to give players the option to mow down buildings with these units in mind, but this is just another interpretation of a hard counter. I often find myself with spine crawlers defending my natural just get TORN down by marauders faster than a pack of marines sitting on top of a bunch of hold lurkers (ok, maybe not that fast).

Why does this happen exactly? How I look at this situation is that I can either make buildings that are designed to specifically defend, but get destroyed by T1 Terran units that are necessary in early game pushes anyways, or... just build more units that can actually go on the offensive and maybe not get wrecked as hard. Maybe I'm just bitter that it's impossible to throw up crawlers in time the instant the opponent makes a movement. At least let me be able to first make it a creep colony first so I can cut down on morphing time when the opponent actually does move out!

And I just realized that my last two paragraphs had nothing to do with micro, but I don't care!
Jaedong <3 HOOK'EM HORNS!
Seku
Profile Joined December 2006
United States313 Posts
March 13 2010 09:21 GMT
#23
On March 13 2010 16:08 madsweepslol wrote:
Show nested quote +
On March 13 2010 15:21 Seku wrote:
Nice writeup, although I think at the level of play the SC community has reached there is too much "it's too early to tell". The way the game looks and feels just isn't likely to change much even as the game matures from what I can tell.

When were many of the micro tricks that define today's quality StarCraft play discovered? When did we first see rine splitting around lurkers or muta micro? Not for years after BW was released. So I say to you: it's too early to tell.

I mentioned the level of play of the community because the situation now cannot be directly related to the growth of SC1 at all.

This community now full of knowledgeable players, combined with a much "smarter" system that allows a player to rely on the AI much more heavily (directly removing not only necessity, but effectiveness of difficult execution) cannot possibly hold the potential SC1 did in it's early days. Any hidden potential it still holds will surely be trivial compared to what we saw in SC1, due to the limits of the SC2 system itself.

On March 13 2010 17:40 cerebralz wrote:


If the viewer experience continues as is, it will be up to the people in the media: journalists, casters, writers, etc. to educate the viewership about the nature of the game and the skill level that is required to be at the top. Hopefully though, the continued experience and knowledge of the game will grow and those flashes of brilliance will start showing up. After all, it wasn't until years of 'practice' did BW become what it is today.

I think the real issue here isn't that the viewers can't or won't be able to clearly see the skill level at the top, or the flashes of brilliance from those players - but simply that matches will be so heavily dependent on a player's strategy rather than execution of it, the level of brilliance we saw in SC1 will simply no longer exist. The constant mental and physical strain in SC1 allows the potential to make game changing moves in ways you will never see with a much smarter AI.

For example, dropping someone's main while attacking their force. If both player's macro is easier and both player's units are smart enough not to suffer hard for taking some attention from them, the result will come down so heavily to the strategy (unit mix, position, timing based on their build) compared to the execution that we ALSO see in SC1, so much of the pressure on the player and excitement all around is lost, it's no longer SC..
Jayde
Profile Joined July 2009
Marshall Islands104 Posts
March 13 2010 09:57 GMT
#24
Wow, great writeup. I tried to do some thread about this a few days ago but it failed...

Anyway, Chobopoen, you are a great writer and have made a bunch of excellent points.
Starcraft: Brood War <3
0neder
Profile Joined July 2009
United States3733 Posts
March 13 2010 10:03 GMT
#25
So, is it just me, or are many beta players choosing not to micro when in fact additional micro could extend their army's potential? It's only been a few weeks, so people are just trying for the basics, but I assume in the future that they will have their army grouped into several groups.

Sure there are some AI issues, but I think for the most part, people aren't bothering to micro that much yet.
madsweepslol
Profile Joined February 2010
161 Posts
Last Edited: 2010-03-13 10:53:29
March 13 2010 10:48 GMT
#26
On March 13 2010 18:21 Seku wrote:
Show nested quote +
On March 13 2010 16:08 madsweepslol wrote:
On March 13 2010 15:21 Seku wrote:
Nice writeup, although I think at the level of play the SC community has reached there is too much "it's too early to tell". The way the game looks and feels just isn't likely to change much even as the game matures from what I can tell.

When were many of the micro tricks that define today's quality StarCraft play discovered? When did we first see rine splitting around lurkers or muta micro? Not for years after BW was released. So I say to you: it's too early to tell.

I mentioned the level of play of the community because the situation now cannot be directly related to the growth of SC1 at all.

This community now full of knowledgeable players, combined with a much "smarter" system that allows a player to rely on the AI much more heavily (directly removing not only necessity, but effectiveness of difficult execution) cannot possibly hold the potential SC1 did in it's early days. Any hidden potential it still holds will surely be trivial compared to what we saw in SC1, due to the limits of the SC2 system itself.

I disagree. The AI allows players to rely on it more, but doesn't force them to. And if anything, the SC1 system was more limited than the SC2 system, so by your logic SC2 has more potential. Regardless, it'll be the competition that forces players to work around the system and get better and better and develop great micro. It may happen somewhat more quickly than BW, but not so quickly that we can declare micro dead after two weeks of beta lol

On March 13 2010 19:03 0neder wrote:
So, is it just me, or are many beta players choosing not to micro when in fact additional micro could extend their army's potential? It's only been a few weeks, so people are just trying for the basics, but I assume in the future that they will have their army grouped into several groups.

Sure there are some AI issues, but I think for the most part, people aren't bothering to micro that much yet.

I agree. A lot of folks sum up micro as attack move, but actually in quite a few games I'm seeing quite a bit more than attack move.
freestalker
Profile Joined March 2010
469 Posts
Last Edited: 2010-03-13 11:29:59
March 13 2010 11:17 GMT
#27
Maybe Blizz could just add another 'mode' of a game, where a simplified AI would be used, that'd require more micro and disallow builders to auto mine after their production, etc.
Radiomouse
Profile Joined November 2009
Netherlands209 Posts
March 13 2010 11:49 GMT
#28
On March 13 2010 20:17 freestalker wrote:
Maybe Blizz could just add another 'mode' of a game, where a simplified AI would be used, that'd require more micro and disallow builders to auto mine after their production, etc.


Automine is perfectly fine, as is MBS.

What i'd like to see is units getting a bit bigger, so that they don't clump up as hard.

But then again, with enough micro you could actually do that personally.
SkelA
Profile Blog Joined January 2007
Macedonia13032 Posts
Last Edited: 2010-03-13 12:07:56
March 13 2010 12:04 GMT
#29
Yes as many stated micro in SC2 is not even 1/10 of what BW has but ok we can maybe see some improvments in the future. What bugs me is that unit on ground clumps so much and there is no way to use flanks and positional play because of 3D and possibly maps been too badly made.

Is it me or i think map to unit ratio is extremly bad in SC2? ... From my point of view it looks that the maps are extremly small like 64x64 maps in BW or the units are ridiculosly big. If the maps are normal like 128x128 then this is a big problem... and the maps are generally bad made everything on the maps i see is tunnels that dont encourage strategic play like flanks surround and positional play.I wanna see more open spaces like BW instead platforms with tunnels that looks like the battles are run underground.

Think they should build the maps bigger because the units seem too big but hey i might be wrong because i have never played beta just watched few vods. I wanna see some opinions from beta players on this issue
Stork and KHAN fan till 2012 ...
Slugbreath
Profile Blog Joined July 2009
Sweden201 Posts
March 13 2010 13:43 GMT
#30
Amazing write up! Thanks for taking your time to write this.
Bane_
Profile Joined October 2005
United Kingdom494 Posts
March 13 2010 13:47 GMT
#31
I think that the people saying there is no micro are really saying "I'm still getting to grips with all of the available build orders and how the units fare against their counters and all the various new hotkeys and macro mechanics so I don't yet have the time to think about and properly control my units to maximum effect". Once all of that starts to become second nature then people are going to have the necessary space within their play to get more 'hands on' with the units and that's when we'll start to see the true skill demands that the game will place upon us.

I mean there's all this talk of dumbing the ai back down again so that we have to grapple and fight with horrible pathing and so on to demonstrate who has the most awesome mechanics, but why can't we grapple and fight with the current ai which is trying to be too smart? It won't always move and attack in the way we want it to so surely correcting that behaviour will end up just as important at the top levels of play?
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
March 13 2010 13:59 GMT
#32
i really really love those articles. well written and always interesting for 99% of the tl crowd. 1up for u guys
life of lively to live to life of full life thx to shield battery
holyvin
Profile Joined January 2007
Malaysia13 Posts
March 13 2010 14:07 GMT
#33
i hope another Boxer's Blindspot will appear in SC2, i only remember tats most epic shit in my life
Hi
madsweepslol
Profile Joined February 2010
161 Posts
March 13 2010 14:11 GMT
#34
On March 13 2010 22:47 Bane_ wrote:
I mean there's all this talk of dumbing the ai back down again so that we have to grapple and fight with horrible pathing and so on to demonstrate who has the most awesome mechanics, but why can't we grapple and fight with the current ai which is trying to be too smart? It won't always move and attack in the way we want it to so surely correcting that behaviour will end up just as important at the top levels of play?

Exactly. Phrased it much better than I could.
djWHEAT
Profile Blog Joined October 2005
United States925 Posts
March 13 2010 14:46 GMT
#35
This is probably one of the best articles I've read on an eSports community site... not to mention a good variety of opinions.

I have to agree with those that say it's just too early to tell. There are just too many games that have taken YEARS to evolve and I find it hard to believe SC2 is any different. I know from a newbie player perspective, I continue to watch replays and see "new" ideas, strats, harass attempts that I hadn't seen or thought of previously... it seems like there is a huge amount of possibility and only time will tell.
OneMoreGame.tv // Weapon Of Choice // Kings Of Tin // Inside The Game // Live On Three
brocoli
Profile Joined February 2010
Brazil264 Posts
March 13 2010 15:08 GMT
#36
Great read =)

I don't have a beta key, I'm just a spectator, but I've seen a Lot of games in TL streams, and I don't think that micro is dead. Micro is in this game and it is the player's job to exploit it.

Of course A-moving a blob of units will work if nobody knows how to micro. But the fact is that most people don't even try to find the micro tricks, they just wait for some pro player to develop it, and then proceed to copy the playstyle. And this is Not going to happen in the beta. Some people also just try to copy BW micro into SC2, and don't try anything new. This won't work 100% for obvious reasons.

There is some documentation on micro tricks in the forums already, but you'll have to dig a bit to find those. i.e. Z can exploit the fact that units need to turn around to attack to kill zealots with a small number of speedlings without taking damage, waypoints can be used to cast simultaneous spells from some units, patrol can be used to spread units apart, HSM has its own share of neat tricks to be exploited (targeting your own unit, targeting a dead unit, (MULESM bombing lol) ), MULE and Roach bombs, broodlords and lauch speed upgraded carriers can be microed to take full advantage of their "charged" attack bursts, while staying at a safe distance, banelings are a complete waste against anti-baneling micro, unless they are very well microed themselves, etc..
This is only the very very tip of the iceberg. I also believe that some things need to be changed (the high ground advantage problem, unit walls impossible vs a few units, Stalkers too weak overall...) but I'm not disappointed with the micro in the game. So far when I watch streams, situations keep presenting themselves where the player could have done a simple micro and he doesn't (like T putting an idle Factory to use, either for scout or building addons; or a Z building a creep path when going hydras)

So far I've hardly seen people trying micro ideas in the streams. All we have is "opponent has build this, so I'll build this" or "I have an advantage so I'll do this tech/expand". So I can't take "micro is dead" comments to be credible.
CursOr
Profile Blog Joined January 2009
United States6335 Posts
March 13 2010 15:08 GMT
#37
There was so much of the endgame in BW that didn't evolve till YEARS after it came out. Dark Swarm usage? It just shocked people when it started being used because there was still mystery to the game then. I'm sure everyone knows all to well what Mutalisk stacking did as well. Even the Vulture went back and forth between usage and obscurity. Finally, it ends up being considered one of the strongest units in BW because of the amount of multi-tasking required to pretty much dominate a map with them.

Hopefully there are little surprises like these waiting for us in SC2. The sad thing is, no matter how many tweeks they make and what we say, we won't know this till years later.
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
Exquisito
Profile Joined February 2010
United States55 Posts
March 13 2010 15:36 GMT
#38
I've said it before and I'll say it again. To those who long for more intense and complicated micro-management, Blizzard already has a great game for you: Warcraft III.

I prefer the chaos and carnage of battle between masses of disposable units, only a very few of which are casting spells. Heck, I wouldn't mind if Starcraft units were even MORE automated (I'm thinking of auto-retreat, or patrol + disengage instead of default patrol-attack, or set target priority before the fight) so you could maintain multiple fronts and increase the population cap without needing to micro every front on a larger battlefield. You would still be rewarded if you could micro multiple fronts, but the macro game would be more exciting for the rest of us without YoungHo Lee micro.

In summary: it ain't broke.
spawn more overlords
chobopeon
Profile Blog Joined May 2003
United States7342 Posts
March 13 2010 16:11 GMT
#39
who the hell is Chobopoen?

thanks for the feedback, guys.
:O
Arhkangel
Profile Joined August 2007
Argentina769 Posts
March 13 2010 16:15 GMT
#40
Ehm I'm not a very good SC player. I can't really name the build orders I see on pro-games until they tell me and although I appreciated Micro right from the start, even when I was just being introduced to competitive BW and watched Pimpest Plays and Boxer Tributes, sometimes some of the Micro escaped me. I didn't quite understand some of the amazing stuff I was seeing.

For example, for the untrained eye the Boxer Lockdown looks hella impressive compared to say... A beautiful Rine-Split against some Lurkers. Now that I know better sniping mines with Goons, kitting Zealots with Vultures and splitting Marines are more impressive that simply cloning a bunch of Lockdowns on a group of Sieged Tanks.

SC2 has made me go HOLY SH- a couple of times already because even thou you are not impressed by the auto-surround or some sick Muta Sniping the abilities the units have are pretty cool to look at and even someone that hasn't played SC2 (like me) can say "Woah! That thing that looks like a Zerg Reaver just hit those Marines spot on! Holy crap! Are those Thors attacking their own units!!!?"

So yes while Micro "Tricks" are not present in SC2 you still have to Micro pretty well and to those that say that it is worst for the spectator... I'm afraid that is not the case, since I am the personification of a "spectator" and I can tell you SC2 looks much more interesting and appealing than what SC:BW looked like a couple of years back when I started to follow it.

And hey if you can achieve 300 APM and put it to good use in DotA and HoN you certainly will be able to do the same in SC2. Rest assured we will still be amazed by the mechanical prowess of the Pros.
Part Time Ninja
Prev 1 2 3 4 Next All
Please log in or register to reply.
Live Events Refresh
LiuLi Cup
11:00
#1
WardiTV454
TKL 171
IntoTheiNu 12
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko258
TKL 171
Rex 70
trigger 27
StarCraft: Brood War
Britney 28768
actioN 10461
Sea 4280
Rain 2891
ggaemo 2616
Bisu 1299
Mong 707
Larva 465
Barracks 461
BeSt 452
[ Show more ]
Zeus 300
Stork 256
Mini 212
Pusan 168
hero 142
Dewaltoss 129
Soulkey 122
ZerO 114
TY 85
JYJ78
sSak 69
Soma 62
Snow 60
Killer 58
Shine 47
Sacsri 31
Sharp 29
soO 25
[sc1f]eonzerg 24
sorry 23
Icarus 20
Bale 17
yabsab 16
NaDa 15
JulyZerg 12
Sexy 10
IntoTheRainbow 9
sas.Sziky 2
EffOrt 1
Dota 2
qojqva877
XcaliburYe859
XaKoH 444
boxi98228
Fuzer 184
Counter-Strike
zeus613
kRYSTAL_27
Other Games
gofns15371
singsing2373
B2W.Neo1076
crisheroes429
DeMusliM365
RotterdaM226
SortOf133
ArmadaUGS44
ZerO(Twitch)17
Organizations
Other Games
BasetradeTV21
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• StrangeGG 44
• davetesta17
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 4
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV454
League of Legends
• Stunt669
• Jankos534
Upcoming Events
uThermal 2v2 Circuit
3h 6m
RSL Revival
14h 6m
RSL Revival
22h 6m
SC Evo League
1d
uThermal 2v2 Circuit
1d 3h
CSO Cup
1d 4h
Sparkling Tuna Cup
1d 22h
uThermal 2v2 Circuit
2 days
Wardi Open
2 days
RotterdaM Event
3 days
[ Show More ]
Replay Cast
3 days
RSL Revival
4 days
The PondCast
5 days
Replay Cast
6 days
LiuLi Cup
6 days
Liquipedia Results

Completed

ASL Season 20: Qualifier #2
FEL Cracow 2025
CC Div. A S7

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
uThermal 2v2 Main Event
HCC Europe
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025

Upcoming

ASL Season 20
CSLPRO Chat StarLAN 3
BSL Season 21
BSL 21 Team A
RSL Revival: Season 2
Maestros of the Game
SEL Season 2 Championship
WardiTV Summer 2025
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
Roobet Cup 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 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.