• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 13:32
CEST 19:32
KST 02:32
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun10[ASL21] Ro8 Preview Pt1: Inheritors16[ASL21] Ro16 Preview Pt2: All Star10Team Liquid Map Contest #22 - The Finalists21[ASL21] Ro16 Preview Pt1: Fresh Flow9
Community News
2026 GSL Season 1 Qualifiers25Maestros of the Game 2 announced92026 GSL Tour plans announced15Weekly Cups (April 6-12): herO doubles, "Villains" prevail1MaNa leaves Team Liquid25
StarCraft 2
General
Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun Team Liquid Map Contest #22 - The Finalists Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool MaNa leaves Team Liquid Maestros of the Game 2 announced
Tourneys
SC2 INu's Battles#15 <BO.9 2Matches> GSL Code S Season 1 (2026) WardiTV Spring Cup RSL Revival: Season 5 - Qualifiers and Main Event SEL Masters #6 - Solar vs Classic (SC: Evo)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 523 Firewall Mutation # 522 Flip My Base Mutation # 521 Memorable Boss
Brood War
General
Pros React To: Leta vs Tulbo (ASL S21, Ro.8) ASL21 General Discussion [TOOL] Starcraft Chat Translator JaeDong's ASL S21 Ro16 Post-Review Missed out on ASL tickets - what are my options?
Tourneys
[ASL21] Ro8 Day 1 [ASL21] Ro16 Group D Small VOD Thread 2.0 [ASL21] Ro8 Day 2
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers What's the deal with APM & what's its true value Any training maps people recommend?
Other Games
General Games
Stormgate/Frost Giant Megathread Daigo vs Menard Best of 10 Nintendo Switch Thread Dawn of War IV Diablo IV
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread Russo-Ukrainian War Thread 3D technology/software discussion Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion McBoner: A hockey love story
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Sexual Health Of Gamers
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2909 users

[A] Starbow - Page 305

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 303 304 305 306 307 537 Next
Kabel
Profile Joined September 2009
Sweden1746 Posts
June 23 2013 21:59 GMT
#6081
Nerve Jammer prevent every ground unit from attacking: Lurker, Baneling, Reaver and even Scarabs!
Creator of Starbow
Fuchsteufelswild
Profile Joined October 2009
Australia2028 Posts
June 23 2013 22:00 GMT
#6082
On June 24 2013 06:55 Kabel wrote:
I digged into the Baneling. Turns out that the damage values are from the HoTS campaign.
40 vs all!
(Is suppose to be 20 vs all + 15 vs light)
Each melee upgrade give +4 damage instead of the normal +2.

Gonna adjust this for the tomorrow patch.

My gawd, I saw that ages ago and supposed you'd come to some surprising decision that it was necessary or ideal.
It surprises me that I might not have mentioned it.
Anyway, suits me to make them as they are in SC2.
ZerO - FantaSy - Calm - Nal_rA - Jaedong - NaDa - EffOrt - Bisu - by.hero - StarDust - Welmu - Nerchio - Supernova - Solar - Squirtle - LosirA - Grubby - IntoTheRainbow - Golden... ~~~ Incredible Miracle and Woongjin Stars 화이팅!
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
Last Edited: 2013-06-23 22:17:27
June 23 2013 22:03 GMT
#6083
On June 24 2013 06:59 Xiphias wrote:
Show nested quote +
On June 24 2013 06:48 Hider wrote:
On June 24 2013 06:31 Xiphias wrote:
Yeah. Agreed!

NUMERBS!

One hatchery produces 3.333 larvae per minute (assuming you use all your larvae)

With one queen CONSTANTLY injecting it produces 5.333 larvae per minute. (I think it generates 25 energy by the time the inject is over...)

Two hatches would ofc produce 6.666 larvae per minute.

A queen is only 150 minerals compared to the 300 min of hatch, so if we are just taking about larvae production you should have one queen at each hatch before making macro-hatches.

Good to know, right?


Doesn't the queen increase larve producion by 60%? That would imply 3.33 * 0.6 = 1.85 (something like that).


Math behind this:

One larvae per 18 sec, 60 sec per min --> 60/18=3.333 larvae per minute.

Increase of 60% --> 3.3333 * 1.6 = 5.3333 larvae per minute.

I did try your thing and subtract 60% from 18 seconds and it turned out way OP with something like 7 larvae per minute, but that's not how it works. I tested it to make sure.


Well I was just thinking about the effect of the queen it self which is just 1.833. Obv. since a queen costs half of a hatchery it is worth the money to get a queen if you have great injects. When that is said, I think (if possible) it is better to delay queens and get a super fast 3rd to minimize double mining.
I think getting more than 2 queens though is generally a bad idea.

On June 24 2013 07:00 Fuchsteufelswild wrote:
Show nested quote +
On June 24 2013 06:55 Kabel wrote:
I digged into the Baneling. Turns out that the damage values are from the HoTS campaign.
40 vs all!
(Is suppose to be 20 vs all + 15 vs light)
Each melee upgrade give +4 damage instead of the normal +2.

Gonna adjust this for the tomorrow patch.

My gawd, I saw that ages ago and supposed you'd come to some surprising decision that it was necessary or ideal.
It surprises me that I might not have mentioned it.
Anyway, suits me to make them as they are in SC2.


I do wonder though - Would something like 25 vs light + 10 vs armored really be bad? Then we could make lurker the anti-light unit and baneling better against armored units while keeping both of them mobile?

Banelings would still be relatively good at countering lings so zvz early game could still be a bit interesting. Evenutally we could slightly buff the AOE of them (?)
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
Last Edited: 2013-06-23 22:14:42
June 23 2013 22:14 GMT
#6084
On June 24 2013 06:59 Kabel wrote:
Nerve Jammer prevent every ground unit from attacking: Lurker, Baneling, Reaver and even Scarabs!


Oh sorry - Previously it was just meele attacks. Does it also disable own units?
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-06-23 22:18:45
June 23 2013 22:18 GMT
#6085
Need help to invent some names:

1. Breed ability at the Viper. It places an egg on the ground. The egg hatches into a Creeper.
It looks like this:
+ Show Spoiler +
[image loading]


What shall the ability be called?
What shall the unit be called?

2. I plan to give a new ability to the Observer. When activated, the Observer is not attacked by the enemy, unless target fired, for X seconds. This makes Protoss able to get vision of unattackable areas filled with Turrets + Siege tanks, or Lurkers + Overseer + Hydras.

Suggestion for names?
Creator of Starbow
Kabel
Profile Joined September 2009
Sweden1746 Posts
June 23 2013 22:20 GMT
#6086
Oh sorry - Previously it was just meele attacks. Does it also disable own units?


It has never only disabled melee attacks.
Atm it only disables enemy units.
Creator of Starbow
Fen1kz
Profile Joined July 2010
Russian Federation216 Posts
Last Edited: 2013-06-23 23:44:15
June 23 2013 23:40 GMT
#6087
@lurkers
i dont think there's a problem with them, if they're good in ZvT with fast and cool attack - then leave them as is, better watch at protoss units.

Mb i've played vs not enough lurkers, but they were ok to deal with.
the only thing i want with lurkers - add louder sound and mb more clear attack, its hard to spot them unlike in BW where there was BZZZZZZZZZZ sound





@queens
just remove limit, queens are ok. i only wonder why they have chronoboost (even better!) but if u like it - they're ok, remove limit

ah and also how do you think - shall i post bugs here or mb better to send you PMs?
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
Last Edited: 2013-06-24 00:28:24
June 24 2013 00:07 GMT
#6088
On June 24 2013 08:40 Fen1kz wrote:
@lurkers
i dont think there's a problem with them, if they're good in ZvT with fast and cool attack - then leave them as is, better watch at protoss units.

Mb i've played vs not enough lurkers, but they were ok to deal with.
the only thing i want with lurkers - add louder sound and mb more clear attack, its hard to spot them unlike in BW where there was BZZZZZZZZZZ sound

https://www.youtube.com/watch?v=wCidPPtNBqQ

https://www.youtube.com/watch?v=9wJjw56OdGs

@queens
just remove limit, queens are ok. i only wonder why they have chronoboost (even better!) but if u like it - they're ok, remove limit

ah and also how do you think - shall i post bugs here or mb better to send you PMs?


I just watched one of our replays. in the Starbow ridge game you held the mid 13 minute pressure/attack quite easily as you went for a nexus first --> 1 gate --> robo --> 3rd --> mass gates. If any build order is the counter that has to be it. However, the problem is that it actually should be somewhat easily scoutable (overseer) by the zerg player and instead of lurker rushing he should just go for a 9-10 minute hydra attack (just before reaver gets out). That will either straight up kill you or force you to cancel your 3rd in which case your stuck on 2 bases for some time. Then the zerg can do this;

1) Tech to lurker.
2) Turtle outside your base (during this period he will have a lower worker count than the protoss player, however since he will be mining from 2 bases income willl be similar.
3) Deny observer vision with hydras + overseers which will make reavers somewhat inefficient.
4) Drone up.
5) After a couple of minutes the protoss should be able to reclaim the 3rd due to having enough reavers. However at that point in time the zerg will have twice the eco and could for instance tech switch to mutas or w/e.

One of the differences between the starbow ridge game and the first game I won was that that you didn't do anything pressure-oriented in the former game. In the starbow ridge game you kinda forced my drones to not mine for some period to kill pylons/cannons at my 3rd which actually ended up costing me a bit of ressoruce. I am not convinced that that is the best harass-oriented approach, but I do think toss has pressure-oriented timings which needs to be developed to force the zerg into a lower drone count which will reduce the efficiency of the lurker timing attack.

In the first game I then followed up with a lurker drop play while pressuring your 3rd - That attack is probably close to impossible to deal with since you need to defend 4 possible locations at once. In the Starbow rdige game the drop threat is easily dealt with by placing 2 cannons at the natural, and defending both the 3rd, the 4th and the natural is very very easy due to high ground advantage. Furthermore the map also benefits protoss as the rush distance is so small which makes it neccesary for the zerg to have a slightly lower drone count throughout the entire game.
Thus too a large extent the threat of lurker/hydra midgime timing attacks are therefore dependant upon the map type.

So far the entire discussion has been upon the assumption that the zerg opens hydra/lurker. What if Iinstead had gone for like 8:30 mutas, wouldn't that destroy any kind of robo opening?

In the 3rd game you went for some kind of +1 charge timing attack which IMO seems stronger. Even if I had got the correct amount of hydras (I got 5 drones too much I think) it would force me into a very very low drone count quite early and unlike the above scenario, I wouldn't be capable of pressuring efficiently (you could just have retreated and claimed 3rd).

Then after starting the 3rd you could go into robo, perhaps even double robo if the first robo scouted a lurker timing attack follow up (which would put the zerg completley allin.)

My point with this theoretical analytical is to come the truth a bit closer. In the end I think lurkers are counterable as protoss if you have a really really solid gameplan. You need to understand eveyr single timing, when to attack (dependant on what you see) and when to move back. When to expo, when to get the various tech structures, how to play/react dependant on the specific map etc.

In the end the strenght of the lurker isn't just the lurker it self, but the various other timings the zerg can hit which I believe could make it feel a bit coinflippy (or OP) if you don't have enough practice in the matchup.

I do think we should be a bit cautious about making the game too hard too figure out, and therefore I wouldn't mind a small lurker nerf.
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
June 24 2013 00:54 GMT
#6089
--- Nuked ---
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
Last Edited: 2013-06-24 03:48:56
June 24 2013 03:21 GMT
#6090
On June 24 2013 09:54 Laertes wrote:
If everyone's fine with the new zealot then I guess I have to be fine about it too, but I think that the micro is all wrong, micro shouldn't be spam spam spam whenever you can, it should be a calculated effort. An ability that can be used any and all the time is just micro for the sake of artificially raising apm requirements.

It is like blink, there is a cooldown involved.

This lets you do things like trick your opponent into burning their zealot charge (much like stim).

Also, attention is a finite resource. Even in top tier games you'll see groups of units that get crushed because their attention was spread too thin to take care of them.

Spam=clicking a ton in a short period of time.

Hitting the charge button is a very definite action you don't hit anywhere near enough for it to be defined as spam.
It is like saying blink is also a "spam" ability.
ItWhoSpeaks
Profile Joined September 2010
United States362 Posts
June 24 2013 05:27 GMT
#6091
I think December has it right. Charge doesn't have the same utility as blink due to it not avoiding terrain, but there seems to be a lot of cool stuff you can do with it.
Reflection and Respect.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2013-06-24 07:35:03
June 24 2013 06:30 GMT
#6092
The lurker problem will most probably go away once we fix gas income again. Let us wait until then to try other changes.
aka KanBan85. Working on Starbow.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-06-24 08:27:42
June 24 2013 08:01 GMT
#6093
@Charge

You put it good, December.

Charge makes combat less one-dimensional between Zealots and especially Marines and Hydras.
When Zealots had permanent fast movement speed, they would catch and beat Hydras and Marines easily.
Hydras and Marines had to the splitting and micro, and it was very hard, compared to the "easy" micro Zealots had to do.

Now Zealots CAN become fast again via Charge, IF the player pays attention to the Zealots. There are also some tricks involved, as running in and "sniping" a unit, use Charge when fleeing from combat, use Charge when moving across the map etc.

I can understand that it is hard to get used to. Especially for new players. Which of course is a negative thing since that can prevent lower rank players from enjoying this. There is always a balance act: what is the positive outcome for the game compared to the negative outcome?

In terms of design, yes it is kinda like Stim pack with some minor differences:
It effects movement only.
It gives a short and strong burst effect.
It drains no life.
But it is used in a similar way!
That does not bother me so much, at least since it seems to contribute to a better gameplay.

It can always be adjusted though. Atm it increases Zealot speed from 2.5 to 3.75 for 4 seconds. Cooldown 8 seconds.
Maybe the duration can be prolonged? 5 seconds and cooldown 10 seconds. Makes it feel less spammy? Makes it feel similar to the cooldown of Blink?
(Easier to remember when to use: "I just Blinked, now lets Charge. Now I can Blink again, ok I can Charge again too.")


Creator of Starbow
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-06-24 08:33:30
June 24 2013 08:19 GMT
#6094
@Reaper damage

Since I still stuck stubbornly with the Reaper splash upgrade, I need to take it into accout when adjusting the Reapers start damage. (I really want Reapers to have a midgame/late game utility T_T)

They start with 4x2 dmg and attack speed 1.1 in HoTS. If I add that value in Starbow, and just lets the splash upgrade convert that damage into splash, they will be quite good vs Hydras AND Zerglings. Which will be kinda annoying for Zerg...

My suggestion is to give Reapers 3x2 dmg vs all, 5x2 dmg vs light. Attack speed 1.3.

Lets compare the values:

Hots: 4x2, attack speed 1.1 = 7,3 Damage per second. (440 damage per minute vs all)

Currently in Starbow: 3x2, 6x2 vs light, attack speed 1.2 = 10 DPS (600 damage per minute vs light)

My suggestion: 3x2, 5x2 vs light, attack speed 1.3 = 7,7 DPS (460 damage per minute vs light)

This would make Reapers weak vs Stalker/Hydra, even with the splash upgrade.
The DPS would be quite similar vs light units, as compared to HoTS. (Slightly higher actually to compensate for the lower life of Reapers.)

Thoughts?


Creator of Starbow
Kabel
Profile Joined September 2009
Sweden1746 Posts
June 24 2013 08:54 GMT
#6095
@Warp in

Dark Templars are currently cloaked when warped in. Is it like that in SC2/HoTS too?
Personally I think it would be better if they are visible when warped in, so they can be countered by the opponent before they finish.
Creator of Starbow
Sumadin
Profile Joined August 2011
Denmark588 Posts
Last Edited: 2013-06-24 09:23:51
June 24 2013 09:22 GMT
#6096
On June 24 2013 17:19 Kabel wrote:
@Reaper damage

Since I still stuck stubbornly with the Reaper splash upgrade, I need to take it into accout when adjusting the Reapers start damage. (I really want Reapers to have a midgame/late game utility T_T)

They start with 4x2 dmg and attack speed 1.1 in HoTS. If I add that value in Starbow, and just lets the splash upgrade convert that damage into splash, they will be quite good vs Hydras AND Zerglings. Which will be kinda annoying for Zerg...
Thoughts?


You mean they will suck equally vs both? Look it is splash, Mobile splash even, but when is it ever going to be comparable to a siege tank? A mine? The dps of a goliath?

The problem with the HOTS reaper is that it is a bunch of gimmicks latched on to one unit, none of which matters in a late-game scenario.

Healing?: Doesn't matter when you actually die instantly.
Speed: Irrelevant once most army units outrange you (Static defence too).
Cliffjumping: See Speed

So where is the late game utility then? Well WOL reapers had some:
+ Show Spoiler +


This was the glory days of Late-game reapers, now keep in mind this was very much a strat that shined most on Shakuras but I still think it serves well as a blueprint for what we should try and move our reapers towards.

Reaper harass was sickly dangerous, but their speed also had defensive uses. Terran doesn't have any Anti ground Static defences so when DT moves into the main(last place you would see a planetary) they must respond with their army(Just as we like it). But who wanna send stimmed Marines when Reapers can actually just get there in half the time. Zealot harass too.

All this relied on the Reapers ability to actually kill said harass, something they don't currently have. In WOL they could with their +light damage(which was higher than it currently is in Starbow IIRC).

So how do we mix the early game balanced Utility of the HOTS reaper with the intresting late game utility of the WOL reaper? Well my suggestion is that we ditch the splash and give reapers a factory-level Upgrade that gives them back the Anti-light damage. They still don't kill buildings as fast behaps we should bring that in too, but lets try the anti-light first.

Also for no reason here is Carbots animation on how Reapers work in HOTS
+ Show Spoiler +
The basic key to beating a priest is playing a deck that is terrible.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
June 24 2013 09:43 GMT
#6097
+1 to no cloak warp-in dt's. you can't just warp them "in yo face!" without being punished for it.
aka KanBan85. Working on Starbow.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-06-24 09:45:24
June 24 2013 09:44 GMT
#6098
@Reaper

The reason I did not give it a pure +dmg bonus vs light upgrade, is that it would to the same thing as the Vulture:
High dmg vs 1 Light unit.

The thought of the splash upgrade, which also requires Factory, is to give the Reaper something unique:
the only mobile Terran unit that deals decent splash.

Is the upgrade really that useless in the late game?

4 Reapers with splash upgrade is a cheap investment in the mid/late game, and they will now be able to kill workers and buildings faster than Vultures. And they do not even need a Dropship..

But if you or someone else has a better suggestion how to add late game utility, I am curious to hear it!
Creator of Starbow
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
June 24 2013 09:46 GMT
#6099

So how do we mix the early game balanced Utility of the HOTS reaper with the intresting late game utility of the WOL reaper? Well my suggestion is that we ditch the splash and give reapers a factory-level Upgrade that gives them back the Anti-light damage.


I think that would make them similar too vultures.
Fen1kz
Profile Joined July 2010
Russian Federation216 Posts
Last Edited: 2013-06-24 12:10:15
June 24 2013 11:57 GMT
#6100
On June 24 2013 09:54 Laertes wrote:
An ability that can be used any and all the time is just micro for the sake of artificially raising apm requirements.


i like this approach, exactly what i feel with new zealots.

On June 24 2013 12:21 decemberscalm wrote:
It is like blink, there is a cooldown involved.

This lets you do things like trick your opponent into burning their zealot charge (much like stim).

Also, attention is a finite resource. Even in top tier games you'll see groups of units that get crushed because their attention was spread too thin to take care of them.

Spam=clicking a ton in a short period of time.

Hitting the charge button is a very definite action you don't hit anywhere near enough for it to be defined as spam.
It is like saying blink is also a "spam" ability.


no, blink is about position, you can travel with blinks, it has much larger cooldown and it allows you to pass unpassable terrain. but charge currently feels like "wow lets add micro to zealots too so u need to charge them every 4-8 seconds" (i dont remember cooldown, but it is short)
so the only need u to do is just spam charge every time to need to move ur zealots

spam here means - often repeatedly click on button

On June 24 2013 17:01 Kabel wrote:
@Charge
In terms of design, yes it is kinda like Stim pack with some minor differences:
It effects movement only.
It gives a short and strong burst effect.
It drains no life.
But it is used in a similar way!
That does not bother me so much, at least since it seems to contribute to a better gameplay.


and there's the problem.
it doesnt have strong burst effect since its necessary to click it to be able to catch hydras and etc
also as i saw zealots battle vs hydras this means i charge, first zealots attack, back zealots just running around, charge ends and hydra kite me till the end of cooldown, zealtos are still good because they're meatshield, but their charge not worth to put micro on
but! it drains no life, means if i can mindlessly click it by cooldown (every time i select zealots f.e.) - battle could do better, so its spamming ability for apm sake

3 situations:
1) a streamer at 3rd starbow tournament:
wow, fen using his blik to surround enemy forces, while blinking back damaged ones, that was cool, just like he catched those mutas 2 mins ago!
2) a streamer at 3rd starbow tournament:
omg, fen used zealots charge to catch hydras! that was awesome! just like he used charge to get to marines last game!
3) same:
ok fen preparing to push, STIIIMPACK (everyone understands that there comes the battle) boom bam. Wow he used stim only on back line marines, while forward ones remain full hp!!

which one of these situations is not so funny as streamer says?
Prev 1 303 304 305 306 307 537 Next
Please log in or register to reply.
Live Events Refresh
Next event in 15h 28m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
LamboSC2 250
UpATreeSC 102
BRAT_OK 62
MindelVK 16
StarCraft: Brood War
GuemChi 4742
Larva 446
HiyA 430
Hyuk 189
Movie 112
firebathero 102
Sexy 96
Backho 73
yabsab 49
Sea.KH 47
[ Show more ]
Bale 28
Shine 23
Rock 23
soO 19
Counter-Strike
fl0m4514
byalli529
Heroes of the Storm
Liquid`Hasu169
Other Games
FrodaN1025
Grubby985
B2W.Neo803
ceh9478
mouzStarbuck147
C9.Mang0136
KnowMe94
QueenE74
Trikslyr54
Fuzer 50
RotterdaM26
Organizations
Other Games
BasetradeTV256
Dota 2
PGL Dota 2 - Main Stream71
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 20 non-featured ]
StarCraft 2
• musti20045 123
• Adnapsc2 9
• Shameless 7
• Kozan
• Migwel
• sooper7s
• AfreecaTV YouTube
• intothetv
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• HerbMon 27
• blackmanpl 25
• Michael_bg 8
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Nemesis1975
• TFBlade1113
Counter-Strike
• Shiphtur173
Other Games
• imaqtpie470
Upcoming Events
Replay Cast
15h 28m
Escore
16h 28m
INu's Battles
17h 28m
Classic vs ByuN
SHIN vs ByuN
OSC
19h 28m
Big Brain Bouts
22h 28m
Replay Cast
1d 6h
Replay Cast
1d 15h
RSL Revival
1d 16h
Classic vs GgMaChine
Rogue vs Maru
WardiTV Invitational
1d 17h
IPSL
1d 22h
Ret vs Art_Of_Turtle
Radley vs TBD
[ Show More ]
BSL
2 days
Replay Cast
2 days
RSL Revival
2 days
herO vs TriGGeR
NightMare vs Solar
uThermal 2v2 Circuit
2 days
BSL
3 days
IPSL
3 days
eOnzErG vs TBD
G5 vs Nesh
Patches Events
3 days
Replay Cast
3 days
Wardi Open
3 days
Afreeca Starleague
3 days
Jaedong vs Light
Monday Night Weeklies
3 days
Replay Cast
4 days
Sparkling Tuna Cup
4 days
Afreeca Starleague
4 days
Snow vs Flash
WardiTV Invitational
4 days
GSL
5 days
Classic vs Cure
Maru vs Rogue
GSL
6 days
SHIN vs Zoun
ByuN vs herO
Liquipedia Results

Completed

Proleague 2026-04-29
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
StarCraft2 Community Team League 2026 Spring
2026 GSL S1
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026

Upcoming

Escore Tournament S2: W5
KK 2v2 League Season 1
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
RSL Revival: Season 5
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 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.