• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 07:53
CEST 13:53
KST 20:53
  • 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
Team Liquid Map Contest #21 - Presented by Monster Energy5uThermal's 2v2 Tour: $15,000 Main Event14Serral wins EWC 202549Tournament Spotlight: FEL Cracow 202510Power Rank - Esports World Cup 202580
Community News
Weekly Cups (Aug 4-10): MaxPax wins a triple5SC2's Safe House 2 - October 18 & 195Weekly Cups (Jul 28-Aug 3): herO doubles up6LiuLi Cup - August 2025 Tournaments5[BSL 2025] H2 - Team Wars, Weeklies & SB Ladder10
StarCraft 2
General
RSL Revival patreon money discussion thread #1: Maru - Greatest Players of All Time Team Liquid Map Contest #21 - Presented by Monster Energy Lambo Talks: The Future of SC2 and more... uThermal's 2v2 Tour: $15,000 Main Event
Tourneys
RSL: Revival, a new crowdfunded tournament series SEL Masters #5 - Korea vs Russia (SC Evo) Enki Epic Series #5 - TaeJa vs Classic (SC Evo) ByuN vs TaeJa Bo7 SC Evo Showmatch Global Tourney for College Students in September
Strategy
Custom Maps
External Content
Mutation # 486 Watch the Skies Mutation # 485 Death from Below Mutation # 484 Magnetic Pull Mutation #239 Bad Weather
Brood War
General
Google Play ASL (Season 20) Announced ASL20 Pre-season Tier List ranking! New season has just come in ladder BW General Discussion BSL Polish World Championship 2025 20-21 September
Tourneys
KCM 2025 Season 3 Small VOD Thread 2.0 [Megathread] Daily Proleagues [ASL20] Online Qualifiers Day 2
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates [G] Mineral Boosting 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
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread The Games Industry And ATVI Bitcoin discussion thread
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
Anime Discussion Thread [\m/] Heavy Metal Thread [Manga] One Piece Movie Discussion! Korean Music Discussion
Sports
2024 - 2025 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
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
Gaming After Dark: Poor Slee…
TrAiDoS
[Girl blog} My fema…
artosisisthebest
Sharpening the Filtration…
frozenclaw
ASL S20 English Commentary…
namkraft
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 552 users

[A] Starbow - Page 381

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 379 380 381 382 383 537 Next
Hider
Profile Blog Joined May 2010
Denmark9389 Posts
Last Edited: 2013-08-31 13:42:16
August 31 2013 13:41 GMT
#7601
On August 31 2013 22:37 Foxxan wrote:
#hider

Ok, i did some fast testing in the unit tester.

I agree with you, the scout is actually a powerbeast. I took for granted the ground damage was only 8 as in bw, how stupid of me

so i apologise about that

I did some light test 4scout vs 4viking, the scouts win.

Though, the vikings have a critical mass since they have aoe. Why do they have aoe btw?
But it takes time to get that so its not very relevevant right now

viking and scout have 3.25 movementspeed
banshee have 3.35

both these speeds feels a bit to high, i dont know what to do about this





I think its the intention that vikings should be used to counter mutalisks so it needs splash and it also needs to be able to kite.
Scout really doesn't need that fast movement speed though. If blink stalkers are too weak vs tank dropships + banshees then I would wait with redeucing movement speed of the banshee and instead look at other potential tweaks;

- Make dropship pick up an upgrade at starport tech lab.
- Reduce duration of cloack
- Reduce upgrade time of blink a bit.

SolidSMD
Profile Joined April 2011
Belgium408 Posts
August 31 2013 13:44 GMT
#7602
i think the problem is that scouts double-counter SV's, both with their normal attack and with aoe-feedbackmissile that's relatively easy to spam. Also some speedvalues should be adjusted on air-units. (groundunits should probably be at least as fast as the airunits because the airunits can abuse terrain). A stronger stalker should help as well, although this might have side-effects.
Working on Starbow!
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2013-08-31 14:22:00
August 31 2013 13:50 GMT
#7603
- Make dropship pick up an upgrade at starport tech lab.
- Reduce duration of cloack
- Reduce upgrade time of blink a bit.


Why do banshees need that fast movementspeed but not scouts?

With a nerf to scout. They will be bad in combat. They will melt vs goliaths.
So alot of things will change.

I said before to catch a banshee with cloak you need
1)blink stalkers
2) upgraded speed of observer
Now to make scouts, they dont serve the purpose they do now, so right now its dangerous.
Also, with cloak on banshee, they can not only escape from stalkers but also against scouts.

Protoss do not have that much gas on2base.

Reducing the duratition of cloak doesnt do anything in this case.
Also dropship have that speed boost with a base movement of 3.25.

How do a scout catch a dropship ever? Even with this speed they have now?Terran simple use the boost to escape = no chance to catch it.

Also, mixing in goliaths with dropships and going heavy tank drop melts scouts (if they get nerfed) and stalkers.

Right now i feel we need way more tests after we nerf scout ground damage.
I also feel banshee harass and dropship harass will be viable alot with scout nerf to ground.
------------
I think its the intention that vikings should be used to counter mutalisks so it needs splash and it also needs to be able to kite


Ye i know.
I asked the question because we already have. Kiting what excactly? Like heavy units purely carriers and bcs?
1) sv irridate
2) marines
3) goliaths

If bioplay goes starport, they for sure would get sv instead of vikings because
1) they need sv against everything zerg has (almost)
2) vikings are expensive and only good vs air
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-08-31 14:20:08
August 31 2013 14:18 GMT
#7604
With this new patch, the economy is now BW. (Mining time, gas & mineral ratio, 1500 minerals per patch)

The difference is worker build time.

It takes 17 seconds to produce a worker in BW. Each larva is spawned every 15 second.

IF we mimic this, will the saturation be too fast, and have negative effects on the economy, because of Inject larva, Calldown SCV and Chrono boost?

An alternative is to make each worker take 19 seconds to produce & larvas spawn every 17 seconds. So the saturation time is slightly slower, but is more evened out depending on how much players use macro mechanics.

I will calculate on it.
Creator of Starbow
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2013-08-31 14:29:09
August 31 2013 14:28 GMT
#7605
Would be very glad if we calculated zerg larva a bit more. I feel they were nerfed very much in the opening because of it.

Just some feeling i have.

sc2: one larva, every 15sec
starbow: one larva, every 18sec

=

sc2: every 60 second, four larva
starbow: every 72second, four larva

=

sc2: every 120sec, eight larva
starbow: every 142sec, eight larva
--------------
sc2: inject, 4additional larva every 40th seconds
starbow: inject, instead of 18seconds it turns into 12seconds each time a larva spawns

---

inject = huge nerf
larva speed = nerf = slows down zerg especially in the opening

I feel this is a issue.

When i played broodwar for example, i had no problem at all vs 2gate zealots.
In starbow however, its a huge problem. Not to surive but
1) get your drones up
2) need to use larva for lings alot more

Since u have less larva and zealots come faster with chrono(or if protoss chrono probes)

I feel we have some issues here with all these things.



SolidSMD
Profile Joined April 2011
Belgium408 Posts
August 31 2013 14:30 GMT
#7606
On August 31 2013 23:18 Kabel wrote:
With this new patch, the economy is now BW. (Mining time, gas & mineral ratio, 1500 minerals per patch)

The difference is worker build time.

It takes 17 seconds to produce a worker in BW. Each larva is spawned every 15 second.

IF we mimic this, will the saturation be too fast, and have negative effects on the economy, because of Inject larva, Calldown SCV and Chrono boost?

An alternative is to make each worker take 19 seconds to produce & larvas spawn every 17 seconds. So the saturation time is slightly slower, but is more evened out depending on how much players use macro mechanics.

I will calculate on it.


I already prefer to use my nexus energy to chrono out tech instead of econ (after the first minutes of the game), because bases saturate too fast and with the current balance it's not that easy to expand a lot. Not sure what to do about this.
Working on Starbow!
Hider
Profile Blog Joined May 2010
Denmark9389 Posts
Last Edited: 2013-08-31 15:37:48
August 31 2013 15:01 GMT
#7607
On August 31 2013 23:18 Kabel wrote:
With this new patch, the economy is now BW. (Mining time, gas & mineral ratio, 1500 minerals per patch)

The difference is worker build time.

It takes 17 seconds to produce a worker in BW. Each larva is spawned every 15 second.

IF we mimic this, will the saturation be too fast, and have negative effects on the economy, because of Inject larva, Calldown SCV and Chrono boost?

An alternative is to make each worker take 19 seconds to produce & larvas spawn every 17 seconds. So the saturation time is slightly slower, but is more evened out depending on how much players use macro mechanics.

I will calculate on it.


I think unless you go CC first, you don't really wanna get OC too fast (CC first gives you excessive minerals quite early in the game). So scv call down doesn't really have a significant effect on saturation I believe.
Hider
Profile Blog Joined May 2010
Denmark9389 Posts
Last Edited: 2013-08-31 15:05:13
August 31 2013 15:04 GMT
#7608
Reducing the duratition of cloak doesnt do anything in this case.


My idea was that a lower duration of cloack would make detection less neccesary as banshee's wouldn't be able to be cloacked all the time.

Why do banshees need that fast movementspeed but not scouts?


If preventive units are better than offensive harass-oriented units, then I believe gameplay will be quite stale in the early and early midgame. But ofc there is a thin line between making harass-oriented units a very strong viable option and making them OP.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-08-31 16:21:46
August 31 2013 15:47 GMT
#7609
------

I know there are some other issues, and various tweaks are suggested, but I will not mess too much with other stuff until the fundamentals are at place:
- pathing & micro system
- economy

(Those two factors determines a lot for the game)

The worker build time is a tricky thing, due to macro mechanics. I have looked at different number solutions, but it is hard to know what will work and not.

I consider to just go full BW mode: worker BT 17 seconds. Larva spawn every 15. (Inject still increases that by 50%)

It will probably not be perfect in Starbow, but by trying it in the game, we can determine how saturation feels, how well the larva rate feels vs P and T, and then tweak it according to that. Just back to BW basics.

Otherwise I can just let it be as it is: larva spawn every 18 second. Worker BT 22 seconds.

Or just go for a middle value, that I think might work: Worker BT 19 seconds, Larva spawn every 17 second. Then we just work from here.


Any thoughts?


I will upload the new patch in ca 1 hour. I am not sure exactly what has changed, because December worked on it. I have only changed the economy to BW, and adjusted the Scout.

Here is what he wrote to me:

-spider mines don't collide with units
-vulture damage fixed
-tank hp down to 150
-guardian range
-reaper hp



Also he has created a new Vulture micro. He also mentioned some bug fixes etc.
Creator of Starbow
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2013-08-31 15:54:22
August 31 2013 15:53 GMT
#7610
#kabel

what are you logic behind scout movement speed nerf?
everything else seems fine
edit: i would love bw economy full. 17worker time.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2013-08-31 15:56:15
August 31 2013 15:54 GMT
#7611
On August 31 2013 23:28 Foxxan wrote:
Would be very glad if we calculated zerg larva a bit more. I feel they were nerfed very much in the opening because of it.

Just some feeling i have.

sc2: one larva, every 15sec
starbow: one larva, every 18sec

=

sc2: every 60 second, four larva
starbow: every 72second, four larva

=

sc2: every 120sec, eight larva
starbow: every 142sec, eight larva
--------------
sc2: inject, 4additional larva every 40th seconds
starbow: inject, instead of 18seconds it turns into 12seconds each time a larva spawns

---

inject = huge nerf
larva speed = nerf = slows down zerg especially in the opening

I feel this is a issue.

When i played broodwar for example, i had no problem at all vs 2gate zealots.
In starbow however, its a huge problem. Not to surive but
1) get your drones up
2) need to use larva for lings alot more

Since u have less larva and zealots come faster with chrono(or if protoss chrono probes)

I feel we have some issues here with all these things.




I did calculate the inject larve vs chorno adn calldown SCV a while ago. Inject is MUCH more effective than chrono and calldown SCV atm. Kabel is right, however. IF we change the worker build time then we have to recalculate a lot of stuff. That was an important factor for my result. I agree with Kabel here. Since Starbow has "eco-fixers", having longer build time by default is a good thing.

@Scout.

We had a long air speed balance according to catching dropships / warp prisms. We did not phantom that scout would be a good opener vs terran at the time.
aka KanBan85. Working on Starbow.
Hider
Profile Blog Joined May 2010
Denmark9389 Posts
Last Edited: 2013-08-31 15:55:39
August 31 2013 15:55 GMT
#7612
On September 01 2013 00:47 Kabel wrote:
Scout seems to be an urgent problem, so I will nerf speed from 3.25 to 3. Attack dmg vs ground from 10+6 vs armored, to just 10. (They did 8 in BW, but they were also almost completely useless.)

I know there are some other issues, and various tweaks are suggested, but I will not mess too much with other stuff until the fundamentals are at place:
- pathing & micro system
- economy

(Those two factors determines a lot for the game)

The worker build time is a tricky thing, due to macro mechanics. I have looked at different number solutions, but it is hard to know what will work and not.

I consider to just go full BW mode: worker BT 17 seconds. Larva spawn every 15. (Inject still increases that by 50%)

It will probably not be perfect in Starbow, but by trying it in the game, we can determine how saturation feels, how well the larva rate feels vs P and T, and then tweak it according to that. Just back to BW basics.

Otherwise I can just let it be as it is: larva spawn every 18 second. Worker BT 22 seconds.

Or just go for a middle value, that I think might work: Worker BT 19 seconds, Larva spawn every 17 second. Then we just work from here.


Any thoughts?


I will upload the new patch in ca 1 hour. I am not sure exactly what has changed, because December worked on it. I have only changed the economy to BW, and adjusted the Scout.

Here is what he wrote to me:

Show nested quote +
-spider mines don't collide with units
-vulture damage fixed
-tank hp down to 150
-guardian range
-reaper hp



Also he has created a new Vulture micro. He also mentioned some bug fixes etc.


Sounds good I think.
But what about reaper speed and slowlings on creep?
Foxxan
Profile Joined October 2004
Sweden3427 Posts
August 31 2013 16:03 GMT
#7613
I did calculate the inject larve vs chorno adn calldown SCV a while ago. Inject is MUCH more effective than chrono and calldown SCV atm. Kabel is right, however. IF we change the worker build time then we have to recalculate a lot of stuff. That was an important factor for my result. I agree with Kabel here. Since Starbow has "eco-fixers", having longer build time by default is a good thing


if i remember correctly you did not do a 100% correct calculation

for example: you didnt calculate that protoss have chronoboost way earlier than terran and it comes for free.

Have u calculated that zerg can not make workers and units at the same time?

In sc2, when terran upgrades his orbital command for 150minerals, he can now calldown a free mule (only energy cost) that mines equal to 6scvs for 40seconds.

Now in starbow he calls down a scv which costs 50minerals.

How can this be balanced?
The mule is balanced in the opening


#kabel

Scout movement speed nerfed.
Logic behind this please? How can shout ever catch a banshee now?
With cloak? Observer runs in what 2.5 or something. With speed upgtade he runs in 3.19, still slower than banshee..

A dropship runs in 3.25 movement speed and he have speedbost.

I have stated these things already before

Damage to ground is a very good change. it was still 8 in bw, dunno why its 10here since its cheaper here.

If now protooss have to go stalkers, i have stated some logic behind this to.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-08-31 16:21:04
August 31 2013 16:18 GMT
#7614
Sounds good I think.
But what about reaper speed and slowlings on creep?


December did not implement it. I will not touch it either atm.

If we revert Reapers to normal speed value, they work much better in TvP and TvT. Right now they seem quite bad, since they are barely faster than a Stalker. But they are broken in TvZ with that speed. If we buff only Zerglings to gain a speed boost on creep, that will affect how Zerglings deal vs early Zealots + Stalkers + Marines etc.

Scout movement speed nerfed.
Logic behind this please? How can shout ever catch a banshee now?


Edit: Never mind, I don´t touch anything until the economy and micro/pathing stuff is on place. Its easier that way.
Creator of Starbow
Hider
Profile Blog Joined May 2010
Denmark9389 Posts
Last Edited: 2013-08-31 16:56:27
August 31 2013 16:47 GMT
#7615
If we buff only Zerglings to gain a speed boost on creep, that will affect how Zerglings deal vs early Zealots + Stalkers + Marines etc.


It will just make slowlings on creep as fast as they always were, while slower off creep. Thus, it will be the same interaction as we previously had with slowlings vs zealots/marines earlygame. Is that really a problem? Or at least is that a problem that is bigger than making a unit completely useless? (it has no utility vs zerg as well if it can't kite zerglings off creep)

Regarding the movement speed of scouts. I would also be careful about reducing that without giving toss a compensation buff (hint: stalkers).
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
August 31 2013 16:48 GMT
#7616
On September 01 2013 01:03 Foxxan wrote:

if i remember correctly you did not do a 100% correct calculation

for example: you didnt calculate that protoss have chronoboost way earlier than terran and it comes for free.

Have u calculated that zerg can not make workers and units at the same time?

In sc2, when terran upgrades his orbital command for 150minerals, he can now calldown a free mule (only energy cost) that mines equal to 6scvs for 40seconds.

Now in starbow he calls down a scv which costs 50minerals.

How can this be balanced?
The mule is balanced in the opening



How would one go about and calculate what one player MIGHT make? My calculations were simply this: How much does the eco get boosted by the abilities.

In this regard, zerg should be on top since they have to chose which units to make (like you pointed out), terran should be # 2 since OC comes after protoss can start chronoboosting, and protoss should be #3, but not by much. If you look at those calculations that is exactly the case at this moment. I don't think it will be any more if we change worker build time and hence that would lead to changes in the eco-mechanincs.

I was surprised at how effective call-down SCV was in terms of eco-boost myself as I thought chrono boost would be much better.
aka KanBan85. Working on Starbow.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2013-08-31 17:22:32
August 31 2013 17:19 GMT
#7617
How would one go about and calculate what one player MIGHT make?


To me it sounds that inject is the worse by far.



My calculations were simply this: How much does the eco get boosted by the abilities.
.


Excactly this. So with this calculation zerg actually goes pure drones? no units?
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
August 31 2013 17:39 GMT
#7618
Here are the numbers (was easier to find than I thought.)

http://www.teamliquid.net/forum/viewmessage.php?topic_id=304955&currentpage=322#6424

How would you like it to look?

IF zerg only makes workers and inject then they have: 13.4 sec "effective build time" per worker (they do not build faster but you can build more at once...)

IF protoss only chronoboost nexuses they have 17.5 sec "effective build time" per worker.

IF Terran only call down SCV they have 14.63 sec "effective build time" per worker.

Maybe zerg should have even less?

Also remeber that zerg spawn larva at 18 sec and not 22 sec so they are "better" at making workers by default as well.

I think these numbers looks decent tbh when you take all the rest into consideration. With ""all the rest" I am talking about that you cannot get queen unitll you have a pool. That you cannot make workers AND figthing units at the same time with zerg, that you need OC to calldown SCV and that you can chrono from the get-go. Also that you might want to chorno other buildings from time to time and calldown supply / scan with OC. The numbers have to be viewed in light of all these things.

It is impossible to factor in all these things in a calculation because there is no set B.O for each match up that dictates how to spend energy.
aka KanBan85. Working on Starbow.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
August 31 2013 18:11 GMT
#7619
#xiphias

i dont know excactly how i want it, i still like 17sec build time of worker.

Though if we talk about present, right now i feel zerg suffers alot in the opening phase because of the

one larva/18sec
instead of one larva/15sec

+ when queens pop up
in starbow

reduces it to one larva/12 sec?
in sc2, 4larva/40sec

It is a very big difference here imo.
Ever since i started to try zerg i felt they were much weaker

and i have played quite alot of zerg over the past 10years

however, iam not a fan of 4larva/40sec method they use.
but base one larva/15sec and i dont know it still suffers because of chronoboost from protoss.

Even against terran if terran goes more agressive opening u will need to build units from the smaller amounts of larva u have.

To me it feels zerg suffers the most. Iam certain they are the worst in the opening 90%. By quite a big margin.


I cant really speak after all races settle with their economy boost how things are.

and xiphias i dont know why but i would love to have 17sec worker time, Feels to me it speeds the game up for the better.
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
August 31 2013 18:17 GMT
#7620
--- Nuked ---
Prev 1 379 380 381 382 383 537 Next
Please log in or register to reply.
Live Events Refresh
WardiTV Summer Champion…
11:00
Group Stage 1 - Group B
WardiTV771
Rex116
IndyStarCraft 87
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Rex 116
IndyStarCraft 87
SC2_NightMare 20
StarCraft: Brood War
Britney 37381
Rain 15704
Jaedong 845
Bisu 671
Larva 529
BeSt 406
EffOrt 372
Mini 297
ggaemo 239
Free 232
[ Show more ]
Last 226
Zeus 212
TY 201
Shuttle 139
Snow 135
Rush 127
Hyun 122
ZerO 110
Aegong 105
Soma 88
Pusan 66
Soulkey 60
ToSsGirL 56
Backho 36
sSak 32
soO 31
Icarus 28
Sharp 25
sorry 20
yabsab 20
scan(afreeca) 18
ajuk12(nOOB) 16
JulyZerg 15
SilentControl 14
Bale 13
IntoTheRainbow 12
zelot 12
Sexy 11
Noble 11
Yoon 10
HiyA 9
ivOry 7
Hm[arnc] 5
Terrorterran 2
Dota 2
XaKoH 547
XcaliburYe295
Counter-Strike
olofmeister1573
x6flipin582
Super Smash Bros
Mew2King78
Other Games
gofns8265
FrodaN2860
singsing1946
B2W.Neo971
DeMusliM350
crisheroes265
Fuzer 121
SortOf83
QueenE36
ZerO(Twitch)7
Organizations
StarCraft: Brood War
UltimateBattle 19
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• davetesta29
• Adnapsc2 10
• iHatsuTV 4
• Kozan
• LaughNgamezSOOP
• AfreecaTV YouTube
• sooper7s
• intothetv
• Migwel
• IndyKCrew
StarCraft: Brood War
• iopq 7
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV261
League of Legends
• Jankos876
• Nemesis392
Upcoming Events
The PondCast
22h 7m
WardiTV Summer Champion…
23h 7m
Replay Cast
1d 12h
LiuLi Cup
1d 23h
Online Event
2 days
SC Evo League
3 days
uThermal 2v2 Circuit
3 days
CSO Contender
3 days
Sparkling Tuna Cup
3 days
WardiTV Summer Champion…
3 days
[ Show More ]
SC Evo League
4 days
uThermal 2v2 Circuit
4 days
Afreeca Starleague
4 days
Sharp vs Ample
Larva vs Stork
Wardi Open
4 days
RotterdaM Event
5 days
Replay Cast
5 days
Replay Cast
5 days
Afreeca Starleague
5 days
JyJ vs TY
Bisu vs Speed
WardiTV Summer Champion…
5 days
Afreeca Starleague
6 days
Mini vs TBD
Soma vs sSak
WardiTV Summer Champion…
6 days
Liquipedia Results

Completed

StarCon 2025 Philadelphia
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
WardiTV Summer 2025
uThermal 2v2 Main Event
HCC Europe
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025

Upcoming

CSL Season 18: Qualifier 1
ASL Season 20
CSLAN 3
CSL 2025 AUTUMN (S18)
BSL Season 21
BSL 21 Team A
RSL Revival: Season 2
Maestros of the Game
SEL Season 2 Championship
PGL Masters Bucharest 2025
MESA Nomadic Masters Fall
Thunderpick World Champ.
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.