• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 07:35
CEST 13:35
KST 20:35
  • 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
[ASL21] Ro8 Preview Pt1: Inheritors13[ASL21] Ro16 Preview Pt2: All Star10Team Liquid Map Contest #22 - The Finalists19[ASL21] Ro16 Preview Pt1: Fresh Flow9[ASL21] Ro24 Preview Pt2: News Flash10
Community News
2026 GSL Season 1 Qualifiers20Maestros of the Game 2 announced92026 GSL Tour plans announced15Weekly Cups (April 6-12): herO doubles, "Villains" prevail1MaNa leaves Team Liquid25
StarCraft 2
General
Team Liquid Map Contest #22 - The Finalists MaNa leaves Team Liquid Maestros of the Game 2 announced 2026 GSL Tour plans announced Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool
Tourneys
2026 GSL Season 1 Qualifiers Sparkling Tuna Cup - Weekly Open Tournament INu's Battles#14 <BO.9 2Matches> GSL CK: More events planned pending crowdfunding RSL Revival: Season 5 - Qualifiers and Main Event
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
[ASL21] Ro8 Preview Pt1: Inheritors FlaSh: This Will Be My Final ASL【ASL S21 Ro.16】 Leta's ASL S21 Ro.16 review BGH Auto Balance -> http://bghmmr.eu/ ASL21 General Discussion
Tourneys
[ASL21] Ro8 Day 1 [Megathread] Daily Proleagues [ASL21] Ro16 Group D Escore Tournament StarCraft Season 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 Diablo IV Nintendo Switch Thread Dawn of War IV Total Annihilation Server - TAForever
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 3D technology/software discussion European Politico-economics QA Mega-thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine
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: 2084 users

[A] Starbow - Page 389

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 387 388 389 390 391 537 Next
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
Last Edited: 2013-09-04 11:09:42
September 04 2013 10:21 GMT
#7761
Regarding vulture, IMO the most important thing is that it should allow mech to pressure zerg early game. So terran have two early game aggressive options vs zerg;

1) Open bio.

2) Open up vulture/reaper or transition into either mech or bio after that.

Mech becomes quite boring if you just have to sit and wait untill mutalisks are out. IMO the overall playing-and spectator experience is improved if mech has can harass/pressure early game.

To accomplish that, slow-vultures - if decently microed - should be 20-30% cost effective against speedlings.

If this relationship is obtained, then I believe zerg early game scouting will be highly rewarded. While pure speedling style can work against both stuff (as long as you have enough) it is alot more effective that you can scout the reactor vulture/reaper opening and get out hydras in time. Vs the bio opening though getting out hydras isn't a particularly good idea.

The speedling vs vulture relationship has changed quite a lot in the past. Previously we had 4.25 (*0.9) movemnet speed vultures and the pathing made speedlings quite bad vs them. Back then, it was probably slightly too vulture-favored, so a small nerf was just justified. With a more sc2'ish pathing though, Vultures are a lot weaker. We now also have a lower movment speed (3.38) and I believe the moving shot thing probably makes vultures slightly weaker vs speedlings (not sure though).

I doubt that 90 HP vultures will be enough though, thus I also believe slow-vultures should be faster as well. But this is mostly an unit-tester issue I believe (change stats untill the desired scenario is obtained).

Psi storm dmg changed FROM 112 dmg over 6 seconds, TO ca 60-75 vs light


Sc2 is 80 over 4 seconds. I think 80 vs light over 6 seconds is fine IMO.

Not sure what to do with this one. It just feels very different in the SC2 engine. Any suggestions of small tweaks that can be made?

The problem is that the spell is super easy to execute, and gives a huuuge advantage to the army, which allows it to A-move into well.. anything. In BW was it hard to get Dark Swarm off and time so the army attacked together with it.


Let's start by reducing casting range so tanks can target fire them before they cast it (which is impossible if you use DS to protect hydras atm.)

I think its like 5-6 right now. I wouldn't mind seeing something much closer to meele range (2-3).
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
September 04 2013 10:29 GMT
#7762
Yeah, I think the problem lies in the Defiler not the spell itself. It Dark swarm is too easy to use we should try to hinder the Defiler in getting easy swamf off.
Lower cast cange and slower movement speed are obvious ways to do this.
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
Last Edited: 2013-09-04 11:32:40
September 04 2013 11:07 GMT
#7763
This was introduced as a way to give mobility and harassment potential to Terran, at a time in Starbow when that was considered hard to do. Especially Protoss could very easily defend vs Terran harassment due to Warp in and Blink. Which required Terran to be "quicker" as well. That is no longer the case, since Blink Stalkers are weaker, and Warp tech higher up in the tech tree.

The question is if this shall be kept or not.


It is definitely too imbalanced at the moment given all other buffs terran has received/protoss nerfs, but it is insanely fun, so I recommend we make this an upgrade at tech lab for the time being. If it turns out that it is unbalanceable, then we may need to remove it or change it more somehow. But let that be the plan B for now.

Right now Medics start with it. When that got implemented, a long time ago, Marines were the only core bio unit. That is not the case anymore. The spell is arguably broken in the early game in combination with Marauders. I still prefer the spell to stay in the game for two reasons:
1) It helps to give an advantage to a Terran player who goes Bio + Tanks + Air units, compared to Terran who goes only pure mech.
2) If I remove it, the Medic has no other spell at all. Which just feels lame. And thus another spell must be invented or recreated from BW.

My suggestion is to just let it have an upgrade at the tech lab. Costs 100/100 BT 110 or 140 seconds.
Then we can tweak stats if needed.


Give medi the energy upgrade for free and make matrix a midgame upgrade (not early game upgrade). Should require armory/ebay/factory or something like that to be researched.

@ Nexus upgrade
Getting 2 chrono boost after it has been researched is really a bit advantage for protoss as they can chrono out stalker range upgrade constantly. This allows stalkers to attack bunkers quite early --> costs terran money and mining time -->

I am quite sure that it is optimal to research it almost as soon as possible for your nexu's in TvP mech implies that there isn't a real decision here. I would prefer that chrono boost was buffed (60-65%) but you only start with 25 energy.
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
September 04 2013 11:26 GMT
#7764
@Matrix
BW values might make spamming both medics and marauders less of a problem?
Early game matrix on a firebat mode marauder is just kind of stupid.
Upgrade or something.

@PF
The main problem is that it is a get out of jail free card.
No thought whatsoever. You could trigger it with a single unit, but then your opponent now knows he needs to defend it. Zero surprise of harass is available unless you must dark swarm or hit with air units.
I would have zero problems removing it.

@Reaper
I'd rather see a slightly faster reaper, something in between.
Lings without creep bonus make battles just that much more micro based when it comes down to things like holding off marine bunker pressure, or 2 gate.

@Nerve Jammer/Safegaurd
Effect everyone!!! Spells always effect everyone. If you want it to make sense lore wise, make it so nerve jammer doesn't effect mechanical or something like that.

@Stalker
Looks good

@Hider Vulture
I buffed the acelleration of the vulture just a tad to better match BW vulture. I think that is why they were under performing.

@Reaver/Storm
Reaver has an exploding drone.
Storm is a psionic storm.
Storm logically seems like it should be better vs light.
Scarabs seem more like they'd be able to bust armored targets.

Honestly I think they are functionally different enough but no big.
Storm is a spell with a limited energy pool. Reaver is Toss's siege tank.

@Dark Swarm
Shorter casting range, no prob

@Lifting sieged tanks
Agreed with Hider. It is too cool not to have in some form or another just like warp in.
Tech lab upgrade on Starport and name it emergency grapples.
Sumadin
Profile Joined August 2011
Denmark588 Posts
Last Edited: 2013-09-04 17:35:07
September 04 2013 11:28 GMT
#7765
Matrix. Right now Medics start with it. When that got implemented, a long time ago, Marines were the only core bio unit. That is not the case anymore. The spell is arguably broken in the early game in combination with Marauders. I still prefer the spell to stay in the game for two reasons:
1) It helps to give an advantage to a Terran player who goes Bio + Tanks + Air units, compared to Terran who goes only pure mech.
2) If I remove it, the Medic has no other spell at all. Which just feels lame. And thus another spell must be invented or recreated from BW.

My suggestion is to just let it have an upgrade at the tech lab. Costs 100/100 BT 110 or 140 seconds.
Then we can tweak stats if needed.


Sounds fine. It is rather powerful. Just be careful with having too many high research time upgrades on the techlab.

Planetary fortress. I generally do not like to remove or add stuff at this point. But PF does arguably have a bad impact on the gameplay.
It makes smaller harassment and attacks very hard. Two solutions:

1) Reduce the duration and cooldown of the activation. Maybe 15 seconds duration, 60 seconds cooldown, instead of 30 seconds duration and two minutes cooldown. Becomes more crucial to use it at the right time. Easier to harass PF now?
2) Remove it.


I don't know if you read my post on this. But ill gladly repeat myself. Unless your plan is to wreck terran completely there is no option to remove it. Infact I don't even think we can apply raw nerfs anymore. The options are rework it or replace it. It can't be removed without something to take its place, terran will be torn apart by the harass. Zerg and protoss both have static ground defenses while protoss also have warp-in(delayed granted) while Zerg have queens and much faster production for added anti-harass.

The dilemma: No Zerg units have speed bonus on creep. Which means that the normal fast Reaper becomes very strong vs Zerg. Thus the current Reaper is quite slow. And useless.

Reaper. Potential solutions:
1) Give it speed ca 3.25. (Zerglings have speed 2.83, Stalker 2.65) Not insanely fast Reapers at least.
2) Just let Zerglings benefit from speed bonus on Creep.


Said it before, and I will say it again. The reaper is too weak to be a 2 supply unit. The problem for Zerg is two-fold through. You have limited both ways Zerg normally deal with early Reapers in SC2. Zerglings on creep, or extra queens. With much slower Zerglings and limited queens, it is not really surprising that reaper can cause some early trouble. The problem is they can't do anything beyond that.

Reavers, Storm and Archons deal the same amount of damage to everything. Just as in BW. But since the tech tree is different in Starbow, I think there needs to be some variation here, so we encourage different units for different situations.

Suggestion:

- Archon dmg changed FROM 30 vs all, TO 20 vs armored, 25 vs medium, 30 vs light.
- Psi storm dmg changed FROM 112 dmg over 6 seconds, TO ca 60-75 vs light, 90 vs medium, 120 vs armored over 6 sec
- Reaver dmg changed FROM 100 vs all, to 60 vs armored, 80 vs light, 100 vs medium
- Immortal dmg remains strong vs armored targets.

The values are just a suggestion. The point is to make the units/spells in the same tech tree not overlap, and not be super strong vs everything.


I think Storm at least, should stay as uniform damage. It could be lower, but I think it is one of those abilities that should be countered by micro rather than build order.
The basic key to beating a priest is playing a deck that is terrible.
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
Last Edited: 2013-09-04 11:36:21
September 04 2013 11:29 GMT
#7766
I buffed the acelleration of the vulture just a tad to better match BW vulture. I think that is why they were under performing.


Hmm yeh. But looking at a few BW mech opening VOD's. Terran didn't really pressure that much early game. At least, I believe HOTS early game TvZ seemed much more awesome with zerg trying to secure a 3rd (before mutas were out) and terrans using hellions (and reapers) against the zergs queens + speedlings. This is IMO quite a fun micro battle, that I believe we should try to replicate in Sbow.

So I wouldn't mind slow-vultures being stronger than in BW against speedlings - as long as the game can remain balanced.
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
Last Edited: 2013-09-04 11:35:42
September 04 2013 11:34 GMT
#7767
On September 04 2013 20:29 Hider wrote:
Show nested quote +
I buffed the acelleration of the vulture just a tad to better match BW vulture. I think that is why they were under performing.


Hmm yeh. But looking at a few BW mech opening VOD's, I believe stronger slow-vultures (than in BW) is quite beneficial for the gameplay (as long as the game can remain balanced).
But again, I believe this is mostly a unit-tester issue assuming we agree on the idea of giving mech early game aggressive opportunities.

It was quite exciting to see Vultures slip into minerals lines in a 2 base vs 2 base game. Saw it a couple times. If you manage to get into the mineral line it seems like they are almost always worth it being so cheap and 2 shotting workers.
Lots of fun.
Slightly stronger vs stalker vultures might need to only 3 shot workers however.
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
Last Edited: 2013-09-04 11:50:04
September 04 2013 11:38 GMT
#7768
On September 04 2013 20:34 decemberscalm wrote:
Show nested quote +
On September 04 2013 20:29 Hider wrote:
I buffed the acelleration of the vulture just a tad to better match BW vulture. I think that is why they were under performing.


Hmm yeh. But looking at a few BW mech opening VOD's, I believe stronger slow-vultures (than in BW) is quite beneficial for the gameplay (as long as the game can remain balanced).
But again, I believe this is mostly a unit-tester issue assuming we agree on the idea of giving mech early game aggressive opportunities.

It was quite exciting to see Vultures slip into minerals lines in a 2 base vs 2 base game. Saw it a couple times. If you manage to get into the mineral line it seems like they are almost always worth it being so cheap and 2 shotting workers.
Lots of fun.
Slightly stronger vs stalker vultures might need to only 3 shot workers however.


Yeh, you did see a few vultures here and there for a brief period, but mostly it just felt like it was over too quickly (in the VOD's I watched). I like that the early game action lasts for at least a couple of minutes, and that it also consists of army units vs army units interactions rather than just vultures target firing workers.

IMO the the HOTS TvZ feels better in terms of the micro interactions + the duration of the early game than Sbow/BW. I believe this is due to the fact that hellions forces speedlings + queens out + zerg needs a 3 base econ to make Mutalisks usefull.

Sbow TvP mech feels so awesome at the moment due to the fact that terran can be out in on the map in the early game + he has strong harass actions in the mid- and lategame. In TvZ though mech feels much more defenisve in the early and midgame, which I believe leads to more stale games.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
September 04 2013 11:58 GMT
#7769
Remeber the trouble zerg had with vultures not too long ago? Let's not revert them all the way back to that. (They pretty much killed both lings and hydras very well).

90 hp might be fine, and dec also said that they are bettr now as well, also they are much better now IF microed correctly. I think they have great potential to do dmg vs zerg early game / force a lot of defences.
aka KanBan85. Working on Starbow.
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
Last Edited: 2013-09-04 12:24:27
September 04 2013 12:18 GMT
#7770
On September 04 2013 20:58 Xiphias wrote:
Remeber the trouble zerg had with vultures not too long ago? Let's not revert them all the way back to that. (They pretty much killed both lings and hydras very well).

90 hp might be fine, and dec also said that they are bettr now as well, also they are much better now IF microed correctly. I think they have great potential to do dmg vs zerg early game / force a lot of defences.


I think it was just a problem of adapting. BW zergs needs to learn a slightly new build order and then react to it.

Scouting reactor rax + factory is quite easily (overlord) and then you have three choices;

1) Get up spines, wall off --> tech to lair on 2 bases. Kinda inefficient as you let terran take the map.
2) Get speed out asap and take a 3rd on speedlings + queens. This is a micro battle though (similar to sc2).
3) Get hydras and put pressure on the terran player. This is mostly ideal if you scout a second factory follow up. Vs a bio follow up you will prefer option 2.

If you reevalute your own game yesterday vs Alpha you did neither. You stayed on slowling tech for a long time after scouting the reactor addon, thus you lost a couple of drones too many.

Anyway, I want to try this in a unit tester and see how it fares vs speedlings now.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
September 04 2013 13:27 GMT
#7771
I did try to get up spines, wall off and "hide" a third. But this was more general talk. I just want to make sure we do not go in circles:

Vulture too strong vs zerg -> nerf vulture
Vulture too weak vs toss -> buff vulture etc.

It will probably be fine, it was just a word of caution.
aka KanBan85. Working on Starbow.
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
September 04 2013 13:38 GMT
#7772
That is why we should be deliberate on what nerfs or buffs we give units. The Vulture can struggle against Protoss for one reason, and be strong versus Zerg for a completely different reason. If we identify the why, its easy to determine the how.

I really should write part 2 of my analysis on unit attributes, as that is to elaborate on this subject.
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
Last Edited: 2013-09-04 14:16:10
September 04 2013 13:51 GMT
#7773
Just discovered there is a problem with the maurauder vs protoss. Right now it actually soft counters immortals, even without medi healing and matrix (and ofc it rapes both slowzealots and stalkers).

Im not sure how to fix this problem in a good way though, but as a temporary solution its damage vs armored probably needs to be reduced a bit.

Otherwise, every terran can just mass maurauders and 1ta against basically everything else in the midgame.

Alternatively, the immortal needs to a more specialized unit with higer damage vs armored, but lower vs normal.

Maybe we should try a combined approach:

Immortal
Damage vs armored = 14 *2 (from 13*2)
Damage vs medium = 9 * 2 (from 10*2)

Maurauder
Damage vs armored = 14 (from 16)

404AlphaSquad
Profile Joined October 2011
839 Posts
September 04 2013 13:52 GMT
#7774
ok I played 3 games vs hide today. Matrix is totally broken! it needs to be fixed! / not removed. I like the spell. Make it an upgrade, that should do it.

aka Kalevi
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
September 04 2013 14:55 GMT
#7775
Fixed the high ground bug. Replaced a few triggers with data of my own. High ground activaton will be short lived so no more units "waiting" to miss.

Couldn't recreate the observer bug or whatever was going on. Tried messing with goliaths and phase shield.
A goliath takes 9 shots to kill an observer by itself (only 5 vs light, obs has 40/40 and constant health regen).
Kabel
Profile Joined September 2009
Sweden1746 Posts
September 04 2013 14:58 GMT
#7776
I just got home. December sent me a file now. I publish it right away since some of you are playing atm. I have not added any of the potential stats changes. Only bug fixes by Dec
Creator of Starbow
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
September 04 2013 15:34 GMT
#7777
And. Change the reaper to 1 supply? Any problem with this?
aka KanBan85. Working on Starbow.
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
September 04 2013 15:50 GMT
#7778
On September 04 2013 23:55 decemberscalm wrote:
Fixed the high ground bug. Replaced a few triggers with data of my own. High ground activaton will be short lived so no more units "waiting" to miss.

Couldn't recreate the observer bug or whatever was going on. Tried messing with goliaths and phase shield.
A goliath takes 9 shots to kill an observer by itself (only 5 vs light, obs has 40/40 and constant health regen).


Wasn't there also a bug with tanks not dealing friendly fire?
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
September 04 2013 15:53 GMT
#7779
On September 05 2013 00:50 Hider wrote:
Show nested quote +
On September 04 2013 23:55 decemberscalm wrote:
Fixed the high ground bug. Replaced a few triggers with data of my own. High ground activaton will be short lived so no more units "waiting" to miss.

Couldn't recreate the observer bug or whatever was going on. Tried messing with goliaths and phase shield.
A goliath takes 9 shots to kill an observer by itself (only 5 vs light, obs has 40/40 and constant health regen).


Wasn't there also a bug with tanks not dealing friendly fire?

Fixed already.

Forgot to put it in the "change log".
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
Last Edited: 2013-09-04 15:57:43
September 04 2013 15:57 GMT
#7780
On September 05 2013 00:53 decemberscalm wrote:
Show nested quote +
On September 05 2013 00:50 Hider wrote:
On September 04 2013 23:55 decemberscalm wrote:
Fixed the high ground bug. Replaced a few triggers with data of my own. High ground activaton will be short lived so no more units "waiting" to miss.

Couldn't recreate the observer bug or whatever was going on. Tried messing with goliaths and phase shield.
A goliath takes 9 shots to kill an observer by itself (only 5 vs light, obs has 40/40 and constant health regen).


Wasn't there also a bug with tanks not dealing friendly fire?

Fixed already.

Forgot to put it in the "change log".


Good job.
Prev 1 387 388 389 390 391 537 Next
Please log in or register to reply.
Live Events Refresh
Wardi Open
11:00
#84
IntoTheiNu 912
WardiTV420
OGKoka 266
Rex72
Liquipedia
Replay Cast
09:00
WardiTV Mondays #79
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
OGKoka 266
SortOf 176
Hui .99
Rex 72
Ryung 20
StarCraft: Brood War
Calm 11918
Sea 2827
Jaedong 2660
EffOrt 699
Hyuk 596
BeSt 592
Larva 378
Stork 303
actioN 301
Mini 275
[ Show more ]
ZerO 183
Hyun 166
Aegong 163
Pusan 150
Light 141
Rush 134
ggaemo 113
Snow 97
PianO 84
ToSsGirL 80
Killer 57
Nal_rA 40
Free 36
sorry 30
Sea.KH 29
[sc1f]eonzerg 25
Shinee 21
ajuk12(nOOB) 21
Barracks 19
JYJ 17
HiyA 17
Sacsri 17
soO 16
Shine 15
yabsab 14
Bale 12
GoRush 11
Terrorterran 11
scan(afreeca) 11
Dota 2
XaKoH 583
NeuroSwarm435
resolut1ontv 184
XcaliburYe105
Counter-Strike
olofmeister2675
zeus633
allub434
x6flipin388
markeloff179
edward163
Heroes of the Storm
Khaldor185
Other Games
singsing2140
B2W.Neo967
Happy303
Pyrionflax189
XBOCT119
Mew2King42
ZerO(Twitch)3
Organizations
Dota 2
PGL Dota 2 - Main Stream235
StarCraft: Brood War
StarCastTV_EN75
lovetv 14
Kim Chul Min (afreeca) 11
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 12 non-featured ]
StarCraft 2
• StrangeGG 74
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• TFBlade793
Upcoming Events
Monday Night Weeklies
4h 25m
Replay Cast
12h 25m
Replay Cast
21h 25m
Afreeca Starleague
22h 25m
Leta vs YSC
GSL
1d 21h
Rogue vs Percival
Zoun vs Solar
Replay Cast
2 days
GSL
2 days
Cure vs TriGGeR
ByuN vs Bunny
The PondCast
2 days
KCM Race Survival
2 days
Replay Cast
3 days
[ Show More ]
Replay Cast
3 days
Escore
3 days
Replay Cast
4 days
Replay Cast
4 days
IPSL
5 days
Ret vs Art_Of_Turtle
Radley vs TBD
BSL
5 days
Replay Cast
5 days
uThermal 2v2 Circuit
6 days
BSL
6 days
IPSL
6 days
eOnzErG vs TBD
G5 vs Nesh
Replay Cast
6 days
Wardi Open
6 days
Afreeca Starleague
6 days
Jaedong vs Light
Liquipedia Results

Completed

Escore Tournament S2: W4
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
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
2026 GSL S1
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
BLAST Rivals Spring 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.