• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 07:48
CEST 13:48
KST 20:48
  • 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
Serral wins HomeStory Cup 298Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
Weekly Cups (July 6 - 12): Protoss strike back2BSL Season 22 Full Overview & Conclusion7BSL Season 22 Full Overview & Conclusion7Weekly Cups (June 29-July 5): Solar Doubles0MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon44
StarCraft 2
General
Weekly Cups (July 6 - 12): Protoss strike back Is the larve respawn broken? Serral wins HomeStory Cup 29 Serral wins Maestros of the Game 2 Reynor: GSL Loss Wasn't About Preparation Format
Tourneys
GSL CK #5 Race War WardiTV Summer Cup 2026 RSL Revival: Season 6 - Qualifiers and Main Event HomeStory Cup 29 Vespene Cup #1 — $300+ USD, July 10
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 534 Burning Evacuation Mutation # 533 Die Together Mutation # 532 Nuclear Family
Brood War
General
Pros Debate: Zerg Unfairly Nerfed? (ASL S22 map) ASL 22 Proposed Map Pool ASL22 General Discussion BSL Season 22 Full Overview & Conclusion BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL22] Wildcard Qualifier IPSL Spring 2026 Top 4! [Megathread] Daily Proleagues CSLAN 4 is Coming!
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies
Other Games
General Games
General RTS Discussion Thread Stormgate/Frost Giant Megathread Path of Exile Summer Games Done Quick 2026! Nintendo Switch Thread
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
NeO.D_StephenKing vs This Guy From 1 Million Dance TL Mafia Community Thread TL Mafia Power Rank Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread UK Politics Mega-thread YouTube Thread Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books Movie Discussion! Anime Discussion Thread Series you have seen recently...
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Tennis[sport] Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Simple Questions Simple Answers FPS when play League Of Legend on laptop How to clean a TTe Thermaltake keyboard?
TL Community
The Automated Ban List
Blogs
Major Shifts in the Gaming I…
TrAiDoS
An Exploration of th…
waywardstrategy
Gauntlet SC2: A Retrospectiv…
Ctone23
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Evil Gacha Games and the…
ffswowsucks
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7390 users

[A] Starbow - Page 477

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 475 476 477 478 479 537 Next
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
December 16 2013 01:17 GMT
#9521
--- Nuked ---
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
December 16 2013 01:25 GMT
#9522
--- Nuked ---
SolidSMD
Profile Joined April 2011
Belgium408 Posts
December 16 2013 06:55 GMT
#9523
I think it's important that they are faster than vultures, but not strong vs vultures. Terran mech always has a ton of vultures and if they are faster than the phalanx then you will lose the phalanx very quickly, unless you have to mass them and then it wont be used. And it will kill the vulture-metagame if they are stronger than the vulture (they ignore mines already anyway).

I don't really see the point in stalker/collosus so might as well give it a try.
Working on Starbow!
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2013-12-16 10:08:39
December 16 2013 09:55 GMT
#9524
Hmmm this might be hard to get right.

On the one hand we want this to fend off mutalisks,

on the other we want it to be faster than vultures.

It must be relatively strong to fend off mutalisk, but then it should not be too fast, it must be very fast to out-move vultures but then it should not be too strong. We can't have both it seems....

Also, this sounds a lot like a stalker to me.

Just to clarify: Fast and strong units should always be a nono.
aka KanBan85. Working on Starbow.
SolidSMD
Profile Joined April 2011
Belgium408 Posts
December 16 2013 10:40 GMT
#9525
I don't think it must be good vs muta's. 4 range on archon should be good enough or a less fat archon so you can actually micro it around your base/mineral line. If archons are just good enough to fend of early muta then there shouldn't be a problem with getting reactionary corsairs.
The quick phalanx with maybe the blink that was mentioned might be good enough to scout out a muta-rush early enough to get your defense up. I think it's crucial that it is a unit on robotech, so it is not easy to mass (otherwise it might be OP vs zerg in earlygame).
Working on Starbow!
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
December 16 2013 11:07 GMT
#9526
My take on this:

Keep stalker, make Phalanx just a tiny bit faster than Dragoons with strong in-combat mobility. Give them a "Hover" spell that makes them flying for 1-2 seconds - gain 50% (or more) movement speed and lose all shields and weapons while airborne. Upgrades Hover at Robo bay?
Attacks are instant with no delay on attack point and gliding shot - making them move like a flying unit. Range 7 if it is single target - 5-6 if there is splash on the attack. Low shields and mediocre HP - no base armor.

The idea is to make it skirt on the edge of battle - vulnerable to flanks, but capable of making a fast reposition with Hover - at the cost of losing a lot of dps and being even more vulnerable to sniping.

Hover also serves a secondary purpose as a "Slow blink" that can be countered by anti air.
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
December 16 2013 12:36 GMT
#9527
I don't see what this unit accomplishes that the current Stalker (with minimial improvements) cannot do as well.
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
December 16 2013 13:31 GMT
#9528
On December 16 2013 21:36 Hider wrote:
I don't see what this unit accomplishes that the current Stalker (with minimial improvements) cannot do as well.


Imagine the simple solution: It gets the same attack as the current Colossus (A bit stronger even). 6 range and the ability to quickly reposition with Hover, byt with the drawback of being fragile, and losing a lot of dps from repositioning. To gain all the special benefits of current Colossus (Mobility, free repositioning), if has to sacrifice a lot - allowing it to be MUCH stronger as a fighting unit.

I can even see it being roughly the same speed as Dragoons if it gains enough mobility from Hover and a forgiving attack animation.
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
December 16 2013 13:37 GMT
#9529
On December 16 2013 22:31 Zaphod Beeblebrox wrote:
Show nested quote +
On December 16 2013 21:36 Hider wrote:
I don't see what this unit accomplishes that the current Stalker (with minimial improvements) cannot do as well.


Imagine the simple solution: It gets the same attack as the current Colossus (A bit stronger even). 6 range and the ability to quickly reposition with Hover, byt with the drawback of being fragile, and losing a lot of dps from repositioning. To gain all the special benefits of current Colossus (Mobility, free repositioning), if has to sacrifice a lot - allowing it to be MUCH stronger as a fighting unit.

I can even see it being roughly the same speed as Dragoons if it gains enough mobility from Hover and a forgiving attack animation.


The problem I see is that if its gonna be very mobile, then it will have to sacrifice cost efficiency, which means that it won't end up being a core part of the protoss army (as the Collosus can be).
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
December 16 2013 14:25 GMT
#9530
You just stated the obvious problem with the current version of the Colossus - It's too mobile. The Colossus just has too much speed and agility with the ability to walk over cliffs and other units. The Hover abilty I outlines is designed to give the same mobility, but at a great cost. Being unable to attack for 2 seconds (or even 3-4) is huge in the middle of a battle, and losing shields will make it basically dead if the ability is activated at the wrong moment.
Zerg can flank them with Mutalisks... if the Phalanx stays, its a sitting target; if it starts to hover to flee, it loses shields, and can't contribute to the battle for the next few seconds. Same idea goes for the other Races.
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
Hider
Profile Blog Joined May 2010
Denmark9447 Posts
Last Edited: 2013-12-16 15:35:28
December 16 2013 15:07 GMT
#9531
On December 16 2013 23:25 Zaphod Beeblebrox wrote:
You just stated the obvious problem with the current version of the Colossus - It's too mobile. The Colossus just has too much speed and agility with the ability to walk over cliffs and other units. The Hover abilty I outlines is designed to give the same mobility, but at a great cost. Being unable to attack for 2 seconds (or even 3-4) is huge in the middle of a battle, and losing shields will make it basically dead if the ability is activated at the wrong moment.
Zerg can flank them with Mutalisks... if the Phalanx stays, its a sitting target; if it starts to hover to flee, it loses shields, and can't contribute to the battle for the next few seconds. Same idea goes for the other Races.



The ability to walk over friendly units doesn't really impacts its mobility. That's more related to its agility in battles as it becomes easier to micro.
Anyway, Collosus is not too mobile really - Instead the mobility it currently has is needed in order to make it possible to use in aggression. Cliff-walking is imo a very interesting thing that could make it synergize very well with a small group of Stalkers. One of the worst things you can do in Sc2 is too create a semiimmobile unit. Those types of units are generally unmicroable in larger battles (e.g. Thor and Collosus in Sc2). Looking at your posts, you also seem to have a different opinion on how this unit should work out compared to Solid and Kabel who prefer a highly mobile unit.
The Collosus has a lot of interesting features that for various reasons didn't work out in Sc2, but easily could work in Sbow if it just gets buffed.



Would allow P a new way to fight vs Siege Tanks. Since this unit will not be as massable as Stalkers are, balls of Blinking stuff will not be easy to get.


Pretty sure massing Stalkers is quite bad. Theoretically, Stalkers in groups of 5-8 is the optimal number as it makes it possible for the protoss to efficeintly break into weakly defended Siege Tank postiions with useage of the benign-ability. For instance when terrans put turrets and mines and 2 Siege tanks at the 3rd in FS. Combining that defense with a wall-off, protoss now has no way of attacking that position without a huge commitment. A small group of blinking + evade stalkers can, however, do that (in theory). Overmaking Stalkers --> You are too inefficient in a straight up battles.

- Would give it even more harass/scouting/map presence potential in all match-ups (and fuuun micro since everyone loves Blink & teleport, right? RIGHT?! :D)


Im pretty sure it will be useless as a harassoriented unit unless Robo tech go further down than 150/150. There is just no way you at protoss can afford to build additional robo faciliteis for the sole purpose of improving your harass a bit. I really believe that a harass-oriented unit is much easier to get to work at gateway tech.

- It kinda can "abuse" mech play since mines do not affect it at least. (But something more can surely be done)


Blinking to avoid being hit by spider mines IMO sounds like a more interesting gameplay IMO.

Kabel - I am just not sure what this unit can accomplish that Stalker cannot. I guess this is becasue you A) still want a robo tech unit, but B) feel the Collosus overlaps too much w/ the Dragoon and C) Don't want to change the Dragoon in order to make room for an Immortal.

But I still feel that that the correct plan going forward is to keep the current line up and make sure the following two conditions are met;

1) Make sure Collosus is strong enough (aka a bit better than Dragoon) in ground battles.

2) Make sure overmaking Collosus/getting them every single game isn't optimal. Vs zerg it has a clear weakness vs Muta play (that will punish heavy Collosus play).
Vs terran it has a weakness vs starport-tech (so part of the solution here is also to buff the banshee in order to make it a bit more difficult for someone that doesn't have enough Dragoons to defend vs banshee harass).

At this point, I have to admit that I am a bit frustrated in seeing the lack of priortizing for making sure the Collosus is balanced correctly. When Immortal was added into the game, it was signficiantly underpowered for 3-4 months. That was easily discovered by just making a single test w/ Immortals facing Tanks.
Similarly, by making a simple test last week, I discovered that Collosus sucks against Mech (inferior to Dragoons). So ofcourse that's gonna impact the feedback from players, and we may never know how the Collosus feels to use since its so extremely underpowered. The same thing will occur to the Phalanx or the Immortal if we don't spend enough time testing the cost efficiency in basic situations before putting them into the game.
So my point is - let's do a bit more homework, and adjust stats so that it at least is balanced according to simple tests. Then we start to discuss whether its fun or not fun to use, and whether we should replace it w/ something else.
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
December 16 2013 15:37 GMT
#9532
Oh - you were replying to the super mobile harasser Xiphias, Solid and Kabel has been outlining. Yea, I agree that Stalkers fill that role much better. I was imagining more of a highly agile (thanks for using this word) but less mobile unit that can have some of the same strengths Colossi have, but with better tradeoffs to make it more dynamic.

I hate the Colossus by the fact that its name and model forces certain expectations that are really bad for what needs to be done with the unit. (Being hit by AA attacks, cliffwalking ect.)
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-12-16 17:38:47
December 16 2013 17:25 GMT
#9533
@Frustration regarding the Colossus
+ Show Spoiler +


At this point, I have to admit that I am a bit frustrated in seeing the lack of priortizing for making sure the Collosus is balanced correctly. When Immortal was added into the game, it was signficiantly underpowered for 3-4 months. That was easily discovered by just making a single test w/ Immortals facing Tanks.
Similarly, by making a simple test last week, I discovered that Collosus sucks against Mech (inferior to Dragoons). So ofcourse that's gonna impact the feedback from players, and we may never know how the Collosus feels to use since its so extremely underpowered. The same thing will occur to the Phalanx or the Immortal if we don't spend enough time testing the cost efficiency in basic situations before putting them into the game.
So my point is - let's do a bit more homework, and adjust stats so that it at least is balanced according to simple tests. Then we start to discuss whether its fun or not fun to use, and whether we should replace it w/ something else.
I am unsure HOW the Colossus shall become balanced, since there are loads of factors to consider, and possible roads to take. In what types of scenarios is it suppose to be good? What will create the funniest gameplay? You seem to advocate SC2 splash, no AA vulnerability and walk over friendly units as design methods to use as a template for balance. And you have your suggestions for stats. Foxxan suggests very different solutions - both in design and exact stats. (And both of you are atm most involved in playtesting, balance & design work out of the people here in the thread.)

If you think I am too sloppy or use the wrong methods, I recommend you to learn the basics of the editor. I would gladly receive help with the balance/design work, especially since I am nowadays the only one who works in the editor, since Dec and XiA are busy with other things. This would allow you to do testing vs the AI, modify stats, do more testing, try different scenarios etc. Help to explore the game and collect data, as a way to find a direction in the balance work.

If the Colossus is suppose to be decent vs mech, it needs one kind of balance. If it rather shall be more useful vs bio, hydras/roaches, gateway units, it needs another type of balance. I am not sure you are aware of it, but it deals 30 damage vs everything. If it shall deal different dmg vs different armor classes, and full damage vs shields, it will take me a lot of hours to get to work. (Need to create new attack animations, each for every different damage type and make sure the splash works correctly.) And if I create all this, and it turns out it was not needed, then I wasted loads of hours on unnecessary work. Time I kinda don´t want to waste now.

That is why I am so eager to find a concept that seems "worthwile" to invest time into. (And why I tried to think about the Phalanx yesterday. Does it have potential to be worth investing time into?) And I am kinda doubtful about the Colossus. Maybe it can become good and fun, but I don´t really see how. Thats why I don´t want to put too much time into detailed balance work. Kinda a moment 22, or whatever is called. Ofc its contra-productive, but thats just how I feel atm. But if more people would help me do this research, that would be really valuable.

Just let me know if you, or anyone else here, want to learn the editor, and I will write and send you a guide with pictures & text that explains the basic knowledge needed to modify stats of units + try them vs the AI. (And I will learn you how to control the AI aswell) Within 15 minutes will you have everything set up to do some testing + be able to modify stats.


Creator of Starbow
Foxxan
Profile Joined October 2004
Sweden3427 Posts
December 16 2013 17:33 GMT
#9534
Anyone wanna play??
If u cant login - u can try go into offline mode - blizzard said so.
SolidSMD
Profile Joined April 2011
Belgium408 Posts
December 16 2013 18:05 GMT
#9535
I will play a bit in an hour
Working on Starbow!
Kabel
Profile Joined September 2009
Sweden1746 Posts
December 16 2013 18:47 GMT
#9536
@Guide for the editor, with special focus on the Colossus
(I did one anyway)

How to create a new map with Starbow units:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]


How to create a trigger so you can control both your and the AI units:

+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]


How to modify units (with example of the Colossus)

+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]


I made it quick now and I hope it is clear enough. PM me for more questions, in case anyone wanna try this.
Creator of Starbow
IeZaeL
Profile Joined July 2012
Italy991 Posts
December 16 2013 19:35 GMT
#9537
Gonna remake heavily the look of tau cross. Expect it for like end of the month.
Author of Coda and Eastwatch.
SolidSMD
Profile Joined April 2011
Belgium408 Posts
December 16 2013 21:00 GMT
#9538
cool stuff
Working on Starbow!
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
December 16 2013 21:16 GMT
#9539
Streamin'

www.twitch.tv/sc2_starbow
aka KanBan85. Working on Starbow.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2013-12-16 21:52:38
December 16 2013 21:39 GMT
#9540
You can get your +2 upgrades so fast here.

In broodwar, terran needed fusion core
Protoss needed achieves
Zerg no difference

Most insignificant here is terran.
As mech, he dont need any additional techbuilding, he can go straight to +2 when +1 is done.
I believe this drags down gameplay and balance with it.

Since terran mech is the most cost effecient units in the game, and upgrades affect them the most.
Its just to good to get +2 early with double armory while in broodwar, it was not possible.

PvT
The 29seconds earlier siegetank is not yet fixed at all here.
While they also got their techlab buffed to while no compensation for protoss

Now robo will get down to 150/150 but its not enough.
I feel they need to unlock their dragoons abit earlier

I suggest 150 cyber, maybe 10sec faster bt
To be frank i would like to see dragoon range 100/100, even if it will become a "nobrain upgrade", the techlab trick and techlab buff is just huge.

Or atleast 150/100.
While at the same time i would like to see the techlab further reduced with 5sec bt to make bio a bit better
and make the goliath range 100/100 as in bw? Or u think its to much since they can build without armory if they want?



Scan
I feel 35 energy is to
small in mid/late game

while at the same time i feel they unlock their seperate scan to late

I suggest to make it 50energy,
and 36BT on ebay
Prev 1 475 476 477 478 479 537 Next
Please log in or register to reply.
Live Events Refresh
WardiTV Weekly
11:00
WardiTV Mondays #95
IntoTheiNu 537
WardiTV461
TKL 193
Rex110
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko436
TKL 193
Ryung 158
Rex 110
SHIN 72
herO (SOOP) 65
DenverSC2 26
StarCraft: Brood War
Calm 6309
Sea 2395
Bisu 1441
Shuttle 990
Jaedong 537
Hyuk 503
firebathero 437
BeSt 341
Mini 323
EffOrt 191
[ Show more ]
Light 159
Soulkey 159
Stork 159
Larva 156
Snow 144
Soma 126
ggaemo 122
ToSsGirL 103
Sharp 74
Mong 71
ZerO 66
Pusan 63
Free 59
PianO 50
[sc1f]eonzerg 41
910 40
sorry 40
Rush 39
hero 38
soO 38
Bale 33
scan(afreeca) 31
Hm[arnc] 29
Killer 25
Sexy 24
Aegong 22
JYJ 21
yabsab 20
Icarus 17
sSak 17
IntoTheRainbow 15
Shine 11
Noble 9
Movie 8
Barracks 8
Dota 2
Gorgc4306
Dendi428
syndereN86
League of Legends
JimRising 378
Counter-Strike
x6flipin142
markeloff40
Other Games
B2W.Neo767
crisheroes235
RuFF_SC29
ZerO(Twitch)9
Organizations
Other Games
gamesdonequick2540
BasetradeTV275
StarCraft: Brood War
lovetv 10
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 12 non-featured ]
StarCraft 2
• LUISG 38
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• TFBlade640
Upcoming Events
The PondCast
22h 12m
Replay Cast
1d 21h
CrankTV Team League
1d 23h
Replay Cast
2 days
CrankTV Team League
2 days
Replay Cast
3 days
RSL Revival
3 days
Clem vs Lambo
Scarlett vs Cure
CranKy Ducklings
3 days
IPSL
4 days
Dragon vs Hawk
RSL Revival
4 days
Classic vs Trap
herO vs SHIN
[ Show More ]
Sparkling Tuna Cup
4 days
IPSL
5 days
Bonyth vs Ret
WardiTV Weekly
5 days
Monday Night Weeklies
6 days
Liquipedia Results

Completed

YSL S3
HSC XXIX
Eternal Conflict S2 E2

Ongoing

IPSL Spring 2026
Acropolis #4
CSL 2026 Summer (S21)
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
SCTL 2026 Spring
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026

Upcoming

Escore Tournament S3: W3
ASL S22 SEASON OPEN Day 1
Escore Tournament S3: W4
ASL S22 SEASON OPEN Day 2
Escore Tournament S3: W5
CSLAN 4
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E3
Logitech G Connect 2026
StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.