• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 14:34
CEST 20:34
KST 03:34
  • 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
ByuL, and the Limitations of Standard Play1Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview8
Community News
[TLMC] Summer 2026 Ladder Map Rotation05.0.16 patch for SC2 goes live (8 worker start)81ZeroSpace at Steam NextFest - Last free demo36Weekly Cups (June 8-14): Clem and Solar double, PTR tested0RSL: S6 Finals played at BlizzCon 202611
StarCraft 2
General
5.0.16 patch for SC2 goes live (8 worker start) Old Replays From 1.4.6 Is the larve respawn broken? The future of the SC game model Daily SC2 Player Grid - feedback wanted
Tourneys
Douyu Cup 2026: $20,000 Legends Event (June 26-28) Maestros of The Game 2 announcement and schedule ! RSL Revival: Season 6 - Qualifiers and Main Event INu's Battles#17 <BO.9> Sparkling Tuna Cup - Weekly Open Tournament
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 # 531 Experimental Artillery Mutation # 530 One For All Mutation # 529 Opportunities Unleashed
Brood War
General
ASL 22 Proposed Map Pool Data needed Best thing happen to StarCraft since Remastered? BW General Discussion Fact based Zerg Upgrade Tier List
Tourneys
[Megathread] Daily Proleagues [ASL21] Grand Finals The Casual Games of the Week Thread [BSL22] GosuLeague Casts - Tue & Thu 22:00 CEST
Strategy
Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies Why doesn't anyone use restoration?
Other Games
General Games
ZeroSpace at Steam NextFest - Last free demo Nintendo Switch Thread Path of Exile Stormgate/Frost Giant Megathread Beyond All Reason
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
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread The Games Industry And ATVI Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread
Fan Clubs
The HerO Fan Club! The herO Fan Club!
Media & Entertainment
Movie Discussion! Series you have seen recently... [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion
Sports
2024 - 2026 Football Thread Formula 1 Discussion McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Cricket [SPORT]
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Listen To The Coaches!
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
ramps on octagon
StaticNine
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8424 users

[D] Spamming Orbital Commands - Page 2

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 2 3 4 Next All
raga4ka
Profile Joined February 2008
Bulgaria5679 Posts
March 17 2010 17:26 GMT
#21
On March 18 2010 02:22 Volshok wrote:
I agree with the OP actually. Even after you turret up all your expos and your base, you still have massive amounts of unused minerals because TvT is limited by gas. 5-8 Orbital Commands allow you to scan constantly, as well as MULE bomb/repair anywhere on the map.


I haven't actually tried this "mule bombing" it could actually be worth spending minerals on orbital commands , but it sounds hilarious .
-fj.
Profile Blog Joined April 2009
Samoa462 Posts
Last Edited: 2010-03-17 17:28:52
March 17 2010 17:27 GMT
#22
In late late game you probably want to use only mules to mine whatever minerals there are left so you have more supply for units. If you are gonna mine out the map and you have not reached 200 supply yet, you can upgrade depots for free minerals.

I think this is actually a good idea but in moderation and only in late late game on a map with a lot of expansions and constant 200/200 armies
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
Last Edited: 2010-03-17 19:22:02
March 17 2010 17:28 GMT
#23
As has been the case since BW, if you have extra minerals and no gas, you need to take additional expansions to get more gas.

Don't try to come up with creative ways to use your minerals...just get more gas!

edit: it's also possible you are using too many MULEs, giving you additional minerals at a time you don't really need them; try using scan more, and upgrading expansions to be Planetary Fortresses instead of Orbital Commands.
next week on Everybody Loves HypnoToad:
MeruFM
Profile Joined February 2010
United States167 Posts
Last Edited: 2010-03-17 18:55:23
March 17 2010 18:54 GMT
#24
Mule bombing is useful if you're in mid/late game going for the 4th mineral by using your original command center.

By then, the command centers should have enough energy for 2-3 mules which means you can spam a mule launch on each of the minerals right after you land. Then you can expand right after that by actually building a 4th cc on another expo without mineral blocking your unit production.
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
March 17 2010 19:14 GMT
#25
scan, and mule dropping on tanks is pretty damn useful. But so are turret highways.
yoshi_yoshi
Profile Joined January 2010
United States440 Posts
March 17 2010 19:36 GMT
#26
I like the idea. If you have a span of time where minerals are not useful then OC is a great long-term investment. The free scans of course, and also the late game benefits as others have mentioned (no need for SCVs, you can quickly mine out a new expansion that is hard to defend).

The only thing is that I don't think there are really many times where minerals are not immediately useful or even necessary for something else.
Cyclon
Profile Joined March 2010
United States99 Posts
Last Edited: 2010-03-17 20:56:26
March 17 2010 20:54 GMT
#27
Energy regenerates at approximately 2/3 a second (correct me on this if I'm wrong).

You can drop 1 mule every 75 seconds, for a mineral intake of 3.7 minerals per second average.
So OC costs 550 for 3.7 minerals per second.
An SCV costs 50 minerals for 1 mineral per second.

SCV's are about 3.5x as cost efficient, and this is assuming perfect macro of the OC's.

I don't see the ability to scan more often as being a use of spamming OC's. If you want to scan more, don't use the mules so often. Unless you need to scan a huge number of times, its not going to help. The only benefit of the OC's is that Mule's are almost immune to worker harassment (since you spawn them for free), and cost no supply. They can also be used for other interesting tasks, but that cuts into your mineral intake.

I can't see it being worthwhile unless you KNOW that you don't need a huge mineral intake, and your production is limited ONLY by your gas and/or supply. In that case, it could be worthwhile. In an endgame situation limited by gas, it effectively would mean you have infinite scans plus you have an extra 40 or so food supply to play around with. In such a case, I could see this getting some use.
Deleted User 31060
Profile Blog Joined September 2007
3788 Posts
March 17 2010 21:00 GMT
#28
just make marines; right now I feel like marines are cost effective against almost everything in TvT
Peaked at C- on ICCUP and proud of it! @Sunyveil
Volshok
Profile Joined August 2008
United States349 Posts
March 17 2010 21:04 GMT
#29
I think a lot of people are underestimating the sheer number of minerals you get in TvT. Even after you've built turrets around everything, you'll still have huge numbers of minerals. Barring some fort of 2 Rax Marauder push, TvT normally lacks back and forth battles that require troop reinforcement. It's a very slow match up, just like BW.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=123657
lololol
Profile Joined February 2006
5198 Posts
March 17 2010 22:13 GMT
#30
On March 18 2010 00:59 Gretorp wrote:
I'm going to use this actually, but for scan.

I was recently playing kawaiirice in a 50 minute tvt where i had just about 100 gasish, but I had around 17,000 minerals. I think the additional scans will allow me to see what's up better, and if necessary bait fire of tanks with mule drops.

Thanks for the idea :-)



Training 300+ marines would've surely helped, even if they were just for cannon fodder.
I'll call Nada.
Mooster
Profile Joined March 2008
Canada43 Posts
March 17 2010 22:20 GMT
#31
i think OP's got a good idea, building more OCs with extra minerals in late game TvT is a great way to increase army size (no need for mineral scvs) while continue to mine minerals. Also you get lots of scans (intel such as army position and composition and what your op is doing is crucial).
NevilleS
Profile Blog Joined July 2009
Canada266 Posts
March 17 2010 22:23 GMT
#32
So many bad replies... OP, this is a good idea when you are near-max, preparing for some kind of tactical move after the map is divided and those key one or two expansions are all that remains contested... wasting supply on mineral heavy units won't help, neither will more scvs, but a handful of extra scans is great. Command centers are expendable late game TvT, scan is definitely worth it.
zatic
Profile Blog Joined September 2007
Zurich15366 Posts
March 17 2010 23:11 GMT
#33
On March 18 2010 00:54 Chill wrote:
I think spending the minerals on almost anything else would be a better use. You are spending minerals you deem useless to get more minerals more quickly. How is that productive?

Pretty much says it.

And no, you don't get the minerals you waste on those back, you will just be outmined faster.
ModeratorI know Teamliquid is known as a massive building
Steve496
Profile Joined July 2009
United States60 Posts
Last Edited: 2010-03-17 23:22:42
March 17 2010 23:21 GMT
#34
Well, lets run some quick numbers. All numbers are based on my memory of rough testing I did a week or so back, so some of them might be slightly off - if so, by all means correct me. However:

An Orbital Command regenerates 50 energy every 90 seconds or so; hence, an extra Orbital Command gives you an extra MULE - and thus an extra 270 minerals - every 90 seconds, which works out to roughly 180 minerals a minute.

An SCV mines about 40 mineral a minute; hence, an extra Orbital Command provides mining throughput equal to about 4.5 SCVs. The SCVs cost 225 minerals, while the Orbital Command costs 550 minerals plus 100 seconds of SCV mining time, which is another 66.7 minerals. Hence, the cost difference is 391.7 minerals, right?

Well, no, because the OC *provides* 11 supply while the SCVs would use 4.5 supply; hence, there's a swing of 15.5 supply in terms of how many Supply Depots we need. A Supply Depot takes 100 minerals to build, as well as 20 minerals worth of mining time from an SCV, for a total of 120 minerals per 8 supply; thus, each supply costs about 15 minerals to obtain, meaning the swing of 15.5 supply saves us 232.5 minerals. Hence, the Orbital Command really only costs us an extra 159.2 minerals.

(For purposes of these calculations, I'm ignoring the various ramp-up effects - the fact that the OC gets a MULE the instant it finishes, versus the fact that the SCVs would be done sooner and could start mining earlier. This tradeoff is too circumstantial to easily comment on in general, and, as such, is omitted - we're looking only at steady-state income once both are up and running).

Hence, the question is: what are the benefits of building extra OCs versus extra SCVs, and are those advantages worth the 159.2 mineral cost difference? Well, the fact that you actually use less supply so can have a slightly larger army means it's slightly more appealing as you near the resource cap, as is the fact that you have more energy you can reasonably spend on scans if you desire. On the downside, MULEs are more subject to harassment - if they come in and snipe 2 or 3 MULEs (or even just force you to run them away to avoid dying), you lose a lot more than if they snipe 2 or 3 SCVs.

So all in all: I'd say that as a general rule, it's probably not worth it. However, I can easily imagine situations where these factors would work out such that it is slightly advantageous to build the extra orbital commands. So as a generally useful strategy that one expects to do as a matter of routine? Probably not. But it's an interesting trick to remember nevertheless, as situations may arise where it's useful.
JTPROG
Profile Blog Joined March 2010
United States254 Posts
Last Edited: 2010-03-17 23:29:55
March 17 2010 23:28 GMT
#35
On March 18 2010 08:21 Steve496 wrote:
Well, lets run some quick numbers. All numbers are based on my memory of rough testing I did a week or so back, so some of them might be slightly off - if so, by all means correct me. However:

An Orbital Command regenerates 50 energy every 90 seconds or so; hence, an extra Orbital Command gives you an extra MULE - and thus an extra 270 minerals - every 90 seconds, which works out to roughly 180 minerals a minute.

An SCV mines about 40 mineral a minute; hence, an extra Orbital Command provides mining throughput equal to about 4.5 SCVs. The SCVs cost 225 minerals, while the Orbital Command costs 550 minerals plus 100 seconds of SCV mining time, which is another 66.7 minerals. Hence, the cost difference is 391.7 minerals, right?

Well, no, because the OC *provides* 11 supply while the SCVs would use 4.5 supply; hence, there's a swing of 15.5 supply in terms of how many Supply Depots we need. A Supply Depot takes 100 minerals to build, as well as 20 minerals worth of mining time from an SCV, for a total of 120 minerals per 8 supply; thus, each supply costs about 15 minerals to obtain, meaning the swing of 15.5 supply saves us 232.5 minerals. Hence, the Orbital Command really only costs us an extra 159.2 minerals.

(For purposes of these calculations, I'm ignoring the various ramp-up effects - the fact that the OC gets a MULE the instant it finishes, versus the fact that the SCVs would be done sooner and could start mining earlier. This tradeoff is too circumstantial to easily comment on in general, and, as such, is omitted - we're looking only at steady-state income once both are up and running).

Hence, the question is: what are the benefits of building extra OCs versus extra SCVs, and are those advantages worth the 159.2 mineral cost difference? Well, the fact that you actually use less supply so can have a slightly larger army means it's slightly more appealing as you near the resource cap, as is the fact that you have more energy you can reasonably spend on scans if you desire. On the downside, MULEs are more subject to harassment - if they come in and snipe 2 or 3 MULEs (or even just force you to run them away to avoid dying), you lose a lot more than if they snipe 2 or 3 SCVs.

So all in all: I'd say that as a general rule, it's probably not worth it. However, I can easily imagine situations where these factors would work out such that it is slightly advantageous to build the extra orbital commands. So as a generally useful strategy that one expects to do as a matter of routine? Probably not. But it's an interesting trick to remember nevertheless, as situations may arise where it's useful.


Great post, but I want you to do one more calculation.

Calculate the effectiveness of this strat when your excess minerals are of absolutely no use to you at the time you decide to build the orbital commands due to gas restrictions and mass tanks.
inflowgaming.net
zatic
Profile Blog Joined September 2007
Zurich15366 Posts
March 17 2010 23:30 GMT
#36
On March 18 2010 08:21 Steve496 wrote:
Well, lets run some quick numbers. All numbers are based on my memory of rough testing I did a week or so back, so some of them might be slightly off - if so, by all means correct me. However:

[...]

So all in all: I'd say that as a general rule, it's probably not worth it. However, I can easily imagine situations where these factors would work out such that it is slightly advantageous to build the extra orbital commands. So as a generally useful strategy that one expects to do as a matter of routine? Probably not. But it's an interesting trick to remember nevertheless, as situations may arise where it's useful.

This is the perfect example of how you can contribute to this forum even if you are not a good player / not in the beta. (Not saying you are not, but this is the kind of post we need more from).
ModeratorI know Teamliquid is known as a massive building
ahcho00
Profile Joined March 2010
United States220 Posts
March 17 2010 23:46 GMT
#37
i really think marines are what u need to build. massing marines really does some major dmg if u have like 3-4 medivacs. maybe don't even need that. gosh with 17k minerals...i would feel like i lost the game because i'm not doing something right haha. i would say in TVT though, it's really about thought, what ur opponent's strategy really is because there's many variations and ways to attack and the both of you really have the same capabilities. i think tvt is my worst matchup but it really comes down to the mindgames of the players. keeping micro/macro consistent is a must of course. if u find urself with more minerals that u need while all ur rax/fact/sp are queued with 2 production it's time to expand, or expand twice. it's more about map control in tvt than any other matchup as i've beaten a zerg with 3 bases vs my 2 but maybe he was just a bad player. just from my experience though, expanding and constantly keeping that food up is really key because ur gonna lose units that's for sure so u need to be able to compensate for losing those units and bringing out more units ASAP which means more rax, more space, more minerals and hopefully with ur careful expanding ur gas should be up there also.
Rucky
Profile Joined February 2008
United States717 Posts
March 18 2010 00:06 GMT
#38
On March 18 2010 08:28 JTPROG wrote:
Show nested quote +
On March 18 2010 08:21 Steve496 wrote:
Well, lets run some quick numbers. All numbers are based on my memory of rough testing I did a week or so back, so some of them might be slightly off - if so, by all means correct me. However:

An Orbital Command regenerates 50 energy every 90 seconds or so; hence, an extra Orbital Command gives you an extra MULE - and thus an extra 270 minerals - every 90 seconds, which works out to roughly 180 minerals a minute.

An SCV mines about 40 mineral a minute; hence, an extra Orbital Command provides mining throughput equal to about 4.5 SCVs. The SCVs cost 225 minerals, while the Orbital Command costs 550 minerals plus 100 seconds of SCV mining time, which is another 66.7 minerals. Hence, the cost difference is 391.7 minerals, right?

Well, no, because the OC *provides* 11 supply while the SCVs would use 4.5 supply; hence, there's a swing of 15.5 supply in terms of how many Supply Depots we need. A Supply Depot takes 100 minerals to build, as well as 20 minerals worth of mining time from an SCV, for a total of 120 minerals per 8 supply; thus, each supply costs about 15 minerals to obtain, meaning the swing of 15.5 supply saves us 232.5 minerals. Hence, the Orbital Command really only costs us an extra 159.2 minerals.

(For purposes of these calculations, I'm ignoring the various ramp-up effects - the fact that the OC gets a MULE the instant it finishes, versus the fact that the SCVs would be done sooner and could start mining earlier. This tradeoff is too circumstantial to easily comment on in general, and, as such, is omitted - we're looking only at steady-state income once both are up and running).

Hence, the question is: what are the benefits of building extra OCs versus extra SCVs, and are those advantages worth the 159.2 mineral cost difference? Well, the fact that you actually use less supply so can have a slightly larger army means it's slightly more appealing as you near the resource cap, as is the fact that you have more energy you can reasonably spend on scans if you desire. On the downside, MULEs are more subject to harassment - if they come in and snipe 2 or 3 MULEs (or even just force you to run them away to avoid dying), you lose a lot more than if they snipe 2 or 3 SCVs.

So all in all: I'd say that as a general rule, it's probably not worth it. However, I can easily imagine situations where these factors would work out such that it is slightly advantageous to build the extra orbital commands. So as a generally useful strategy that one expects to do as a matter of routine? Probably not. But it's an interesting trick to remember nevertheless, as situations may arise where it's useful.


Great post, but I want you to do one more calculation.

Calculate the effectiveness of this strat when your excess minerals are of absolutely no use to you at the time you decide to build the orbital commands due to gas restrictions and mass tanks.


1. minerals are never excess
2. minerals are never of absolutely no use
Beyond the Game
JTPROG
Profile Blog Joined March 2010
United States254 Posts
Last Edited: 2010-03-18 00:41:54
March 18 2010 00:15 GMT
#39
On March 18 2010 09:06 Rucky wrote:
Show nested quote +
On March 18 2010 08:28 JTPROG wrote:
On March 18 2010 08:21 Steve496 wrote:
Well, lets run some quick numbers. All numbers are based on my memory of rough testing I did a week or so back, so some of them might be slightly off - if so, by all means correct me. However:

An Orbital Command regenerates 50 energy every 90 seconds or so; hence, an extra Orbital Command gives you an extra MULE - and thus an extra 270 minerals - every 90 seconds, which works out to roughly 180 minerals a minute.

An SCV mines about 40 mineral a minute; hence, an extra Orbital Command provides mining throughput equal to about 4.5 SCVs. The SCVs cost 225 minerals, while the Orbital Command costs 550 minerals plus 100 seconds of SCV mining time, which is another 66.7 minerals. Hence, the cost difference is 391.7 minerals, right?

Well, no, because the OC *provides* 11 supply while the SCVs would use 4.5 supply; hence, there's a swing of 15.5 supply in terms of how many Supply Depots we need. A Supply Depot takes 100 minerals to build, as well as 20 minerals worth of mining time from an SCV, for a total of 120 minerals per 8 supply; thus, each supply costs about 15 minerals to obtain, meaning the swing of 15.5 supply saves us 232.5 minerals. Hence, the Orbital Command really only costs us an extra 159.2 minerals.

(For purposes of these calculations, I'm ignoring the various ramp-up effects - the fact that the OC gets a MULE the instant it finishes, versus the fact that the SCVs would be done sooner and could start mining earlier. This tradeoff is too circumstantial to easily comment on in general, and, as such, is omitted - we're looking only at steady-state income once both are up and running).

Hence, the question is: what are the benefits of building extra OCs versus extra SCVs, and are those advantages worth the 159.2 mineral cost difference? Well, the fact that you actually use less supply so can have a slightly larger army means it's slightly more appealing as you near the resource cap, as is the fact that you have more energy you can reasonably spend on scans if you desire. On the downside, MULEs are more subject to harassment - if they come in and snipe 2 or 3 MULEs (or even just force you to run them away to avoid dying), you lose a lot more than if they snipe 2 or 3 SCVs.

So all in all: I'd say that as a general rule, it's probably not worth it. However, I can easily imagine situations where these factors would work out such that it is slightly advantageous to build the extra orbital commands. So as a generally useful strategy that one expects to do as a matter of routine? Probably not. But it's an interesting trick to remember nevertheless, as situations may arise where it's useful.


Great post, but I want you to do one more calculation.

Calculate the effectiveness of this strat when your excess minerals are of absolutely no use to you at the time you decide to build the orbital commands due to gas restrictions and mass tanks.


1. minerals are never excess
2. minerals are never of absolutely no use


bad post

1.prove
2.it

If the usefullness is near nothing, it might as well be nothing. Sending marines or hellions against tanks with support is a huge waste of minerals. I already have enough marines for support. I don't need any more turrets. Now what? I do like collecting rocks....
inflowgaming.net
az2
Profile Joined March 2010
United States62 Posts
March 18 2010 00:40 GMT
#40
For all of you saying this is a bad idea I think he is saying to do it when you already have taken all the expansions you can, you are in a TvT late game where tanks, thors, and air dominate, and you have 1-2k excess minerals but dont want to use up supply.

Take a look at this game to see this situation, both players would have benefited from extra scans.

http://www.mediafire.com/download.php?mhnyjzjkiyw
Prev 1 2 3 4 Next All
Please log in or register to reply.
Live Events Refresh
Online Event
15:00
Yamato Cup #6
LiquipediaDiscussion
BSL22 NKC (BSL vs China)
14:00
Final Day
Mihu vs TBD
ZZZero.O402
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
BRAT_OK 81
Railgan 55
trigger 49
StarCraft: Brood War
ZZZero.O 402
Hyun 39
Pusan 29
Rock 28
Dota 2
Gorgc10606
Counter-Strike
edward728
x6flipin503
zeus463
Super Smash Bros
hungrybox460
Heroes of the Storm
Khaldor308
Other Games
Grubby3549
FrodaN2522
Liquid`RaSZi1385
JuggernautJason708
Beastyqt646
B2W.Neo494
KnowMe343
byalli199
ArmadaUGS124
UpATreeSC62
Mew2King49
Organizations
Dota 2
PGL Dota 2 - Main Stream20392
Other Games
gamesdonequick2095
EGCTV1702
StarCraft 2
TaKeTV 730
Other Games
BasetradeTV267
StarCraft 2
angryscii 13
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 16 non-featured ]
StarCraft 2
• HeavenSC 303
• LUISG 28
• Freeedom9
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• 80smullet 12
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• imaqtpie751
• Shiphtur352
Upcoming Events
RSL Revival
7h 26m
WardiTV Weekly
16h 26m
RSL Revival
1d 15h
RSL Revival
1d 22h
Bombastic Starleague
2 days
Kung Fu Cup
2 days
OSC
3 days
CrankTV Team League
3 days
Bombastic Starleague
4 days
Replay Cast
4 days
[ Show More ]
The PondCast
4 days
HomeStory Cup
4 days
Replay Cast
5 days
HomeStory Cup
5 days
Replay Cast
6 days
HomeStory Cup
6 days
Liquipedia Results

Completed

CSL Season 21: Qualifier 1
Maestros of the Game 2
Heroes Pulsing #2

Ongoing

IPSL Spring 2026
Acropolis #4
CSCL: Masked Kings S4
YSL S3
BSL 22 Non-Korean Championship
CSL Season 21: Qualifier 2
SCTL 2026 Spring
Murky Cup 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
IEM Rio 2026

Upcoming

CSL 2026 Summer (S21)
ASL Season 22:Wild Card Qualifier
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
BCC 2026
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E1
Heroes Pulsing #3
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 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.