• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:04
CEST 16:04
KST 23:04
  • 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] Finals Preview: Two Legacies18Code S Season 2 (2026) - RO12 Preview2herO wins GSL Code S Season 1 (2026)5Code S Season 1 (2026) - RO4 & Finals Preview5[ASL21] Ro4 Preview: On Course12
Community News
Crank Gathers Season 4: BW vs SC2 Team League0Weekly Cups (May 11-17): Classic wins double0Code S Season 1 (2026) - RO8 Results2Weekly Cups (May 4-10): Clem, MaxPax, herO win1Maestros of The Game 2 announcement and schedule !18
StarCraft 2
General
herO wins GSL Code S Season 1 (2026) Code S Season 2 (2026) - RO12 Preview Weekly Cups (May 11-17): Classic wins double Code S Season 1 (2026) - RO4 & Finals Preview Team Liquid Map Contest #22 - The Finalists
Tourneys
GSL Code S Season 2 (2026) Crank Gathers Season 4: BW vs SC2 Team League GSL Code S Season 1 (2026) Sparkling Tuna Cup - Weekly Open Tournament Maestros of The Game 2 announcement and schedule !
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Mutation # 527 Hell Train The PondCast: SC2 News & Results Mutation # 526 Rubber and Glue Mutation # 525 Wheel of Misfortune
Brood War
General
25 Years Since Brood War Patch 1.08 VPN experiences vespene.gg — BW replays in browser (Spoiler) ASL21 Winner's Interview [ASL21] Finals Preview: Two Legacies
Tourneys
[ASL21] Grand Finals [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2 Small VOD Thread 2.0
Strategy
Any training maps people recommend? Muta micro map competition [G] Hydra ZvZ: An Introduction Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Dawn of War IV ZeroSpace Megathread Warcraft III: The Frozen Throne
Dota 2
The Story of Wings Gaming
League of Legends
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 Trading/Investing Thread Dating: How's your luck? Russo-Ukrainian War Thread European Politico-economics QA Mega-thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software)
TL Community
The Automated Ban List
Blogs
Esports Organizations: Raisi…
TrAiDoS
Why RTS gamers make better f…
gosubay
ramps on octagon
StaticNine
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1249 users

[G] 2v2 mineral trading dynamic, thoughts? - Page 2

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 2 3 Next All
zealing
Profile Blog Joined January 2009
Canada806 Posts
May 07 2010 20:56 GMT
#21
its cool but imo its ruined team play
Think you got lag? It took Jesus 3 days to respawn.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
Last Edited: 2010-05-07 20:57:19
May 07 2010 20:56 GMT
#22
I think resource sharing should be removed. It has the abiltiy of turning 2v2 into gay massing and feeding strats.
There are just a couple factors that theoretically make resource sharing better then each player keeping his own:
- Take for example the fact that zerg units are generally less effective then protoss ones but zerg tends to have a bit better economy in 1v1. This effectively means that a 'zerg' mineral is worth less then a 'protoss' mineral but in 1v1 this balances out. In 2v2 however it would be favorable for a zerg to transfer his minerals then to the protoss for which they are relatively worth more.
- Making most units with 1 player is more efficient with tech and upgrades. 1 player can resort to lowgrade units such as pure bio by a terran and let his ally tech and upgrade and make the bigger part of the army. This effectively saves 1 player the costs and time of teching and upgrading completely.
- Zerg has a delicate balance between army production and economic production. This is balanced for 1v1 play but in 2v2 the zerg player can 'outsource' the army making to his ally, who isn't hindered by larvae, so that the zerg can macro without suffering the loss of having no defense. A zerg is theoretically better off feeding his ally and using all drones for eco booming then making stuff himself.

The practical issues with resource sharing (no hotkeys, very hard to time stuff) probably prohibit it from coming mainstream, along with the fact that it isn't really fun for the feeding player. Besides the 200 supply cap, which can be avoided by very aggresive play, feeding is better then playing individually.
In warcraft 3 feeding was pretty popular in high level 2v2 and led to stupid matchups really.
Vexx
Profile Blog Joined March 2010
United States462 Posts
May 08 2010 04:43 GMT
#23
You guys must be out of your fucking minds if you think resource sharing is good or even adds the slightest depth to 2v2. I have played plenty of team ladder on WC3 and let me tell you that there is nothing good that will come out of resource sharing. It just another kind of cheesy tactic that dumbs down the game.

The advantages of resource sharing are not linear. Not only does one player manage to pump out an inordinate amount of units at a particularly timing, but since his ally doesn't invest in infrastructure, there's even more money to invest in units.

The dynamic was a bit different in WC3 because your main resource, gold, could only be gathered by 5 workers per gold mine (1 goldmine per expansion). In SC2 terms, minerals were the limiting factor in WC3. Because minerals are NOT the limiting factor in SC2, and that resource trading cannot be done before the 5 minute mark, feeding is going to become extremely strong in sc2 because:

You cannot scout feeding because both players are playing standard until the 5 minute mark. Because gas is the limiting factor in SC2 and not minerals, the feeder is able to create a mineral heavy army like mass marines.

Feeding was bad in WC3 but it will be 10x worse in SC2 because the feeder will NOT BE VULNERABLE. In WC3, the feeder had nothing but a basic few gathers. In SC2, the feeder will have a fully saturated base and an army and expansions and so forth.

If you have not had the displeasure of facing feeding, it is hard to imagine how powerful it is and what "clever" combinations will arise from it. Let me assure you from much experience in WC3, if we do not get in Blizzard's face about this, team play in SC2 is going to TANK because of all the cheese + feeding that will happen.

I reached top 20 USeast 3v3 Arranged Team 3 separate seasons. I am not exaggerating when I say that over 70% of the games we played involved some sort of cheese or feeding strategy. It is that bad and it will be worse in SC2. It is not fun when all your game is is figuring out what gay strategy the enemy team is going to perform. You lose the will to play because it is boring. You no longer play starcraft 2 the strategy game. It's a much more dumbed down version where everything you have learned is useless. All you need to know is that you need to find out what gay strategy they are trying and repeat the counter you always use against it.

We rarely lost to any of this crap in WC3 but it did always sap our will to play the game anymore. I don't know how else to communicate how bad feeding is in team ladder to people who haven't faced it yet.

There NEEDS to be a limit to resource trading such as 1mineral and 1gas allowed per second of game time elapsed. This means that around 10 minutes, you could only trade 600minerals/gas which is enough to help your ally build a few counter units or rebuild a command center but not enough to fuel the 25 mutas in your base at the 6 minute mark bullshit.

Trust me. Say no to feeding. If you haven't faced it yet and don't think it will be too bad, please give me the benefit of the doubt and help us all communicate to blizzard that feeding is bullshit that will kill team play. You don't want to quit SC2 8 months in and look back at your time in beta thinking "I can't believe I said feeding was okay".

It will RUIN 3v3 and 4v4 and it will partially destroy 2v2. In all cases, fun will be lost.
I am not nice.
fly.stat
Profile Blog Joined December 2008
United States449 Posts
Last Edited: 2010-05-08 04:59:43
May 08 2010 04:59 GMT
#24
+ Show Spoiler +
On May 08 2010 13:43 Vexx wrote:
You guys must be out of your fucking minds if you think resource sharing is good or even adds the slightest depth to 2v2. I have played plenty of team ladder on WC3 and let me tell you that there is nothing good that will come out of resource sharing. It just another kind of cheesy tactic that dumbs down the game.

The advantages of resource sharing are not linear. Not only does one player manage to pump out an inordinate amount of units at a particularly timing, but since his ally doesn't invest in infrastructure, there's even more money to invest in units.

The dynamic was a bit different in WC3 because your main resource, gold, could only be gathered by 5 workers per gold mine (1 goldmine per expansion). In SC2 terms, minerals were the limiting factor in WC3. Because minerals are NOT the limiting factor in SC2, and that resource trading cannot be done before the 5 minute mark, feeding is going to become extremely strong in sc2 because:

You cannot scout feeding because both players are playing standard until the 5 minute mark. Because gas is the limiting factor in SC2 and not minerals, the feeder is able to create a mineral heavy army like mass marines.

Feeding was bad in WC3 but it will be 10x worse in SC2 because the feeder will NOT BE VULNERABLE. In WC3, the feeder had nothing but a basic few gathers. In SC2, the feeder will have a fully saturated base and an army and expansions and so forth.

If you have not had the displeasure of facing feeding, it is hard to imagine how powerful it is and what "clever" combinations will arise from it. Let me assure you from much experience in WC3, if we do not get in Blizzard's face about this, team play in SC2 is going to TANK because of all the cheese + feeding that will happen.

I reached top 20 USeast 3v3 Arranged Team 3 separate seasons. I am not exaggerating when I say that over 70% of the games we played involved some sort of cheese or feeding strategy. It is that bad and it will be worse in SC2. It is not fun when all your game is is figuring out what gay strategy the enemy team is going to perform. You lose the will to play because it is boring. You no longer play starcraft 2 the strategy game. It's a much more dumbed down version where everything you have learned is useless. All you need to know is that you need to find out what gay strategy they are trying and repeat the counter you always use against it.

We rarely lost to any of this crap in WC3 but it did always sap our will to play the game anymore. I don't know how else to communicate how bad feeding is in team ladder to people who haven't faced it yet.

There NEEDS to be a limit to resource trading such as 1mineral and 1gas allowed per second of game time elapsed. This means that around 10 minutes, you could only trade 600minerals/gas which is enough to help your ally build a few counter units or rebuild a command center but not enough to fuel the 25 mutas in your base at the 6 minute mark bullshit.

Trust me. Say no to feeding. If you haven't faced it yet and don't think it will be too bad, please give me the benefit of the doubt and help us all communicate to blizzard that feeding is bullshit that will kill team play. You don't want to quit SC2 8 months in and look back at your time in beta thinking "I can't believe I said feeding was okay".

It will RUIN 3v3 and 4v4 and it will partially destroy 2v2. In all cases, fun will be lost.


/salute

My team is facing these stupid unscoutable tech switches/masses.
Until I write you again, take care of your precious person.
Alsn
Profile Joined February 2008
Sweden995 Posts
Last Edited: 2010-05-08 06:50:22
May 08 2010 06:47 GMT
#25
The snowball effect that you can get in sc2 is just insane. Usually what happens when someone fast techs is that they only have a very small percentage of their "total" resources gathered thus far in the game to spend on that tech. For example, teching to mutas requires several thousands of resources but when you get there, you usually only have enough resources for 3-4 mutas.

The problem arises when your team mate only made a few cannons and massed probes. All of a sudden you can build 10-15 mutalisks the second you get that spire up(since your ally wasted no resources at all on tech buildings) and reinforce them twice as fast as normal.

This creates problems such as the enemy having an army looking like maybe 3-4 zealots, 2 sentries and 2 stalkers or something like 6-7 marauders and 10-15 marines. Even if you combine those armies 15 mutalisks will absolutely obliterate them with basically no effort.

So now, the only way to actually counter those mutalisks are to feed someone else to build a counter unit(such as phoenix) but the problem arises where you just have no way of predicting *which* unit will be made by the feedee(is that a word? :D). This basically turns 2v2 into roulette where you have to guess which unit to make and hope for the best. Or I suppose everyone can play PZ and we can have a jolly old time spamming mutalisks.

Edit: Also, don't even get me started on the sheer ridiculousness of having your mate purposefully disconnect at the start. You get to use his resources that way even though there normally is a 5 minute limit on resource trading and as such you can do a 6 pool with zerg except you start out with 12 workers and as such can afford a queen(for mass production) and ling speed based off of those 12 starting workers.
Machina improba! Vel mihi ede potum vel mihi redde nummos meos!
foxmeep
Profile Joined July 2009
Australia2337 Posts
Last Edited: 2010-05-08 07:20:03
May 08 2010 07:12 GMT
#26
Resource trading, share control, every 2v2 map (basically) being joint bases. They should just rename it Team Melee.

Most people don't use these features yet, or probably even know they exist. But once people start seriously abusing them I can see 2v2 becoming really really shit.

Edit: The ramifications for 3v3/4v4 are even worse. Imagine you scout players A B C D and they all have different tech. Now you have to prepare for either a combination of A B C D, or A A A A, or A A B B, or B B B B and so on, which is pretty much going to be impossible.
roemy
Profile Joined April 2010
Germany432 Posts
May 08 2010 07:28 GMT
#27
i'd rather have "team melee" back
8[
rock is fine.. paper could need a buff, but scissors have to be nerfed
Bro
Profile Joined April 2010
Canada16 Posts
May 08 2010 07:39 GMT
#28
Resource sharing is fine. It's the maps. When both spawns are so close, one player can often protect both players but if spawns are far(say, LT), the opposing team can easily eliminate the feeder.
ViLLaiN
Profile Joined May 2010
United States2 Posts
May 08 2010 08:57 GMT
#29
Im new to sc and have a friend showing me the ropes. We do this mainly mid-late game after our initial 1-2 pushes. I'm Terran and he's Zerg. What we do is basically both fast exp if we can and in late game I feed him gas for mass air while I mmt med. We've faired pretty well doin it and are top 40 plat 16-3. I can see where it can be considered abuse especially where he can make more air and I medi them and then I have my massive ground support. o.O
CheAse
Profile Blog Joined July 2009
Canada919 Posts
May 08 2010 09:54 GMT
#30
I've been playing a lot of 2v2 myself. We were like C+ in iccup and doing pretty well in plat right now.

We have had lots of success trading our minerals for lots of strats. So far its been most usable for us when:

Giving mins for more cannons
Giving gas for tech, for example 2 port banshees with researching cloak immediately
SCV good to go sir
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
May 08 2010 10:06 GMT
#31
Just throwing this in here because some people say this needs hotkeys: There is a "Team Resources" hotkey which is Ctrl+F12. I never used it, I just know it from the game files.
If you have a good reason to disagree with the above, please tell me. Thank you.
Vexx
Profile Blog Joined March 2010
United States462 Posts
May 08 2010 14:48 GMT
#32
On May 08 2010 16:39 Bro wrote:
Resource sharing is fine. It's the maps. When both spawns are so close, one player can often protect both players but if spawns are far(say, LT), the opposing team can easily eliminate the feeder.


This isn't WC3. The feeder can actually have an army just fine for reasons I covered above in my previous post. Or static defense or both.
I am not nice.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
May 08 2010 15:16 GMT
#33
Haven't lost a 2v2 yet doing this strat

Ally picks T, I pick P. Most of the 2v2 maps are semi-shared bases so ally T double expos while I fast warp-gates for some 8-warp gate zealot/sentry/stalker action. The timer to give money expires at right around the time you start adding gateways anyway so... it's pretty awesome.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Garrl
Profile Blog Joined February 2010
Scotland1978 Posts
May 08 2010 15:44 GMT
#34
If Blizzard stick a tax on trades (-15% on every trade, something like that) then I can see it being balanced.
Genesis128
Profile Joined April 2010
Norway103 Posts
Last Edited: 2010-05-08 22:15:30
May 08 2010 22:13 GMT
#35
Is this really such a huge problem that people make it out to be? Keep in mind that I haven't lost much games to this strategy (at least to my knowledge), so I might not be biased enough to post here.

But consider the case which frozenarbiter mentioned:

On May 09 2010 00:16 FrozenArbiter wrote:
Haven't lost a 2v2 yet doing this strat

Ally picks T, I pick P. Most of the 2v2 maps are semi-shared bases so ally T double expos while I fast warp-gates for some 8-warp gate zealot/sentry/stalker action. The timer to give money expires at right around the time you start adding gateways anyway so... it's pretty awesome.


I don't see how this is really a great cheesy strategy. With the terran player not producing anything but cash for the protoss player, the protoss player would still be needing to create the production buildings and farms for the units. And once the units start popping out they will basically be created twice as fast as if he was alone, but with no team-mate army to back him up then it will effectively be no gain at all. This is especially true when only producing gateway-units since you don't need any tech to get there (150 minerals for core + 50/50 for warp-gate is really not a gamebreaking difference). You could just have two regular protoss making 4 gates each and they would produce exactly the same army with no resource trading whatsoever.

The main issue with resource trading, I guess, is that you can skip tech buildings. But really, the tech buildings themselves don't make up for the majority of spending. Most of the spending goes into the actual units themselves and the production buildings and farms. All of these 3 things will need to be doubled by the non-feeding player, effectively ruining any potential gain from using this on a large-scale basis.

Of course, there still are some really cheesy things which you can do, but they are not at all very many. The ally-disconnect followed by a 6pool is one of these and the sheer amount of mutas you can get once the spire first finishes. But past the timing-point where this is really inbalanced effective (any late-game muta production for instance), then it really wouldn't be worth the effort and one player acting as a feeder all game long is just a bad strategy. There's probably just a handfull of such critical game-ruining instances (most of which involve zerg I guess due to their multi production capabilites) and they can all be taken care of by some minor changes in a comming patch.
I would rather have a bottle in front of me than a frontal lobotomy
Xiphiasar
Profile Joined April 2010
United States78 Posts
May 08 2010 22:54 GMT
#36
Resource trading is abusable, but I think it's an exaggeration to say it'll ruin team play.

Bliz needs to address it somehow though.
BigDatez
Profile Joined April 2010
Canada434 Posts
May 08 2010 23:10 GMT
#37
a few people already tried something like this to me in a 2v2, but our 2 player tech2 army beat their 1 player tech3 army once they attacked, and then all we had to do was expo for a second time, and tech up to 3 while doing so, as the 1 player had to recouperate building units which takes time.

It doesnt work if the opponent plays smart, and scouts, cause if he scouts such early teching, they will get enough units out to defend instead of focusing on tech/econ.
Video games > sex (Proven fact)
Clearout
Profile Blog Joined April 2010
Norway1060 Posts
May 08 2010 23:16 GMT
#38
They should just add some negative aspect to it, that will make it nearly unabusable. Say only 75% of the transfered amount gets through. That will make some abuse there, sure, but it will also only be worth it in some aspects.

Because the sentiment behind mineral transfer is good. Say your partner loses his only CC (otherwise his base is fine) and lacks 100 minerals to build a new one. Then it would only seem fair to be able to transfer enough money so he can make a new one.
really?
katzenkoenig
Profile Joined March 2010
Germany32 Posts
May 09 2010 00:19 GMT
#39
Upkeep was one of the factors that made resource trading less viable in Warcraft 3, at least... Looks like this might have some potential here.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
May 09 2010 00:25 GMT
#40
Mineral transfers hardly matter and could be taken out. In some cases it's nice perhaps that if one ally gets knocked out of production buildings but still has a huge amount of cash he can transfer it, personally though I just think that 2v2 should be just as harsh as 1v1 then.
Strategies relying on feeding are just dumb and will inevitably be the result of having sharing without penalty in the game. Zerg would probably be the best race as 'feeder' as they can eco boom the hardest and benefit the most from not having to make fighting units, as they can use larvae strictly for drone's then and don't lose drones by making 'military' buildings such as the roach warren.
Protoss is probably the best as the one being fed then as they can mass produce from gateways easily and probably have the most cost effective units (which is balanced in 1v1 by having the most trouble expoing and having the most 'tech' costs). Gateway armies are very versatile in what they can beat as well and can be replenish all over the map which is very convenient in 2v2.

It seems to me that P+Z is the ideal combo to abuse this.
Prev 1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
Wardi Open
11:00
#88
WardiTV1293
IntoTheiNu 801
TKL 466
Rex141
Ryung 116
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
TKL 466
sc2solar 180
Rex 141
Ryung 116
Railgan 94
ProTech74
StarCraft: Brood War
Britney 56948
Calm 7879
Mini 1367
EffOrt 1314
Jaedong 939
Hyuk 444
Larva 364
BeSt 344
ggaemo 312
Light 310
[ Show more ]
firebathero 310
Snow 291
actioN 226
Soulkey 206
Nal_rA 140
Sharp 127
Rush 126
Mind 114
Pusan 114
Mong 77
[sc1f]eonzerg 69
Sea.KH 63
Barracks 48
scan(afreeca) 46
ToSsGirL 39
Movie 36
Aegong 36
soO 35
Sexy 29
JulyZerg 28
Terrorterran 16
ajuk12(nOOB) 15
IntoTheRainbow 13
HiyA 13
Rock 10
Icarus 7
Dota 2
XaKoH 658
XcaliburYe386
LuMiX0
League of Legends
Reynor115
Counter-Strike
olofmeister2835
byalli732
allub257
Other Games
Dendi1346
B2W.Neo1226
hiko815
Beastyqt656
Lowko518
crisheroes306
Happy291
Hui .101
Liquid`VortiX85
ArmadaUGS74
amsayoshi62
Organizations
StarCraft: Brood War
UltimateBattle 1975
Counter-Strike
PGL909
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 17 non-featured ]
StarCraft 2
• StrangeGG 47
• Kozan
• AfreecaTV YouTube
• sooper7s
• intothetv
• Migwel
• LaughNgamezSOOP
• IndyKCrew
StarCraft: Brood War
• iopq 3
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• HappyZerGling63
League of Legends
• Jankos3921
• Nemesis1996
• Stunt380
Other Games
• WagamamaTV299
Upcoming Events
Monday Night Weeklies
1h 56m
Replay Cast
9h 56m
Kung Fu Cup
20h 56m
GSL
1d 19h
herO vs Classic
Cure vs Clem
uThermal 2v2 Circuit
2 days
Replay Cast
2 days
GSL
2 days
Maru vs SHIN
Zoun vs Rogue
WardiTV Spring Champion…
2 days
SKillous vs Strange
Lambo vs Strange
Ryung vs Strange
Lambo vs Ryung
Ryung vs SKillous
Lambo vs SKillous
Replay Cast
3 days
Maestros of the Game
3 days
[ Show More ]
Replay Cast
4 days
RSL Revival
4 days
Lambo vs SHIN
Solar vs Rogue
herO vs Clem
Maestros of the Game
4 days
IPSL
5 days
ZZZero vs WorsT
Julia vs eOnzErG
Replay Cast
5 days
RSL Revival
5 days
Maestros of the Game
5 days
IPSL
6 days
Dragon vs Artosis
dxtr13 vs Hawk
BSL
6 days
Wardi Open
6 days
Liquipedia Results

Completed

ASL Season 21
2026 GSL S1
Heroes Pulsing #1

Ongoing

2026 KK StarCraft Pro League
BSL Season 22
IPSL Spring 2026
KCM Race Survival 2026 Season 2
KK 2v2 League Season 1
YSL S3
Acropolis #4
CSCL: Masked Kings S4
SCTL 2026 Spring
WardiTV Spring 2026
2026 GSL S2
RSL Revival: Season 5
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals

Upcoming

Escore Tournament S2: King of Kings
BSL 22 Non-Korean Championship
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
Bounty Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
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.