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TvZ matches in the GSL - Page 8

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xSuperflyTnT
Profile Joined August 2010
United States55 Posts
October 30 2010 02:37 GMT
#141
"that delays the zerg macro advantage"

there shouldnt be such a clear cut ridiculous advantage thats the problem.
Check my profile for My quote :) In VIDEO FORM! :)
mahnini
Profile Blog Joined October 2005
United States6862 Posts
October 30 2010 02:38 GMT
#142
imba whining stops now thanks
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
Azzur
Profile Blog Joined July 2010
Australia6259 Posts
November 01 2010 03:29 GMT
#143
Tonite's FakeBoxer vs Kyrix match is especially interesting for me for this matchup. So far, I've found that the Terran successes against Zerg have come from some timing based play. When the Terran tries to macro (especially when using marine/tank), they have been less successful. I've found that FakeBoxer is an especially good proponent of this timing based play. Also, his Zerg FE expo denial technique has been really top-notch as well.

mati
Profile Joined October 2010
Argentina114 Posts
Last Edited: 2010-11-01 14:52:36
November 01 2010 14:42 GMT
#144
On October 30 2010 05:01 positron. wrote:
Show nested quote +
On October 29 2010 18:22 mati wrote:



if zergs manage to kill all you army by clicking on the marine only, sir your micro sucks badly (sorry but its true), im at low diamond and my opponents almost always manage to not letting just "click on unit" or "a click" to do the trick... I have to manually move them by following around, and spliting when marine also split so not every single blings die to just a 1/5 of the marine army... Unless you are fighting zerg on creep... and why would you do that?! >.<... Scan/Raven kill tumor, no more creep.. Beside borrowed blings will become more and more popular, so it will be a must to be able to detect.

Play zerg for some games vs a decent terran, then come to argue about how easy is it...

@OooLaLa
Check APM on your replays... Im almost always getting way more than my terran opponents (and im no good), injection, macro mechanic, positioning, continuos scouting (wish we could do just a scan), multitasking, counter attack... Zerg speed isnt a advantage if you dont use (with lot of APM)


I am not gonna say much about this except that maybe you should play Terran and try to deal with the bling yourself. There is a reason why all TvZ end with Terran rushing to win. If you want to know more why this match up is no where as balanced as you think it is then read the entire thread then form some argument.

Please don't even cite those wins in TvZ of Nada and ITR as an example of how decent Terran can deal with Zerg. It is not about winning it is about the way they win. If you think one race has to end game early with timing push is balance then you really have no idea what you are talking about.



actually i played terran till get diamond, then switch for zerg (before patch 1.1.0) because i feel it suit better for my style, so i did, and i deal with it (marines n banneling havent changed on any of the lastest patches)... And whats the point of a thread called "TvZ Matches in GSL" where i cant cite GSL matches? what should i refer then? to just random replays on youtube?

Anyway... Did you watch today games between Fake Boxer n kyrixzenith? I couldnt be more clear than that... Except for the banshee rush on game 4, you got there 4 games of pure banneling plays.. And Terran won in the end.... oh wait, i bet i cant cite that one neither... i guess we can only make argument on matches were Terran loose, so you wont feel like you are doing anything wrong when you loose vs zergs...


GSL Season 2 top 4: 3 Terran 1 Zerg

and looking the brackets, chances are very good for a TvT final also...
Yes i can see how GSL probes that zerg is imba, and terran got no chance after patch.


Terran CAN deal with bannelings, they got many options... Zerg cant macro that hard if you apply some presion, and off course there are difference between races, off course, that zerg can out macro if you give them the chance, but thats kinda the point of the game... but at the same time they got drawbacks, like being unnable to turtle like Terran and protoss (but specially terran) can... That kind of the fun part of the game, where there are 3 races that are very different... Zerg being abble to do some stuff that P and T cant, is not a reason to call it imba, each one of the three got their pros n cons, and when it come to the matches results, it end up pretty even... Both GSL 1 and GSL 2, got majority of Terran players in overall the torunament, and in the top 8/4... So for real, where is this so called "disvantage" terran need to deal with?
Moja
Profile Joined July 2010
United States313 Posts
November 01 2010 20:21 GMT
#145
Fauxer won half the baneling heavy games (2/4). What's weird is that he used primarily marines (which are hard countered by banelings) and medivacs (and sick micro) to do it... It says something when the best players in the world are sticking with the same unit composition for most the game... marines are too strong and/or terran lategame options suck.

Also, Zenith played a very aggressive style which doesn't showcase the power of zerg macro at all. He almost always on equal bases with Fauxer.

The way to "deal with banelings" is to spread your units out and rebuild them as fast as you can. Even with perfect micro you're taking heavy losses every time. At least you're trading minerals for gas... Maybe that's the key
positron.
Profile Joined May 2010
634 Posts
November 01 2010 20:42 GMT
#146
On November 01 2010 23:42 mati wrote:
Show nested quote +
On October 30 2010 05:01 positron. wrote:
On October 29 2010 18:22 mati wrote:



if zergs manage to kill all you army by clicking on the marine only, sir your micro sucks badly (sorry but its true), im at low diamond and my opponents almost always manage to not letting just "click on unit" or "a click" to do the trick... I have to manually move them by following around, and spliting when marine also split so not every single blings die to just a 1/5 of the marine army... Unless you are fighting zerg on creep... and why would you do that?! >.<... Scan/Raven kill tumor, no more creep.. Beside borrowed blings will become more and more popular, so it will be a must to be able to detect.

Play zerg for some games vs a decent terran, then come to argue about how easy is it...

@OooLaLa
Check APM on your replays... Im almost always getting way more than my terran opponents (and im no good), injection, macro mechanic, positioning, continuos scouting (wish we could do just a scan), multitasking, counter attack... Zerg speed isnt a advantage if you dont use (with lot of APM)


I am not gonna say much about this except that maybe you should play Terran and try to deal with the bling yourself. There is a reason why all TvZ end with Terran rushing to win. If you want to know more why this match up is no where as balanced as you think it is then read the entire thread then form some argument.

Please don't even cite those wins in TvZ of Nada and ITR as an example of how decent Terran can deal with Zerg. It is not about winning it is about the way they win. If you think one race has to end game early with timing push is balance then you really have no idea what you are talking about.



actually i played terran till get diamond, then switch for zerg (before patch 1.1.0) because i feel it suit better for my style, so i did, and i deal with it (marines n banneling havent changed on any of the lastest patches)... And whats the point of a thread called "TvZ Matches in GSL" where i cant cite GSL matches? what should i refer then? to just random replays on youtube?

Anyway... Did you watch today games between Fake Boxer n kyrixzenith? I couldnt be more clear than that... Except for the banshee rush on game 4, you got there 4 games of pure banneling plays.. And Terran won in the end.... oh wait, i bet i cant cite that one neither... i guess we can only make argument on matches were Terran loose, so you wont feel like you are doing anything wrong when you loose vs zergs...


GSL Season 2 top 4: 3 Terran 1 Zerg

and looking the brackets, chances are very good for a TvT final also...
Yes i can see how GSL probes that zerg is imba, and terran got no chance after patch.


Terran CAN deal with bannelings, they got many options... Zerg cant macro that hard if you apply some presion, and off course there are difference between races, off course, that zerg can out macro if you give them the chance, but thats kinda the point of the game... but at the same time they got drawbacks, like being unnable to turtle like Terran and protoss (but specially terran) can... That kind of the fun part of the game, where there are 3 races that are very different... Zerg being abble to do some stuff that P and T cant, is not a reason to call it imba, each one of the three got their pros n cons, and when it come to the matches results, it end up pretty even... Both GSL 1 and GSL 2, got majority of Terran players in overall the torunament, and in the top 8/4... So for real, where is this so called "disvantage" terran need to deal with?


Don't cite them because they are not proof of the game being balanced like you make them out to be. Winning by timing pushes is not proof of game balance. You seem to keep using those wins as basis for your argument.

Yea I watched the game and that level of micro is out of reach for like 90% of the players. Whereas being a mediocre player that I am I can still kill a better Terran by baneling like Kyrix. MVP tried to do that pure marines + tanks and he went down. If you used those wins of Fauxer to say that the game is balanced then how about I used the other many games that T lost due to bling in GSL? You would then say that well those Terrans don't know how to play against bling then I can proceed to say that Kyrix didn't use bling effectively that is why he lost. You see how pointless this is? You have to agree on one thing that using bling is easier than splitting marines for like 95% of the players. That is where I think there might be imbalance.

Match results are generally not used to balance game. Please read David Kim interview in Blizzcon. They are much more interested in the way the the games play out than the results. If you only look at the results to balance game I guess Protoss should be getting buffs since they haven't won anything big in a while except Blizzcon.

Anyway, stay on topic though. I guess after this crazy series of TvZ I need to make custom maps to practice marines split. I saw that qxc made some micro map but they don't really have marines splitting practice. Has anybody heard of any custom maps that help with this? Thanks a lot.
Keldaur
Profile Joined August 2010
Spain55 Posts
November 01 2010 21:00 GMT
#147

Yea I watched the game and that level of micro is out of reach for like 90% of the players. Whereas being a mediocre player that I am I can still kill a better Terran by baneling like Kyrix.


And you are being really generous for a 10% of players...

I go with the good old hellions/thor/rine and some raven,at my skill level it works pretty good. But i am not gonna lie myself, i lack the skill to achieve that Marine, medvac, tank play where a bad move would cost you the game.
link0
Profile Joined March 2010
United States1071 Posts
November 01 2010 21:10 GMT
#148
Foxer's micro is absolutely sick while the zerg just had to A-move his ling/blings. The top 10% of diamond 2400+ terran players can't do that. I've actually never seen a single terran micro marines as well as him.
http://www.justin.tv/link0 - Gosu.Linko - http://www.facebook.com/link0
wristuzi
Profile Joined July 2010
United Kingdom1168 Posts
November 01 2010 21:26 GMT
#149
I think the GSL matches have shown just how balanced the TvZ matchup is, not vice versa. You talk about Terran walking on a tightrope to win atm, but zergs have always and will always have to walk that same tightrope.

From what I've seen of the GSL matches, I'd say the crucial thing to exploit for T in TvZ is early marine pushes, which allow you to get an expo up, and abuse the period of time when the zerg has slowlings. I'm not a T myself, but that's what it looks like. Another thing I noticed from one of NaDa's games, and which I'm not sure if Terrans fully appreciate, is the effectiveness of Thors in stopping muta harass - they just completely shut it down, since the splash damage stops mutas from being in a clump. Even just one thor at each base makes a huge difference.
MarineKingPrime ¯\_(シ)_/¯ // Naniwa ¯\_(シ)_/¯ // Morrow
KaiserGL
Profile Joined November 2010
United States18 Posts
Last Edited: 2010-11-01 22:10:48
November 01 2010 21:37 GMT
#150
This has been bothering me for a while... and keep in mind this is all
speculation on my part. I just would like to see what sort of response
this topic receives.


Zerg is completely overpowered. They were always good even before the
recent patches but because so many unskilled zerg players cried so much
about how overpowered terran was. Admittedly terran were too strong at
the start. Were the extreme nerfs to them not enough? Is anyone else upset by
the fact that zerg has been given so much attention when they were never a bad
race to start with? I feel as if Zerg has the strongest recon, greatest
mobility, easiest expansion denial, supreme map control, easiest harass,
cheapest/strongest siege units


Has nobody noticed that roaches are completely
ridiculous? I thought the whole idea behind roaches was to use burrow micro.
The short range was the only reason it was fair to give them such a powerful
unit for so little tech/resources. Reaper harass is eliminated, stalkers can no
longer compete, surrounds are no longer required, marines get roflstomped,
tanks get sniped much faster and do much worse overall, cannons/bunkers
arent even useful behind walls at choke points since roaches can all attack by
simply moving up the ramp and focus firing. The hydralisk is no longer
required for added dps(except vs air) so now zerg can add banelings/speedlings
/mutas to their army instead and destroy anything that may give roaches a problem.

Mutalisks are so fast that zerg harass is practically free and completely safe.
With zergs recon, anything travelling without an army can be immediately picked
off and the mutas will still have time to get back home before you have a chance to
damage them too badly. Terran makes reapers/helions/banshees/vikings/medivacs to
harrass and all are covered by mutalisks so simply teching toward mutas allows u to...
-scout
-harass
-contain
-defend
-do free damage
-expand anywhere
-force money to be spent on anti air->giving zerg an even bigger econ lead
-deny scouting
-add splash damage to your army
-counterattack before enemy reaches you with army

So anything I get that goes in the air will be dead as soon as its not with my army
and the only solution is to make units that suck against speedling/baneling/roaches
or turtle up and timing push with my fingers crossed.

Lets take a look at banelings
-evolved from zerglings which you get anyway
-destroys buildings instantly which must be rebuilt(more free damage)
-can explode while burrowed
-no friendly fire for some reason
-have speed upgrade
-tier 1 tech
-can instantly destroy planetary fortress

A good way to counter banelings is by using thors to soak up the dmg, siege tanks to blast them from afar, and spread ur army when theyre close. It's only a shame that every single one of these things is hard countered by fungal growth and neural parasite which happen to both be on the same unit; a unit which can basically cloak itself without researching a specific unit upgrade. There's no real downside to getting infestors, they wont weaken your army since they make flanks easier, and the infestor is the only spellcasting unit zerg really has. Theres even less micro involved in using them than any other spellcaster. They actually have an area of effect, damage over time, movement disabler----all in one. Even though all zerg really needs is to surround you to destroy you, they figured they would tack on some damage over time while they were at it which serves a double purpose when it wastes your medivacs energy over and over for free.

They also take control of the strongest units in ur enemies army so theres some more free damage. You build a unit that your entire army depends on like thor/collosus, and all of the money and research you put into it is used against you to destroy your units for the duration of combat? Come on. Yes you can snipe them if you have enough gas to support ghosts along with your mandatory siege tanks/medivacs/ravens/thors/researches required to give the necessary upgrades to the units u have to make on top of those units for support. Even if you manage to snipe or emp them, they probably already got off a fungal or parasite and rolled over you with banelings.

Lets look at the supply structures/units of each race
supply depot-100 minerals, can be raised or lowered(either way its visible) can have
extra supplies attached if you want to sacrifice a the 270+ minerals ud gather with
a mule or the crucial intel u need to gather w/ scan for the 100 minerals a depot costs

Pylon-
-warped in without any hinderance to probe
-can be used as a warp point for your warp gates
-required to power structures

Overlord-
-immediate air unit
-early scout, sometimes allows you to keep drone scout at home for more money
-can be upgraded with speed making it a better scout
-can be upgraded with transport making it another free aspect of zerg
-can be used to make banelings more effective and do guaranteed damage
-provide intel of the entire map relatively early in the game
-can spawn creep to deny expos, place buildings/creep tumors(with queen), increase unit speed, build highways for your units to move faster
-cost the same amount as the other 2 races supply building
-can be morphed into overseer which is faster/more durable/halts unit production/gathers free intel, applies pressure to opponent, detects invisible units, and can use changelings for meat shields

How about the economic boosters of each race?
Orbital Command
-Produce mule every 50 energy(basically this is the one you have to use to keep up)
or
-scan a small area and hope to gather the intel that zerg gets free of charge
-extra supplies in case you suck and get supply blocked

Nexus
-Chrono boost and speed up the completion time of anything you're building
-variety of uses, but must be used on many other things besides economy boosting

Queen
-produced from hatchery for 150 minerals
-provides early anti air
-provides some basic defense
-can heal other units
-allows zerg to produce several units from very few hatcheries
-can be used to block ramps in some instances when standing alone
-spawns creep tumors which grant your units more speed, map vision, and each tumor spawned can produce another tumor so all energy can go to larva production pretty much exclusively
-moves slow if not on creep
-can make as many as you want for 150 per whereas the nexus costs 400 and the orbital command costs 550




Don't really know how this balances out either
Broodlords/corruptors have clear uses and can be extremely effective in several situations. BCS(which also got nerfed even though nobody knew how to use them yet) just never seem to be practical at all, and neither do carriers. So why are BCS/Carriers even part of the game? If repair gets nerfed as they are considering, this will make bcs even worse as well. But still the terran players are remaining silent and zerg is still crying about terran op whenever they lose.

Now lets look at spine crawlers
-defensive structure
-only mobile defensive structure allowing you to build in safe area and move them as needed
or
defend and use your defense as part of your offense so that none of the money you put toward preventing harrass takes away from your army strength
-greater range than bunker/cannon

Finally, lets compare the production buildings....
Terran usually is going to need to use all of their production buildings to be effective, that means on top of your main buildings and supply depots and whatever defense you probably had to put up to cope with muta harrass, you need
at least a few barracks, probably a factory or two, and depending on what you are going for, you will need at least 1 starport. After getting the required structure you must then begin producing your army as soon as possible and allow
your opponent to counter your army composition by sending a guaranteed recon unit to your base as early as they want.

Protoss must upgrade their gateways to warp gates and spend a ton of gas getting key support units which can easily be picked off by good players, they also need to share the same building to make their recon, immortals, and collosus.
which means they will have to choose whichever they need most and sacrifice the other two for a while


Zerg gets to pile up larva on their hatcheries and store up resources until they need units. The fact that they dont have to continually produce units means they can continually produce 20x the amount of gatherers that other races could have until they see you preparing to attack. The building they gather from is the same as the building they make every unit from and the building they evolve their main tech path from, allowing them to spend far less on their base and far more on their troops/upgrades, you dont see terran/toss researching 20 upgrades at once like zerg so often does mid-late game, so zerg gets all of their tech the fastest. This also allows them to change their army
composition immediately based on whatever theyre up against, so theres less chance of making bad decisions and having to stick to them.


Terran has gotten shafted so incredibly hard in the last few patches and it
seems like nobody is making a very big deal out of it. I know that Blizzard
is looking into the tvp matchup since protoss seem to have the edge in high
level play; however, I was greatly annoyed to heard that the way this is to be corrected
is by nerfing psionic storm. This will do nothing for terran other than make
MMM an even more common strategy than it already is and make will probably
end up resulting in another terran nerf(stim pack or emp most likely)

Reapers have been reduced to scouting units. The nerfs to them have not only taken
another terran unit almost entirely out of play, but it has allowed zerg to fast expand on just about any map and defend anything terran throws at it just in time

Thor size is going to keep getting smaller and repair is being considered for nerfing because apparently its unfair to use ur gatherers and the money you gathered to heal hp on a giant slow unit that can easily be removed from battle via neural parasite. Unless you have lots of them, mutas still destroy them easily by simply moving over top of them and pressing H. Why is the splash damage on thors so crappy that u can only hit 1 muta at a time if they click the mouse and press 1 key? Thor drops are becoming more and more useless, and they are basically the only thing that can handle mutalisk masses

It must not be fair that your units that would otherwise be gathering vital resources can be used instead to heal a single unit. Not to mention that that single unit required depot/rax/refinery/factory/armory/starport/300minerals/200gas/medivac/heavy micro and locks you
into a mech build with very little defense and no answer to infestors. Kinda hard to beat a giant zerg army with a squad of thors that can't be repaired fast enough to fulfill their purpose. Terran mech is laughable right now minus the helion which will probably get nerfed sooner or later anyway

Tank nerf made them significantly worse, suddenly siege tanks in siege mode are almost too weak to be viable.They don't have the damage output necessary to combat armored units because their rate of fire is very slow and they need to be sieged up to be useful. Too bad they can be taken over by infestors as well, or lifted up by phoenixes. Doesn't help that their damage is so pathetic now, most ground units can walk right up to them and tank the damage before focus firing and sending them to the abyss. You have to support tanks with marines which are useless against roaches unlses you have a point defense drone.

Furthermore, the nerf to medivac speed greatly reduces terrans ability to mobilize since they will
almost always be spotted before they reach their destination, cannot land safely since units are right under them waiting and medivac unloads so slow, and you will not be able to retreat
in time if mutas are after them.

Both
zerg and protoss are able to deal with harass while their army is out by
instantly summoning whatever units they need to the location under attack,





Toss will share terrans weakness against zerg if they nerf storm because you will no longer be able to call stormers to defend your base if needed

The matchup will become even harder as toss will become more reliant on collosus
which in turn will lower protoss mobility and zerg will be granted even
greater map control. You could use warp prisms but again mutalisks would pick them off easily, and you could try a mothership if you're feeling really bold but thats just grasping at straws.


I may big making mountains out of molehills, but I am seriously annoyed with zerg right now, and the only thing terran has to look forward to is more nerfs from the looks of it. I don't think terran should have to suffer so much just because some of koreas best players (who were also superb sc1 players) have been managing to make it work out for them. It doesn't even look much more plausible even with the worlds best rine splitting micro, as foxer barely pulled through versus waves and waves of banelings charging in effortlessly. Seriously, this is getting to be absurd. Blizzard has corrected a balance issue by moving the problem to other races.

No question is so difficult to answer as that to which the answer is obvious.
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
Last Edited: 2010-11-01 21:43:56
November 01 2010 21:43 GMT
#151
I'm going to head to work on my marine splitting micro, but I can't say I'm too excited at the prospect ot eventually achieving near-foxer levels of marine micro and as a result being able to break even against a-moved banelings.
vileEchoic -- clanvile.com
avilo
Profile Blog Joined November 2007
United States4100 Posts
November 01 2010 21:44 GMT
#152
On November 02 2010 06:10 link0 wrote:
Foxer's micro is absolutely sick while the zerg just had to A-move his ling/blings. The top 10% of diamond 2400+ terran players can't do that. I've actually never seen a single terran micro marines as well as him.


Because you can't with bnet lag.
Sup
MrLonely
Profile Joined October 2010
60 Posts
November 01 2010 21:58 GMT
#153
On November 02 2010 06:44 avilo wrote:
Show nested quote +
On November 02 2010 06:10 link0 wrote:
Foxer's micro is absolutely sick while the zerg just had to A-move his ling/blings. The top 10% of diamond 2400+ terran players can't do that. I've actually never seen a single terran micro marines as well as him.


Because you can't with bnet lag.


...But yet he could.
jHERO
Profile Joined August 2010
China167 Posts
November 01 2010 21:58 GMT
#154
On November 02 2010 06:44 avilo wrote:
Show nested quote +
On November 02 2010 06:10 link0 wrote:
Foxer's micro is absolutely sick while the zerg just had to A-move his ling/blings. The top 10% of diamond 2400+ terran players can't do that. I've actually never seen a single terran micro marines as well as him.


Because you can't with bnet lag.


GSL is being played on bnet b/c there is no lan... right?
OPSavioR
Profile Joined March 2010
Sweden1465 Posts
November 01 2010 22:00 GMT
#155
On November 02 2010 06:44 avilo wrote:
Show nested quote +
On November 02 2010 06:10 link0 wrote:
Foxer's micro is absolutely sick while the zerg just had to A-move his ling/blings. The top 10% of diamond 2400+ terran players can't do that. I've actually never seen a single terran micro marines as well as him.


Because you can't with bnet lag.

how did Foxer do it then?
i dunno lol
link0
Profile Joined March 2010
United States1071 Posts
November 01 2010 22:03 GMT
#156
Don't GSL comps run the special Lan enabled client?
http://www.justin.tv/link0 - Gosu.Linko - http://www.facebook.com/link0
jHERO
Profile Joined August 2010
China167 Posts
Last Edited: 2010-11-01 22:09:58
November 01 2010 22:08 GMT
#157
On November 02 2010 06:37 KaiserGL wrote:
This has been bothering me for a while... and keep in mind this is all
speculation on my part. I just would like to see what sort of response
this topic receives.


Zerg is completely overpowered. They were always good even before the
recent patches but because so many unskilled zerg players cried so much
about how overpowered terran was. Admittedly terran were too strong at
the start. Were the extreme nerfs to them not enough? Is anyone else upset by
the fact that zerg has been given so much attention when they were never a bad
race to start with? I feel as if Zerg has the strongest recon, greatest
mobility, easiest expansion denial, supreme map control, easiest harass,
cheapest/strongest siege units


Has nobody noticed that roaches are completely
ridiculous? I thought the whole idea behind roaches was to use burrow micro.
The short range was the only reason it was fair to give them such a powerful
unit for so little tech/resources. Reaper harass is eliminated, stalkers can no
longer compete, surrounds are no longer required, marines get roflstomped,
tanks get sniped much faster and do much worse overall, cannons/bunkers
arent even useful behind walls at choke points since roaches can all attack by
simply moving up the ramp and focus firing and the hydralisk is no longer
required for added dps(except vs air) so now zerg can add banelings/speedlings
/mutas to their army instead and destroy anything that may give roaches a problem.

Mutalisks are so fast that zerg harass is practically free and completely safe
with zergs recon, anything travelling without an army can be immediately picked
off and the mutas will still have time to get back home before you have a chance to
damage them too badly. Terran makes reapers/helions/banshees/vikings/medivacs to
harrass and all are covered by mutalisks so simply teching toward mutas allows u to...
-scout
-harass
-contain
-defend
-do free damage
-expand anywhere
-force money to be spent on anti air->giving zerg an even bigger econ lead
-deny scouting
-add splash damage to your army
-counterattack before enemy reaches you with army

So anything I get that goes in the air will be dead as soon as its not with my army
and the only solution is to make units that suck against speedling/baneling/roaches
or turtle up and timing push with my fingers crossed.

Lets take a look at banelings
-evolved from zerglings which you get anyway
-destroys buildings instantly which must be rebuilt(more free damage)
-can explode while burrowed
-no friendly fire for some reason
-have speed upgrade
-tier 1 tech
-can instantly destroy planetary fortress

A good way to counter banelings is by using thors to soak up the dmg, siege tanks to blast them from afar, and spread ur army when theyre close. It's only a shame that every single one of these things is hard countered by fungal growth and neural parasite which happen to both be on the same unit; a unit which can basically cloak itself without researching a specific unit upgrade. There's no real downside to getting infestors, they wont weaken your army since they make flanks easier, and the infestor is the only spellcasting unit zerg really has. Theres even less micro involved in using them than any other spellcaster. They actually have an area of effect, damage over time, movement disabler----all in one. Even though all zerg really needs is to surround you to destroy you, they figured they would tack on some damage over time while they were at it which serves a double purpose when it wastes your medivacs energy over and over for free.

They also take control of the strongest units in ur enemies army so theres some more free damage. You build a unit that your entire army depends on like thor/collosus, and all of the money and research you put into it is used against you to destroy your units for the duration of combat? Come on. Yes you can snipe them if you have enough gas to support ghosts along with your mandatory siege tanks/medivacs/ravens/thors/researches required to give the necessary upgrades to the units u have to make on top of those units for support. Even if you manage to snipe or emp them, they probably already got off a fungal or parasite and rolled over you with banelings.

Lets look at the supply structures/units of each race
supply depot-100 minerals, can be raised or lowered(either way its visible) can have
extra supplies attached if you want to sacrifice a the 270+ minerals ud gather with
a mule or the crucial intel u need to gather w/ scan for the 100 minerals a depot costs

Pylon-
-warped in without any hinderance to probe
-can be used as a warp point for your warp gates
-required to power structures

Overlord-
-immediate air unit
-early scout, sometimes allows you to keep drone scout at home for more money
-can be upgraded with speed making it a better scout
-can be upgraded with transport making it another free aspect of zerg
-can be used to make banelings more effective and do guaranteed damage
-provide intel of the entire map relatively early in the game
-can spawn creep to deny expos, place buildings/creep tumors(with queen), increase unit speed, build highways for your units to move faster
-cost the same amount as the other 2 races supply building
-can be morphed into overseer which is faster/more durable/halts unit production/gathers free intel, applies pressure to opponent, detects invisible units, and can use changelings for meat shields

How about the economic boosters of each race?
Orbital Command
-Produce mule every 50 energy(basically this is the one you have to use to keep up)
or
-scan a small area and hope to gather the intel that zerg gets free of charge
-extra supplies in case you suck and get supply blocked

Nexus
-Chrono boost and speed up the completion time of anything you're building
-variety of uses, but must be used on many other things besides economy boosting

Queen
-produced from hatchery for 150 minerals
-provides early anti air
-provides some basic defense
-can heal other units
-allows zerg to produce several units from very few hatcheries
-can be used to block ramps in some instances when standing alone
-spawns creep tumors which grant your units more speed, map vision, and each tumor spawned can produce another tumor so all energy can go to larva production pretty much exclusively
-moves slow if not on creep
-can make as many as you want for 150 per whereas the nexus costs 400 and the orbital command costs 550




Don't really know how this balances out either


Now lets look at spine crawlers
-defensive structure
-only mobile defensive structure allowing you to build in safe area and move them as needed
or
defend and use your defense as part of your offense so that none of the money you put toward preventing harrass takes away from your army strength
-greater range than bunker/cannon

Finally, lets compare the production buildings....
Terran usually is going to need to use all of their production buildings to be effective, that means on top of your main buildings and supply depots and whatever defense you probably had to put up to cope with muta harrass, you need
at least a few barracks, probably a factory or two, and depending on what you are going for, you will need at least 1 starport. After getting the required structure you must then begin producing your army as soon as possible and allow
your opponent to counter your army composition by sending a guaranteed recon unit to your base as early as they want.

Protoss must upgrade their gateways to warp gates and spend a ton of gas getting key support units which can easily be picked off by good players, they also need to share the same building to make their recon, immortals, and collosus.
which means they will have to choose whichever they need most and sacrifice the other two for a while


Zerg gets to pile up larva on their hatcheries and store up resources until they need units. The fact that they dont have to continually produce units means they can continually produce 20x the amount of gatherers that other races could have until they see you preparing to attack. The building they gather from is the same as the building they make every unit from and the building they evolve their main tech path from, allowing them to spend far less on their base and far more on their troops/upgrades, you dont see terran/toss researching 20 upgrades at once like zerg so often does mid-late game, so zerg gets all of their tech the fastest. This also allows them to change their army
composition immediately based on whatever theyre up against, so theres less chance of making bad decisions and having to stick to them.


Terran has gotten shafted so incredibly hard in the last few patches and it
seems like nobody is making a very big deal out of it. I know that Blizzard
is looking into the tvp matchup since protoss seem to have the edge in high
level play; however, I was greatly annoyed to heard that the way this is to be corrected
is by nerfing psionic storm. This will do nothing for terran other than make
MMM an even more common strategy than it already is and make will probably
end up resulting in another terran nerf(stim pack or emp most likely)

Reapers have been reduced to scouting units. The nerfs to them have not only taken
another terran unit almost entirely out of play, but it has allowed zerg to fast expand on just about any map and defend anything terran throws at it just in time

Thor size is going to keep getting smaller because apparently its unfair to use ur gatherers and the money you gathered to heal hp on a giant slow unit that can easily be removed from battle via neural parasite. Unless you have lots of them, mutas still destroy them easily by simply moving over top of them and pressing H. Why is the splash damage on thors so crappy that u can only hit 1 muta at a time if they click the mouse and press 1 key? Thor drops are becoming more and more useless because of the constant nerfs to terran, and soon thor size will likely be decreased even further so that fewer scvs can repair it at the same time. I guess this was necessary because
its not fair that your units that would otherwise be gathering vital resources can be used instead to heal a single unit that required depot/rax/refinery/factory/armory/starport/300minerals/200gas/medivac/heavy micro and locks you
into a mech build with very little defense and no answer to infestors. Kinda hard to beat a giant zerg army with a squad of thors that can't be repaired fast enough to fulfill their purpose. Terran mech is laughable right now minus the
helion which will probably get nerfed sooner or later anyway

Tank nerf made them significantly worse, suddenly siege tanks
in siege mode are almost too weak to be viable.They don't have the damage output necessary to combat armored units because their rate of fire is very slow and they need to be sieged up to be useful. Too bad they can be taken over by
infestors as well, or lifted up by phoenixes. Doesn't help that their damage is so pathetic now, most ground units can walk right up to them and tank the damage before focus firing and sending them to the abyss. You have to support
tanks with marines which are useless against roaches unlses you have a point defense drone.

Furthermore, the nerf to medivac speed greatly reduces terrans ability to mobilize since they will
almost always be spotted before they reach their destination, cannot land safely since units are right under them waiting and medivac unloads so slow, and you will not be able to retreat
in time if mutas are after them.

Both
zerg and protoss are able to deal with harass while their army is out by
instantly summoning whatever units they need to the location under attack,





Toss will share terrans weakness against zerg if they nerf storm because you will no longer be able to call stormers to defend your base if needed

The matchup will become even harder as toss will become more reliant on collosus
which in turn will lower protoss mobility and zerg will be granted even
greater map control. You could use warp prisms but again mutalisks would pick them off easily, and you could try a mothership if you're feeling really bold but thats just grasping at straws.


I may big making mountains out of molehills, but I am seriously annoyed with zerg right now, and the only thing terran has to look forward to is more nerfs from the looks of it. I don't think terran should have to suffer so much just because some of koreas best players (who were also superb sc1 players) have been managing to make it work out for them. It doesn't even look much more plausible even with the worlds best rine splitting micro, as foxer barely pulled through versus waves and waves of banelings charging in effortlessly. Seriously, this is getting to be absurd. Blizzard has corrected a balance issue by moving the problem to other races.



ive always thought zerg was OP since the start, its inherent and deep in the game due to lava injection.

it was just at the beginning, terran had a solid way to harass the zerg into producing units to defend, and thus decreasing their drone count and so the terran wont be far out macroed in the mid game-> late game

as a terran player, i think the reaper nerf was necessary, however, the rax after supply was completely unecessary, and basically gives the zerg a free 14 hatch, and i do agree, roaches are so cost effective, its just mind blowing, but thankfully siege tanks can still do nicely against them, granted that the terran doesnt over extend and make micro mistakes.

what i dont like about the reaper nerf was that it competely takes the unit out of the game, now its just a scout unit, what i think blizzard should've done was increase production time of reapers from 45 -> 55 seconds...


IamBach
Profile Blog Joined August 2010
United States1059 Posts
November 01 2010 22:12 GMT
#158
yeah they do
Just listen http://www.youtube.com/watch?v=__lCZeePG48
MrLonely
Profile Joined October 2010
60 Posts
November 01 2010 22:17 GMT
#159
On November 02 2010 06:37 KaiserGL wrote:
+ Show Spoiler +

This has been bothering me for a while... and keep in mind this is all
speculation on my part. I just would like to see what sort of response
this topic receives.


Zerg is completely overpowered. They were always good even before the
recent patches but because so many unskilled zerg players cried so much
about how overpowered terran was. Admittedly terran were too strong at
the start. Were the extreme nerfs to them not enough? Is anyone else upset by
the fact that zerg has been given so much attention when they were never a bad
race to start with? I feel as if Zerg has the strongest recon, greatest
mobility, easiest expansion denial, supreme map control, easiest harass,
cheapest/strongest siege units


Has nobody noticed that roaches are completely
ridiculous? I thought the whole idea behind roaches was to use burrow micro.
The short range was the only reason it was fair to give them such a powerful
unit for so little tech/resources. Reaper harass is eliminated, stalkers can no
longer compete, surrounds are no longer required, marines get roflstomped,
tanks get sniped much faster and do much worse overall, cannons/bunkers
arent even useful behind walls at choke points since roaches can all attack by
simply moving up the ramp and focus firing. The hydralisk is no longer
required for added dps(except vs air) so now zerg can add banelings/speedlings
/mutas to their army instead and destroy anything that may give roaches a problem.

Mutalisks are so fast that zerg harass is practically free and completely safe.
With zergs recon, anything travelling without an army can be immediately picked
off and the mutas will still have time to get back home before you have a chance to
damage them too badly. Terran makes reapers/helions/banshees/vikings/medivacs to
harrass and all are covered by mutalisks so simply teching toward mutas allows u to...
-scout
-harass
-contain
-defend
-do free damage
-expand anywhere
-force money to be spent on anti air->giving zerg an even bigger econ lead
-deny scouting
-add splash damage to your army
-counterattack before enemy reaches you with army

So anything I get that goes in the air will be dead as soon as its not with my army
and the only solution is to make units that suck against speedling/baneling/roaches
or turtle up and timing push with my fingers crossed.

Lets take a look at banelings
-evolved from zerglings which you get anyway
-destroys buildings instantly which must be rebuilt(more free damage)
-can explode while burrowed
-no friendly fire for some reason
-have speed upgrade
-tier 1 tech
-can instantly destroy planetary fortress

A good way to counter banelings is by using thors to soak up the dmg, siege tanks to blast them from afar, and spread ur army when theyre close. It's only a shame that every single one of these things is hard countered by fungal growth and neural parasite which happen to both be on the same unit; a unit which can basically cloak itself without researching a specific unit upgrade. There's no real downside to getting infestors, they wont weaken your army since they make flanks easier, and the infestor is the only spellcasting unit zerg really has. Theres even less micro involved in using them than any other spellcaster. They actually have an area of effect, damage over time, movement disabler----all in one. Even though all zerg really needs is to surround you to destroy you, they figured they would tack on some damage over time while they were at it which serves a double purpose when it wastes your medivacs energy over and over for free.

They also take control of the strongest units in ur enemies army so theres some more free damage. You build a unit that your entire army depends on like thor/collosus, and all of the money and research you put into it is used against you to destroy your units for the duration of combat? Come on. Yes you can snipe them if you have enough gas to support ghosts along with your mandatory siege tanks/medivacs/ravens/thors/researches required to give the necessary upgrades to the units u have to make on top of those units for support. Even if you manage to snipe or emp them, they probably already got off a fungal or parasite and rolled over you with banelings.

Lets look at the supply structures/units of each race
supply depot-100 minerals, can be raised or lowered(either way its visible) can have
extra supplies attached if you want to sacrifice a the 270+ minerals ud gather with
a mule or the crucial intel u need to gather w/ scan for the 100 minerals a depot costs

Pylon-
-warped in without any hinderance to probe
-can be used as a warp point for your warp gates
-required to power structures

Overlord-
-immediate air unit
-early scout, sometimes allows you to keep drone scout at home for more money
-can be upgraded with speed making it a better scout
-can be upgraded with transport making it another free aspect of zerg
-can be used to make banelings more effective and do guaranteed damage
-provide intel of the entire map relatively early in the game
-can spawn creep to deny expos, place buildings/creep tumors(with queen), increase unit speed, build highways for your units to move faster
-cost the same amount as the other 2 races supply building
-can be morphed into overseer which is faster/more durable/halts unit production/gathers free intel, applies pressure to opponent, detects invisible units, and can use changelings for meat shields

How about the economic boosters of each race?
Orbital Command
-Produce mule every 50 energy(basically this is the one you have to use to keep up)
or
-scan a small area and hope to gather the intel that zerg gets free of charge
-extra supplies in case you suck and get supply blocked

Nexus
-Chrono boost and speed up the completion time of anything you're building
-variety of uses, but must be used on many other things besides economy boosting

Queen
-produced from hatchery for 150 minerals
-provides early anti air
-provides some basic defense
-can heal other units
-allows zerg to produce several units from very few hatcheries
-can be used to block ramps in some instances when standing alone
-spawns creep tumors which grant your units more speed, map vision, and each tumor spawned can produce another tumor so all energy can go to larva production pretty much exclusively
-moves slow if not on creep
-can make as many as you want for 150 per whereas the nexus costs 400 and the orbital command costs 550




Don't really know how this balances out either
Broodlords/corruptors have clear uses and can be extremely effective in several situations. BCS(which also got nerfed even though nobody knew how to use them yet) just never seem to be practical at all, and neither do carriers. So why are BCS/Carriers even part of the game? If repair gets nerfed as they are considering, this will make bcs even worse as well. But still the terran players are remaining silent and zerg is still crying about terran op whenever they lose.

Now lets look at spine crawlers
-defensive structure
-only mobile defensive structure allowing you to build in safe area and move them as needed
or
defend and use your defense as part of your offense so that none of the money you put toward preventing harrass takes away from your army strength
-greater range than bunker/cannon

Finally, lets compare the production buildings....
Terran usually is going to need to use all of their production buildings to be effective, that means on top of your main buildings and supply depots and whatever defense you probably had to put up to cope with muta harrass, you need
at least a few barracks, probably a factory or two, and depending on what you are going for, you will need at least 1 starport. After getting the required structure you must then begin producing your army as soon as possible and allow
your opponent to counter your army composition by sending a guaranteed recon unit to your base as early as they want.

Protoss must upgrade their gateways to warp gates and spend a ton of gas getting key support units which can easily be picked off by good players, they also need to share the same building to make their recon, immortals, and collosus.
which means they will have to choose whichever they need most and sacrifice the other two for a while


Zerg gets to pile up larva on their hatcheries and store up resources until they need units. The fact that they dont have to continually produce units means they can continually produce 20x the amount of gatherers that other races could have until they see you preparing to attack. The building they gather from is the same as the building they make every unit from and the building they evolve their main tech path from, allowing them to spend far less on their base and far more on their troops/upgrades, you dont see terran/toss researching 20 upgrades at once like zerg so often does mid-late game, so zerg gets all of their tech the fastest. This also allows them to change their army
composition immediately based on whatever theyre up against, so theres less chance of making bad decisions and having to stick to them.


Terran has gotten shafted so incredibly hard in the last few patches and it
seems like nobody is making a very big deal out of it. I know that Blizzard
is looking into the tvp matchup since protoss seem to have the edge in high
level play; however, I was greatly annoyed to heard that the way this is to be corrected
is by nerfing psionic storm. This will do nothing for terran other than make
MMM an even more common strategy than it already is and make will probably
end up resulting in another terran nerf(stim pack or emp most likely)

Reapers have been reduced to scouting units. The nerfs to them have not only taken
another terran unit almost entirely out of play, but it has allowed zerg to fast expand on just about any map and defend anything terran throws at it just in time

Thor size is going to keep getting smaller and repair is being considered for nerfing because apparently its unfair to use ur gatherers and the money you gathered to heal hp on a giant slow unit that can easily be removed from battle via neural parasite. Unless you have lots of them, mutas still destroy them easily by simply moving over top of them and pressing H. Why is the splash damage on thors so crappy that u can only hit 1 muta at a time if they click the mouse and press 1 key? Thor drops are becoming more and more useless, and they are basically the only thing that can handle mutalisk masses

It must not be fair that your units that would otherwise be gathering vital resources can be used instead to heal a single unit. Not to mention that that single unit required depot/rax/refinery/factory/armory/starport/300minerals/200gas/medivac/heavy micro and locks you
into a mech build with very little defense and no answer to infestors. Kinda hard to beat a giant zerg army with a squad of thors that can't be repaired fast enough to fulfill their purpose. Terran mech is laughable right now minus the helion which will probably get nerfed sooner or later anyway

Tank nerf made them significantly worse, suddenly siege tanks in siege mode are almost too weak to be viable.They don't have the damage output necessary to combat armored units because their rate of fire is very slow and they need to be sieged up to be useful. Too bad they can be taken over by infestors as well, or lifted up by phoenixes. Doesn't help that their damage is so pathetic now, most ground units can walk right up to them and tank the damage before focus firing and sending them to the abyss. You have to support tanks with marines which are useless against roaches unlses you have a point defense drone.

Furthermore, the nerf to medivac speed greatly reduces terrans ability to mobilize since they will
almost always be spotted before they reach their destination, cannot land safely since units are right under them waiting and medivac unloads so slow, and you will not be able to retreat
in time if mutas are after them.

Both
zerg and protoss are able to deal with harass while their army is out by
instantly summoning whatever units they need to the location under attack,





Toss will share terrans weakness against zerg if they nerf storm because you will no longer be able to call stormers to defend your base if needed

The matchup will become even harder as toss will become more reliant on collosus
which in turn will lower protoss mobility and zerg will be granted even
greater map control. You could use warp prisms but again mutalisks would pick them off easily, and you could try a mothership if you're feeling really bold but thats just grasping at straws.


I may big making mountains out of molehills, but I am seriously annoyed with zerg right now, and the only thing terran has to look forward to is more nerfs from the looks of it. I don't think terran should have to suffer so much just because some of koreas best players (who were also superb sc1 players) have been managing to make it work out for them. It doesn't even look much more plausible even with the worlds best rine splitting micro, as foxer barely pulled through versus waves and waves of banelings charging in effortlessly. Seriously, this is getting to be absurd. Blizzard has corrected a balance issue by moving the problem to other races.



From the formatting to the actual content, this is probably the worst post I've read on these forums.

You can't take each thing and compare it to your race's equivalent. ZERG CAN MAKE ALL THEIR UNITS FROM THEIR HATCHERIES SO IMBALANCED BOOHOOO!! Jesus...

Terran have been buffed EVERY SINGLE patch except the last one, and Zerg/Protoss nerfed EVERY SINGLE patch, and suddenly you're acting like Terran have been shafted right from the start. I really, really hate you.

(And you're seriously complaining about mules?)
KaiserGL
Profile Joined November 2010
United States18 Posts
November 01 2010 22:19 GMT
#160
When I first looked at the game and tested all of the races, I thought zerg was the best as well. I even had planned on trying them out after i warmed back up with terran(played them in sc1 for 6 years). The recent changes have WAY overcompensated in response to the mass zerg whining. Now that zerg are blatantly superior to other races, nobody is complaining anymore and terrans/tosses are struggling more and more against players they completely outplay. I was going to cry if foxer lost to zerg imbalance when he played as well as he did. The only reason he won is because of extremely clutch play which would probably not have come from any other terran at that tournament. Why are banelings so inexpensive when they are basically instant nukes? 1 ghost and 1 nuke would probably cost more than the baneling equivalent and there is no strategy involved at all in using banelings. Just hurl your balls over your shoulder and charge into the fire.

User was temp banned for this post.
No question is so difficult to answer as that to which the answer is obvious.
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