• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 14:52
CEST 20:52
KST 03:52
  • 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
[ASL22] Finals Preview: Sweet Victory!9[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
[$1250] International ShieldBattery League36Weekly Cups (October 5-11): Farewell to 5.0.164Rollback Netcode in Brood War1345.0.17 Patch Notes - October 7, 202624Weekly Cups Results (Sep 28-Oct 4)0
StarCraft 2
General
Server Blocker SCII needs to put more weight on strategy and tact No more sc2 streamers on team liquid? Stellar Fest 2 Replay Pack Terran AddOns placement
Tourneys
WORTEX Challenger Series — Open SC2 LAN in Budapes RSL goes to London! 2026 Offline Finals Nov 21-22 Sparkling Tuna Cup - Weekly Open Tournament Stellar Fest TWO the Moon (Dec 16-20) Master Swan Open (Global Bronze-Master 2)
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps [A] Nemrods 1/4 players [M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
Mutation # 548 Shining Bright The PondCast: SC2 News & Results Mutation # 547 Temple Of Terror Mutation # 546 Catch the Train
Brood War
General
Mineral gathering rate (boosted) for each patch BW General Discussion Rollback Netcode in Brood War Making an Online Broodwar Manager Game [Megathread] Daily Funny Videos
Tourneys
[ASL22] Grand Finals [$1250] International ShieldBattery League [Megathread] Daily Proleagues 2v2v2v2 Tournament
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers Replay Review Process - What do you do?
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Dawn of War IV Warcraft III: The Frozen Throne General RTS Discussion Thread
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Artificial Intelligence Thread European Politico-economics QA Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece
Sports
TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 Football (Soccer) Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
How Much Genes Contribute to…
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
38 yo Retired SWE loo…
PurE)Rabbit-SF
Customize Sidebar...

Website Feedback

Closed Threads



Active: 11397 users

[D] So You Think You Can Macro? - Page 2

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 2 3 4 5 7 8 9 Next All
Kaitlin
Profile Joined December 2010
United States2958 Posts
February 09 2011 23:19 GMT
#21
On February 10 2011 07:19 Arisen wrote:
While all this information is accurate, and useful in the application of the purpose of this thread, it does little for the thread itself. The power in this exercise is seeing the power of its application. Doing the exact same thing as me he has 3x as many units at the same time is much more powerful in showing the efficacy of a macro oriented approach toward the game than a method of doing it and saying you'll have more units.

I encourage everyone to participate, with either a question or an example. I refuse to believe that the Team Liquid Community doesn't care enough to give back to it's newer members. Cheers everyone.


I don't mind being a Bronze Guinea Pig. Here's a replay where at 7:00, I have:
50/59 food
25 SCVs (1 more on the way)
5 Marauders (2 more on the way)
9 Marines (2 more on the way)
Concussive Completed
Stim to complete at 8:24
EBay completed
Orbital completed

My opponent was at 40/43 at this point.

Watching just this part of the replay, I see things that obviously can be improved. I supply blocked myself. I had a bit of a hiccup on creating the orbital, making and canceling SCVs a couple of times. I was basically executing a 3 Rax, 2 Techs, 1 Reactor, which would turn into an attack and expansion. I've only been playing Terran for a couple of days, so I was pretty much winging the build order after about when I make the Orbital. I also didn't scout.

As for the results of this game, I lost mainly for 2 reasons. I was an idiot and suicided too many troops and 2, just lack of familiarity playing Terran. I've been playing Protoss until a few days ago. If you want to offer suggestions on other things I did wrong, I'll take them in, but I'm not asking for help, just contributing some input to the thread from a Bronze perspective.

http://www.sc2replayed.com/replays/137235-1v1-terran-lost-temple

I'm the Red Terran named 'Random'.
Sonictonic
Profile Joined December 2010
Sweden62 Posts
Last Edited: 2011-02-09 23:45:03
February 09 2011 23:21 GMT
#22
On February 10 2011 08:08 `chain wrote:
@Sonic - Even thought you probably won't run into this, a 4gate 1gas is going to kill you @6:00. I'll try this out later, but I'd get gateway units to tank/kill scvs, and ~2 imms to take care of your thor. Perhaps a sentry to hold off the marines?


Cheers for the advise, though if you poke the front with your Helion you should be able to get a clear tell if it is a fourgate, and then you can cut gas and get a bunker. There are countless threads on shutting down 4gates tho so lets not clog up this thread anymore

E: 250mm Strike cannons will deal with the immortals, assuming you bring SCVs the Thors will be really hard to kill, even with SCVs taking the same threat as the thors. The marines will chew the gateway units real fast as well. Also with some control FF's will be garbage.
nickthebeard
Profile Joined February 2011
United States5 Posts
February 09 2011 23:41 GMT
#23
I plan on practicing my macro a lot this weekend. I know I won't get CLOSE to oGsMC, but maybe I can try to get half? lol

MC is a freakin' beast...
random user
Profile Joined December 2010
85 Posts
February 09 2011 23:48 GMT
#24
I thought about making a thread sort of like this, but much more streamlined. But I've never created a thread here and wasn't sure it would appropriate.

My thought was similar to the original macroing to diamond idea. Instead of your OP which is more open-ended, by thought would be this:

- set up a game Xel'Naga Caverns against Very Easy AI.
- your goal is to make as many stalkers as you can
- you must make at least 1 stalker before your first expansion (just to make it sort of realistic)
- post with a replay, note how many stalkers you had at 7 minutes, 10 minutes, 15 minutes (if necessary), and how long until you reached 200/200 supply. Note how many stalkers you have at that point (you will have probes too).
- post with your which league you are in

and then the post would keep track of who had the best times in each league. I hadn't ironed out all the details yet (mostly dealing with you can sort of cheat to get to 200/200 by mass making probes), or whether there could be sometime substituted for stalkers for other races.

Does that sound like an interesting exercise?
sambour
Profile Joined September 2010
Canada62 Posts
February 09 2011 23:53 GMT
#25
Just thought I'd add that good mechanics are essential for good macro, so watch day9 #252 + 257:
Day9 Daily #252
Day9 Daily #257

Especially focus on the 'tap' (he will drill this into your brain). Just do it. All the time.

The way I understand it is mechanics is a means to macro is a means to an optimized build is a means to a strategy. If you are weak on any of the foundation your strategy will never play properly.
Knickknack
Profile Joined February 2004
United States1187 Posts
Last Edited: 2011-02-10 00:17:43
February 09 2011 23:58 GMT
#26
Basically same thread was made a little while ago:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=178627

With some effort all players can understand their efficiency for a particular build. Besides the issue of initial effort the issue is with getting them to understand the optimal or how "squeeze every ounce of efficiency out of their builds". I don't think there is any real shortcut here besides a ton of solid knowledge about how your race works, their economy, unit timings, building timings, ability to execute and think fast enough, and so on.
| www.ArtofProtoss.vze.com |
DreamSailor
Profile Joined June 2010
Canada433 Posts
February 10 2011 00:07 GMT
#27
I know people sayin putting units in the queue is bad, but it allows you to train units continuously. If you are late in warp gate warp ins, those seconds compound throughout the game, which can cause problems like in the OP.
Where ever you go, there you are.
Trion
Profile Joined June 2010
Canada291 Posts
Last Edited: 2011-02-10 00:16:04
February 10 2011 00:11 GMT
#28
On February 10 2011 08:53 sambour wrote:
Just thought I'd add that good mechanics are essential for good macro, so watch day9 #252 + 257:
Day9 Daily #252
Day9 Daily #257

Especially focus on the 'tap' (he will drill this into your brain). Just do it. All the time.

The way I understand it is mechanics is a means to macro is a means to an optimized build is a means to a strategy. If you are weak on any of the foundation your strategy will never play properly.


I've wondered about the tap. I always have trouble withstanding new units just as the last ones finish, I always end up with idle time or things queued up. Problem is, as soon as I start exploiting MBS and put more then one rax in a ctrl group the tap does not work. Being a player who likes bio and gets a second barracks quite fast the tap seems nearly useless for unit production.
shimpoe
Profile Joined May 2010
88 Posts
February 10 2011 00:17 GMT
#29
Mid diamond protoss
gateway gateway robo gateway style build

7:00 minutes.
I had 57 supply
1 immortal, 1 zealot, 5 sentry, 4 stalkers, rest in probes.
I was mostly chrono-boosting probes.
120 minerals / 12 vespene gas left over.
CompanionQue
Profile Joined July 2010
United States59 Posts
Last Edited: 2011-02-10 00:50:39
February 10 2011 00:49 GMT
#30
1-7th ranked silver league terran, depending if i'm laddering alot in the week, foods usually 45 - 50when my first Medivac pops for a drop with 8-10 marines and two siege tanks, with seige mode, at about 7:30 or so, on a good day atleast, I should go check though lol
I'm making a note here: HUGE SUCCESS. It's hard to overstate my satisfaction.
sambour
Profile Joined September 2010
Canada62 Posts
February 10 2011 00:52 GMT
#31
On February 10 2011 09:11 Trion wrote:
Show nested quote +
On February 10 2011 08:53 sambour wrote:
Just thought I'd add that good mechanics are essential for good macro, so watch day9 #252 + 257:
Day9 Daily #252
Day9 Daily #257

Especially focus on the 'tap' (he will drill this into your brain). Just do it. All the time.

The way I understand it is mechanics is a means to macro is a means to an optimized build is a means to a strategy. If you are weak on any of the foundation your strategy will never play properly.


I've wondered about the tap. I always have trouble withstanding new units just as the last ones finish, I always end up with idle time or things queued up. Problem is, as soon as I start exploiting MBS and put more then one rax in a ctrl group the tap does not work. Being a player who likes bio and gets a second barracks quite fast the tap seems nearly useless for unit production.


Could you maybe spread your hotkeys something like 4 for marine production, 5 for maurader, 6 for tank/thor/whatever? This way each control group has a uniform training time. I haven't studied how terrans set up their hotkeys so I'm no expert there. Maybe check some pro replays and see how they do it?
FuzzyLord
Profile Joined September 2010
253 Posts
February 10 2011 01:01 GMT
#32
Im confused by your numbers. How does the stim push come earlier than the concussive shell push when concussive shells are researched faster?
Arisen
Profile Blog Joined October 2010
United States2382 Posts
February 10 2011 01:07 GMT
#33
On February 10 2011 08:19 Kaitlin wrote:
Show nested quote +
On February 10 2011 07:19 Arisen wrote:
While all this information is accurate, and useful in the application of the purpose of this thread, it does little for the thread itself. The power in this exercise is seeing the power of its application. Doing the exact same thing as me he has 3x as many units at the same time is much more powerful in showing the efficacy of a macro oriented approach toward the game than a method of doing it and saying you'll have more units.

I encourage everyone to participate, with either a question or an example. I refuse to believe that the Team Liquid Community doesn't care enough to give back to it's newer members. Cheers everyone.


I don't mind being a Bronze Guinea Pig. Here's a replay where at 7:00, I have:
50/59 food
25 SCVs (1 more on the way)
5 Marauders (2 more on the way)
9 Marines (2 more on the way)
Concussive Completed
Stim to complete at 8:24
EBay completed
Orbital completed

My opponent was at 40/43 at this point.

Watching just this part of the replay, I see things that obviously can be improved. I supply blocked myself. I had a bit of a hiccup on creating the orbital, making and canceling SCVs a couple of times. I was basically executing a 3 Rax, 2 Techs, 1 Reactor, which would turn into an attack and expansion. I've only been playing Terran for a couple of days, so I was pretty much winging the build order after about when I make the Orbital. I also didn't scout.

As for the results of this game, I lost mainly for 2 reasons. I was an idiot and suicided too many troops and 2, just lack of familiarity playing Terran. I've been playing Protoss until a few days ago. If you want to offer suggestions on other things I did wrong, I'll take them in, but I'm not asking for help, just contributing some input to the thread from a Bronze perspective.

http://www.sc2replayed.com/replays/137235-1v1-terran-lost-temple

I'm the Red Terran named 'Random'.


2 Thoughts. There are 2 ways you can go with the 3 rax. Cut SCV all in, or extra SCV attack/expansion. You threw down an engie bay for no reason. IF you plan on getting ups, don't get the ebay until you're ready to upgrade.

I focused on the expansion version, as you said you wanted to have that. At 7 minutes
Food
You50 Me 49
Rauders
You5 Me 5
Rines
You9 me 5
Stim
You 50% Me 100%
Concussive
You 100% Me 25%
Upgrades
You 0/0 Me 1/0 or 0/1
SCV's
You 25 Me 28

At the same stage in the game, we were basically even, BUT I already had my 1 attack upgrade done. My version focused more on constant SCV's rather than a slightly earlier rax, and thus more rines. After the current round finished, I threw down my expo, around 7:25. My concussive shell/stim was about a minute ahead as well (concussive is much shorter an upgrade than stim,). IMO, your error was throwing down that ebay. If you don't need turrets early, or ups early, you could skip it in favor of faster rax or expo.
"If you're not angry, you're not paying attention"
terran151
Profile Joined November 2010
Canada103 Posts
February 10 2011 01:10 GMT
#34
On February 10 2011 09:11 Trion wrote:
Show nested quote +
On February 10 2011 08:53 sambour wrote:
Just thought I'd add that good mechanics are essential for good macro, so watch day9 #252 + 257:
Day9 Daily #252
Day9 Daily #257

Especially focus on the 'tap' (he will drill this into your brain). Just do it. All the time.

The way I understand it is mechanics is a means to macro is a means to an optimized build is a means to a strategy. If you are weak on any of the foundation your strategy will never play properly.


I've wondered about the tap. I always have trouble withstanding new units just as the last ones finish, I always end up with idle time or things queued up. Problem is, as soon as I start exploiting MBS and put more then one rax in a ctrl group the tap does not work. Being a player who likes bio and gets a second barracks quite fast the tap seems nearly useless for unit production.




The tap is a very good idea if u are having trouble with building units right when then next one finnishes. Even if u only have barrackses u need to switch from command center to barrackses to see how the production is going. I do it subconsiously now whenever i find time to check ill do a quick check to see if i need to build more units.

When u have more than 1 barracks u can see which ones are producing. U should be able to estimate how long the units are from being done because u have to build them so frequently.

Also if ur about to go into a battle u might as well cue up all the production u can since u likely wont be building buildings intill after the battle.
RevSynC.177 Server: NA
Arisen
Profile Blog Joined October 2010
United States2382 Posts
February 10 2011 01:35 GMT
#35
On February 10 2011 10:01 FuzzyLord wrote:
Im confused by your numbers. How does the stim push come earlier than the concussive shell push when concussive shells are researched faster?

Concussive shell 3 rax is stim and conc shell
Stim is just straight stim.
Stim is researched first.
"If you're not angry, you're not paying attention"
Arisen
Profile Blog Joined October 2010
United States2382 Posts
February 10 2011 01:48 GMT
#36
On February 10 2011 09:17 shimpoe wrote:
Mid diamond protoss
gateway gateway robo gateway style build

7:00 minutes.
I had 57 supply
1 immortal, 1 zealot, 5 sentry, 4 stalkers, rest in probes.
I was mostly chrono-boosting probes.
120 minerals / 12 vespene gas left over.


That's the same 3 gate robo I described in the OP. My own decently executed
@ 7:00
-33 probes
-Immortal due to pop out any second
-2 sentries
-2 zealots
-3 additional gateway units
-3 gateway units set to arrive in about 8 seconds.

Your build is a few seconds ahead of mine. Good Work. I don't play toss (I roll zerg), this was just something I did on the fly. Never settle though, always be looking to get that extra few minerals/seconds out of your build
"If you're not angry, you're not paying attention"
Kaitlin
Profile Joined December 2010
United States2958 Posts
February 10 2011 01:55 GMT
#37
On February 10 2011 10:07 Arisen wrote:
2 Thoughts. There are 2 ways you can go with the 3 rax. Cut SCV all in, or extra SCV attack/expansion. You threw down an engie bay for no reason. IF you plan on getting ups, don't get the ebay until you're ready to upgrade.

...

At the same stage in the game, we were basically even, BUT I already had my 1 attack upgrade done. My version focused more on constant SCV's rather than a slightly earlier rax, and thus more rines. After the current round finished, I threw down my expo, around 7:25. My concussive shell/stim was about a minute ahead as well (concussive is much shorter an upgrade than stim,). IMO, your error was throwing down that ebay. If you don't need turrets early, or ups early, you could skip it in favor of faster rax or expo.


Honestly I'm not sure what my thoughts were about throwing down the Ebay. Probably because I'm used to making a forge about that time and actually getting an upgrade. I probably just forgot to get the upgrade or couldn't afford it, what with my suicide mission going on lol. This bit about doing Stim before Conc shell is good info. I don't have a lot of this Terran knowledge yet. I definitely would like to expo earlier, so the Ebay will probably end up being delayed for it. I'm certainly not looking for an all-in build, so I won't be cutting workers probably until Platinum lol.

I'm pretty sure if I had played that opponent with a few more games of Terran experience under my belt, I would have won. I was pretty well ahead and even still close after a few suicide attacks. /smackhand and I'm pretty sure just expanding and defending, basically as he was doing would have tilted the game in my favor. Anyways, I wasn't worried about that one game, but learning along the way.
Vod.kaholic
Profile Blog Joined August 2010
United States1052 Posts
February 10 2011 01:56 GMT
#38
Hi guys, I thought I'd approach this from the protoss side and see how well I'm doing at the prescribed times versus some very hard AI. Both games I try to go gate-cyber-gate-gate-robo.

I'm a gold leaguer, these are my results:

[image loading]
6:20:
26 probes
Robo 50% complete
Warped in one round of units, gates on roughly 50% cooldown.
3 stalkers
2 sentries
1 zealot

At this point T had 1 marauder and 7 rines and was gearing up to do a thor push.

At 7:00:
28 probes
4 stalkers
3 sentries
2 zealots
took about another 15s to start an immortal, and I probably could have had the chance to squeeze out an extra round of warpgate units.

When the Thor push hits around 8:45 I have:
31 probes
3 zealots
1 immortal
8 stalkers
3 sentries
3 warpgates off cooldown

Despite not microing my immortal at all, I manage to hold off.

[image loading]

At 6:20:
23 probes
2 stalkers (+2)
1 zealot
1 sentry (+1)
Robo ~33% done
3 Warpgates just finished morphing and I add on 2 more stalkers and 1 sentry which all finish by 6:30.

At 7:00:
The terran attacks and I still have the same mix (+2 probes), but I FF the ramp and warp in another 2 stalkers and 1 sentry.

The terran hit with about the same amount of stuff that the OP predicted, but minus stim and concussive shells at 7:00, which makes me think that this would have been way harder to hold if properly executed, but then again I could also have had the 3 extra units earlier.
._. \: |: /: .-. :\ :| :/ ._. They see me rolling...
Arisen
Profile Blog Joined October 2010
United States2382 Posts
February 10 2011 03:05 GMT
#39
On February 10 2011 10:56 Vod.kaholic wrote:
Hi guys, I thought I'd approach this from the protoss side and see how well I'm doing at the prescribed times versus some very hard AI. Both games I try to go gate-cyber-gate-gate-robo.

I'm a gold leaguer, these are my results:

[image loading]
6:20:
26 probes
Robo 50% complete
Warped in one round of units, gates on roughly 50% cooldown.
3 stalkers
2 sentries
1 zealot

At this point T had 1 marauder and 7 rines and was gearing up to do a thor push.

At 7:00:
28 probes
4 stalkers
3 sentries
2 zealots
took about another 15s to start an immortal, and I probably could have had the chance to squeeze out an extra round of warpgate units.

When the Thor push hits around 8:45 I have:
31 probes
3 zealots
1 immortal
8 stalkers
3 sentries
3 warpgates off cooldown

Despite not microing my immortal at all, I manage to hold off.

[image loading]

At 6:20:
23 probes
2 stalkers (+2)
1 zealot
1 sentry (+1)
Robo ~33% done
3 Warpgates just finished morphing and I add on 2 more stalkers and 1 sentry which all finish by 6:30.

At 7:00:
The terran attacks and I still have the same mix (+2 probes), but I FF the ramp and warp in another 2 stalkers and 1 sentry.

The terran hit with about the same amount of stuff that the OP predicted, but minus stim and concussive shells at 7:00, which makes me think that this would have been way harder to hold if properly executed, but then again I could also have had the 3 extra units earlier.


I'd reccomend against playing an actual opponent (except something like very easy AI that never attacks) The goal isn't to play vs an opponent. Rather, it's to focus on your own play to acknowledge and gap any holes in your macro. It's useless to pay attention to your opponents timings if our own aren't consistant right? Say I have a PvT build I'm working on. It's suboptimal to design a way to deal with a 4 gate when half the time I end up with 4 less units. Once our own play is refined we can deal with very specific timings and mold and shape our style until we have a reliable, tested build we can bust out at a moments notice that covers all facets of our opponents play. That is where true strategy is born.

That's why I'm encouraging everyone to spend some time refining their builds and find out if they can improve and start running like a well oiled machine.
"If you're not angry, you're not paying attention"
Arisen
Profile Blog Joined October 2010
United States2382 Posts
February 10 2011 03:14 GMT
#40
On February 10 2011 09:52 sambour wrote:
Show nested quote +
On February 10 2011 09:11 Trion wrote:
On February 10 2011 08:53 sambour wrote:
Just thought I'd add that good mechanics are essential for good macro, so watch day9 #252 + 257:
Day9 Daily #252
Day9 Daily #257

Especially focus on the 'tap' (he will drill this into your brain). Just do it. All the time.

The way I understand it is mechanics is a means to macro is a means to an optimized build is a means to a strategy. If you are weak on any of the foundation your strategy will never play properly.


I've wondered about the tap. I always have trouble withstanding new units just as the last ones finish, I always end up with idle time or things queued up. Problem is, as soon as I start exploiting MBS and put more then one rax in a ctrl group the tap does not work. Being a player who likes bio and gets a second barracks quite fast the tap seems nearly useless for unit production.


Could you maybe spread your hotkeys something like 4 for marine production, 5 for maurader, 6 for tank/thor/whatever? This way each control group has a uniform training time. I haven't studied how terrans set up their hotkeys so I'm no expert there. Maybe check some pro replays and see how they do it?


Yes. What you'd do is select a reactor barracks, and press control 4. Select every reactor rax and press shift 4, and then every reactor rax is 4. Do the simmilar thing with Tech lab rax for rauders, tech lab facts for tanks, reactor fact for hellions. Just arrange all tech labs on one hotkey, all reactors on the other for each structure type.


As to the guy asking about quing, it's considered bad because it's "hiding money" if you have 3 marines qued, you could unque all three and build a rax. This way your production capacity goes up. This way, if your money is low, it means you're actually spending it all.
"If you're not angry, you're not paying attention"
Prev 1 2 3 4 5 7 8 9 Next All
Please log in or register to reply.
Live Events Refresh
Monday Night Weeklies
01:00
#67
RotterdaM1000
TaKeTV 349
TKL 344
IndyStarCraft 210
SteadfastSC160
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 1020
ByuN 389
TKL 344
IndyStarCraft 221
SteadfastSC 160
UpATreeSC 78
JuggernautJason72
StarCraft: Brood War
Britney 18772
Calm 1708
Shuttle 1060
Horang2 335
Soulkey 233
BeSt 190
ProTech124
firebathero 106
Dewaltoss 92
Mong 70
[ Show more ]
Zeus 49
sorry 36
Killer 34
Sexy 26
ToSsGirL 19
Hm[arnc] 10
Sacsri 7
Counter-Strike
pashabiceps1951
shoxiejesuss957
Heroes of the Storm
Grubby3377
Liquid`Hasu316
Other Games
FrodaN892
Beastyqt776
B2W.Neo772
ceh9673
mouzStarbuck264
KnowMe204
C9.Mang0170
QueenE100
Chillindude13
MindelVK6
[ Show 15 non-featured ]
StarCraft 2
• kabyraGe 186
• Reevou 3
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV883
League of Legends
• Nemesis5296
• TFBlade673
Other Games
• imaqtpie1233
• Shiphtur1157
Upcoming Events
IntoTheTV X SOOP
16h 8m
PiGosaur Cup
1d 5h
The PondCast
1d 15h
Kung Fu Cup
1d 16h
IntoTheTV X SOOP
2 days
FEL
4 days
FEL
5 days
Sparkling Tuna Cup
5 days
Replay Cast
6 days
WardiTV Weekly
6 days
Liquipedia Results

Completed

ASL Season 22
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
IPSL Winter 2026-27
KCM Race Survival 2026 Season 4
Acropolis #5 - GSC
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026

Upcoming

BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 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.