• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 17:19
CEST 23:19
KST 06:19
  • 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] Ro16 Preview: Holy Diver3[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915
Community News
StarCraft open world shooter announced at BlizzCon75Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?174Stellar Fest TWO the Moon (Dec 16-20)9Weekly Cups (August 24-30): Patches' balance mod takes over3
StarCraft 2
General
StarCraft open world shooter announced at BlizzCon How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Balance hotfix patch 5.0.16b (July 16) Team Liquid Map Contest #22: Results and Winners Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event RSL goes to London! 2026 Offline Finals Nov 21-22 Sparkling Tuna Cup - Weekly Open Tournament KSL Week #92 IntoTheTV X SOOP SC2 League : Weekly & Monthly
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 543 Enhanced Defenses The PondCast: SC2 News & Results Mutation # 542 The Ascended Mutation # 541 Binary Choice
Brood War
General
Official StarCraft website teases new content ahead of BlizzCon? [ASL22] Ro16 Preview: Holy Diver ASL22 General Discussion BGH Auto Balance -> http://bghmmr.eu/ Broodwar Prediction Market
Tourneys
[ASL22] Ro16 Group C [ASL22] Ro16 Group B [ASL22] Ro16 Group A Escore Tournament - Season 3
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Diablo IV Nintendo Switch Thread EVE Corporation [Maplestory Hardcore] Let's Play~!! General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
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 UK Politics Mega-thread Things Aren’t Peaceful in Palestine Trading/Investing Thread Russo-Ukrainian War Thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
LOCKPICKING NOOB
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5055 users

[D] Discussing the Siege Tank - Page 3

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 2 3 4 5 7 8 9 Next All
PaleBlueDot
Profile Joined January 2009
United States263 Posts
December 21 2011 22:33 GMT
#41
On December 22 2011 07:26 Morghaine wrote:
So oneshotting infestors doesnt ring a bell in your balance departments?


I highly doubt the damage buff that people are asking for is anywhere near a +40 damage vs. armored buff (bringing it to 90vs armored) tanks would need to have to one shot an infestor.
Veteran of pre-Masters Medivac Alamo
ThomasHobbes
Profile Joined October 2010
United States197 Posts
Last Edited: 2011-12-21 22:41:03
December 21 2011 22:39 GMT
#42
Tanks cannot be buffed because of the TvZ match-up, which no doubt was a significant consideration in why they were nerfed to begin with.

Ultralisks are already terrible enough in the late-game, such that Blizzard is planning a serious buff in HOTS, unless you intend this tank-buff to expire when HOTS is released (then what's the point?), Blizzard is not going to touch tanks.
"The life of man, solitary, poor, nasty, brutish, and short."
scares
Profile Joined December 2010
Germany239 Posts
December 21 2011 22:44 GMT
#43
The thing i would find hard is buffing the tank late game without making it too strong early game, because when toss RELIES on Force Fields, Tanks can just ruin your day

But a Lategame buff would be interesting, but as i say early game, i find Tanks can be soo strong against nearly all toss compositions (hence 1-1-1 being so strong while a 3 rax marine banshee hellion for example would be much easier to hold off)
Your ad could be here
[17]Purple
Profile Joined October 2011
United Kingdom3489 Posts
Last Edited: 2011-12-21 22:48:58
December 21 2011 22:45 GMT
#44
I'm wondering if changing the Tank's supply cost down to 2 would affect it in TvP at all. Since this would obviously be a buff to the late game potential of the tanks (more of them being out at one time), and it would also mean that a maxed mech army with around 15 tanks now would be something around 22 tanks if they cost 2 supply. I'm really unsure how this would affect TvP and would like to ask how much of an impact that would have.

Edit: I'm also unsure how a change like this could affect the early game (if it could have a large impact) or even the TvZ and TvT match-up, though I am only purely considering the change in TvP terms, I would also like to know how this would impact the other match-ups.
"Turn Disadvantages into Disadvantages" and "Collect Telephones". The secrets of Chinese success.
Saechiis
Profile Blog Joined May 2010
Netherlands4989 Posts
Last Edited: 2011-12-21 22:48:58
December 21 2011 22:47 GMT
#45
On December 21 2011 23:11 frantic.cactus wrote:
Show nested quote +
On December 21 2011 22:54 Willzzz wrote:
On December 21 2011 22:32 frantic.cactus wrote:
On December 21 2011 22:25 Willzzz wrote:

TvT seems to be roughly 50/50 mech/bio atm, so I wouldn't say that mech is considered to be "FAR superior" by a majority of players.


I disagree, mech IS considered far superior by the top top Korean terrans. I don't care about the majority, just the likes of MVP, Bomber etc.

Also tanks in a head on engagement in the right composition can beat a 200/200 Protoss army head on. The drawbacks I always hear are, "too immobile" or "urgh, I make one mistake and I lose."




There are plenty of recent games where Bomber and MVP have gone marine tank in TvT, not to mention other Korean terrans like Top and Rain, etc.

Yes tanks CAN beat a 200/200 protoss army, but no more effectively than a bio army can. If you don't gain any extra fighting ability for your loss of mobility why bother? Surely a tank army should be MORE effective in a straight up fight?



That was likely due the specific architecture of a particular map or situation in a BoX. Straight up, mech is better, but that doesn't mean other styles are automatically obsolete. Mech is ensdorsed by MVP.

Because you gain from having an army that can go head on with the protoss. Tanks and Hellions can defend a postition which is something that Bio cannot. (3/3 mech is still terrifying btw, that for one hasn't changed form BW)
With the addition of Ghosts and Ravens to support an appropriate amount of Tank/Hellion. The mech army can trade cost efficiently and have greater unit retention than the protoss deathball.



That's not true at all. MVP specifically said he though Bio was going to be better because maps keep getting bigger.

On December 22 2011 07:45 [17]Purple wrote:
I'm wondering if changing the Tank's supply cost down to 2 would affect it in TvP at all. Since this would obviously be a buff to the late game potential of the tanks (more of them being out at one time), and it would also mean that a maxed mech army with around 15 tanks now would be something around 22 tanks if they cost 2 supply. I'm really unsure how this would affect TvP and would like to ask how much of an impact that would have.


2 supply tanks would probably form a problem in TvZ.

I think esports is pretty nice.
PaleBlueDot
Profile Joined January 2009
United States263 Posts
Last Edited: 2011-12-21 22:50:38
December 21 2011 22:49 GMT
#46
On December 22 2011 07:39 ThomasHobbes wrote:
Tanks cannot be buffed because of the TvZ match-up, which no doubt was a significant consideration in why they were nerfed to begin with.

Ultralisks are already terrible enough in the late-game, such that Blizzard is planning a serious buff in HOTS, unless you intend this tank-buff to expire when HOTS is released (then what's the point?), Blizzard is not going to touch tanks.


I do not understand.

"Tanks cannot be buffed because of the TvZ match-up, which no doubt was a significant consideration in why they were nerfed to begin with. "

Why not? The tank was nerfed back in beta where I can vividly recall close position mech pushes, and mass roach (being unmicro'd and thrown into tank lines) being the norm. As you can see, the situation has changed a LOT since the nerf. Your statement is vague, what specifics would a tank buff effect in ZvT that you are against? What would it break? Why?

"Ultralisks are already terrible enough in the late-game, such that Blizzard is planning a serious buff in HOTS, unless you intend this tank-buff to expire when HOTS is released (then what's the point?), Blizzard is not going to touch tanks."

I disagree that ultras are terrible late game. What I would agree on though is that they do get hardcountered particularly hard by its respective counter. The ultralisk has always had problems, but so has many units, so I do not get the comparison. As far as I know, tanks are not a good counter to ultralisks, dealing only 50 damage, and being either unable too or have massively reduced splash due to their size. Ultras carve through tanks, its the support that gets them. I do not understand why the ultra is brought up as a counter to why the tank cannot get some love, not only is it rarely used in favor of broodlords anyway, but the tank is hardly the reason it performs poorly. Why would a tank buff expire when HoTS is released? Why does the ultras new buff not make it fare better against tanks? I just dont see the comparison.

Veteran of pre-Masters Medivac Alamo
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
December 21 2011 23:08 GMT
#47
It's just a shame that obviously some protoss developers of SC2 were brutalized to long by BW tanks, that they had to make all the units except 1-2 counter tanks. Tbh I don't really feel you can salvage the tank while you have immos, colossi, chargelots, blink stalkers, warpin and warp prism in the game. Even in HotS, I think mech will not really utilize tanks the same way they were utilized in BW. If they will be made, I think they will be more used not to deal dmg, but rather to force the toss to engage by doing annoying slow dmg from afar. It seems to me, hellion + goliath will be the new MMM, just now without medivac drop+healing synergy(now just drop) and ridiculous stutter stepping requirement and with splash.
Klyberess
Profile Joined October 2010
Sweden345 Posts
December 21 2011 23:19 GMT
#48
I'll just add that GuMiho used tanks in a 2base MMMVT push vs Killer on TDA in the up/downs. Worked quite well.
EmpireHappy <3 STHack <3 ByunPrime
mahi29
Profile Joined May 2011
United States235 Posts
December 21 2011 23:21 GMT
#49
As a protoss, I like it when I see tanks in a PvT [barring some 1-1-1 all-in]. Tanks are unbelievably good, in my opinion, at holding high ground. Throw a couple in your main-base in Shakuras overlooking the natural and it becomes cost-inefficient for protoss to break it until we get a lot of firepower. However as soon as tanks start moving out, it becomes really easy targets. A warp-in of zealots from the back of a T army when they siege up is effective. imo, tanks are effective in small areas - a large drop into your main and sieging up is super-effective, but in open field, zealots and immortals make tanks really worthless.
The mind is its own place, and in it self Can make a Heaven of Hell, a Hell of Heaven.
Glockateer
Profile Joined June 2009
United States254 Posts
December 21 2011 23:38 GMT
#50
Hence why we only use bio vs protoss. : P
GET SM4SHED
hersenen
Profile Joined November 2011
Belize176 Posts
December 21 2011 23:59 GMT
#51
I agree with almost everything said here. I especially hate how long it takes the damn things to siege up, and cmmon only 35 damage to zerglings?! The splash damage barely justifies such terrible DPS, it's truly pathetic when unsieged tanks do more DPS than sieged ones.
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2011-12-22 00:00:52
December 22 2011 00:00 GMT
#52
a decent number of tanks does great vs. anything if positioned well.
Mehukannu
Profile Joined October 2010
Finland421 Posts
December 22 2011 00:20 GMT
#53
On December 22 2011 07:39 ThomasHobbes wrote:
Tanks cannot be buffed because of the TvZ match-up, which no doubt was a significant consideration in why they were nerfed to begin with.

Ultralisks are already terrible enough in the late-game, such that Blizzard is planning a serious buff in HOTS, unless you intend this tank-buff to expire when HOTS is released (then what's the point?), Blizzard is not going to touch tanks.

Personally, I don't see why blizzard even bothers to buff ultralisk in HotS since it indirectly gets buffed when accompanied by some vipers. Cast some reverse dark swarms and you can be sure the terran is going to have some hard time.
C=('. ' Q)
Grebliv
Profile Joined May 2006
Iceland800 Posts
Last Edited: 2011-12-22 00:26:54
December 22 2011 00:24 GMT
#54
Tanks just aren't that scary for toss (well if they are it's usually unfounded fright since they never have to deal with them outside of forcing action for a 111 or such (which is basically what they're good for vs toss, somewhat negating forcefields)).

Leaving 10 tanks sieged in a non-terrible position (not at all being picky) versus either a terran or a zerg will guarantee you at least cost effective trading 97% of the time against anything not airborne/burrowed/tricky etc...

Against toss that's basically 30 food out the window for like 2 zealots and a few shield damaged immortals.

I guess a 200pop pre-sieged tank heavy mech army will beat anything on the ground but you never have to fight a 200pop sieged tank army unless you're in a real hurry to end the game.



But... it doesn't hurt to keep trying I guess, I even won a mech tvp today.
ESV Mapmaking!
theboyrmca
Profile Joined August 2010
27 Posts
December 22 2011 00:25 GMT
#55
lets just buff zlings back to bw levels of dps just cause "it was like that in bw and they only do 5dmg with no
bonuses" while were at it
PaleBlueDot
Profile Joined January 2009
United States263 Posts
December 22 2011 00:48 GMT
#56
On December 22 2011 09:25 theboyrmca wrote:
lets just buff zlings back to bw levels of dps just cause "it was like that in bw and they only do 5dmg with no
bonuses" while were at it


I don't know how to respond to posts like this. It is pretty clear you are not wanting to engage in any form of logical debate or strategy talk, only to attempt to debase ideas with smarmy insults that require no thought at all. If you think tanks are fine, say it, explain it, and give reasons. Unless of course you have none.

That said, this isnt a "Bring back BW tanks, make this game like BW please" thread, but merely comparing unit roles to the closest approximation I have available, which is my experience with Terran in broodwar.
Veteran of pre-Masters Medivac Alamo
RoboBob
Profile Blog Joined September 2010
United States798 Posts
December 22 2011 00:48 GMT
#57
I think Tanks are fine the way they are now. Yeah they aren't very useful in TvP, but every race has units like that. Hydras in TvZ, Carriers in in TvP.

I think its pointless to compare BW Tanks to SC2 Tanks. Yes, they've gotten worse in terms of damage and supply. But they've also gained smartfire, faster rate of fire, and better dps in mobile mode.

More importantly, I think the main difference between Tanks in the two games is the warpin mechanic. In BW you know where the Gateway units will be coming from, and can siege your Tanks appropiately. But in SC2, the Protoss can warpin via a proxy pylon anytime, anywhere, so walking around unsieged is a much riskier. Thats why Tanks work in SC2 TvZ and TvT, but not TvP.

But I don't think theres anything Blizzard can do to fix that. Its stupid to nerf warpin because of one unit. Adjusting tank stats such as damage, supply, time to siege, etc might fix it for TvP, but unbalance it for TvZ and TvT. But thats okay; we don't need Tanks to fill the same role as in BW because we have Marauders instead. Its best to let BW be BW, and SC2 to be SC2.
unix04
Profile Joined November 2011
United States89 Posts
December 22 2011 01:03 GMT
#58
One buff I could appreciate is graviton immunity if tanks are seiged. Makes keeping your tanks during mid-game a bit easier... hate losing tanks to phoenix =(
i am the captain of my fate, the master of my soul
Tropical Bob
Profile Joined August 2010
United States127 Posts
Last Edited: 2011-12-22 02:25:49
December 22 2011 02:22 GMT
#59
You forgot to mention smart-fire AI:
On December 21 2011 22:29 Sm3agol wrote:
I am still a major proponent of removing all "instant attack" animations(marine, tank, immortal...are there any more?) because smart fire is just leagues better than any micro a player can do most of the time, and makes things like actually spreading your tank fire out much more efficient, and enables tank/marine/etc damage to be bumped up even more, since really good micro will be required to maximize the damage output.

Tanks don't have anywhere near the overkill as they did in BW. Making it so that a Tank line doesn't need to be watched so that all your Tanks unload on only a few units and waste an immense amount of damage.

If Tanks were to get any buff, they'd need to remove smart-fire AI for them. Not that any unit should have it anyway.

As far as any sort of viablity in TvP goes, that's just a result of Protoss being designed around countering the Tank. It almost feels like it was all done intentionally to avoid more Mech TvP like in BW.
PaleBlueDot
Profile Joined January 2009
United States263 Posts
Last Edited: 2011-12-22 02:50:47
December 22 2011 02:46 GMT
#60
On December 22 2011 09:48 RoboBob wrote:
I think Tanks are fine the way they are now. Yeah they aren't very useful in TvP, but every race has units like that. Hydras in TvZ, Carriers in in TvP.

I think its pointless to compare BW Tanks to SC2 Tanks. Yes, they've gotten worse in terms of damage and supply. But they've also gained smartfire, faster rate of fire, and better dps in mobile mode.

More importantly, I think the main difference between Tanks in the two games is the warpin mechanic. In BW you know where the Gateway units will be coming from, and can siege your Tanks appropiately. But in SC2, the Protoss can warpin via a proxy pylon anytime, anywhere, so walking around unsieged is a much riskier. Thats why Tanks work in SC2 TvZ and TvT, but not TvP.

But I don't think theres anything Blizzard can do to fix that. Its stupid to nerf warpin because of one unit. Adjusting tank stats such as damage, supply, time to siege, etc might fix it for TvP, but unbalance it for TvZ and TvT. But thats okay; we don't need Tanks to fill the same role as in BW because we have Marauders instead. Its best to let BW be BW, and SC2 to be SC2.


I feel you are wrong, and here is why.

I think the BW --> SC2 comparison is important, as many units retain their role after being moved over.

Ex:
Mutas: Still a harass unit, bad in straight engagements
Zerglings: the exact same
Stalkers: Weaker dragoon but with blink. Retains role of mobile ranged firepower
Zealot: Meat shield, good DPS if can get in range.
...and many others.

The changing of the tank from backbone of the lategame terran army into what it is now, a support unit, directly influences Terrans lack of a reliable macro style lategame, as nothing has stepped in to take its place in SC2.

In addition to this, I do not believe the warp-in mechanic is that serious of an issue. The added mobility definitely hurts, but its not the fact that gate units can more easily flank you now, but that lack of "power" that siege tanks have in a straight fight. If you mass a bunch of tanks, you expect your range and [previously] strong damage and splash to see you through the fight, but if that is no longer the case, and they fight at a subpar level to a MMM Ghost army, then you are essentially putting yourself at the mercy of the significant weaknesses of going mech for absolutely no gain. It used to be, even in beta, that if you sieged up a position and were attacked, that unless something went terribly wrong, it would be at very minimum an even or perhaps a favorable exchange. Now you can be presieged, units in decent position with an even army, and get absolutely rolled for no other reason than lack of power. The drawbacks of no early game presence, no mobility [or being at a huge disadvantage while being mobile], and the significant pain that comes from your army being whiped [remax slowly, bad unless at critical numbers ect...] are not worth it. It may be more prudent to think of this not as discussing the tank exactly, to discussing late game with the focus on the unit that I believe has the largest potiental to deliver a solid late game macro-style to Terran which currently does not have one.

As for these points:

Smartfire
Smartfire was a big increase to tank DPS in the realy beta, where overkill would have actually been a problem. In TvP, there essentially is no overkill now, considering the size and robustness of their units. Looking at the Siege Tank vs. 10 Stalkers in the radial splash section I believe provides a good example of this, with ~5 stalkers taking damage out of 10 [grouped as close as possible], and only one taking the full 50 damage. In BW, if 10 dragoons ran into a line of 5 tanks, the first 4 goons would melt into blue-goo instantly, with many of the others taking splash. In SC2, if 10 stalkers run into a line of 5 tanks, youll get 1 kill with a bunch of [randomly spread] injured stalkers. Thats just not the kind of power I think something with those drawbacks can have, which is why I think smartfire was "overhyped" at the start.

Faster Rate of Fire
This is most noticeable in mobile form, which as I will explain later, might as well have note even been changed. In Siege Mode the tanks fire once every 3 seconds, and while I am not sure of the exact cooldown rate in BW, it is really almost inconsequential. The main point here is that the damage loss is a much larger hit than faster fire rate.

Think of it this way:
If the average amount of hitpoints of units in SC2 has increased, how is the tank supposed to stay competative losing 20 damage against armored?
(I think the 70 vs. 50 damage is really an eye opener. It has been so long that I actually forgot the original BW tank had 70 damage instead of 60. Raelly bring it into perspective. a 70 damage to 50 damage drop is essentially losing one colossus attack every time [which is compounded by the 3 sec attack cooldown]).

Mobile Tank Mode

I'm going to put this as plainly as I possibly can. If tanks are fighting in mobile mode in a situation other than either:

A) Youre winning in a glorious fashion, A-moving your much larger army across the map.
or
B)Extremely early aggression, timing attacks, or all-ins. Even then Siege is still preferred.

Then they are still WILDLY cost ineffective. I cannot stress that enough. It is Siege Mode or don't make the unit [excluding of course the situations above]. The best example I can come up with to stress this is having a bunch of gateways, with no intention of using warpgate tech. One is vastly inferior to the other.
Veteran of pre-Masters Medivac Alamo
Prev 1 2 3 4 5 7 8 9 Next All
Please log in or register to reply.
Live Events Refresh
BlizzCon
18:30
Blizzard Classic Cup 2026
StarCraft2477
RotterdaM885
ComeBackTV 577
IndyStarCraft 193
CosmosSc2 67
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 885
IndyStarCraft 193
StarCraft: Brood War
Britney 13883
Shuttle 1234
Artosis 827
Dewaltoss 81
CosmosSc2 67
Dota 2
LuMiX1
League of Legends
Doublelift5732
JimRising 313
Counter-Strike
Fnx 787
Super Smash Bros
C9.Mang0314
hungrybox275
Mew2King168
Chillindude17
Heroes of the Storm
Liquid`Hasu499
Other Games
summit1g11585
Liquid`RaSZi2506
B2W.Neo1290
Tasteless596
Livibee121
XaKoH 118
Organizations
Other Games
gamesdonequick2367
Heroes of the Storm
Heroes of the Storm684
StarCraft: Brood War
Afreeca ASL 531
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH371
• Hupsaiya 79
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Azhi_Dahaki44
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 3119
• masondota22089
Other Games
• Shiphtur224
Upcoming Events
Afreeca Starleague
12h 41m
Light vs JyJ
Soulkey vs hero
WardiTV Weekly
13h 41m
Monday Night Weeklies
18h 41m
Afreeca Starleague
1d 12h
Snow vs Shinee
Shine vs EffOrt
GSL
1d 13h
PiGosaur Cup
2 days
The PondCast
2 days
Kung Fu Cup
2 days
Replay Cast
3 days
KCM Race Survival
3 days
[ Show More ]
IntoTheTV X SOOP
3 days
Replay Cast
4 days
IntoTheTV X SOOP
4 days
Replay Cast
5 days
GSL
5 days
Replay Cast
6 days
GSL
6 days
Shopify Rebellion Sundays
6 days
Spirit vs Mixu
Liquipedia Results

Completed

Acropolis #5 - TRS
PiG Sty Festival 8.0
Big Dog Cup 2026 Div 1

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Blizzard Classic Cup 2026
Calamity Invitational
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
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
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.