• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 14:30
CET 19:30
KST 03:30
  • 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
Intel X Team Liquid Seoul event: Showmatches and Meet the Pros2[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting10[ASL20] Ro4 Preview: Descent11Team TLMC #5: Winners Announced!3
Community News
Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win42025 RSL Offline Finals Dates + Ticket Sales!9BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION1Crank Gathers Season 2: SC II Pro Teams10Merivale 8 Open - LAN - Stellar Fest4
StarCraft 2
General
RotterdaM "Serral is the GOAT, and it's not close" Intel X Team Liquid Seoul event: Showmatches and Meet the Pros DreamHack Open 2013 revealed Chinese SC2 server to reopen; live all-star event in Hangzhou Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win
Tourneys
Merivale 8 Open - LAN - Stellar Fest Crank Gathers Season 2: SC II Pro Teams 2025 RSL Offline Finals Dates + Ticket Sales! $5,000+ WardiTV 2025 Championship $3,500 WardiTV Korean Royale S4
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace Mutation # 494 Unstable Environment
Brood War
General
SnOw's ASL S20 Finals Review [ASL20] Ask the mapmakers — Drop your questions BGH Auto Balance -> http://bghmmr.eu/ Ladder Map Matchup Stats BW General Discussion
Tourneys
Small VOD Thread 2.0 [ASL20] Grand Finals The Casual Games of the Week Thread BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION
Strategy
Current Meta How to stay on top of macro? PvZ map balance Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Stormgate/Frost Giant Megathread General RTS Discussion Thread Nintendo Switch Thread Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread The Big Programming Thread Things Aren’t Peaceful in Palestine YouTube Thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread MLB/Baseball 2023 Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
The Schizophrenia of KOR-EN…
Peanutsc
Reality "theory" prov…
perfectspheres
The Benefits Of Limited Comm…
TrAiDoS
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1748 users

Math on Widow Mines -- How STLife Dodged the Shots - Page 11

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 9 10 11 12 13 Next All
Account252508
Profile Joined February 2012
3454 Posts
March 20 2013 19:27 GMT
#201
--- Nuked ---
WalkinDead
Profile Blog Joined February 2013
88 Posts
March 20 2013 20:54 GMT
#202
On March 19 2013 23:04 reikai wrote:
+ Show Spoiler +
This explains a lot of the game on Daybreak, especially the battle in the the bottom middle base where Day[9] was even confused as to why Life's army took almost no damage.

Back to bio-tank? :[

bio tank is gonna get shreeddded by mutalisk ling/bane runbys
vNmMasterT
Profile Joined September 2012
68 Posts
March 20 2013 21:21 GMT
#203
Imo doing “micro trick” this is hardly worth the risk. Why risk having the mine triggered at clumped lings (which will happen if your timing following the runby ling is not exactly correct) when you can guarantee safe passage of the ling pack by just sacrificing 1 ling?
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
Last Edited: 2013-03-20 21:31:56
March 20 2013 21:30 GMT
#204
On March 21 2013 03:31 Lone wrote:
Show nested quote +
On March 21 2013 02:35 Zarahtra wrote:
I just dont understand why someone would bother going through so much math only to be proven "no the mines shot in middle of the pack and almost nothing died".

On the contrary, the math proves that it's possible to quite literally sneak entire masses of Zerglings over minefields by properly positioning a few "lead Zerglings" inbetween mines. It's a very complicated micro trick, but it could be important in the future.
I was also thinking about what would happen if players were to create a wedge formation with their Zerglings. As long as the point of the wedge cuts between mines, the entire mass could go straight through, as each Zergling in turn would hit the edge of the adjacent mine's radius before any Zerglings hit the middle of the radius.

Thanks to everyone for the support and comments! This went far further than I'd ever expected.

I will agree that there is potential in this, but you are acting like Life somehow knew about this or was actually doing something smart, when he wasn't(well there were probably shittons of things he was doing smart, but not anything close ot this). If this had any relevance on what he was doing, the mines would not be detonating, they however were. Furtheremore I'm hardly convinced that a zergling army needs to have some front zerglings when they can take the detonations in the face like Life did and come out with hardly any deaths, or better yet just send a few zerglings to bait all the mines.

So yeah, I think this thread is at best confusing and at worst based on incorrect statement to get more views.
Lone
Profile Joined August 2010
7 Posts
March 20 2013 21:53 GMT
#205
On March 21 2013 06:30 Zarahtra wrote:
Show nested quote +
On March 21 2013 03:31 Lone wrote:
On March 21 2013 02:35 Zarahtra wrote:
I just dont understand why someone would bother going through so much math only to be proven "no the mines shot in middle of the pack and almost nothing died".

On the contrary, the math proves that it's possible to quite literally sneak entire masses of Zerglings over minefields by properly positioning a few "lead Zerglings" inbetween mines. It's a very complicated micro trick, but it could be important in the future.
I was also thinking about what would happen if players were to create a wedge formation with their Zerglings. As long as the point of the wedge cuts between mines, the entire mass could go straight through, as each Zergling in turn would hit the edge of the adjacent mine's radius before any Zerglings hit the middle of the radius.

Thanks to everyone for the support and comments! This went far further than I'd ever expected.

I will agree that there is potential in this, but you are acting like Life somehow knew about this or was actually doing something smart, when he wasn't(well there were probably shittons of things he was doing smart, but not anything close ot this). If this had any relevance on what he was doing, the mines would not be detonating, they however were. Furtheremore I'm hardly convinced that a zergling army needs to have some front zerglings when they can take the detonations in the face like Life did and come out with hardly any deaths, or better yet just send a few zerglings to bait all the mines.

So yeah, I think this thread is at best confusing and at worst based on incorrect statement to get more views.


I used the title I did because that was how the idea came to my attention. Baiting or forcing detonations on 1 mine is not always possible, due to time constraints or the simple fact that an enemy army is sitting ontop of or near the mines. There are other possibilities, however, I'm just pointing out that with some good technique, a Zerg can run over the mines if he has no other options.

Whether or not Life knew about this, consciously or subconsciously, I wouldn't know. I think it's very likely that he realized on a conceptual level that he was able to do something like this, even if he didn't understand how or why.
I'm taking a situation I observed occurring and explaining it with math. At no point in the thread do I claim that Life did calculations in his head or that Life understood what was going on. I made a suggestion because I doubt that Life would intentionally run his Zerglings over known minefields if he thought that they would all score 35 kill shots.

And again, in the particular situation noted by several posters, it's true that all of the mines did detonate. In other situations during the 4 games, however, they didn't -- at least not when they should have. I can think of one distinct one (which I noted on page 10); perhaps two, where this was the case.
KillingVector
Profile Joined June 2012
United States96 Posts
March 20 2013 21:55 GMT
#206
On March 20 2013 17:29 MilesTeg wrote:
Show nested quote +
On March 20 2013 17:11 papaz wrote:
This is surely not working as intended.

This community might love things like this because it "raises skill level" but you don't design a game having it work like this.

Imagine a random player (which of course doesn't play the game to become pro but just for fun/relaxing) coming to bnet forums thinking he has found a bug saying "hey, I made these widow mines in this game but they didn't fire. Must be a bug".

And then a blue comes over with: "Well kid, thing is if you take this formula, consider these mechanics and then apply this to your situation it obvious that everything is just working as intended".

Sorry to burst everyones bubble, but this will be fixed just like mining tricks and all have been fixed.


?

This has nothing to do with the formula, OP was just just trying to calculate the effective range. There's nothing complicated about it, I don't think you understand.

And yes it's certainly working as intended.


This is interesting, but it doesn't really sound like it is working as intended. Blizzard will probably add some interval of time after the initial 1.5s delay, where the mine is "armed" and doesn't need to wait for another delay.
"In mathematics you don't understand things. You just get used to them." - John Von Neumann
PH
Profile Blog Joined June 2008
United States6173 Posts
March 20 2013 23:09 GMT
#207
On March 21 2013 06:21 vNmMasterT wrote:
Imo doing “micro trick” this is hardly worth the risk. Why risk having the mine triggered at clumped lings (which will happen if your timing following the runby ling is not exactly correct) when you can guarantee safe passage of the ling pack by just sacrificing 1 ling?

It worked for Life.
Hello
kevinmon
Profile Joined January 2011
United States540 Posts
March 21 2013 03:53 GMT
#208
This makes a lot of sense thank you for keeping it simple.
Kingsky
Profile Blog Joined October 2010
Singapore298 Posts
March 21 2013 04:54 GMT
#209
On March 21 2013 04:27 monkybone wrote:
Show nested quote +
On March 21 2013 03:37 UnholyRai wrote:
life is calculating this shit in real time during the games? What a genius prodigy


yep he's calculating sines and cosines like a calculator



i think he just figured it out in serenpidity when playing or watching replays

Of course i could be wrong and he actually used maths, if so, i would be very impressed
Why do people hate the Colossus? Because the Colossus is like banksters from Wall Street: “too big to fail”. - TheDwF
Rainling
Profile Joined June 2011
United States456 Posts
March 21 2013 06:17 GMT
#210
On March 20 2013 18:15 papaz wrote:
Show nested quote +
On March 20 2013 17:47 Rainling wrote:
On March 20 2013 17:11 papaz wrote:
This is surely not working as intended.

This community might love things like this because it "raises skill level" but you don't design a game having it work like this.

Imagine a random player (which of course doesn't play the game to become pro but just for fun/relaxing) coming to bnet forums thinking he has found a bug saying "hey, I made these widow mines in this game but they didn't fire. Must be a bug".

And then a blue comes over with: "Well kid, thing is if you take this formula, consider these mechanics and then apply this to your situation it obvious that everything is just working as intended".

Sorry to burst everyones bubble, but this will be fixed just like mining tricks and all have been fixed.

You think widow mines taking 1.5 seconds after acquiring after a target to fire, and being visible while the target is acquired, is an error? I'm sure Blizzard knew what they were doing when they programmed this unit. The widow mine not firing if a unit is out of its attack range when it attacks? Also working as intended, I'm fairly certain. There isn't a unit in the game that can attack a unit outside of its attack range.

The only possible unintentional mechanic of the widow mine, imo, is being able to reacquire targets via right clicking.


If only I had a dollar everytime a developer "knows what they were doing and could anticipate how it would turn out" I would never have to work again.

Can we agree that this "mechanic" that you can actually run across widow mines without triggering them is kinda of a big thing in the game?

It's not just a "small" cute feature.

So you are designing a game. You are showing off your new units to the public. You demonstrate the unit for your audience "here is a mine, the purpose of this is some aoe effect, area control and look how it works in the battle".

Now if Blizzard anticipated that "hey, remember that even if this units is a mine there are cute things you can do so that it doesn't fire at all" you don't think this woud be mentioned AT ALL? They just go silently about a freaking unit that is supposed to blow up stuff can be DISREGARDED if you work out its "mechanics"?

It's just some "easter egg" that just got discovered by the community?

I know these subjects are sensitive here at TL because of the hardocre nature of many of the players/people here but here is the simplest way I can say this: This is a mine, the purpose of the mine is to blow up stuff. Blizzard adds different timers to it to balance out how it works. The timer could be there so that when you discover it you can run away, or you can have time to "gun it down" before it blows up.

It's certainly not there so that you can abuse the "lock on to target" and "relock on to target" indefinetely so that it NEVER EVER goes off if you are good enough.

If that was intended you bet Blizzard would have mentioned this when presenting this new unit. Like I said, this isn't just a tiny thing that got discovered. It's freaking HUGE.

A good example of Blizzard not mentioning something they intended to be in the game is the carrier micro change. Blizzard said they were thinking about changing how the carrier leash range worked, but they didn't disclose that they changed it in a patch of HotS and people had to discover it on their own.

I think you might be making too many assumptions. You can't abuse the mine so it never targets your lings, no matter what, you can abuse the mine so it never targets your lings unless the opponent takes the time to right click a ling right as it enters the mine attack radius.

This doesn't seem that unreasonable to me, considering it takes a fair amount of micro, as well as knowing fairly accurately the position of a widow mine, to avoid widow mine shots. Widow mines can be positioned in narrow chokes created by buildings where avoiding widow mine shots is no longer possible. Besides, the alternative is the widow mine killing or damaging one sacrificial unit- either way, it's not much of a loss for the opposing player.

I don't agree that, if Blizzard realized that avoiding widow mine shots entirely was possible under some circumstances, they would immediately conclude that this was a bug that must be fixed. You're entitled to your own opinion though, I don't know Blizzard's thought process.
Zaixer
Profile Joined June 2010
Sweden82 Posts
March 21 2013 07:02 GMT
#211
So basically you can run a 200 supply army straight over a mine without it firing as long as the leading unit happen to be slightly off center?

That cant be what Blizzard intended. It is something that will frustrate casual players and Blizzard will fix it.
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
March 21 2013 07:26 GMT
#212
I don't know why anyone would use mines offensively with Marine/Marauder to begin with. MMM was, besides a few games always not just inferior but completely dismanteled by muta/ling/bane. I remember MKP doing it on Metalopolis against Muta/Ling/Bane but that was only allowed by his godlike control AND constantly trading from the very beginning. If you allow a big enough muta/ling/bane force to gear up, marine & marauder will stand no chance, no matter the control.

Widowmines are a very good defensive thing, prevent runbys and can save bunkers/turrets but to actually be applied in battle you would have to be a genius with some luck. The problem in my opinion (offensively) is that they do trigger range. If the mine were to explode with a good amount of AoE when there's a unit running over it, it would be a far more efficient way of offence and would allow zoning. This way, most of the time the fast zerglings will be close to your units and you get the same AoE the zerg gets which spells disaster since Terrans biggest fear is actually AoE. No AoE means no victory over Terran, be it banelings, fungal or even the very own mines of Terran.

I am pretty sure had Flash played tanks and used mines defensively or offensively in the purpose of zoning only he would have won against Life's very aggressive muta/ling/bane style. Tanks have bigger range and a good amount of splash and can target effectively even before the battle begins. They can also force a situation and/or fight upon the zerg, while mines can pressure but not nesseccary force fights. The real problem for Terran were never the zergling numbers, as marines with good upgrades and medivacs behind eat zerglings alive, but the banelings. Now you can take out zerglings faster as they suffer from mines, but the likelyhood of you being hit by is is also there. The banelings will probably be close to you, if not in your force before the mines it and if they hit, banelings die and do damage regardless.

Kiting back over a mine field allows for more mines to trigger, but since zerglings are faster than bio and mutalisks are as well, this could be another potentially danger for Terran getting freehits in addition to the mines. Even if mines give the benefit of mobility , they cost you a lot of possible pressure and zoning you can do with tanks. They also don't buffer damage, as tanks would and they force you to play marine/marauder as units will get close and you cannot play marine medivac mine against muta/ling/bane as you will have banelings connect.

Mines are cheaper, but that cannot compensate the need of marauders for example. In my opinion marine/tank should and will become standard again and mines will be used to cut off reinforcement pathways and/or expansions OR zone out your push to prevent an engagement from the Zerg from multiple angles. Thats my take on it~
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
Addicted2Dreaming
Profile Joined February 2013
Canada116 Posts
March 21 2013 07:28 GMT
#213
On March 21 2013 16:02 Zaixer wrote:
So basically you can run a 200 supply army straight over a mine without it firing as long as the leading unit happen to be slightly off center?

That cant be what Blizzard intended. It is something that will frustrate casual players and Blizzard will fix it.


1 mine blowing up 50 lings or banelings is just as frustrating.
favs = leenock, gumiho, sC, life, sniper, jjakji, mvp, tear, innovation, polt, mc, dream
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
Last Edited: 2013-03-21 08:00:54
March 21 2013 07:50 GMT
#214
I doubt Life used any maths for this. You don't really even need maths. He probably just used some logic and observation "Oh, the mine doesn't detonate if I run the ling out of range in time. Oh I see, if I now make it switch targets after that it never has the time to go off". You really need no maths at all for this to get a good idea, you can just experiment for like 15 minutes.


v It was more in response to the people talking about Life calculating this ingame and such, I never criticized the OP.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
March 21 2013 07:57 GMT
#215
On March 21 2013 16:50 Shikyo wrote:
I doubt Life used any maths for this. You don't really even need maths. He probably just used some logic and observation "Oh, the mine doesn't detonate if I run the ling out of range in time. Oh I see, if I now make it switch targets after that it never has the time to go off". You really need no maths at all for this to get a good idea, you can just experiment for like 15 minutes.


Some people are not satisfied with it working, they want to understand why it works like it does. Ofcourse you are right that Life probably didn't calculate and use math for it on the fly and figured out how a mine works, doesn't mean that the OP is not useful information.
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
madnessman
Profile Blog Joined May 2009
United States1581 Posts
March 21 2013 08:10 GMT
#216
On March 21 2013 06:21 vNmMasterT wrote:
Imo doing “micro trick” this is hardly worth the risk. Why risk having the mine triggered at clumped lings (which will happen if your timing following the runby ling is not exactly correct) when you can guarantee safe passage of the ling pack by just sacrificing 1 ling?


It might be safer for most players to just sacrifice a ling but high level players could still benefit from this "micro trick".
figq
Profile Blog Joined May 2010
12519 Posts
March 21 2013 08:24 GMT
#217
I see, thanks, nice observations! I'm still leaning on the side that mines are too random (which is bad), but anything that makes them less a matter of luck and more a matter of skill, is a very good thing.
If you stand next to my head, you can hear the ocean. - Day[9]
MilesTeg
Profile Joined September 2010
France1271 Posts
March 21 2013 10:16 GMT
#218
On March 21 2013 06:55 KillingVector wrote:
Show nested quote +
On March 20 2013 17:29 MilesTeg wrote:
On March 20 2013 17:11 papaz wrote:
This is surely not working as intended.

This community might love things like this because it "raises skill level" but you don't design a game having it work like this.

Imagine a random player (which of course doesn't play the game to become pro but just for fun/relaxing) coming to bnet forums thinking he has found a bug saying "hey, I made these widow mines in this game but they didn't fire. Must be a bug".

And then a blue comes over with: "Well kid, thing is if you take this formula, consider these mechanics and then apply this to your situation it obvious that everything is just working as intended".

Sorry to burst everyones bubble, but this will be fixed just like mining tricks and all have been fixed.


?

This has nothing to do with the formula, OP was just just trying to calculate the effective range. There's nothing complicated about it, I don't think you understand.

And yes it's certainly working as intended.


This is interesting, but it doesn't really sound like it is working as intended. Blizzard will probably add some interval of time after the initial 1.5s delay, where the mine is "armed" and doesn't need to wait for another delay.


That would be pretty bad for the Terran IMO. Because in that case a smart Zerg will detonate the mines easily with a small pack of lings. And possibly do more damage to the marines than to the Zerg army.

No, I think that's really the smartest way for the mines to behave. And I think people are overreacting a bit, for 2 reasons:
- you'll have a bio army close to the mines, preventing the Zerg from doing this kind of stuff.

- the thing you really want to target is banelings, and the Zerg can't really micro them that way. Not just because they're slower, but because you want to move your banelings towards the bio army. You can't really pick your angle with banelings, you want to run them towards marines.



On March 21 2013 08:09 PH wrote:
Show nested quote +
On March 21 2013 06:21 vNmMasterT wrote:
Imo doing “micro trick” this is hardly worth the risk. Why risk having the mine triggered at clumped lings (which will happen if your timing following the runby ling is not exactly correct) when you can guarantee safe passage of the ling pack by just sacrificing 1 ling?

It worked for Life.


Except he didn't actually do that.
MilesTeg
Profile Joined September 2010
France1271 Posts
March 21 2013 10:20 GMT
#219
On March 21 2013 03:31 Lone wrote:
Show nested quote +
On March 20 2013 23:35 MilesTeg wrote:
On March 20 2013 22:58 monkybone wrote:
Let's wait and see if anyone else but life can pull it off so excellently. Really, all we have to do is to keep an eye on the resource lost tab for the coming months.


Life didn't pull it off (for the millionth time). I shall not quit this thread until everyone understands that, I don't care if I post half the messages in it :p

In the specific situation you referenced, it would appear that Life did not actually achieve the results noted in this thread. However, there were other situations throughout the series in which he was able to do so. There may have been other situations in the tournament as well.

For one, in the same game, I distinctly remember Life doing a runby into Flash's third. His lings went straight through the edge of the mine's radius, and the caster expressed his surprise that it didn't go off.

Whether Life knew of the trick or even where the mines were is irrelevant. In cases where the mines should have gone off based on Blizzard's description of the unit, they didn't. Whether this is intended or not is also unknown.

So yes, in the engagement where there were five mines on the southern ramp outside of Life's fourth, this does not apply, as so nicely diagrammed on page 6. You are correct in that particular circumstance, and I'll gladly add it to the OP if you'd really like people to understand.

I'm going to be going through the games today and noting specific circumstances.

Thanks for the input, MilesTeg and others who have made this apparent. However, the information in my article is still valid as far as I'm concerned.


Oh, didn't see that you answered. Fair enough. Didn't want to sound like a dick; I just think most people coming in this thread got confused, and got the wrong conclusion. When doing a run by, it can probably be useful, although I'd argue that it's better to just run a couple zerglings to detonate the mines and neutralize them for a few seconds.
Veriol
Profile Joined October 2010
Czech Republic502 Posts
Last Edited: 2013-03-21 10:55:32
March 21 2013 10:54 GMT
#220
All the stupid hate on OP "Life knew nothing about this" etc.. Wtf?! He probably went like "hmm if I run fast from mines they wont explode" and used it. Ofcourse he didnt use math - he doesnt care, if it works it works. The fact someone just explained us exactly how it works should be praised not damned.

And for the title of the thread .. quite simple if it wasnt for "how ST_life dodged the shots" most of you wouldnt even open the thread nor read it
"When you play, you have to start off with a mind to turn the game into a rape." -iloveoov
Prev 1 9 10 11 12 13 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 4h 30m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
UpATreeSC 237
ProTech100
Codebar 80
MindelVK 21
StarCraft: Brood War
Barracks 4557
Hyuk 2425
Dewaltoss 134
Shine 38
soO 20
HiyA 12
Dota 2
Gorgc4914
qojqva3897
Dendi1134
XcaliburYe94
capcasts61
Counter-Strike
fl0m1035
ScreaM472
allub174
Other Games
FrodaN1423
Beastyqt1156
B2W.Neo714
ceh9407
Lowko290
Hui .149
Liquid`VortiX124
KnowMe113
C9.Mang0111
Fuzer 91
ArmadaUGS85
QueenE65
Trikslyr44
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 21 non-featured ]
StarCraft 2
• Adnapsc2 11
• Kozan
• sooper7s
• Migwel
• LaughNgamezSOOP
• AfreecaTV YouTube
• IndyKCrew
• intothetv
StarCraft: Brood War
• 80smullet 19
• FirePhoenix14
• ZZZeroYoutube
• STPLYoutube
• BSLYoutube
Dota 2
• C_a_k_e 3103
• masondota2725
• Ler57
League of Legends
• Nemesis4079
• TFBlade726
Other Games
• imaqtpie1248
• WagamamaTV294
• Shiphtur132
Upcoming Events
Replay Cast
4h 30m
BASILISK vs Shopify Rebellion
Team Liquid vs Team Falcon
Replay Cast
14h 30m
WardiTV Invitational
17h 30m
ByuN vs Spirit
herO vs Solar
MaNa vs Gerald
Rogue vs GuMiho
Epic.LAN
17h 30m
CrankTV Team League
18h 30m
BASILISK vs Team Liquid
Epic.LAN
1d 17h
BSL Team A[vengers]
1d 19h
Dewalt vs Shine
UltrA vs ZeLoT
BSL 21
2 days
BSL Team A[vengers]
2 days
Cross vs Motive
Sziky vs HiyA
BSL 21
3 days
[ Show More ]
Replay Cast
3 days
Wardi Open
3 days
Monday Night Weeklies
3 days
Sparkling Tuna Cup
4 days
Replay Cast
5 days
The PondCast
6 days
Liquipedia Results

Completed

CSL 2025 AUTUMN (S18)
WardiTV TLMC #15
Eternal Conflict S1

Ongoing

BSL 21 Points
BSL 21 Team A
C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
CranK Gathers Season 2: SC II Pro Teams
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025

Upcoming

SC4ALL: Brood War
YSL S2
BSL Season 21
SLON Tour Season 2
BSL 21 Non-Korean Championship
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
Stellar Fest
SC4ALL: StarCraft II
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
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 © 2025 TLnet. All Rights Reserved.