• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:25
CEST 16:25
KST 23:25
  • 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: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244
Community News
StarCraft open world shooter announced at BlizzCon69Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?170Stellar 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
Sparkling Tuna Cup - Weekly Open Tournament RSL goes to London! 2026 Offline Finals Nov 21-22 KSL Week #92 IntoTheTV X SOOP SC2 League : Weekly & Monthly 2026 GSTL Announcement
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
The PondCast: SC2 News & Results Mutation # 542 The Ascended Mutation # 541 Binary Choice Mutation # 540 Dodge This
Brood War
General
Official StarCraft website teases new content ahead of BlizzCon? ASL22 General Discussion BGH Auto Balance -> http://bghmmr.eu/ Broodwar Prediction Market Practice Partners (Official)
Tourneys
[ASL22] Ro16 Group B [ASL22] Ro16 Group A Escore Tournament - Season 3 Small VOD Thread 2.0
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 Things Aren’t Peaceful in Palestine Trading/Investing Thread UK Politics Mega-thread Russo-Ukrainian War Thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
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: 6715 users

The warhound - a deathball unit, not a "mech" unit - Page 5

Forum Index > StarCraft 2 HotS
Post a Reply
Prev 1 2 3 4 5 6 7 18 19 20 Next All
HeavenResign
Profile Joined April 2011
United States702 Posts
Last Edited: 2012-09-06 01:47:01
September 06 2012 01:46 GMT
#81
If Warhound isn't massively redesigned (not just buffed/nerfed), it will be a sad day for Terran mech and Starcraft 2.

The Warhound could provide a cool function of protecting siege tanks from immortals - but having an autocast spell is just...bad, and it's honestly too fast and too good - why should it be stuck protecting something when all you need is to move out with Battle Hellions, Thors and Warhounds?

It needs to be slowed, and haywire missile needs to turn into some sort of cool-down option and something you select to use on an individual unit to help against immortals but not be the most boring unit ever.
Infernal_dream
Profile Joined September 2011
United States2359 Posts
September 06 2012 01:51 GMT
#82
On September 06 2012 10:46 DrowSwordsman wrote:
If Warhound isn't massively redesigned (not just buffed/nerfed), it will be a sad day for Terran mech and Starcraft 2.

The Warhound could provide a cool function of protecting siege tanks from immortals - but having an autocast spell is just...bad, and it's honestly too fast and too good - why should it be stuck protecting something when all you need is to move out with Battle Hellions, Thors and Warhounds?

It needs to be slowed, and haywire missile needs to turn into some sort of cool-down option and something you select to use on an individual unit to help against immortals but not be the most boring unit ever.


Fuckin hilarious to see stalkers running away from warhounds and being shot by haywire missiles the entire time. And by hilarious I mean absolutely retarded. Auto fire while walking and with a longer range than the normal attack? Lolz.
babylon
Profile Blog Joined April 2011
8765 Posts
September 06 2012 01:52 GMT
#83
On September 06 2012 10:08 NeMeSiS3 wrote:
There is no question, it is the "colossus" for Terran. No it doesn't have the range, nor does it have the same overall goal but basically it is "I attack, I move it back, I attack again" T.T mech is about siege lines and positioning, you win by dominating them like chess, not massing this ball together and pushing through. Mech wins becuase it is stronger stationary, not because it is stronger mobile T.T

It's weird to think about; I had no problem with simple micro units (as you say, you just attack with them or move them back) in the past in both BW and War3, but they really make SC2 more lackluster for some reason. Maybe it's just the better pathing, the smaller unit size, or the rapidity with which things die, but this type of micro doesn't entertain me nearly as much in SC2.
Vague
Profile Joined April 2011
170 Posts
Last Edited: 2012-09-06 01:55:12
September 06 2012 01:54 GMT
#84
Zergs and Protoss have a good number of very good A + move units (some of them even require less micro than the warhound). Is that a reason to give terran a good A+move unit? Definitely not. However, a unit like the Warhound may attract more players to the terran race, which is something that needs to happen rather soon. This is sad, but a reason why Terran is losing players is because of how micro intensive it is. The Warhound can make the race more manageable for a lot of players. I know that from the perspective of top players this isn't reason enough to add this unit, but from the perspective of lower league players it is a good reason, and blizzard may be sensitive to it.
NeMeSiS3
Profile Blog Joined February 2012
Canada2972 Posts
Last Edited: 2012-09-06 01:56:57
September 06 2012 01:55 GMT
#85
On September 06 2012 10:37 LgNKami wrote:
Show nested quote +
On September 06 2012 10:31 NeMeSiS3 wrote:
On September 06 2012 10:24 LgNKami wrote:
Dont mean to start an argument but...

Isn't mech a deathball in general? You sit behind tanks, turrets, PF's, and sensor towers until you have a maxed out deathball and then you move out.

sure you siege and unsiege every now and then but in general its just attack move. There are no spells to cast, no real micro besides siege and unsiege, and the person that makes a mistake first loses the game.

Just playing devils advocate.


I dunno how you cam to this conclusion but I will argue from a BW perspective leading into SC2

In BW mech was relatively about positioning, you cut the map with "less" units that could hold positions against bigger armies and then eventually you either win the war of attrition or you create a big enough army to push (usually leap frog) across the map and win.

In SC2 mech has turned a lot more into a "deathball" and it kind of defeats the purpose mainly because tanks a) can't hold the positions they could in BW against armies that are frankly stronger than BW armies and b) you don't have positional mines (not these new stupid mines) that can hold areas for long periods of time so that protoss would have to clear the fields before moving foward giving you time to reposition etc etc.

Now with SC2 mech, it's going from a mix between "positional" and "deathball" to pure deathball, who would make tanks in TvP and if you do it won't be many because they blow and then you'll just get this giant ball of warhound/batltehellion/thor/scvs and move around the map...

T.T

thats what im saying though. in sc2 whenever I see anyone play mech, they play "positional" mech until they max out and then just attack move. I have yet to see a full out positional mech game. Even in the GSL. If we were talking Marine Tank, that would be completely different but only in TvT as marine tank isn't an option vs toss and its starting to die out vs zerg as people are starting to use Mech or pure bio.


Ok well I agree, the "tank" is the issue here because it does like 30-35 dmg? You get to 100 shot a colossus down, in BW it was 2 shot on 3-4 clumped dragoons but in SC2 you'd be lucky to kill a stalker with that many shots...

I really don't know though, they're taking the game in the wrong direction though with mech and turning it into the 200/200 protoss deathball with humans instead of aliens.

I feel like the longevity of the game will be what kills esports, not the industry. It'd be like having a professional league based around checkers or something, there are only so many "balanced" moves you can make ...
FoTG fighting!
OtoshimonoU
Profile Joined December 2011
United States509 Posts
September 06 2012 01:59 GMT
#86
Leave them alone. I want to win some games in Hots
God Young ho
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 06 2012 02:00 GMT
#87
On September 06 2012 10:55 NeMeSiS3 wrote:
Show nested quote +
On September 06 2012 10:37 LgNKami wrote:
On September 06 2012 10:31 NeMeSiS3 wrote:
On September 06 2012 10:24 LgNKami wrote:
Dont mean to start an argument but...

Isn't mech a deathball in general? You sit behind tanks, turrets, PF's, and sensor towers until you have a maxed out deathball and then you move out.

sure you siege and unsiege every now and then but in general its just attack move. There are no spells to cast, no real micro besides siege and unsiege, and the person that makes a mistake first loses the game.

Just playing devils advocate.


I dunno how you cam to this conclusion but I will argue from a BW perspective leading into SC2

In BW mech was relatively about positioning, you cut the map with "less" units that could hold positions against bigger armies and then eventually you either win the war of attrition or you create a big enough army to push (usually leap frog) across the map and win.

In SC2 mech has turned a lot more into a "deathball" and it kind of defeats the purpose mainly because tanks a) can't hold the positions they could in BW against armies that are frankly stronger than BW armies and b) you don't have positional mines (not these new stupid mines) that can hold areas for long periods of time so that protoss would have to clear the fields before moving foward giving you time to reposition etc etc.

Now with SC2 mech, it's going from a mix between "positional" and "deathball" to pure deathball, who would make tanks in TvP and if you do it won't be many because they blow and then you'll just get this giant ball of warhound/batltehellion/thor/scvs and move around the map...

T.T

thats what im saying though. in sc2 whenever I see anyone play mech, they play "positional" mech until they max out and then just attack move. I have yet to see a full out positional mech game. Even in the GSL. If we were talking Marine Tank, that would be completely different but only in TvT as marine tank isn't an option vs toss and its starting to die out vs zerg as people are starting to use Mech or pure bio.


Ok well I agree, the "tank" is the issue here because it does like 30-35 dmg? You get to 100 shot a colossus down, in BW it was 2 shot on 3-4 clumped dragoons but in SC2 you'd be lucky to kill a stalker with that many shots...

I really don't know though, they're taking the game in the wrong direction though with mech and turning it into the 200/200 protoss deathball with humans instead of aliens.

I feel like the longevity of the game will be what kills esports, not the industry. It'd be like having a professional league based around checkers or something, there are only so many "balanced" moves you can make ...


That's why we make maps.
Comprehensive strategic intention: DNE
NeMeSiS3
Profile Blog Joined February 2012
Canada2972 Posts
Last Edited: 2012-09-06 02:03:35
September 06 2012 02:02 GMT
#88
On September 06 2012 11:00 EatThePath wrote:
Show nested quote +
On September 06 2012 10:55 NeMeSiS3 wrote:
On September 06 2012 10:37 LgNKami wrote:
On September 06 2012 10:31 NeMeSiS3 wrote:
On September 06 2012 10:24 LgNKami wrote:
Dont mean to start an argument but...

Isn't mech a deathball in general? You sit behind tanks, turrets, PF's, and sensor towers until you have a maxed out deathball and then you move out.

sure you siege and unsiege every now and then but in general its just attack move. There are no spells to cast, no real micro besides siege and unsiege, and the person that makes a mistake first loses the game.

Just playing devils advocate.


I dunno how you cam to this conclusion but I will argue from a BW perspective leading into SC2

In BW mech was relatively about positioning, you cut the map with "less" units that could hold positions against bigger armies and then eventually you either win the war of attrition or you create a big enough army to push (usually leap frog) across the map and win.

In SC2 mech has turned a lot more into a "deathball" and it kind of defeats the purpose mainly because tanks a) can't hold the positions they could in BW against armies that are frankly stronger than BW armies and b) you don't have positional mines (not these new stupid mines) that can hold areas for long periods of time so that protoss would have to clear the fields before moving foward giving you time to reposition etc etc.

Now with SC2 mech, it's going from a mix between "positional" and "deathball" to pure deathball, who would make tanks in TvP and if you do it won't be many because they blow and then you'll just get this giant ball of warhound/batltehellion/thor/scvs and move around the map...

T.T

thats what im saying though. in sc2 whenever I see anyone play mech, they play "positional" mech until they max out and then just attack move. I have yet to see a full out positional mech game. Even in the GSL. If we were talking Marine Tank, that would be completely different but only in TvT as marine tank isn't an option vs toss and its starting to die out vs zerg as people are starting to use Mech or pure bio.


Ok well I agree, the "tank" is the issue here because it does like 30-35 dmg? You get to 100 shot a colossus down, in BW it was 2 shot on 3-4 clumped dragoons but in SC2 you'd be lucky to kill a stalker with that many shots...

I really don't know though, they're taking the game in the wrong direction though with mech and turning it into the 200/200 protoss deathball with humans instead of aliens.

I feel like the longevity of the game will be what kills esports, not the industry. It'd be like having a professional league based around checkers or something, there are only so many "balanced" moves you can make ...


That's why we make maps.

What do you mean? Making maps won't increase the viablity of the tank... It may balance specific styles of play or races but in the long term if we just keep seeing "well he opened up FFE into stargate again while the zerg opened 3hatch into X again" for the first 10 minutes I can't see the interest staying. Maybe I'm biased because although BW had a lot of that, the viability of different styles and play were there because even tho they had "x counters y" that y could still be effective if used properly against the x unit. In this game, I made tank/marauder to counter your ultra army that actually transitioned in 30 seconds to a mass BL army? well let's start the next game ^^
FoTG fighting!
Yoshi Kirishima
Profile Blog Joined July 2009
United States10382 Posts
September 06 2012 02:04 GMT
#89
would overlap with thor's role, and if you want mech to not have to get any vikings (if you want warhounds to do well against units like voids/carriers) then you could go pure mech (except maybe some ghosts), and blizz doesn't seem to want you to be able to go pure anymore (which is not a bad thing, since unit compositions are more diversified now and so terran can transition from 1 tech tree to another more easily -- example, look at bio in TvZ, you get tanks and usually vehicle attack, then when you max 3/3 on bio and you have 3/0 tanks you can start adding more and more mech as you get the defense upgrades too)
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Zealot Lord
Profile Joined May 2010
Hong Kong748 Posts
September 06 2012 02:06 GMT
#90
Whats the speed on warhounds?? I'm watching whitera's stream right now and it seems barely slower than a stalker o_O
FlukyS
Profile Blog Joined August 2011
Ireland485 Posts
September 06 2012 02:06 GMT
#91
The warhound is really poor at the moment too much hp, too much damage and all for 2 supply. The only thing that makes it any way balanced is that it can't shoot up but still it would take ages for muta to kill them and thors are still a thing so it means thor warhound is pretty much uncounterable at the moment. Like ive seen on the streams people try a lot of compositions, hydra ling, hydra roach, infestor swarmhost and a few hydra and none that ive seen can handle it. Broodlords are the only thing that works.

As for the design its very much 1a and I think terran of all of the races should get a unit with micro like an additional spellcaster or a unit that makes the skill ceiling higher than it is currently. As a Zerg player im happy with the choices they have given me and I believe the skill cap was raised for us but seeing what they did for Terran makes me kinda angry about the design choices they are making. It just seems like they wanted to make specific things viable in HoTS and gave a unit that took 15 minutes and they went cool ship it.
Instigata
Profile Joined April 2004
United States546 Posts
Last Edited: 2012-09-06 02:08:58
September 06 2012 02:07 GMT
#92
On September 06 2012 08:46 Zenbrez wrote:
Watching Drewbie rush Warhounds to (very easily and quickly) pick off Stephano's queens was a bit disheartening. They're strong as fu


Why shouldn't a 150/75 tier 2 attacking unit smash a tier 1 150 macro unit?

On September 06 2012 09:00 Shadow_Dog wrote:
PhD. Avilo going to work! But seriously though, yeah I was watching Ret's stream earlier and his roaches could not do anything to the mass of warhounds.


Why shouldn't a 150/75 tier 2 unit smash a 75/25 tier 1.5 unit?

Has Z or P tried any of there new junk? Seems like all new units are OP...

On September 06 2012 11:06 FlukyS wrote:
As for the design its very much 1a and I think terran of all of the races should get a unit with micro like an additional spellcaster or a unit that makes the skill ceiling higher than it is currently. As a Zerg player im happy with the choices they have given me and I believe the skill cap was raised for us but seeing what they did for Terran makes me kinda angry about the design choices they are making. It just seems like they wanted to make specific things viable in HoTS and gave a unit that took 15 minutes and they went cool ship it.


Seeing as how only Korean Terrans and Thorzain have only shown winning results Terran should be made harder?
SC2 was doomed from the start.
NeMeSiS3
Profile Blog Joined February 2012
Canada2972 Posts
September 06 2012 02:07 GMT
#93
On September 06 2012 11:06 Zealot Lord wrote:
Whats the speed on warhounds?? I'm watching whitera's stream right now and it seems barely slower than a stalker o_O


it's also almost the same price and does a lot of dmg ^^ It's like a stalker that has features of a marauder
FoTG fighting!
Sajiki
Profile Joined September 2010
Germany522 Posts
September 06 2012 02:09 GMT
#94
maybe this will be read by blizzard. i dont think the warhounds role fits in this game at all, i dislike it strongly and i dont want it to be implemented :/
건설로봇 준비완료
Zealot Lord
Profile Joined May 2010
Hong Kong748 Posts
September 06 2012 02:09 GMT
#95
On September 06 2012 11:07 NeMeSiS3 wrote:
Show nested quote +
On September 06 2012 11:06 Zealot Lord wrote:
Whats the speed on warhounds?? I'm watching whitera's stream right now and it seems barely slower than a stalker o_O


it's also almost the same price and does a lot of dmg ^^ It's like a stalker that has features of a marauder


lol thats what it looks like to me at the moment hahaha ^_^
NeMeSiS3
Profile Blog Joined February 2012
Canada2972 Posts
September 06 2012 02:09 GMT
#96
On September 06 2012 11:07 Instigata wrote:
Show nested quote +
On September 06 2012 08:46 Zenbrez wrote:
Watching Drewbie rush Warhounds to (very easily and quickly) pick off Stephano's queens was a bit disheartening. They're strong as fu


Why shouldn't a 150/75 tier 2 attacking unit smash a tier 1 150 macro unit?

Show nested quote +
On September 06 2012 09:00 Shadow_Dog wrote:
PhD. Avilo going to work! But seriously though, yeah I was watching Ret's stream earlier and his roaches could not do anything to the mass of warhounds.


Why shouldn't a 150/75 tier 2 unit smash a 75/25 tier 1.5 unit?

Has Z or P tried any of there new junk? Seems like all new units are OP...


issue with going non-roach in TvZ (specifically talking about your second example) is that ling/infestor or more over ling/muta/bling can become very obsolete very fast against a 140-180 mech army and when you rush up to those you leave room for quick warhounds etc to snipe third/queens because lings can't get to them due to battle hellions/hellions covering, roaches are usually required to combat mech (though not always!)
FoTG fighting!
AKomrade
Profile Blog Joined March 2010
United States582 Posts
September 06 2012 02:12 GMT
#97
This should be implemented and the Thor should be removed. Problem solved. This would also solve a fair amount of the mobility issues mech faces as well, since you aren't waiting for asthmatic Thors to catch up or stay with your army. I really hope Blizzard pulls their heads out of the sand on this.
ALL HAIL THE KING IN THE NORTH! HAIL! HAIL!
ETisME
Profile Blog Joined April 2011
12871 Posts
September 06 2012 02:15 GMT
#98
it's a unit that can make mech play more Active to watch rather than simply turtling and securing bases and push out with a maxed mech.

But I do think that there are other ways to make more interesting than just making these relatively strong a move units because it makes mech style similar to a slightly slower, stronger mobile bio
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Thaniri
Profile Blog Joined March 2011
1264 Posts
September 06 2012 02:17 GMT
#99
Honestly warhounds need to be cut completely.

They LOOK terrible. Their aesthetics are stupid, and don't feel starcraft-y at all. With speed hellions and warhounds, mech is ACTUALLY FASTER THAN NON STIMMED BIO.
labbe
Profile Joined October 2010
Sweden1456 Posts
September 06 2012 02:19 GMT
#100
On September 06 2012 10:55 NeMeSiS3 wrote:
Show nested quote +
On September 06 2012 10:37 LgNKami wrote:
On September 06 2012 10:31 NeMeSiS3 wrote:
On September 06 2012 10:24 LgNKami wrote:
Dont mean to start an argument but...

Isn't mech a deathball in general? You sit behind tanks, turrets, PF's, and sensor towers until you have a maxed out deathball and then you move out.

sure you siege and unsiege every now and then but in general its just attack move. There are no spells to cast, no real micro besides siege and unsiege, and the person that makes a mistake first loses the game.

Just playing devils advocate.


I dunno how you cam to this conclusion but I will argue from a BW perspective leading into SC2

In BW mech was relatively about positioning, you cut the map with "less" units that could hold positions against bigger armies and then eventually you either win the war of attrition or you create a big enough army to push (usually leap frog) across the map and win.

In SC2 mech has turned a lot more into a "deathball" and it kind of defeats the purpose mainly because tanks a) can't hold the positions they could in BW against armies that are frankly stronger than BW armies and b) you don't have positional mines (not these new stupid mines) that can hold areas for long periods of time so that protoss would have to clear the fields before moving foward giving you time to reposition etc etc.

Now with SC2 mech, it's going from a mix between "positional" and "deathball" to pure deathball, who would make tanks in TvP and if you do it won't be many because they blow and then you'll just get this giant ball of warhound/batltehellion/thor/scvs and move around the map...

T.T

thats what im saying though. in sc2 whenever I see anyone play mech, they play "positional" mech until they max out and then just attack move. I have yet to see a full out positional mech game. Even in the GSL. If we were talking Marine Tank, that would be completely different but only in TvT as marine tank isn't an option vs toss and its starting to die out vs zerg as people are starting to use Mech or pure bio.


Ok well I agree, the "tank" is the issue here because it does like 30-35 dmg? You get to 100 shot a colossus down, in BW it was 2 shot on 3-4 clumped dragoons but in SC2 you'd be lucky to kill a stalker with that many shots...

I really don't know though, they're taking the game in the wrong direction though with mech and turning it into the 200/200 protoss deathball with humans instead of aliens.

I feel like the longevity of the game will be what kills esports, not the industry. It'd be like having a professional league based around checkers or something, there are only so many "balanced" moves you can make ...

Agreed, Blizzard needs to bring back the Siege Tank. In BW Terran was all about the tanks, and that's what made the race really unique.
Prev 1 2 3 4 5 6 7 18 19 20 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 35m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Rex 133
StarCraft: Brood War
Britney 54733
Calm 5691
PianO 1276
Jaedong 1119
firebathero 428
Last 198
ggaemo 186
Mini 158
Hyun 131
Pusan 109
[ Show more ]
sSak 50
Mong 46
Sharp 35
NaDa 29
HiyA 28
Rock 19
JulyZerg 18
Hm[arnc] 16
ajuk12(nOOB) 13
Shine 12
SilentControl 11
Icarus 9
Trap 6
Dota 2
qojqva3344
syndereN987
Fuzer 231
LuMiX0
Other Games
Grubby2192
singsing800
Happy655
Liquid`RaSZi190
Hui .174
QueenE64
Organizations
StarCraft 2
IntoTheiNu 727
Other Games
EGCTV693
BasetradeTV222
StarCraft: Brood War
Kim Chul Min (afreeca) 5
[ Show 14 non-featured ]
StarCraft 2
• Adnapsc2 43
• StrangeGG 28
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Michael_bg 4
• FirePhoenix1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV567
League of Legends
• Nemesis2991
Upcoming Events
Shopify Rebellion Sundays
35m
Spirit vs Mixu
Clem vs TBD
RSL Revival
1h 35m
Serral vs Rogue
BlizzCon
4h 5m
IdrA vs MC
Afreeca Starleague
19h 35m
Light vs JyJ
Soulkey vs hero
WardiTV Weekly
20h 35m
Monday Night Weeklies
1d 1h
Afreeca Starleague
1d 19h
Snow vs Shinee
Shine vs EffOrt
GSL
1d 20h
PiGosaur Cup
2 days
The PondCast
2 days
[ Show More ]
Kung Fu Cup
2 days
Replay Cast
3 days
KCM Race Survival
3 days
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
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
Blizzard Classic Cup 2026
RSL Revival: Season 6
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.