• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:07
CEST 02:07
KST 09:07
  • 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
HomeStory Cup 27 - Info & Preview10Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6Code S RO8 Preview: herO, Zoun, Bunny, Classic7
Community News
FEL Cracov 2025 (July 27) - $8000 live event8Esports World Cup 2025 - Final Player Roster11Weekly Cups (June 16-22): Clem strikes back1Weekly Cups (June 9-15): herO doubles on GSL week4Firefly suspended by EWC, replaced by Lancer12
StarCraft 2
General
HSC 27 players & groups The SCII GOAT: A statistical Evaluation HomeStory Cup 27 - Info & Preview Esports World Cup 2025 - Final Player Roster Jumy Talks: Dedication to SC2 in 2025, & more...
Tourneys
FEL Cracov 2025 (July 27) - $8000 live event $200 Biweekly - StarCraft Evolution League #1 SOOPer7s Showmatches 2025 RSL: Revival, a new crowdfunded tournament series EWC 2025 Online Qualifiers (May 28-June 1, June 21-22)
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers [G] Darkgrid Layout
Custom Maps
[UMS] Zillion Zerglings
External Content
USDT RECOVERY EXPERT FOR CRYPTO, Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma Mutation # 477 Slow and Steady
Brood War
General
NaDa's Body ASL20 Preliminary Maps BGH Auto Balance -> http://bghmmr.eu/ StarCraft & BroodWar Campaign Speedrun Quest BW General Discussion
Tourneys
[Megathread] Daily Proleagues [ASL19] Grand Finals [BSL20] ProLeague Bracket Stage - WB Finals & LBR3 [BSL20] ProLeague Bracket Stage - LB Round 4 & 5
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do. [G] How to get started on ladder as a new Z player
Other Games
General Games
Path of Exile Stormgate/Frost Giant Megathread Nintendo Switch Thread What do you want from future RTS games? Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Social coupon sites UK Politics Mega-thread
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread Korean Music Discussion
Sports
2024 - 2025 Football Thread TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024 Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Game Sound vs. Music: The Im…
TrAiDoS
StarCraft improvement
iopq
Heero Yuy & the Tax…
KrillinFromwales
I was completely wrong ab…
jameswatts
Need Your Help/Advice
Glider
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 634 users

Ground Vikings - Page 8

Forum Index > StarCraft 2 HotS
Post a Reply
Prev 1 6 7 8 9 10 16 Next All
Dephy
Profile Joined January 2011
Lithuania163 Posts
Last Edited: 2012-09-24 05:44:04
September 24 2012 05:41 GMT
#141
On September 24 2012 14:32 Xapti wrote:
Vikings can attack ground — isn't that good enough? look at zerg — corruptor can't attack ground in any way; at least the phoenix has graviton beam.

Making ground mode vikings stronger offers a real problem where you'll have one unit that can counter anything, be it air units or ground units. vikings are the main anti-air unit for terran, so if they then are also good against ground it'd be pretty bland or even imbalanced.

Ground mode is just a gimmick that gives added-value to the viking; In my opinion it's added-value superior to phoenix's graviton beam or corruptor's corruption. Ground mode vikings don't need to be powerful enough for x, they just need to be able to do damage. In my opinion it's the same sort of deal as infested terrans — a stupid little gimmick that gives added value to the infestor via a terrible and slow ranged unit (personally I'd want it removed from the game though, while not the case with ground-mode viking).


In my opinion the first and/or only changes viking should get is a faster transformation time. I think a faster movement speed but lower range could also be appropriate, but that could possibly mess up the game a bit (would need lots of testing).

you forgot 1 thing, corruptors morth into bl's. For that only fact corruptors are already better than anything vikings ever was or will be...
And infested terrans arent gimmick there dps is out of this world...
one-one-one
Profile Joined November 2011
Sweden551 Posts
September 24 2012 05:45 GMT
#142
On September 24 2012 14:32 Xapti wrote:
Vikings can attack ground — isn't that good enough? look at zerg — corruptor can't attack ground in any way; at least the phoenix has graviton beam.

Making ground mode vikings stronger offers a real problem where you'll have one unit that can counter anything, be it air units or ground units. vikings are the main anti-air unit for terran, so if they then are also good against ground it'd be pretty bland or even imbalanced.


Yes, but you and several others come to this thread with this standpoint without understanding of the core problem.

We are not necessarily talking about a big general buff vs ground units making mass viking strats possible. Just some tweaking so that they would fit a natural role in a terran mech composition.

Hellions deal with light units.
Tanks deal with armored and low-hp units.

What is left is units like archons and immortals and ultras. If ground vikings were buffed a bit they could actually be good
vs these units. Low damage and high rate of fire is perfect vs immortal shields and as long as protoss dont have shield upgrades they wont need any upgrades to do full damage to archons.
Maybe not ultras so much, but it would make zerg tech switches less lethal if they could be used to buffer in front of your tanks and thors in case of a BL -> Ultra tech switch.

Together with its anti-air it would be a good unit to have in a mech composition.

It also makes sense logically. There are obvious similarities with the goliath. The viking is the very same unit, except that it needs to lift of in order to hit air and land to hit ground units.
http://www.youtube.com/watch?feature=player_embedded&v=1BFY4R7IIP4#t=1710s
PineapplePizza
Profile Joined June 2010
United States749 Posts
September 24 2012 05:52 GMT
#143
I modified a unit tester map to use Beta Viking damage and armor, and ran a test to see just how strong they were on the ground:

Pics:

http://imgur.com/Zh4ci
http://imgur.com/pXLVG

Result 1 -
http://imgur.com/bp4Mu

Result 2 -
http://imgur.com/TVZ79

3/3 vs 3/3:
http://imgur.com/mFdxj

Result -
http://imgur.com/GYf3L

Betavikings are more gas-intensive than stalkers, slightly weaker for cost, and scale just as poorly with upgrades (which aren't shared by any of your core units). They're also built out of a more specialized structure that costs gas to construct.

If Blizzard decided to buff Assault Mode, the Fighter Mode range could be lowered from 9 to 8 to counterbalance if they really wanted to, but that could possibly lead to issues with things like fungals or properly-functioning carriers.

Then again, fungals might get a nerf in the future, considering that Swarm Hosts are now here to serve the role as the mid-game beef that was lacking for zerg pre-infestor buff.
"There should be no tying a sharp, hard object to your cock like it has a mechanical arm and hitting it with the object or using your cockring to crack the egg. No cyborg penises allowed. 100% flesh only." - semioldguy
link0
Profile Joined March 2010
United States1071 Posts
September 24 2012 05:58 GMT
#144
They just need 1 armor and slightly more HP in ground mode. They also need to share vehicle weapon upgrades for their ground damage.

This would fulfill the role of the goliath that everyone wants.
http://www.justin.tv/link0 - Gosu.Linko - http://www.facebook.com/link0
psiANIDe
Profile Joined January 2012
Korea (South)47 Posts
September 24 2012 06:23 GMT
#145
Ground Vikings would be OP with thia change. They are already amazing anti-air, why do they have to be awesome at ground attack too?
KT Hwaiting!
one-one-one
Profile Joined November 2011
Sweden551 Posts
September 24 2012 06:34 GMT
#146
On September 24 2012 15:23 psiANIDe wrote:
Ground Vikings would be OP with thia change. They are already amazing anti-air, why do they have to be awesome at ground attack too?


No. Just make them half as strong as Warhounds. They would still be strong
http://www.youtube.com/watch?feature=player_embedded&v=1BFY4R7IIP4#t=1710s
Kharnage
Profile Joined September 2011
Australia920 Posts
September 24 2012 07:02 GMT
#147
On September 24 2012 14:45 one-one-one wrote:
Show nested quote +
On September 24 2012 14:32 Xapti wrote:
Vikings can attack ground — isn't that good enough? look at zerg — corruptor can't attack ground in any way; at least the phoenix has graviton beam.

Making ground mode vikings stronger offers a real problem where you'll have one unit that can counter anything, be it air units or ground units. vikings are the main anti-air unit for terran, so if they then are also good against ground it'd be pretty bland or even imbalanced.


Yes, but you and several others come to this thread with this standpoint without understanding of the core problem.

We are not necessarily talking about a big general buff vs ground units making mass viking strats possible. Just some tweaking so that they would fit a natural role in a terran mech composition.

Hellions deal with light units.
Tanks deal with armored and low-hp units.

What is left is units like archons and immortals and ultras. If ground vikings were buffed a bit they could actually be good
vs these units. Low damage and high rate of fire is perfect vs immortal shields and as long as protoss dont have shield upgrades they wont need any upgrades to do full damage to archons.
Maybe not ultras so much, but it would make zerg tech switches less lethal if they could be used to buffer in front of your tanks and thors in case of a BL -> Ultra tech switch.

Together with its anti-air it would be a good unit to have in a mech composition.

It also makes sense logically. There are obvious similarities with the goliath. The viking is the very same unit, except that it needs to lift of in order to hit air and land to hit ground units.


Umm, aren't thors good at doing lots of damage to single units? I thought that was their 'thang'.

Ahh, I think I see what you're after here.
It's a double pronged super buff!

you want and all in one to counter BL and ultra.
then you ALSO want an all in 1 counter for colossus and archons and immortals.

Good unit there.

Sorry, you need to actually build other units. I know, it's crazy, but there you go. Against protoss if you get 3 bases get ghosts. Stop arguing, stop looking for a way out of it, you MUST get ghosts. They counter immortals, HT, sentry, archon and also can do a lot of damage.
Get fricken ghosts.

Not gonna say what you should be doing in TvZ since i don't know, i play protoss. But it's pretty bloody obvious that if vikings were good vs ultra and BL then the game would be take 3 bases and start massing vikings. Done!
one-one-one
Profile Joined November 2011
Sweden551 Posts
September 24 2012 07:11 GMT
#148
On September 24 2012 16:02 Kharnage wrote:
Show nested quote +
On September 24 2012 14:45 one-one-one wrote:
On September 24 2012 14:32 Xapti wrote:
Vikings can attack ground — isn't that good enough? look at zerg — corruptor can't attack ground in any way; at least the phoenix has graviton beam.

Making ground mode vikings stronger offers a real problem where you'll have one unit that can counter anything, be it air units or ground units. vikings are the main anti-air unit for terran, so if they then are also good against ground it'd be pretty bland or even imbalanced.


Yes, but you and several others come to this thread with this standpoint without understanding of the core problem.

We are not necessarily talking about a big general buff vs ground units making mass viking strats possible. Just some tweaking so that they would fit a natural role in a terran mech composition.

Hellions deal with light units.
Tanks deal with armored and low-hp units.

What is left is units like archons and immortals and ultras. If ground vikings were buffed a bit they could actually be good
vs these units. Low damage and high rate of fire is perfect vs immortal shields and as long as protoss dont have shield upgrades they wont need any upgrades to do full damage to archons.
Maybe not ultras so much, but it would make zerg tech switches less lethal if they could be used to buffer in front of your tanks and thors in case of a BL -> Ultra tech switch.

Together with its anti-air it would be a good unit to have in a mech composition.

It also makes sense logically. There are obvious similarities with the goliath. The viking is the very same unit, except that it needs to lift of in order to hit air and land to hit ground units.


Umm, aren't thors good at doing lots of damage to single units? I thought that was their 'thang'.

Ahh, I think I see what you're after here.
It's a double pronged super buff!

you want and all in one to counter BL and ultra.
then you ALSO want an all in 1 counter for colossus and archons and immortals.

Good unit there.

Sorry, you need to actually build other units. I know, it's crazy, but there you go. Against protoss if you get 3 bases get ghosts. Stop arguing, stop looking for a way out of it, you MUST get ghosts. They counter immortals, HT, sentry, archon and also can do a lot of damage.
Get fricken ghosts.

Not gonna say what you should be doing in TvZ since i don't know, i play protoss. But it's pretty bloody obvious that if vikings were good vs ultra and BL then the game would be take 3 bases and start massing vikings. Done!


Yes, thors are good vs archons and immortals. But if you have archons you most likely have high templars which negate the thor's 250 mm strike cannon while also taking away a big chunk of their hp. Suddenly they are not so good anymore ....

Ghosts are very good with mech, but it is hard to get the number of ghosts that would be necessary until very late in the game. You need a lot of things other than ghosts. If protoss open with colossus you need to have the vikings.

I wont address your other points as you clearly were twisting my words.

http://www.youtube.com/watch?feature=player_embedded&v=1BFY4R7IIP4#t=1710s
Deimos0
Profile Blog Joined May 2008
Poland277 Posts
September 24 2012 07:11 GMT
#149
AFAIR Goliaths were used because of their AA abilities, not their ground damage, so if you guys are bringing Goliath into discussion, take this into consideration. If you want Viking to be something else than new Goliath, well, I'd like to see how some hp or armor tweaks would affect Viking play.
protect me from what I want
Kharnage
Profile Joined September 2011
Australia920 Posts
Last Edited: 2012-09-24 09:28:32
September 24 2012 09:19 GMT
#150
On September 24 2012 16:11 one-one-one wrote:
Show nested quote +
On September 24 2012 16:02 Kharnage wrote:
On September 24 2012 14:45 one-one-one wrote:
On September 24 2012 14:32 Xapti wrote:
Vikings can attack ground — isn't that good enough? look at zerg — corruptor can't attack ground in any way; at least the phoenix has graviton beam.

Making ground mode vikings stronger offers a real problem where you'll have one unit that can counter anything, be it air units or ground units. vikings are the main anti-air unit for terran, so if they then are also good against ground it'd be pretty bland or even imbalanced.


Yes, but you and several others come to this thread with this standpoint without understanding of the core problem.

We are not necessarily talking about a big general buff vs ground units making mass viking strats possible. Just some tweaking so that they would fit a natural role in a terran mech composition.

Hellions deal with light units.
Tanks deal with armored and low-hp units.

What is left is units like archons and immortals and ultras. If ground vikings were buffed a bit they could actually be good
vs these units. Low damage and high rate of fire is perfect vs immortal shields and as long as protoss dont have shield upgrades they wont need any upgrades to do full damage to archons.
Maybe not ultras so much, but it would make zerg tech switches less lethal if they could be used to buffer in front of your tanks and thors in case of a BL -> Ultra tech switch.

Together with its anti-air it would be a good unit to have in a mech composition.

It also makes sense logically. There are obvious similarities with the goliath. The viking is the very same unit, except that it needs to lift of in order to hit air and land to hit ground units.


Umm, aren't thors good at doing lots of damage to single units? I thought that was their 'thang'.

Ahh, I think I see what you're after here.
It's a double pronged super buff!

you want and all in one to counter BL and ultra.
then you ALSO want an all in 1 counter for colossus and archons and immortals.

Good unit there.

Sorry, you need to actually build other units. I know, it's crazy, but there you go. Against protoss if you get 3 bases get ghosts. Stop arguing, stop looking for a way out of it, you MUST get ghosts. They counter immortals, HT, sentry, archon and also can do a lot of damage.
Get fricken ghosts.

Not gonna say what you should be doing in TvZ since i don't know, i play protoss. But it's pretty bloody obvious that if vikings were good vs ultra and BL then the game would be take 3 bases and start massing vikings. Done!


Yes, thors are good vs archons and immortals. But if you have archons you most likely have high templars which negate the thor's 250 mm strike cannon while also taking away a big chunk of their hp. Suddenly they are not so good anymore ....

Ghosts are very good with mech, but it is hard to get the number of ghosts that would be necessary until very late in the game. You need a lot of things other than ghosts. If protoss open with colossus you need to have the vikings.

I wont address your other points as you clearly were twisting my words.



How is it twisting your words when your exact words are What is left is units like archons and immortals and ultras. If ground vikings were buffed a bit they could actually be good vs these units. ?
It's the logical conclusion and outcome if vikings are good vs those units.

Yes, it's hard to get the 'right number' of ghosts till the late game. Just like it's hard for protoss to get HT with storm, archons, immortals, colossus, charge and blink with their respective upgrades.
It's also hard to get a high infestor count, lots of corruptors, spines and broods as well as all melee upgrades and ultra-armour + the bank + larvae so that zerg can do those big tech switches.

It's not meant to be easy to counter everything.

Think about it for a moment. Under what situation would you not just make X number of tanks, Y number of hellions and z number of vikings vs protoss in HotS?

battle hellions crush zealots, tanks destroy sentrys and stalkers, vikings counter everything from a robo (colossus, immortal) or a stargate (vikings are stupidly good vs everything here) as well as archons leaving the only possible problem being storm. 3 units counter everything in the protoss army.
That's called insanely OP.
Surely even you have to concede how bad this would be.
one-one-one
Profile Joined November 2011
Sweden551 Posts
September 24 2012 09:30 GMT
#151
On September 24 2012 18:19 Kharnage wrote:
Show nested quote +
On September 24 2012 16:11 one-one-one wrote:
On September 24 2012 16:02 Kharnage wrote:
On September 24 2012 14:45 one-one-one wrote:
On September 24 2012 14:32 Xapti wrote:
Vikings can attack ground — isn't that good enough? look at zerg — corruptor can't attack ground in any way; at least the phoenix has graviton beam.

Making ground mode vikings stronger offers a real problem where you'll have one unit that can counter anything, be it air units or ground units. vikings are the main anti-air unit for terran, so if they then are also good against ground it'd be pretty bland or even imbalanced.


Yes, but you and several others come to this thread with this standpoint without understanding of the core problem.

We are not necessarily talking about a big general buff vs ground units making mass viking strats possible. Just some tweaking so that they would fit a natural role in a terran mech composition.

Hellions deal with light units.
Tanks deal with armored and low-hp units.

What is left is units like archons and immortals and ultras. If ground vikings were buffed a bit they could actually be good
vs these units. Low damage and high rate of fire is perfect vs immortal shields and as long as protoss dont have shield upgrades they wont need any upgrades to do full damage to archons.
Maybe not ultras so much, but it would make zerg tech switches less lethal if they could be used to buffer in front of your tanks and thors in case of a BL -> Ultra tech switch.

Together with its anti-air it would be a good unit to have in a mech composition.

It also makes sense logically. There are obvious similarities with the goliath. The viking is the very same unit, except that it needs to lift of in order to hit air and land to hit ground units.


Umm, aren't thors good at doing lots of damage to single units? I thought that was their 'thang'.

Ahh, I think I see what you're after here.
It's a double pronged super buff!

you want and all in one to counter BL and ultra.
then you ALSO want an all in 1 counter for colossus and archons and immortals.

Good unit there.

Sorry, you need to actually build other units. I know, it's crazy, but there you go. Against protoss if you get 3 bases get ghosts. Stop arguing, stop looking for a way out of it, you MUST get ghosts. They counter immortals, HT, sentry, archon and also can do a lot of damage.
Get fricken ghosts.

Not gonna say what you should be doing in TvZ since i don't know, i play protoss. But it's pretty bloody obvious that if vikings were good vs ultra and BL then the game would be take 3 bases and start massing vikings. Done!


Yes, thors are good vs archons and immortals. But if you have archons you most likely have high templars which negate the thor's 250 mm strike cannon while also taking away a big chunk of their hp. Suddenly they are not so good anymore ....

Ghosts are very good with mech, but it is hard to get the number of ghosts that would be necessary until very late in the game. You need a lot of things other than ghosts. If protoss open with colossus you need to have the vikings.

I wont address your other points as you clearly were twisting my words.



How is it twisting your words when your exact words are What is left is units like archons and immortals and ultras. If ground vikings were buffed a bit they could actually be good vs these units. ?
It's the logical conclusion and outcome if vikings are good vs those units.

Yes, it's hard to get the 'right number' of ghosts till the late game. Just like it's hard for protoss to get HT with storm, archons, immortals, colossus, charge and blink with their respective upgrades.
It's also hard to get a high infestor count, lots of corruptors, spines and broods as well as all melee upgrades and ultra-armour + the bank + larvae so that zerg can do those big tech switches.

It's not meant to be easy to counter everything.


There is a difference between a unit that is good vs another unit and a unit that hardcounters a unit.

I didn't say that vikings on the ground should hardcounter immortals, archons and ultras. I merely said that it would be good if they could fill the roll of a decent damage unit with low damage but high rate of fire so that mech has a unit that doesn't suck balls vs immortals.

Neither did I mean that it should counter ultras. It would just be good if it could do a slightly better job of buffering in front of tanks in case of a quick BL -> ultra switch.

So what is the logical conclusion I should draw from your posts ?
http://www.youtube.com/watch?feature=player_embedded&v=1BFY4R7IIP4#t=1710s
Dephy
Profile Joined January 2011
Lithuania163 Posts
Last Edited: 2012-09-24 11:07:55
September 24 2012 11:02 GMT
#152
On September 24 2012 18:30 one-one-one wrote:
Show nested quote +
On September 24 2012 18:19 Kharnage wrote:
On September 24 2012 16:11 one-one-one wrote:
On September 24 2012 16:02 Kharnage wrote:
On September 24 2012 14:45 one-one-one wrote:
On September 24 2012 14:32 Xapti wrote:
Vikings can attack ground — isn't that good enough? look at zerg — corruptor can't attack ground in any way; at least the phoenix has graviton beam.

Making ground mode vikings stronger offers a real problem where you'll have one unit that can counter anything, be it air units or ground units. vikings are the main anti-air unit for terran, so if they then are also good against ground it'd be pretty bland or even imbalanced.


Yes, but you and several others come to this thread with this standpoint without understanding of the core problem.

We are not necessarily talking about a big general buff vs ground units making mass viking strats possible. Just some tweaking so that they would fit a natural role in a terran mech composition.

Hellions deal with light units.
Tanks deal with armored and low-hp units.

What is left is units like archons and immortals and ultras. If ground vikings were buffed a bit they could actually be good
vs these units. Low damage and high rate of fire is perfect vs immortal shields and as long as protoss dont have shield upgrades they wont need any upgrades to do full damage to archons.
Maybe not ultras so much, but it would make zerg tech switches less lethal if they could be used to buffer in front of your tanks and thors in case of a BL -> Ultra tech switch.

Together with its anti-air it would be a good unit to have in a mech composition.

It also makes sense logically. There are obvious similarities with the goliath. The viking is the very same unit, except that it needs to lift of in order to hit air and land to hit ground units.


Umm, aren't thors good at doing lots of damage to single units? I thought that was their 'thang'.

Ahh, I think I see what you're after here.
It's a double pronged super buff!

you want and all in one to counter BL and ultra.
then you ALSO want an all in 1 counter for colossus and archons and immortals.

Good unit there.

Sorry, you need to actually build other units. I know, it's crazy, but there you go. Against protoss if you get 3 bases get ghosts. Stop arguing, stop looking for a way out of it, you MUST get ghosts. They counter immortals, HT, sentry, archon and also can do a lot of damage.
Get fricken ghosts.

Not gonna say what you should be doing in TvZ since i don't know, i play protoss. But it's pretty bloody obvious that if vikings were good vs ultra and BL then the game would be take 3 bases and start massing vikings. Done!


Yes, thors are good vs archons and immortals. But if you have archons you most likely have high templars which negate the thor's 250 mm strike cannon while also taking away a big chunk of their hp. Suddenly they are not so good anymore ....

Ghosts are very good with mech, but it is hard to get the number of ghosts that would be necessary until very late in the game. You need a lot of things other than ghosts. If protoss open with colossus you need to have the vikings.

I wont address your other points as you clearly were twisting my words.



How is it twisting your words when your exact words are What is left is units like archons and immortals and ultras. If ground vikings were buffed a bit they could actually be good vs these units. ?
It's the logical conclusion and outcome if vikings are good vs those units.

Yes, it's hard to get the 'right number' of ghosts till the late game. Just like it's hard for protoss to get HT with storm, archons, immortals, colossus, charge and blink with their respective upgrades.
It's also hard to get a high infestor count, lots of corruptors, spines and broods as well as all melee upgrades and ultra-armour + the bank + larvae so that zerg can do those big tech switches.

It's not meant to be easy to counter everything.


There is a difference between a unit that is good vs another unit and a unit that hardcounters a unit.

I didn't say that vikings on the ground should hardcounter immortals, archons and ultras. I merely said that it would be good if they could fill the roll of a decent damage unit with low damage but high rate of fire so that mech has a unit that doesn't suck balls vs immortals.

Neither did I mean that it should counter ultras. It would just be good if it could do a slightly better job of buffering in front of tanks in case of a quick BL -> ultra switch.

So what is the logical conclusion I should draw from your posts ?

i think ppl are overestimating of how good vikings was. Infact even with 14ground damage instead of 12, they where total shit. In tvt we used to see like 5tanks and 30viking rainbow fights, it was like that not because vikings were good, it was because players were bad, you can put 20damage viking, and they would still get raped by bio ball/toss/zerg army, though they would actually be a threat on the ground, right now viking threat on the ground is about the same as sentry without energy.

If they dont want to change viking damage/armor values, they should change it switch animation, movespeed on the ground to be alot faster, so that fast viking raids would actually be a threat.
I remember when D.B first introduced them, he showed a clip of how land in base and harras it and shit. How often you see that in real games? never, because sending vikings to harras is suicide for them, because they are slow as shit, takes 200hours to switch form and then have movespeed of 2.25, what can you actually kill with them?
You only send them to suicide mission when they are totaly useles(aka no air units), so can maybe kill with them something, srsly 150-75 unit that is useless, basic marine has dps of viking on the ground and marine cost 4x less, have better movespeed and so on.
Even if they would buff vikings hardcore you would never see them on mass, since they are so bad on land that normal units like bio balls or tank/thor army are 3-4times better atm.

So my suggestion is actually buff they movespeed on the ground + transformation speed, this would make kinda ok harras unit for mech armies, which doesnt have marine/marauders balls, to take out bases(helions can only kill workers.)
To make it fair, maybe give it an upgrade for this improvement in Fussion core.
one-one-one
Profile Joined November 2011
Sweden551 Posts
Last Edited: 2012-09-24 11:14:27
September 24 2012 11:12 GMT
#153
On September 24 2012 20:02 Dephy wrote:
Show nested quote +
On September 24 2012 18:30 one-one-one wrote:
On September 24 2012 18:19 Kharnage wrote:
On September 24 2012 16:11 one-one-one wrote:
On September 24 2012 16:02 Kharnage wrote:
On September 24 2012 14:45 one-one-one wrote:
On September 24 2012 14:32 Xapti wrote:
Vikings can attack ground — isn't that good enough? look at zerg — corruptor can't attack ground in any way; at least the phoenix has graviton beam.

Making ground mode vikings stronger offers a real problem where you'll have one unit that can counter anything, be it air units or ground units. vikings are the main anti-air unit for terran, so if they then are also good against ground it'd be pretty bland or even imbalanced.


Yes, but you and several others come to this thread with this standpoint without understanding of the core problem.

We are not necessarily talking about a big general buff vs ground units making mass viking strats possible. Just some tweaking so that they would fit a natural role in a terran mech composition.

Hellions deal with light units.
Tanks deal with armored and low-hp units.

What is left is units like archons and immortals and ultras. If ground vikings were buffed a bit they could actually be good
vs these units. Low damage and high rate of fire is perfect vs immortal shields and as long as protoss dont have shield upgrades they wont need any upgrades to do full damage to archons.
Maybe not ultras so much, but it would make zerg tech switches less lethal if they could be used to buffer in front of your tanks and thors in case of a BL -> Ultra tech switch.

Together with its anti-air it would be a good unit to have in a mech composition.

It also makes sense logically. There are obvious similarities with the goliath. The viking is the very same unit, except that it needs to lift of in order to hit air and land to hit ground units.


Umm, aren't thors good at doing lots of damage to single units? I thought that was their 'thang'.

Ahh, I think I see what you're after here.
It's a double pronged super buff!

you want and all in one to counter BL and ultra.
then you ALSO want an all in 1 counter for colossus and archons and immortals.

Good unit there.

Sorry, you need to actually build other units. I know, it's crazy, but there you go. Against protoss if you get 3 bases get ghosts. Stop arguing, stop looking for a way out of it, you MUST get ghosts. They counter immortals, HT, sentry, archon and also can do a lot of damage.
Get fricken ghosts.

Not gonna say what you should be doing in TvZ since i don't know, i play protoss. But it's pretty bloody obvious that if vikings were good vs ultra and BL then the game would be take 3 bases and start massing vikings. Done!


Yes, thors are good vs archons and immortals. But if you have archons you most likely have high templars which negate the thor's 250 mm strike cannon while also taking away a big chunk of their hp. Suddenly they are not so good anymore ....

Ghosts are very good with mech, but it is hard to get the number of ghosts that would be necessary until very late in the game. You need a lot of things other than ghosts. If protoss open with colossus you need to have the vikings.

I wont address your other points as you clearly were twisting my words.



How is it twisting your words when your exact words are What is left is units like archons and immortals and ultras. If ground vikings were buffed a bit they could actually be good vs these units. ?
It's the logical conclusion and outcome if vikings are good vs those units.

Yes, it's hard to get the 'right number' of ghosts till the late game. Just like it's hard for protoss to get HT with storm, archons, immortals, colossus, charge and blink with their respective upgrades.
It's also hard to get a high infestor count, lots of corruptors, spines and broods as well as all melee upgrades and ultra-armour + the bank + larvae so that zerg can do those big tech switches.

It's not meant to be easy to counter everything.


There is a difference between a unit that is good vs another unit and a unit that hardcounters a unit.

I didn't say that vikings on the ground should hardcounter immortals, archons and ultras. I merely said that it would be good if they could fill the roll of a decent damage unit with low damage but high rate of fire so that mech has a unit that doesn't suck balls vs immortals.

Neither did I mean that it should counter ultras. It would just be good if it could do a slightly better job of buffering in front of tanks in case of a quick BL -> ultra switch.

So what is the logical conclusion I should draw from your posts ?

i think ppl are overestimating of how good vikings was. Infact even with 14ground damage instead of 12, they where total shit. In tvt we used to see like 5tanks and 30viking rainbow fights, it was like that not because vikings were good, it was because players were bad, you can put 20damage viking, and they would still get raped by bio ball/toss/zerg army, though they would actually be a threat on the ground, right now viking threat on the ground is about the same as sentry without energy.

If they dont want to change viking damage/armor values, they should change it switch animation, movespeed on the ground to be alot faster, so that fast viking raids would actually be a threat.
I remember when D.B first introduced them, he showed a clip of how land in base and harras it and shit. How often you see that in real games? never, because sending vikings to harras is suicide for them, because they are slow as shit, takes 200hours to switch form and then have movespeed of 2.25, what can you actually kill with them?
You only send them to suicide mission when they are totaly useles(aka no air units), so can maybe kill with them something, srsly 150-75 unit that is useless, basic marine has dps of viking on the ground and marine cost 4x less, have better movespeed and so on.
Even if they would buff vikings hardcore you would never see them on mass, since they are so bad on land that normal units like bio balls or tank/thor army are 3-4times better atm.

So my suggestion is actually buff they movespeed on the ground + transformation speed, this would make kinda ok harras unit for mech armies, which doesnt have marine/marauders balls, to take out bases(helions can only kill workers.)
To make it fair, maybe give it an upgrade for this improvement in Fussion core.


People did a lot of Warhound drops...

Seriously, if Blizzard was considering to add a unit as strong as the Warhound then the very least they could do is to buff viking ground mode slightly. I agree with the speed, that could introduce some cool pull back and lift/land micro in battles.

I'm all for it.
http://www.youtube.com/watch?feature=player_embedded&v=1BFY4R7IIP4#t=1710s
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
September 24 2012 11:25 GMT
#154
I'm not sure how I feel about what is already easily the best air to air unit in the game being also viable as a ground mech unit.
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
Velr
Profile Blog Joined July 2008
Switzerland10677 Posts
September 24 2012 11:32 GMT
#155
Buffing it's ground is ok, if you also increase the time it takes to transform from one mode to another.
revy
Profile Joined September 2009
United States1524 Posts
September 24 2012 11:33 GMT
#156
Seems to me that changing the ground mode weapons follow ground mode upgrades is a very simple way of buffing them which has no balance implications for any other situation except for using vikings with mech. To me it would also make sense to change it to 7*2 ground attack instead of 14*1, again, no difference except in mech play. I have a hard time believing anyone can really be upset with that change. +1 armor would be nice, but I think it'ld be interesting to see those two suggestions get implemented before deciding.
archonOOid
Profile Blog Joined March 2011
1983 Posts
September 24 2012 11:35 GMT
#157
I would like to see a change in this direction and what is even cooler is that the viking micro, air to ground-ground to air, would increase when vikings are more prevalent on the ground as a fighting unit.
I'm Quotable (IQ)
Kharnage
Profile Joined September 2011
Australia920 Posts
September 24 2012 11:47 GMT
#158
On September 24 2012 20:02 Dephy wrote:
Show nested quote +
On September 24 2012 18:30 one-one-one wrote:
On September 24 2012 18:19 Kharnage wrote:
On September 24 2012 16:11 one-one-one wrote:
On September 24 2012 16:02 Kharnage wrote:
On September 24 2012 14:45 one-one-one wrote:
On September 24 2012 14:32 Xapti wrote:
Vikings can attack ground — isn't that good enough? look at zerg — corruptor can't attack ground in any way; at least the phoenix has graviton beam.

Making ground mode vikings stronger offers a real problem where you'll have one unit that can counter anything, be it air units or ground units. vikings are the main anti-air unit for terran, so if they then are also good against ground it'd be pretty bland or even imbalanced.


Yes, but you and several others come to this thread with this standpoint without understanding of the core problem.

We are not necessarily talking about a big general buff vs ground units making mass viking strats possible. Just some tweaking so that they would fit a natural role in a terran mech composition.

Hellions deal with light units.
Tanks deal with armored and low-hp units.

What is left is units like archons and immortals and ultras. If ground vikings were buffed a bit they could actually be good
vs these units. Low damage and high rate of fire is perfect vs immortal shields and as long as protoss dont have shield upgrades they wont need any upgrades to do full damage to archons.
Maybe not ultras so much, but it would make zerg tech switches less lethal if they could be used to buffer in front of your tanks and thors in case of a BL -> Ultra tech switch.

Together with its anti-air it would be a good unit to have in a mech composition.

It also makes sense logically. There are obvious similarities with the goliath. The viking is the very same unit, except that it needs to lift of in order to hit air and land to hit ground units.


Umm, aren't thors good at doing lots of damage to single units? I thought that was their 'thang'.

Ahh, I think I see what you're after here.
It's a double pronged super buff!

you want and all in one to counter BL and ultra.
then you ALSO want an all in 1 counter for colossus and archons and immortals.

Good unit there.

Sorry, you need to actually build other units. I know, it's crazy, but there you go. Against protoss if you get 3 bases get ghosts. Stop arguing, stop looking for a way out of it, you MUST get ghosts. They counter immortals, HT, sentry, archon and also can do a lot of damage.
Get fricken ghosts.

Not gonna say what you should be doing in TvZ since i don't know, i play protoss. But it's pretty bloody obvious that if vikings were good vs ultra and BL then the game would be take 3 bases and start massing vikings. Done!


Yes, thors are good vs archons and immortals. But if you have archons you most likely have high templars which negate the thor's 250 mm strike cannon while also taking away a big chunk of their hp. Suddenly they are not so good anymore ....

Ghosts are very good with mech, but it is hard to get the number of ghosts that would be necessary until very late in the game. You need a lot of things other than ghosts. If protoss open with colossus you need to have the vikings.

I wont address your other points as you clearly were twisting my words.



How is it twisting your words when your exact words are What is left is units like archons and immortals and ultras. If ground vikings were buffed a bit they could actually be good vs these units. ?
It's the logical conclusion and outcome if vikings are good vs those units.

Yes, it's hard to get the 'right number' of ghosts till the late game. Just like it's hard for protoss to get HT with storm, archons, immortals, colossus, charge and blink with their respective upgrades.
It's also hard to get a high infestor count, lots of corruptors, spines and broods as well as all melee upgrades and ultra-armour + the bank + larvae so that zerg can do those big tech switches.

It's not meant to be easy to counter everything.


There is a difference between a unit that is good vs another unit and a unit that hardcounters a unit.

I didn't say that vikings on the ground should hardcounter immortals, archons and ultras. I merely said that it would be good if they could fill the roll of a decent damage unit with low damage but high rate of fire so that mech has a unit that doesn't suck balls vs immortals.

Neither did I mean that it should counter ultras. It would just be good if it could do a slightly better job of buffering in front of tanks in case of a quick BL -> ultra switch.

So what is the logical conclusion I should draw from your posts ?

i think ppl are overestimating of how good vikings was. Infact even with 14ground damage instead of 12, they where total shit. In tvt we used to see like 5tanks and 30viking rainbow fights, it was like that not because vikings were good, it was because players were bad, you can put 20damage viking, and they would still get raped by bio ball/toss/zerg army, though they would actually be a threat on the ground, right now viking threat on the ground is about the same as sentry without energy.

If they dont want to change viking damage/armor values, they should change it switch animation, movespeed on the ground to be alot faster, so that fast viking raids would actually be a threat.
I remember when D.B first introduced them, he showed a clip of how land in base and harras it and shit. How often you see that in real games? never, because sending vikings to harras is suicide for them, because they are slow as shit, takes 200hours to switch form and then have movespeed of 2.25, what can you actually kill with them?
You only send them to suicide mission when they are totaly useles(aka no air units), so can maybe kill with them something, srsly 150-75 unit that is useless, basic marine has dps of viking on the ground and marine cost 4x less, have better movespeed and so on.
Even if they would buff vikings hardcore you would never see them on mass, since they are so bad on land that normal units like bio balls or tank/thor army are 3-4times better atm.

So my suggestion is actually buff they movespeed on the ground + transformation speed, this would make kinda ok harras unit for mech armies, which doesnt have marine/marauders balls, to take out bases(helions can only kill workers.)
To make it fair, maybe give it an upgrade for this improvement in Fussion core.


You've hit the nail on the head and at the same time are completely wrong.

You are totally correct that if anything a 'buff' to vikings should be to their taking off and landing speed. They are too slow to be used as a harassing unit or even an emergency buffer unit. This makes any landing suicidal plus if the harassed player is paying attention at all the workers will just run before the vikings even get a shot off. I would buff their landing time so they 'crunch' into the ground and keep their taking off speed to same so it's a risky move, but one that might actually bag you some workers or slow down a bunch of ultras for a sec.

Where you are wrong. Viking ground dps is 12 (+1) with range 6. That makes them TWICE as powerful in pure dps as a stalker.
On top of that Vikings are the cheapest air unit for GAS in the game and are fantastic at their primary role of AA, especially with thor or marine support.
Their ground speed is the same as an immortal, they are mostly terrible because they get in each others way. It's not like they are 'Queen-off-creep' slow.
ejozl
Profile Joined October 2010
Denmark3351 Posts
September 24 2012 11:58 GMT
#159
Assault mode Vikings are strong.
1 Hydra > 1 Stalker > 1 Viking > 1 Hydra
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Dephy
Profile Joined January 2011
Lithuania163 Posts
September 24 2012 12:09 GMT
#160
On September 24 2012 20:47 Kharnage wrote:
Show nested quote +
On September 24 2012 20:02 Dephy wrote:
On September 24 2012 18:30 one-one-one wrote:
On September 24 2012 18:19 Kharnage wrote:
On September 24 2012 16:11 one-one-one wrote:
On September 24 2012 16:02 Kharnage wrote:
On September 24 2012 14:45 one-one-one wrote:
On September 24 2012 14:32 Xapti wrote:
Vikings can attack ground — isn't that good enough? look at zerg — corruptor can't attack ground in any way; at least the phoenix has graviton beam.

Making ground mode vikings stronger offers a real problem where you'll have one unit that can counter anything, be it air units or ground units. vikings are the main anti-air unit for terran, so if they then are also good against ground it'd be pretty bland or even imbalanced.


Yes, but you and several others come to this thread with this standpoint without understanding of the core problem.

We are not necessarily talking about a big general buff vs ground units making mass viking strats possible. Just some tweaking so that they would fit a natural role in a terran mech composition.

Hellions deal with light units.
Tanks deal with armored and low-hp units.

What is left is units like archons and immortals and ultras. If ground vikings were buffed a bit they could actually be good
vs these units. Low damage and high rate of fire is perfect vs immortal shields and as long as protoss dont have shield upgrades they wont need any upgrades to do full damage to archons.
Maybe not ultras so much, but it would make zerg tech switches less lethal if they could be used to buffer in front of your tanks and thors in case of a BL -> Ultra tech switch.

Together with its anti-air it would be a good unit to have in a mech composition.

It also makes sense logically. There are obvious similarities with the goliath. The viking is the very same unit, except that it needs to lift of in order to hit air and land to hit ground units.


Umm, aren't thors good at doing lots of damage to single units? I thought that was their 'thang'.

Ahh, I think I see what you're after here.
It's a double pronged super buff!

you want and all in one to counter BL and ultra.
then you ALSO want an all in 1 counter for colossus and archons and immortals.

Good unit there.

Sorry, you need to actually build other units. I know, it's crazy, but there you go. Against protoss if you get 3 bases get ghosts. Stop arguing, stop looking for a way out of it, you MUST get ghosts. They counter immortals, HT, sentry, archon and also can do a lot of damage.
Get fricken ghosts.

Not gonna say what you should be doing in TvZ since i don't know, i play protoss. But it's pretty bloody obvious that if vikings were good vs ultra and BL then the game would be take 3 bases and start massing vikings. Done!


Yes, thors are good vs archons and immortals. But if you have archons you most likely have high templars which negate the thor's 250 mm strike cannon while also taking away a big chunk of their hp. Suddenly they are not so good anymore ....

Ghosts are very good with mech, but it is hard to get the number of ghosts that would be necessary until very late in the game. You need a lot of things other than ghosts. If protoss open with colossus you need to have the vikings.

I wont address your other points as you clearly were twisting my words.



How is it twisting your words when your exact words are What is left is units like archons and immortals and ultras. If ground vikings were buffed a bit they could actually be good vs these units. ?
It's the logical conclusion and outcome if vikings are good vs those units.

Yes, it's hard to get the 'right number' of ghosts till the late game. Just like it's hard for protoss to get HT with storm, archons, immortals, colossus, charge and blink with their respective upgrades.
It's also hard to get a high infestor count, lots of corruptors, spines and broods as well as all melee upgrades and ultra-armour + the bank + larvae so that zerg can do those big tech switches.

It's not meant to be easy to counter everything.


There is a difference between a unit that is good vs another unit and a unit that hardcounters a unit.

I didn't say that vikings on the ground should hardcounter immortals, archons and ultras. I merely said that it would be good if they could fill the roll of a decent damage unit with low damage but high rate of fire so that mech has a unit that doesn't suck balls vs immortals.

Neither did I mean that it should counter ultras. It would just be good if it could do a slightly better job of buffering in front of tanks in case of a quick BL -> ultra switch.

So what is the logical conclusion I should draw from your posts ?

i think ppl are overestimating of how good vikings was. Infact even with 14ground damage instead of 12, they where total shit. In tvt we used to see like 5tanks and 30viking rainbow fights, it was like that not because vikings were good, it was because players were bad, you can put 20damage viking, and they would still get raped by bio ball/toss/zerg army, though they would actually be a threat on the ground, right now viking threat on the ground is about the same as sentry without energy.

If they dont want to change viking damage/armor values, they should change it switch animation, movespeed on the ground to be alot faster, so that fast viking raids would actually be a threat.
I remember when D.B first introduced them, he showed a clip of how land in base and harras it and shit. How often you see that in real games? never, because sending vikings to harras is suicide for them, because they are slow as shit, takes 200hours to switch form and then have movespeed of 2.25, what can you actually kill with them?
You only send them to suicide mission when they are totaly useles(aka no air units), so can maybe kill with them something, srsly 150-75 unit that is useless, basic marine has dps of viking on the ground and marine cost 4x less, have better movespeed and so on.
Even if they would buff vikings hardcore you would never see them on mass, since they are so bad on land that normal units like bio balls or tank/thor army are 3-4times better atm.

So my suggestion is actually buff they movespeed on the ground + transformation speed, this would make kinda ok harras unit for mech armies, which doesnt have marine/marauders balls, to take out bases(helions can only kill workers.)
To make it fair, maybe give it an upgrade for this improvement in Fussion core.


You've hit the nail on the head and at the same time are completely wrong.

You are totally correct that if anything a 'buff' to vikings should be to their taking off and landing speed. They are too slow to be used as a harassing unit or even an emergency buffer unit. This makes any landing suicidal plus if the harassed player is paying attention at all the workers will just run before the vikings even get a shot off. I would buff their landing time so they 'crunch' into the ground and keep their taking off speed to same so it's a risky move, but one that might actually bag you some workers or slow down a bunch of ultras for a sec.

Where you are wrong. Viking ground dps is 12 (+1) with range 6. That makes them TWICE as powerful in pure dps as a stalker.
On top of that Vikings are the cheapest air unit for GAS in the game and are fantastic at their primary role of AA, especially with thor or marine support.
Their ground speed is the same as an immortal, they are mostly terrible because they get in each others way. It's not like they are 'Queen-off-creep' slow.

its not only about dps, stalkers have blink and good ms can shoot air and dont need to switch to air mode to do that, not only that you can insta reinforce them with pylon from wg(this act this makes them abit weaker, than they should have been for balance reasons), they also have more hp and do extra damage to heavy, we have seen mass stalkers armies with blink, do great even vs mmm armies.
Prev 1 6 7 8 9 10 16 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 10h 54m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Livibee 226
CosmosSc2 51
Vindicta 4
StarCraft: Brood War
Britney 11066
Artosis 692
Aegong 92
Shinee 47
HiyA 21
NaDa 16
LancerX 13
Stormgate
BeoMulf102
Dota 2
NeuroSwarm105
League of Legends
Dendi1204
JimRising 405
Counter-Strike
summit1g9548
Super Smash Bros
hungrybox303
AZ_Axe95
Heroes of the Storm
Khaldor187
Other Games
shahzam860
ViBE238
PPMD37
Trikslyr31
Organizations
Other Games
gamesdonequick677
BasetradeTV42
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• davetesta126
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Doublelift4524
Other Games
• imaqtpie952
Upcoming Events
HomeStory Cup
10h 54m
HomeStory Cup
1d 10h
CSO Cup
1d 15h
BSL: ProLeague
1d 17h
SOOP
2 days
SHIN vs ByuN
HomeStory Cup
2 days
BSL: ProLeague
2 days
Replay Cast
3 days
Replay Cast
4 days
WardiTV European League
4 days
[ Show More ]
The PondCast
5 days
RSL Revival
6 days
WardiTV European League
6 days
Liquipedia Results

Completed

Rose Open S1
2025 GSL S2
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Championship of Russia 2025
RSL Revival: Season 1
HSC XXVII
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025

Upcoming

CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
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.