• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 04:37
CET 10:37
KST 18:37
  • 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
TL.net Map Contest #21: Winners10Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
StarCraft, SC2, HotS, WC3, Returning to Blizzcon!42$5,000+ WardiTV 2025 Championship7[BSL21] RO32 Group Stage4Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly2Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win10
StarCraft 2
General
RotterdaM "Serral is the GOAT, and it's not close" Mech is the composition that needs teleportation t StarCraft, SC2, HotS, WC3, Returning to Blizzcon! TL.net Map Contest #21: Winners Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament Constellation Cup - Main Event - Stellar Fest $5,000+ WardiTV 2025 Championship Merivale 8 Open - LAN - Stellar Fest Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Where's CardinalAllin/Jukado the mapmaker? [ASL20] Ask the mapmakers — Drop your questions [BSL21] RO32 Group Stage
Tourneys
[ASL20] Grand Finals [BSL21] RO32 Group A - Saturday 21:00 CET [Megathread] Daily Proleagues [BSL21] RO32 Group B - Sunday 21:00 CET
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Should offensive tower rushing be viable in RTS games? Dawn of War IV
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
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 Things Aren’t Peaceful in Palestine YouTube Thread Dating: How's your luck?
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
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
Learning my new SC2 hotkey…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1128 users

HotS Balance Update #5 [10/5/12] - Page 31

Forum Index > StarCraft 2 HotS
848 CommentsPost a Reply
Prev 1 29 30 31 32 33 43 Next All
testthewest
Profile Joined October 2011
Germany274 Posts
October 06 2012 23:02 GMT
#601
On October 07 2012 07:18 SarcasmMonster wrote:
Show nested quote +
On October 07 2012 07:16 Yoshi Kirishima wrote:
On October 07 2012 06:07 SigmaoctanusIV wrote:
On October 07 2012 06:03 Yoshi Kirishima wrote:
It's not a lurker nor a reaver, it's UNIQUE!!!

But fuck yes dropping widow mines FUCK YEAH


It's actually not that unique it's a fucking reaver that has free scarabs and weaker splash,


so a tempest is like a battle cruiser except it shoots slower and has longer range


I'm Ryan Gosling except the good looks and fame.



That's great, that you kept the most important trait: The money!!
War is not about who is right, but who is left.
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2012-10-06 23:06:26
October 06 2012 23:06 GMT
#602
On October 07 2012 07:52 unteqair wrote:
I'm not sure if mines will make PvT more exciting in the late game. There can still easily be a gateway-colossus ball so long as you keep an observer with the army. I don't think mech will be competitive.

Edit - Well, actually, if mines are burrowed around siege tanks when they siege up, it could prevent stalkers from blinking on to the siege tank. Also, with battle hellions in the front, it can be harder for zealots to approach.


they do friendly fire so no, they will also damage the siege tank and potentially destroy the mine itself too if close to be within splash range
starleague forever
unteqair
Profile Joined November 2011
United States308 Posts
October 06 2012 23:09 GMT
#603
On October 07 2012 08:06 a176 wrote:
Show nested quote +
On October 07 2012 07:52 unteqair wrote:
I'm not sure if mines will make PvT more exciting in the late game. There can still easily be a gateway-colossus ball so long as you keep an observer with the army. I don't think mech will be competitive.

Edit - Well, actually, if mines are burrowed around siege tanks when they siege up, it could prevent stalkers from blinking on to the siege tank. Also, with battle hellions in the front, it can be harder for zealots to approach.


they do friendly fire so no, they will also damage the siege tank and potentially destroy the mine itself too if close to be within splash range

Missed the friendly-fire part
Doc Daneeka
Profile Joined March 2010
United States577 Posts
October 06 2012 23:46 GMT
#604
mothership core change is fine, they seem to be closing in on what they want that unit's role to be so i'm not too worried about it anymore.

widow mine change is good i think, headed in the right direction at least. hard to tell, probably completely changes it so i'm sure it'll keep changing significantly.

oracle change is retarded. it was a dumb boring ability when the viper had it and it's dumb and boring now. the oracle really needs some utility so it can participate in battles, otherwise it'll always be the 'herp derp entomb' novelty unit. i didn't get to see many games with phase shield being used but the idea was at least headed in the right direction. i guess the scan-like ability can be seen as contributing but at some point toss is just gonna have observers anyway.
payed off security
DuaneDibly
Profile Joined April 2010
Australia30 Posts
October 06 2012 23:54 GMT
#605
I am concerned that the widow mine change nulifies zerg ability to harrass anymore. I mean its nice that we finally got a siege unit, but now 2 widow mines in the mineral line against muta harrass will do extreme damage to a muta blob.

That combined with the fact that zerg have no early detection means that early aggression is once again nulified.

In a couple of games I have had these used against me aggressively also and i got completely destroyed because of no detection, and the only unit you can actively defend with is roaches.
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
October 06 2012 23:57 GMT
#606
The oracle change makes sense because the ability they just removed seems to work well with a death ball but the idea is to have the oracle be a rebel unit away from the death ball.

Interesting changes all around. Curious to see how 3 dmg/3 mins per sec does.
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
nilsheam
Profile Joined September 2010
United States28 Posts
October 07 2012 00:01 GMT
#607
On October 07 2012 07:12 BronzeKnee wrote:
Show nested quote +
On October 07 2012 06:29 NicolBolas wrote:
On October 07 2012 06:21 Ramiz1989 wrote:
On October 07 2012 06:09 SarcasmMonster wrote:
Poll: Widow mines are...

Unique (33)
 
59%

A Terran-Reaver (18)
 
32%

A Terran-Lurker (5)
 
9%

56 total votes

Your vote: Widow mines are...

(Vote): A Terran-Reaver
(Vote): A Terran-Lurker
(Vote): Unique


Where is the Terran-Lurker-Reaver, or Lureaver option?


At some point, Frankenstein's Monster stopped being an assemblage of other people's body parts and became it's own individual. The Widow Mine is composed of bits from Terran Spider Mines, Protoss Reavers, and Zerg Lurkers.

I think that this version is different enough to be called its own thing now.


Can we call it... the Super Shredder?

Terran will need a TGRI ooze upgrade though.



No, we call it.. Mobile Armed Nuclear Silo, "MANS", Tho i like the Lureaver name...
*korean voice* GEE GEEEEEE!
hiddentoast
Profile Joined July 2011
Canada2 Posts
Last Edited: 2012-10-07 00:15:31
October 07 2012 00:12 GMT
#608
WHY BLIZZ? lets give widow mine nukes, and whats going on with the oracle? new ability is way to abstract for me, oracle is too hipster now. protoss keeps getting screwed just give the carrier some awesome buff and be done with it.
EAT THE STEAK
DeCoup
Profile Joined September 2006
Australia1933 Posts
October 07 2012 00:41 GMT
#609
The mine is another unit which will do this for both the mine user and his opponent. Needing to pay close attention to your units and even observers as they move across the map, having to scan or check areas before moving in blindly, and having to send single units ahead of your armies to make sure the path is clear are all skill ceiling raising elements which make both playing and spectating more interesting without making the game more tedious. As players learn to adapt to this change they will have more map awareness in general, because they pretty much have to. Map awareness as a player trait is something which should be encouraged all round.

---

Muta play in sc2 is easy. It does not require a hell of a lot of micro or the monitoring of multiple locations like it did in SC1. Having to independently micro an overseer at the same time sounds like a good addition to me. It's not like it adds a lot of additional micro to pull off anyway, the overseer has detection at range 11 and the mines detonate at range 5, so you can just click the over seer somewhat close to an area to check for mines.
The only hard part will be deciding to either
- not engage an area guarded by mines; or
- to split out and sacrifice a muta per mine for the potential gain of then being able to engage at that location; or
- or dropping a changeling just out of range of the mine and moving it in (or even saccing the overseer)
This new additional play requirement also opens up other opportunities for higher level Zerg players to stand out from one another. A really good player will be able to use the fact that they are forced to bring an overseer to their advantage by dropping changelings and scouting the rest of the perimiter of their opponents base for more weak areas to pick at next with their mutas, or to check what transition their opponent is making.

SC2 needs a higher skill ceiling to allow awesome players to stand out from the average player. Units like the widow mine (and swarm host when people learn to disable auto-cast for surprise ambushes etc) raise the skill potential of the game for both sides.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
Drake
Profile Joined October 2010
Germany6146 Posts
October 07 2012 00:55 GMT
#610
oracle seems not that usefull anymore and more and more the "spirit" of hots seems to get lost in this beta
Nb.Drake / CoL_Drake / Original Joined TL.net Tuesday, 15th of March 2005
sitromit
Profile Joined June 2011
7051 Posts
Last Edited: 2012-10-07 01:12:58
October 07 2012 01:01 GMT
#611
On October 07 2012 09:41 DeCoup wrote:
The mine is another unit which will do this for both the mine user and his opponent. Needing to pay close attention to your units and even observers as they move across the map, having to scan or check areas before moving in blindly, and having to send single units ahead of your armies to make sure the path is clear are all skill ceiling raising elements which make both playing and spectating more interesting without making the game more tedious. As players learn to adapt to this change they will have more map awareness in general, because they pretty much have to. Map awareness as a player trait is something which should be encouraged all round.

---

Muta play in sc2 is easy. It does not require a hell of a lot of micro or the monitoring of multiple locations like it did in SC1. Having to independently micro an overseer at the same time sounds like a good addition to me. It's not like it adds a lot of additional micro to pull off anyway, the overseer has detection at range 11 and the mines detonate at range 5, so you can just click the over seer somewhat close to an area to check for mines.
The only hard part will be deciding to either
- not engage an area guarded by mines; or
- to split out and sacrifice a muta per mine for the potential gain of then being able to engage at that location; or
- or dropping a changeling just out of range of the mine and moving it in (or even saccing the overseer)
This new additional play requirement also opens up other opportunities for higher level Zerg players to stand out from one another. A really good player will be able to use the fact that they are forced to bring an overseer to their advantage by dropping changelings and scouting the rest of the perimiter of their opponents base for more weak areas to pick at next with their mutas, or to check what transition their opponent is making.

SC2 needs a higher skill ceiling to allow awesome players to stand out from the average player. Units like the widow mine (and swarm host when people learn to disable auto-cast for surprise ambushes etc) raise the skill potential of the game for both sides.


Needing to have an overseer with mutas essentially completely nullifies the mobility advantage of mutas and slows them down to overseer speed. Same with Zerglings.

The speed and mobility of these Zerg units is supposed to be their main advantage, otherwise they have a lot of weaknesses and are very fragile units. Now they have to wait for an overseer to scout everything before they can move. No more Zergling run-bys, no more muta harass. Just more turtle to hive and get Infestor Broodlord, because they're slow as molasses anyway.

It's funny how everyone complains that muta-ling is dead, and even Terran players say they enjoy watching it and playing against it more than Infestor Broodlord, but these new changes are pushing Zerg more and more towards slow deathball style of play.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
October 07 2012 01:10 GMT
#612
On October 07 2012 10:01 sitromit wrote:
Show nested quote +
On October 07 2012 09:41 DeCoup wrote:
The mine is another unit which will do this for both the mine user and his opponent. Needing to pay close attention to your units and even observers as they move across the map, having to scan or check areas before moving in blindly, and having to send single units ahead of your armies to make sure the path is clear are all skill ceiling raising elements which make both playing and spectating more interesting without making the game more tedious. As players learn to adapt to this change they will have more map awareness in general, because they pretty much have to. Map awareness as a player trait is something which should be encouraged all round.

---

Muta play in sc2 is easy. It does not require a hell of a lot of micro or the monitoring of multiple locations like it did in SC1. Having to independently micro an overseer at the same time sounds like a good addition to me. It's not like it adds a lot of additional micro to pull off anyway, the overseer has detection at range 11 and the mines detonate at range 5, so you can just click the over seer somewhat close to an area to check for mines.
The only hard part will be deciding to either
- not engage an area guarded by mines; or
- to split out and sacrifice a muta per mine for the potential gain of then being able to engage at that location; or
- or dropping a changeling just out of range of the mine and moving it in (or even saccing the overseer)
This new additional play requirement also opens up other opportunities for higher level Zerg players to stand out from one another. A really good player will be able to use the fact that they are forced to bring an overseer to their advantage by dropping changelings and scouting the rest of the perimiter of their opponents base for more weak areas to pick at next with their mutas, or to check what transition their opponent is making.

SC2 needs a higher skill ceiling to allow awesome players to stand out from the average player. Units like the widow mine (and swarm host when people learn to disable auto-cast for surprise ambushes etc) raise the skill potential of the game for both sides.


Having to have an overseer with mutas essentially completely nullifies the mobility advantage of mutas and reduces them down to overseer speed. Same with Zerglings.

The speed and mobility of these Zerg units is supposed to be their main advantage, otherwise they have a lot of weaknesses and are very fragile units. Now they have to wait for an overseer to scout everything before they can move. No more Zergling run-bys, no more muta harass. Just more turtle to hive and get Infestor Broodlord, because they're slow as molasses anyway.

Overseer speed buff perhaps?
vibeo gane,
DeCoup
Profile Joined September 2006
Australia1933 Posts
October 07 2012 01:14 GMT
#613
On October 07 2012 10:01 sitromit wrote:
Show nested quote +
On October 07 2012 09:41 DeCoup wrote:
The mine is another unit which will do this for both the mine user and his opponent. Needing to pay close attention to your units and even observers as they move across the map, having to scan or check areas before moving in blindly, and having to send single units ahead of your armies to make sure the path is clear are all skill ceiling raising elements which make both playing and spectating more interesting without making the game more tedious. As players learn to adapt to this change they will have more map awareness in general, because they pretty much have to. Map awareness as a player trait is something which should be encouraged all round.

---

Muta play in sc2 is easy. It does not require a hell of a lot of micro or the monitoring of multiple locations like it did in SC1. Having to independently micro an overseer at the same time sounds like a good addition to me. It's not like it adds a lot of additional micro to pull off anyway, the overseer has detection at range 11 and the mines detonate at range 5, so you can just click the over seer somewhat close to an area to check for mines.
The only hard part will be deciding to either
- not engage an area guarded by mines; or
- to split out and sacrifice a muta per mine for the potential gain of then being able to engage at that location; or
- or dropping a changeling just out of range of the mine and moving it in (or even saccing the overseer)
This new additional play requirement also opens up other opportunities for higher level Zerg players to stand out from one another. A really good player will be able to use the fact that they are forced to bring an overseer to their advantage by dropping changelings and scouting the rest of the perimiter of their opponents base for more weak areas to pick at next with their mutas, or to check what transition their opponent is making.

SC2 needs a higher skill ceiling to allow awesome players to stand out from the average player. Units like the widow mine (and swarm host when people learn to disable auto-cast for surprise ambushes etc) raise the skill potential of the game for both sides.


Having to have an overseer with mutas essentially completely nullifies the mobility advantage of mutas and reduces them down to overseer speed. Same with Zerglings.

The speed and mobility of these Zerg units is supposed to be their main advantage, otherwise they have a lot of weaknesses and are very fragile units. Now they have to wait for an overseer to scout everything before they can move. No more Zergling run-bys, no more muta harass. Just more turtle to hive and get Infestor Broodlord, because they're slow as molasses anyway.

assuming you group them yes. But you wouldnt
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
sitromit
Profile Joined June 2011
7051 Posts
October 07 2012 01:20 GMT
#614
On October 07 2012 10:14 DeCoup wrote:
Show nested quote +
On October 07 2012 10:01 sitromit wrote:
On October 07 2012 09:41 DeCoup wrote:
The mine is another unit which will do this for both the mine user and his opponent. Needing to pay close attention to your units and even observers as they move across the map, having to scan or check areas before moving in blindly, and having to send single units ahead of your armies to make sure the path is clear are all skill ceiling raising elements which make both playing and spectating more interesting without making the game more tedious. As players learn to adapt to this change they will have more map awareness in general, because they pretty much have to. Map awareness as a player trait is something which should be encouraged all round.

---

Muta play in sc2 is easy. It does not require a hell of a lot of micro or the monitoring of multiple locations like it did in SC1. Having to independently micro an overseer at the same time sounds like a good addition to me. It's not like it adds a lot of additional micro to pull off anyway, the overseer has detection at range 11 and the mines detonate at range 5, so you can just click the over seer somewhat close to an area to check for mines.
The only hard part will be deciding to either
- not engage an area guarded by mines; or
- to split out and sacrifice a muta per mine for the potential gain of then being able to engage at that location; or
- or dropping a changeling just out of range of the mine and moving it in (or even saccing the overseer)
This new additional play requirement also opens up other opportunities for higher level Zerg players to stand out from one another. A really good player will be able to use the fact that they are forced to bring an overseer to their advantage by dropping changelings and scouting the rest of the perimiter of their opponents base for more weak areas to pick at next with their mutas, or to check what transition their opponent is making.

SC2 needs a higher skill ceiling to allow awesome players to stand out from the average player. Units like the widow mine (and swarm host when people learn to disable auto-cast for surprise ambushes etc) raise the skill potential of the game for both sides.


Having to have an overseer with mutas essentially completely nullifies the mobility advantage of mutas and reduces them down to overseer speed. Same with Zerglings.

The speed and mobility of these Zerg units is supposed to be their main advantage, otherwise they have a lot of weaknesses and are very fragile units. Now they have to wait for an overseer to scout everything before they can move. No more Zergling run-bys, no more muta harass. Just more turtle to hive and get Infestor Broodlord, because they're slow as molasses anyway.

assuming you group them yes. But you wouldnt


What group? Say I want to fly with my mutas and harass the Terran base. If he has widow mines, I lose all my mutas, so I need to scout my entire flight path as I go. And you can't just say, "well I flew an overseer on that path 5 minutes ago, I hope it's still safe", you need to do it right as you go, or you risk losing your entire flock. What difference does it make if the overseer is grouped with the mutas or not. The mutas can't go anywhere without it regardless.
sitromit
Profile Joined June 2011
7051 Posts
October 07 2012 01:23 GMT
#615
Here's a video of the widow mines in action:

Yoshi Kirishima
Profile Blog Joined July 2009
United States10364 Posts
October 07 2012 01:29 GMT
#616
Seriously, really loving that the widow mine finally found a good design! It solves so many problems

One of those problems includes the weirdness of a ground mine latching onto air units xD Shooting missiles makes much more sense.

Also the friendly fire thing keeps it away from army and keeps its role unique, and adds some depth to the strategy.

Non-suicide unit means the supply/cost thing is much more balanced or easier to balance now :D

Does not overlap too much with the spider mine!

Does not make killing worker lines too messed up, since there is 40 second cooldown. They are definitely strong but it takes time for them to burrow and such.


Questions:

How does missile fire work? Shoots closest units first? Maybe putting some units behind worker line where they may drop can make killing the worker line pretty hard.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Xanbatou
Profile Blog Joined February 2010
United States805 Posts
Last Edited: 2012-10-07 01:51:50
October 07 2012 01:42 GMT
#617
Can anyone tell me if you can trip multiple widow mines with one unit? They seem to fire so quickly that it seems like you would have to sacrifice one unit for each mine.

Also, does anyone else think that these things burrow way too quickly?
spbelky
Profile Blog Joined October 2010
United States623 Posts
Last Edited: 2012-10-07 01:49:34
October 07 2012 01:47 GMT
#618
On October 07 2012 10:23 sitromit wrote:
Here's a video of the widow mines in action:

http://www.youtube.com/watch?v=pqtfaXI-71A


I don't think gosuuser could have played that any worse. Also, I know Husky is trying to keep things interesting with his cast, but he said a lot of dumb inaccurate shit in that video lol.

edit:
with that said, I like the widow mine, but I'd like to see it's recharge rate equivilent to a swarm host, because right now it's really hard to deal with swarm host queen and a few infestors... So maybe bump swarm host timer to 40 seconds well? I don't think bringing mine timer down to 30 is a good idea.
SarcasmMonster
Profile Joined October 2011
3136 Posts
October 07 2012 01:48 GMT
#619
On October 07 2012 10:42 Xanbatou wrote:
Can anyone tell me if you can trip multiple widow mines with one unit? They seem to fire so quickly that it seems like you would have to sacrifice one unit for each mine.


I don't think they overkill (judging from Husky's video) which is very unfortunate
MMA: The true King of Wings
Crawdad
Profile Joined September 2012
614 Posts
Last Edited: 2012-10-07 01:59:32
October 07 2012 01:59 GMT
#620
On October 07 2012 10:48 SarcasmMonster wrote:
Show nested quote +
On October 07 2012 10:42 Xanbatou wrote:
Can anyone tell me if you can trip multiple widow mines with one unit? They seem to fire so quickly that it seems like you would have to sacrifice one unit for each mine.


I don't think they overkill (judging from Husky's video) which is very unfortunate


Actually, I'm glad, because Tempest overkill is the dumbest thing to watch in the entire game.

EDIT: Besides a certain PvZ strategy.
Prev 1 29 30 31 32 33 43 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 23m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 31
BRAT_OK 16
StarCraft: Brood War
firebathero 1637
Larva 508
actioN 313
Soma 172
Sharp 118
hero 115
Pusan 103
Barracks 86
PianO 81
NotJumperer 23
[ Show more ]
Noble 14
scan(afreeca) 14
Mind 13
Terrorterran 7
Dota 2
Gorgc4481
League of Legends
JimRising 1028
Counter-Strike
fl0m2513
Stewie2K499
zeus158
Heroes of the Storm
Khaldor153
Other Games
summit1g16700
Happy410
XaKoH 116
goatrope46
Organizations
Counter-Strike
PGL96
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Berry_CruncH188
• LUISG 28
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 87
• lizZardDota248
League of Legends
• Jankos3027
• Lourlo2380
Upcoming Events
Sparkling Tuna Cup
23m
WardiTV Korean Royale
2h 23m
LAN Event
5h 23m
ByuN vs Zoun
TBD vs TriGGeR
Clem vs TBD
IPSL
8h 23m
JDConan vs WIZARD
WolFix vs Cross
BSL 21
10h 23m
spx vs rasowy
HBO vs KameZerg
Cross vs Razz
dxtr13 vs ZZZero
Replay Cast
23h 23m
Wardi Open
1d 2h
WardiTV Korean Royale
2 days
Replay Cast
2 days
Kung Fu Cup
3 days
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
[ Show More ]
Tenacious Turtle Tussle
3 days
The PondCast
4 days
RSL Revival
4 days
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
4 days
WardiTV Korean Royale
4 days
RSL Revival
5 days
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
5 days
CranKy Ducklings
6 days
RSL Revival
6 days
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
6 days
BSL 21
6 days
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Liquipedia Results

Completed

BSL 21 Points
SC4ALL: StarCraft II
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
Stellar Fest: Constellation Cup
IEM Chengdu 2025
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

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 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.