• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 23:43
CEST 05:43
KST 12:43
  • 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
[ASL20] Ro8 Preview Pt2: Holding On8Maestros of the Game: Live Finals Preview (RO4)5TL.net Map Contest #21 - Finalists4Team TLMC #5: Vote to Decide Ladder Maps!0[ASL20] Ro8 Preview Pt1: Mile High15
Community News
5.0.15 Balance Patch Notes (Live version)65$2,500 WardiTV TL Map Contest Tournament 151Stellar Fest: StarCraft II returns to Canada11Weekly Cups (Sept 22-28): MaxPax double, Zerg wins, PTR12BSL Season 218
StarCraft 2
General
ZvT - Army Composition - Slow Lings + Fast Banes 5.0.15 Balance Patch Notes (Live version) Stellar Fest: StarCraft II returns to Canada Had to smile :) 2024/25 Off-Season Roster Moves
Tourneys
$2,500 WardiTV TL Map Contest Tournament 15 Stellar Fest Sparkling Tuna Cup - Weekly Open Tournament LANified! 37: Groundswell, BYOC LAN, Nov 28-30 2025 Maestros of The Game—$20k event w/ live finals in Paris
Strategy
Custom Maps
External Content
Mutation # 493 Quick Killers Mutation # 492 Get Out More Mutation # 491 Night Drive Mutation # 490 Masters of Midnight
Brood War
General
[ASL20] Ro8 Preview Pt2: Holding On [ASL20] Ask the mapmakers — Drop your questions BSL Season 21 Any rep analyzer that shows resources situation? RepMastered™: replay sharing and analyzer site
Tourneys
[ASL20] Ro8 Day 4 Small VOD Thread 2.0 [ASL20] Ro8 Day 3 3D!Community Brood War Super Cup №3
Strategy
Current Meta I am doing this better than progamers do. Simple Questions, Simple Answers Cliff Jump Revisited (1 in a 1000 strategy)
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Dawn of War IV Path of Exile Liquipedia App: Now Covering SC2 and Brood War!
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread The Games Industry And ATVI Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread
Fan Clubs
The herO Fan Club! The Happy Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece
Sports
MLB/Baseball 2023 2024 - 2026 Football Thread Formula 1 Discussion 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
Recent Gifted Posts The Automated Ban List BarCraft in Tokyo Japan for ASL Season5 Final
Blogs
Mental Health In Esports: Wo…
TrAiDoS
[AI] Sorry, Chill, My Bad :…
Peanutsc
Try to reverse getting fired …
Garnet
[ASL20] Players bad at pi…
pullarius1
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2006 users

TvP Mech still not viable? - Page 10

Forum Index > StarCraft 2 HotS
Post a Reply
Prev 1 8 9 10 11 12 59 Next
architecture
Profile Blog Joined May 2008
United States643 Posts
October 28 2012 00:40 GMT
#181
My idea is really drastic, but given what I've seen on streams, and in general I think it makes sense:

Factory techlab upgrade unlocked at armory: Penetrator shells: siege tank shots ignore shields. So any 14-15m push will have 8+ tanks that can ignore shields.

That's right. Siege tanks eventually crush all P ground, given enough time to shoot at it. No matter what you introduce for T to handle P air, the fact is that it will significantly dilute T ground. T ground needs to be so strong that a straight up fight at 200 should largely result in a loss.

Right now it's simply not the case. T at best breaks even against P ground, and loses terribly in any suboptimal position. Basically eventually it needs to be a balancing act between ground and air strength, but right now there's no balance, just a huge amount of tipping.
tpfkan
teamhozac
Profile Joined April 2012
404 Posts
October 28 2012 00:55 GMT
#182
On October 28 2012 09:30 SarcasmMonster wrote:
Show nested quote +
On October 28 2012 08:21 Qikz wrote:
On October 28 2012 07:07 Resistentialism wrote:
Just tell me how to do deal with variations on the 1/1/1 and I'd be sold. I can't see the oracle helping versus it. Tempest would be a better idea, but whereas colossus slows down a 1/1/1 and lives or dies slowly against tank creep, a tempest would provoke the terran to rush in, maybe with medivac drops. Colossus and tempest together would shut it down, but that's unrealistic.

Paint me the start of a good picture on how to hold it.


Make the +25% to shields thing an upgrade on armory and make it take a while to research.

Sorted. Doesn't affect early game and only helps as the game goes on against toss.


It's awful design. An upgrade that literally only affects one matchup?

I'd rather the upgrade buff Tanks dmg straight up.


Meh, they had the warhound at anti-mechanical, which completely ignored tvz
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2012-10-28 00:58:38
October 28 2012 00:57 GMT
#183
On October 28 2012 09:40 architecture wrote:
My idea is really drastic, but given what I've seen on streams, and in general I think it makes sense:

Factory techlab upgrade unlocked at armory: Penetrator shells: siege tank shots ignore shields. So any 14-15m push will have 8+ tanks that can ignore shields.

That's right. Siege tanks eventually crush all P ground, given enough time to shoot at it. No matter what you introduce for T to handle P air, the fact is that it will significantly dilute T ground. T ground needs to be so strong that a straight up fight at 200 should largely result in a loss.

Right now it's simply not the case. T at best breaks even against P ground, and loses terribly in any suboptimal position. Basically eventually it needs to be a balancing act between ground and air strength, but right now there's no balance, just a huge amount of tipping.


So you buy an upgrade that reduces Protoss ground health by ~33-50% as long as you don't bother being so stupid to "put some thought into your composition" and "switch it up" and build anything else than tanks.
In the case of Archons by 96%. Sounds fair...
SarcasmMonster
Profile Joined October 2011
3136 Posts
October 28 2012 01:06 GMT
#184
On October 28 2012 09:55 teamhozac wrote:
Show nested quote +
On October 28 2012 09:30 SarcasmMonster wrote:
On October 28 2012 08:21 Qikz wrote:
On October 28 2012 07:07 Resistentialism wrote:
Just tell me how to do deal with variations on the 1/1/1 and I'd be sold. I can't see the oracle helping versus it. Tempest would be a better idea, but whereas colossus slows down a 1/1/1 and lives or dies slowly against tank creep, a tempest would provoke the terran to rush in, maybe with medivac drops. Colossus and tempest together would shut it down, but that's unrealistic.

Paint me the start of a good picture on how to hold it.


Make the +25% to shields thing an upgrade on armory and make it take a while to research.

Sorted. Doesn't affect early game and only helps as the game goes on against toss.


It's awful design. An upgrade that literally only affects one matchup?

I'd rather the upgrade buff Tanks dmg straight up.


Meh, they had the warhound at anti-mechanical, which completely ignored tvz


And the community agreed it was terrible.
MMA: The true King of Wings
YyapSsap
Profile Joined September 2010
New Zealand1511 Posts
October 28 2012 01:16 GMT
#185
I wonder if one of the biggest problems with this matchup in terms of mech is the HP of the protoss units. They all have alot of hitpoints and take a *** ton of tank shelling to be killed off. Where as you take a look at TvZ and mech builds do ok (i think its borderline since marauders eat them for lunch if you dont have many) since the enemy doesn't employ units that take 10+ shots to kill.

So the biggest question is, how does one buff tanks without affecting the other matchup? I think a slight buff e.g. +5 damage at the least on top of something that affects the P matchup would be suffice. Maybe like BW, it deals full damage to shields? this way it sort of buffs the tank vs archons/zealots which are some of the things that take forever to kill.
teamhozac
Profile Joined April 2012
404 Posts
October 28 2012 01:37 GMT
#186
On October 28 2012 10:06 SarcasmMonster wrote:
Show nested quote +
On October 28 2012 09:55 teamhozac wrote:
On October 28 2012 09:30 SarcasmMonster wrote:
On October 28 2012 08:21 Qikz wrote:
On October 28 2012 07:07 Resistentialism wrote:
Just tell me how to do deal with variations on the 1/1/1 and I'd be sold. I can't see the oracle helping versus it. Tempest would be a better idea, but whereas colossus slows down a 1/1/1 and lives or dies slowly against tank creep, a tempest would provoke the terran to rush in, maybe with medivac drops. Colossus and tempest together would shut it down, but that's unrealistic.

Paint me the start of a good picture on how to hold it.


Make the +25% to shields thing an upgrade on armory and make it take a while to research.

Sorted. Doesn't affect early game and only helps as the game goes on against toss.


It's awful design. An upgrade that literally only affects one matchup?

I'd rather the upgrade buff Tanks dmg straight up.


Meh, they had the warhound at anti-mechanical, which completely ignored tvz


And the community agreed it was terrible.


Yeah I cant disagree with you, but I am just saying its not that far fetched of an idea... I mean archons are anti-biological
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2012-10-28 01:39:09
October 28 2012 01:38 GMT
#187
On October 28 2012 10:16 YyapSsap wrote:
I wonder if one of the biggest problems with this matchup in terms of mech is the HP of the protoss units. They all have alot of hitpoints and take a *** ton of tank shelling to be killed off. Where as you take a look at TvZ and mech builds do ok (i think its borderline since marauders eat them for lunch if you dont have many) since the enemy doesn't employ units that take 10+ shots to kill.

So the biggest question is, how does one buff tanks without affecting the other matchup? I think a slight buff e.g. +5 damage at the least on top of something that affects the P matchup would be suffice. Maybe like BW, it deals full damage to shields? this way it sort of buffs the tank vs archons/zealots which are some of the things that take forever to kill.


If you actually look at ZvP and PvP, it's the same picture everywhere:
Immortals, Colossi and Archons stomp every ground unit supply for supply in ZvP and PvP. There is a general problem with Protoss ground unit design because of that, as you are always forced to go air.

There are basically 3 figuered ways to beat Robo/Archon based play (without doing it yourself):

1) don't go ground and go air instead. (phoenix play, muta play, Broodlord play)
2) if you do go ground, don't engage ever (muta/ling/roach play, mass drop styles)
3) do a mixture of both of the above and use mass EMP, called bio play (even though when we actually count medivac and viking costs... it's more like bio/air than bio)

I think the core problem in all matchups is simply that Archons and Immortals are way too strong vs ground and make ground to ground strategies that don't superduperhardcounter those two basically irrelevant in the lategame. Colossus also plays a role in this, but I'd say it's counterable with Tanks/Ultras/Thors and usage of some air play.
teamhozac
Profile Joined April 2012
404 Posts
October 28 2012 01:40 GMT
#188
On October 28 2012 10:16 YyapSsap wrote:
I wonder if one of the biggest problems with this matchup in terms of mech is the HP of the protoss units. They all have alot of hitpoints and take a *** ton of tank shelling to be killed off. Where as you take a look at TvZ and mech builds do ok (i think its borderline since marauders eat them for lunch if you dont have many) since the enemy doesn't employ units that take 10+ shots to kill.

So the biggest question is, how does one buff tanks without affecting the other matchup? I think a slight buff e.g. +5 damage at the least on top of something that affects the P matchup would be suffice. Maybe like BW, it deals full damage to shields? this way it sort of buffs the tank vs archons/zealots which are some of the things that take forever to kill.


Not a bad idea, have its tag as "vs armored AND shields"
ZjiublingZ
Profile Joined September 2011
United Arab Emirates439 Posts
October 28 2012 02:59 GMT
#189
In WoL the optimal late game for Mech was a BC transition. If you could survive you could get to a composition that everyone agrees, even MVP, is very strong. BC/Ghost(maybe some Tanks and Hellions). I feel like we took a big step forward in HotS with Widow Mines and Battle Hellions, and then a big step back with Tempests, which really make turtling into BC's not an option at all.

Outside of adding a new unit (perhaps a new ability?) I don't see how they can solve these issues without messing up the other match-ups.
kidcrash
Profile Joined September 2009
United States620 Posts
October 28 2012 03:28 GMT
#190
I'm still a huge fan of giving widow mines upgrades in the tech lab to help them scale better late game. Attack should function more like how reavers produce scarabs, maybe with some stat tweaking to balance this out.
RavenLoud
Profile Joined March 2011
Canada1100 Posts
October 28 2012 05:33 GMT
#191
On October 28 2012 12:28 kidcrash wrote:
I'm still a huge fan of giving widow mines upgrades in the tech lab to help them scale better late game. Attack should function more like how reavers produce scarabs, maybe with some stat tweaking to balance this out.

I like this idea, for example there could be an upgrade on the armory that makes it possible for the widow mine to replenish its "missile" in 5 seconds using a set amount of resources e.g. 25min/25 gas.
Evangelist
Profile Blog Joined June 2011
1246 Posts
Last Edited: 2012-10-28 08:59:39
October 28 2012 08:58 GMT
#192
I'd only make two changes to mech. I'd add something along the lines of Shaped Charge from the single player at armory level where Siege Tanks do additional damage to their primary target. Having greater single target damage will offset a lot of the problems they have in midgame, particularly dealing with high HP units like zealots. Then I'd reduce the recharge rate for Widow Mines to 15 seconds. No more than that.

Walking into a Widow Minefield should be a punishing experience. Staying in one should be suicide.
MasterCynical
Profile Joined September 2012
505 Posts
October 28 2012 09:02 GMT
#193
Dustin Browder recently posted they will be giving 250mm cannons a major redesign.

They could see this as a great opportunity to specifically help mech PvT. Perhaps a spell that eats through shields effectively?
Laurens
Profile Joined September 2010
Belgium4548 Posts
October 28 2012 09:31 GMT
#194
Thors won't fix mech as long as they have energy bars. If they are actually trying to fix mech with the thor then that just shows once again that they don't have a clue.

If part of the major redesign is that it's with cooldown again, we can talk.
pmp10
Profile Joined April 2012
3349 Posts
October 28 2012 10:07 GMT
#195
On October 28 2012 18:02 MasterCynical wrote:
Dustin Browder recently posted they will be giving 250mm cannons a major redesign.

They could see this as a great opportunity to specifically help mech PvT. Perhaps a spell that eats through shields effectively?

I don't see how that helps the air problem that Morrow wrote about.
Besides - didn't DB say that haywire missiles on thors didn't work as they were too few in number?
After hellbats were turned bio I question how seriously Blizzard takes the mech approach to TvP.
Sissors
Profile Joined March 2012
1395 Posts
October 28 2012 10:26 GMT
#196
True it wont help with air, but if mech is stronger on ground you can dedicate more supply to vikings.

On October 28 2012 18:31 Laurens wrote:
Thors won't fix mech as long as they have energy bars. If they are actually trying to fix mech with the thor then that just shows once again that they don't have a clue.

I dont think that is completely true. Some random examples where it would be alot less problematic if they had energy bars:

1. The ability from the campaign, an area ability that isnt targeted on a unit. At least you can then drain your energy alot easier than currently, which would already be nice. But you can also start with it right at the beginning of the engagement, also for example useful against the zealots. While now you have to get close to his immortals for example to use strike cannons, which means you get feedbacked.

2. Current ability, but alot longer range. Simply use it outside HT range.

3. Something like protective shields. Can also be used to drain your own energy if needed, but aditionally you can cast it before the battle starts.


Not saying these would all be good ideas to implement, but in all cases feedback becomes alot less problematic.
architecture
Profile Blog Joined May 2008
United States643 Posts
Last Edited: 2012-10-28 10:38:20
October 28 2012 10:37 GMT
#197
On October 28 2012 09:57 Big J wrote:
Show nested quote +
On October 28 2012 09:40 architecture wrote:
My idea is really drastic, but given what I've seen on streams, and in general I think it makes sense:

Factory techlab upgrade unlocked at armory: Penetrator shells: siege tank shots ignore shields. So any 14-15m push will have 8+ tanks that can ignore shields.

That's right. Siege tanks eventually crush all P ground, given enough time to shoot at it. No matter what you introduce for T to handle P air, the fact is that it will significantly dilute T ground. T ground needs to be so strong that a straight up fight at 200 should largely result in a loss.

Right now it's simply not the case. T at best breaks even against P ground, and loses terribly in any suboptimal position. Basically eventually it needs to be a balancing act between ground and air strength, but right now there's no balance, just a huge amount of tipping.


So you buy an upgrade that reduces Protoss ground health by ~33-50% as long as you don't bother being so stupid to "put some thought into your composition" and "switch it up" and build anything else than tanks.
In the case of Archons by 96%. Sounds fair...


In BW:
1. T composition was composed of 3 units: tank vulture, and eventually goliath. Vessels/dropship/wraith sometimes used in VERY small numbers.
2. Archons were useless because they took full damage from everything.

You don't need to have an army balanced around equal parts of 4-6 unit types, like what exists today. That's also what contributes so heavily to deathballing, because you have all these unstable unit types that cannot function with out the other 4 there to support it.

As it exists now, requiring both significant tank and ghost count is unrealistic in dealing with protoss, because the air switch will destroy you. If it were in fact only ground vs ground in terms of what compositions are viable, then sure requiring ghosts in large numbers makes sense.

Another possibility is a significant buff to EMP radius. It looks like they will be working on making bio unviable (eg time warp), so as long as that is the case, then EMP radius is not a significant issue.
tpfkan
architecture
Profile Blog Joined May 2008
United States643 Posts
October 28 2012 10:41 GMT
#198
Also don't forget that T already theoretically has the ability to ignore 33-50% of protoss ground health, and this has not caused significant issues.

And wouldn't you agree that mech, as it exists right now, is easily 30%+ worse than an equal food/cost protoss ground army?
tpfkan
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2012-10-28 11:23:45
October 28 2012 11:23 GMT
#199
On October 28 2012 19:37 architecture wrote:
Show nested quote +
On October 28 2012 09:57 Big J wrote:
On October 28 2012 09:40 architecture wrote:
My idea is really drastic, but given what I've seen on streams, and in general I think it makes sense:

Factory techlab upgrade unlocked at armory: Penetrator shells: siege tank shots ignore shields. So any 14-15m push will have 8+ tanks that can ignore shields.

That's right. Siege tanks eventually crush all P ground, given enough time to shoot at it. No matter what you introduce for T to handle P air, the fact is that it will significantly dilute T ground. T ground needs to be so strong that a straight up fight at 200 should largely result in a loss.

Right now it's simply not the case. T at best breaks even against P ground, and loses terribly in any suboptimal position. Basically eventually it needs to be a balancing act between ground and air strength, but right now there's no balance, just a huge amount of tipping.


So you buy an upgrade that reduces Protoss ground health by ~33-50% as long as you don't bother being so stupid to "put some thought into your composition" and "switch it up" and build anything else than tanks.
In the case of Archons by 96%. Sounds fair...


In BW:
1. T composition was composed of 3 units: tank vulture, and eventually goliath. Vessels/dropship/wraith sometimes used in VERY small numbers.
2. Archons were useless because they took full damage from everything.

You don't need to have an army balanced around equal parts of 4-6 unit types, like what exists today. That's also what contributes so heavily to deathballing, because you have all these unstable unit types that cannot function with out the other 4 there to support it.

As it exists now, requiring both significant tank and ghost count is unrealistic in dealing with protoss, because the air switch will destroy you. If it were in fact only ground vs ground in terms of what compositions are viable, then sure requiring ghosts in large numbers makes sense.

Another possibility is a significant buff to EMP radius. It looks like they will be working on making bio unviable (eg time warp), so as long as that is the case, then EMP radius is not a significant issue.


On October 28 2012 19:41 architecture wrote:
Also don't forget that T already theoretically has the ability to ignore 33-50% of protoss ground health, and this has not caused significant issues.

And wouldn't you agree that mech, as it exists right now, is easily 30%+ worse than an equal food/cost protoss ground army?



-) BW was different and 3-4 units (vulture, tank, Goliath, Vessel) is still more than 2units (Tank and Viking) to form an optimal army
-) the ghost+tank count is not unrealistic. Everyone gets it. It's not like it's hard to get or not available. The question is not how available it is, the question is if it can do what people want it to do.

About your airswitches:
-) Protoss can't "switch" to air like Z does. If suddenly a bunch of carriers apear and you are not prepared, then the Protoss built that up over like 5+minutes. More than enough time that you could have reacted.
-) Ghosts help with airswitches a ton.

-) Yeah, Terran has this EMP ability. It costs like 2000/1000/20 and takes quite some skill to pull it off, can be denied with microing against it and includes quite a bunch of passive costs and has to be rebuild. It's nothing like a 200/200 upgrade that you just click at some point in the game. Even more, EMP works in conjunction with other units. Your upgrade means that my nontank units will shoot shields, my tanks shoot armor. Hence, it doesn't help unless you go monotank, which is a stupid way to play the game. I agree that the tank should be the strongest GtG unit in the game (due to its design), but that doesn't mean monotank should be the best way to deal with everything on the ground.
-) Yes Mech loses a lot to P. and this will probably stay the same, until they adress the core problem, which is that Protoss vs ground is severly overpowered and the only reason why the game is balanced, is that Protoss vs Air is severly underpowered. Archons, Immortals and Colossi are a huge problem. Colossi can at least be countered with AtA units which basically limits the amount of Colossi you can have in an army. Immortals and Archons are just stupidly strong unless you can kite them or something like that, which is simply not a given thing for anything but MMM.

And about bio
-) Time Warp destroys bio? More like "thanks for donating 200gas into my vikings/ghost/marines, please keep on not getting more splash". Well, that's wrong as well, but it's really useless to discuss the unavailability of a whole strategy, because Protoss got an ability on an unused techpath that someone has theorycrafted about.
-) EMP is stupid enough as it is. I wish they would replace the antishield thing, as it is stupid by design (only one race with shields in the game)
terranghost
Profile Joined May 2010
United States980 Posts
Last Edited: 2012-10-28 14:43:20
October 28 2012 14:42 GMT
#200
On October 28 2012 20:23 Big J wrote:
-) EMP is stupid enough as it is. I wish they would replace the antishield thing, as it is stupid by design (only one race with shields in the game)



If that were the case I would to see its radius go back to to 2 but instead of taking away 100 shields it say for 10sec makes it to where units that are hit cannot use passive abilities. That would mean the immortal would not lose its 100 shields but its hardened shield would not work for 10 sec meaning two tank shots would be able to rid the immortal of its shield.
This would also have other affects too (so 10sec may be way too long) but spawning broodlings from the broodlord is a passive ability as is concussive shells
"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
Prev 1 8 9 10 11 12 59 Next
Please log in or register to reply.
Live Events Refresh
Online Event
23:00
L4S: Americas
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft448
NeuroSwarm 211
RuFF_SC2 129
Nina 58
SpeCial 40
Jaeyun 22
StarCraft: Brood War
Shuttle 318
Bale 29
Noble 20
Icarus 8
Dota 2
monkeys_forever565
League of Legends
JimRising 639
Counter-Strike
Stewie2K681
Super Smash Bros
hungrybox360
Other Games
summit1g9526
C9.Mang0384
Maynarde268
ViBE167
UpATreeSC85
kaitlyn39
ArmadaUGS23
Models6
Organizations
Other Games
BasetradeTV9
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• OhrlRock 1
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Scarra1184
• Lourlo625
Upcoming Events
Wardi Open
7h 17m
Online Event
13h 17m
Online Event
1d 7h
[BSL 2025] Weekly
1d 14h
Safe House 2
1d 14h
Sparkling Tuna Cup
2 days
BSL Team Wars
2 days
Team Bonyth vs Team Dewalt
Dewalt vs kogeT
JDConan vs Tarson
RaNgeD vs DragOn
StRyKeR vs Bonyth
Aeternum vs Hejek
Replay Cast
3 days
The PondCast
6 days
Liquipedia Results

Completed

KCM Race Survival 2025 Season 3
Maestros of the Game
HCC Europe

Ongoing

BSL 20 Team Wars
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
Acropolis #4 - TS2
EC S1
ESL Pro League S22
Frag Blocktober 2025
Urban Riga Open #1
FERJEE Rush 2025
Birch Cup 2025
DraculaN #2
LanDaLan #3
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025

Upcoming

IPSL Winter 2025-26
SC4ALL: Brood War
BSL Season 21
BSL 21 Team A
RSL Revival: Season 3
Stellar Fest
SC4ALL: StarCraft II
WardiTV TLMC #15
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 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.