• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 01:27
CEST 07:27
KST 14:27
  • 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 [ASL20] Ro8 Day 3 Small VOD Thread 2.0 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
2024 - 2026 Football Thread MLB/Baseball 2023 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: 1770 users

TvP Mech still not viable? - Page 13

Forum Index > StarCraft 2 HotS
Post a Reply
Prev 1 11 12 13 14 15 59 Next
MockHamill
Profile Joined March 2010
Sweden1798 Posts
October 30 2012 17:59 GMT
#241
I think the solution for making mech viable in TvP is quite simple. Just give Tanks an upgrade for 10 bonus damage against shields.

By making it in an upgrade it comes too late for making 1/1/1 too strong. And if the bonus damage only applies to shields it does not affect the other matchups.
Solarist
Profile Joined September 2011
291 Posts
October 30 2012 18:04 GMT
#242
On October 31 2012 02:37 Phoenix2003 wrote:
Mech is fine. So what that you can't go pure factory against gate/robo/stargate comps anymore? Cry me a river. Oh, wait. You already are.


You say that mech is fine, and then that it doesent work against gateway/robo or stargate. I've seen alot of stupid shit postet on TL but you get atleast top 3 xD
Phoenix2003
Profile Joined August 2012
126 Posts
October 30 2012 18:28 GMT
#243
I didn't contradict myself at all. You seem to have the reading comphreshion of a 3 year old. Just because something doesn't come out of the factory doesn't mean it isn't mech and I've said this in a previous post.

User was temp banned for this post.
fireforce7
Profile Joined June 2010
United States334 Posts
October 30 2012 20:32 GMT
#244
I agree with what you're saying...mostly everything would be too immobile and easily countered by toss...
I'm terranfying
link0
Profile Joined March 2010
United States1071 Posts
October 30 2012 20:42 GMT
#245
On October 31 2012 02:59 MockHamill wrote:
I think the solution for making mech viable in TvP is quite simple. Just give Tanks an upgrade for 10 bonus damage against shields.

By making it in an upgrade it comes too late for making 1/1/1 too strong. And if the bonus damage only applies to shields it does not affect the other matchups.


If this upgrades the damage against Hardened Shields, then it may work.

Also, battle hellions need to be reverted back to full mechanical, not bio. Archons are just way too hard of a counter.
http://www.justin.tv/link0 - Gosu.Linko - http://www.facebook.com/link0
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
October 31 2012 03:42 GMT
#246
On October 31 2012 05:42 link0 wrote:
Show nested quote +
On October 31 2012 02:59 MockHamill wrote:
I think the solution for making mech viable in TvP is quite simple. Just give Tanks an upgrade for 10 bonus damage against shields.

By making it in an upgrade it comes too late for making 1/1/1 too strong. And if the bonus damage only applies to shields it does not affect the other matchups.


If this upgrades the damage against Hardened Shields, then it may work.

Also, battle hellions need to be reverted back to full mechanical, not bio. Archons are just way too hard of a counter.



And counter to Archons is 5 ghosts.
Cauterize the area
CYFAWS
Profile Joined October 2012
Sweden275 Posts
October 31 2012 14:29 GMT
#247
On October 29 2012 09:00 InoyouS2 wrote:
Show nested quote +
On October 29 2012 08:55 terranghost wrote:
I don't know why people keep asking to have the thor's energy bar removed this won't work unless it loses its ability or it gets reworked into something else because if it keeps the cannons and has no energybar that means the ability will become cooldown based and this was tried before and got reverted.

http://wiki.teamliquid.net/starcraft2/Thor

Patch 1.1.2

Energy bar removed.
250mm Strike Cannons is now cooldown-based on a 50-second cooldown. Ability starts with cooldown available (usable immediately after upgrade is researched).

[show]Patch 1.1.3
[hide]Patch 1.3.3

Thor now has 200 max energy, and starts with 50 energy.
250mm Strike Cannons now cost 150 energy to use (cooldown removed).


There was no reason for it to be reverted other than to nerf it against Protoss. If I recall at that time thor all-ins were very common against Protoss players, I think that is the only reason why they nerfed it to the point of being unusable vs Protoss.


How short memories does people here have? without energy bars, mass thor is UNSTOPPABLE tvp. you don't even have to use the strike cannons on the immortals, but if you want to add pain to injury, you can. One volley from your hellion cloud kills all zealots and removes most hardened shields. one early defensive raven into mass thor with spare minerals to hellions (and vikings corresponding to colossus amount) a-moves through any possible protoss army.
Resistentialism
Profile Blog Joined October 2010
Canada688 Posts
October 31 2012 14:35 GMT
#248
No, it was most certainly the actual use of strike cannons early that made it a problem. Shut down immortal dpsing thors down. Shut down rangeless colossus being able to kill the marine or scv support.

It could certainly be looked at again.
link0
Profile Joined March 2010
United States1071 Posts
October 31 2012 20:06 GMT
#249
On October 31 2012 23:29 CYFAWS wrote:
Show nested quote +
On October 29 2012 09:00 InoyouS2 wrote:
On October 29 2012 08:55 terranghost wrote:
I don't know why people keep asking to have the thor's energy bar removed this won't work unless it loses its ability or it gets reworked into something else because if it keeps the cannons and has no energybar that means the ability will become cooldown based and this was tried before and got reverted.

http://wiki.teamliquid.net/starcraft2/Thor

Patch 1.1.2

Energy bar removed.
250mm Strike Cannons is now cooldown-based on a 50-second cooldown. Ability starts with cooldown available (usable immediately after upgrade is researched).

[show]Patch 1.1.3
[hide]Patch 1.3.3

Thor now has 200 max energy, and starts with 50 energy.
250mm Strike Cannons now cost 150 energy to use (cooldown removed).


There was no reason for it to be reverted other than to nerf it against Protoss. If I recall at that time thor all-ins were very common against Protoss players, I think that is the only reason why they nerfed it to the point of being unusable vs Protoss.


How short memories does people here have? without energy bars, mass thor is UNSTOPPABLE tvp. you don't even have to use the strike cannons on the immortals, but if you want to add pain to injury, you can. One volley from your hellion cloud kills all zealots and removes most hardened shields. one early defensive raven into mass thor with spare minerals to hellions (and vikings corresponding to colossus amount) a-moves through any possible protoss army.


It was nowhere near unstoppable. Thors cost 2x as much gas as an immortal. Immortals also only had 5 range back when Thors didn't have energy bars.
http://www.justin.tv/link0 - Gosu.Linko - http://www.facebook.com/link0
link0
Profile Joined March 2010
United States1071 Posts
Last Edited: 2012-10-31 20:08:28
October 31 2012 20:08 GMT
#250
On October 31 2012 12:42 Hattori_Hanzo wrote:
Show nested quote +
On October 31 2012 05:42 link0 wrote:
On October 31 2012 02:59 MockHamill wrote:
I think the solution for making mech viable in TvP is quite simple. Just give Tanks an upgrade for 10 bonus damage against shields.

By making it in an upgrade it comes too late for making 1/1/1 too strong. And if the bonus damage only applies to shields it does not affect the other matchups.


If this upgrades the damage against Hardened Shields, then it may work.

Also, battle hellions need to be reverted back to full mechanical, not bio. Archons are just way too hard of a counter.



And counter to Archons is 5 ghosts.


The problem is that 5 ghosts cost as much as 5 immortals. Do you really want to have 5 more immortals against your mech army?

EMP's AOE is way too small to be effective against archons/immortals, which are very bulky units that rarely clump.
http://www.justin.tv/link0 - Gosu.Linko - http://www.facebook.com/link0
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
October 31 2012 20:14 GMT
#251
On October 31 2012 05:42 link0 wrote:
Show nested quote +
On October 31 2012 02:59 MockHamill wrote:
I think the solution for making mech viable in TvP is quite simple. Just give Tanks an upgrade for 10 bonus damage against shields.

By making it in an upgrade it comes too late for making 1/1/1 too strong. And if the bonus damage only applies to shields it does not affect the other matchups.


If this upgrades the damage against Hardened Shields, then it may work.

Also, battle hellions need to be reverted back to full mechanical, not bio. Archons are just way too hard of a counter.


battle hellions being bio doesn't really make mech weaker against toss. It makes archons do a bit more damage but also makes medivacs much better. Overall those even out I think and hellbats being bio makes them more interesting in other matchups really by promoting drop play with mech. Hellbats just being mechanical means your medivacs are just expensive slow drop ships in TvZ and TvT which is not fun.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
October 31 2012 20:34 GMT
#252
On November 01 2012 05:14 Markwerf wrote:
Show nested quote +
On October 31 2012 05:42 link0 wrote:
On October 31 2012 02:59 MockHamill wrote:
I think the solution for making mech viable in TvP is quite simple. Just give Tanks an upgrade for 10 bonus damage against shields.

By making it in an upgrade it comes too late for making 1/1/1 too strong. And if the bonus damage only applies to shields it does not affect the other matchups.


If this upgrades the damage against Hardened Shields, then it may work.

Also, battle hellions need to be reverted back to full mechanical, not bio. Archons are just way too hard of a counter.


battle hellions being bio doesn't really make mech weaker against toss. It makes archons do a bit more damage but also makes medivacs much better. Overall those even out I think and hellbats being bio makes them more interesting in other matchups really by promoting drop play with mech. Hellbats just being mechanical means your medivacs are just expensive slow drop ships in TvZ and TvT which is not fun.

How much mech did you play in TvP? Do you know how small a mech army really is, when you need Ghosts, Vikings, maybe some Banshees, and mines (in HOTS) just to act as support for the core of Hellion/Tank?

Having to add Medivacs to the comp ("to even out the extra dmg done by Archons") is a BIG problem both in early-mid game coz of gas cost and in late game coz of supply. Any Terran from Bronze to Pro that plays mech will tell you this.

Head Coach Park: "They should buff tanks!"
link0
Profile Joined March 2010
United States1071 Posts
Last Edited: 2012-11-03 21:03:52
November 03 2012 21:03 GMT
#253
On November 01 2012 05:14 Markwerf wrote:
Show nested quote +
On October 31 2012 05:42 link0 wrote:
On October 31 2012 02:59 MockHamill wrote:
I think the solution for making mech viable in TvP is quite simple. Just give Tanks an upgrade for 10 bonus damage against shields.

By making it in an upgrade it comes too late for making 1/1/1 too strong. And if the bonus damage only applies to shields it does not affect the other matchups.


If this upgrades the damage against Hardened Shields, then it may work.

Also, battle hellions need to be reverted back to full mechanical, not bio. Archons are just way too hard of a counter.


battle hellions being bio doesn't really make mech weaker against toss. It makes archons do a bit more damage but also makes medivacs much better. Overall those even out I think and hellbats being bio makes them more interesting in other matchups really by promoting drop play with mech. Hellbats just being mechanical means your medivacs are just expensive slow drop ships in TvZ and TvT which is not fun.


Errr, medivacs heal hellions EXTREMELY slowly, and are utterly worthless in a big battle. Hellions are throwaway units in Mech-play. Why would anyone spend 100 gas to slowly heal some hellions? ALL gas needs to be diverted to Tanks and Ghosts.

Because of the Bio tag, Archons kill them 2x as fast now, and WAY outpaces any healing from medivacs.
http://www.justin.tv/link0 - Gosu.Linko - http://www.facebook.com/link0
iKill
Profile Blog Joined May 2011
Denmark861 Posts
November 03 2012 22:04 GMT
#254
On November 04 2012 06:03 link0 wrote:
Show nested quote +
On November 01 2012 05:14 Markwerf wrote:
On October 31 2012 05:42 link0 wrote:
On October 31 2012 02:59 MockHamill wrote:
I think the solution for making mech viable in TvP is quite simple. Just give Tanks an upgrade for 10 bonus damage against shields.

By making it in an upgrade it comes too late for making 1/1/1 too strong. And if the bonus damage only applies to shields it does not affect the other matchups.


If this upgrades the damage against Hardened Shields, then it may work.

Also, battle hellions need to be reverted back to full mechanical, not bio. Archons are just way too hard of a counter.


battle hellions being bio doesn't really make mech weaker against toss. It makes archons do a bit more damage but also makes medivacs much better. Overall those even out I think and hellbats being bio makes them more interesting in other matchups really by promoting drop play with mech. Hellbats just being mechanical means your medivacs are just expensive slow drop ships in TvZ and TvT which is not fun.


Errr, medivacs heal hellions EXTREMELY slowly, and are utterly worthless in a big battle. Hellions are throwaway units in Mech-play. Why would anyone spend 100 gas to slowly heal some hellions? ALL gas needs to be diverted to Tanks and Ghosts.

Because of the Bio tag, Archons kill them 2x as fast now, and WAY outpaces any healing from medivacs.


idd.

typically in mech tvt you get 1-2 medivacs for drops, and even that is risky because you take away production time from vikings which means you might lose air dominance

in tvp vikings are even more important due to mechs weakness vs tempests + colossi.
thepuppyassassin: "My god... the deathball's grown wings!"
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
Last Edited: 2012-11-04 18:03:43
November 04 2012 00:45 GMT
#255
I did some testing earlier and discovered that even though Widow Mines can detect cloaked/burrowed units, they can still be set off by hallucinations.

Hallucinated Collossus and Archons can both survive 2 hits from Widow Mine shots (Hallucinated Immortals can only take 1 as it bypasses the hardened shield), meaning that they are a really cost effective and low APM way of clearing mine fields.

Basically it will be harder to go mech vs Protoss.
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
GARcher
Profile Joined October 2012
Canada294 Posts
November 05 2012 23:02 GMT
#256
On November 01 2012 05:08 link0 wrote:
Show nested quote +
On October 31 2012 12:42 Hattori_Hanzo wrote:
On October 31 2012 05:42 link0 wrote:
On October 31 2012 02:59 MockHamill wrote:
I think the solution for making mech viable in TvP is quite simple. Just give Tanks an upgrade for 10 bonus damage against shields.

By making it in an upgrade it comes too late for making 1/1/1 too strong. And if the bonus damage only applies to shields it does not affect the other matchups.


If this upgrades the damage against Hardened Shields, then it may work.

Also, battle hellions need to be reverted back to full mechanical, not bio. Archons are just way too hard of a counter.



And counter to Archons is 5 ghosts.


The problem is that 5 ghosts cost as much as 5 immortals. Do you really want to have 5 more immortals against your mech army?

EMP's AOE is way too small to be effective against archons/immortals, which are very bulky units that rarely clump.


Just ignore that guy. He thinks building an orbital farm in bio TvP is viable.
ZvZ is like a shitty apartment: Roaches and Fungal Growth everywhere.
Hider
Profile Blog Joined May 2010
Denmark9404 Posts
November 05 2012 23:19 GMT
#257
On November 01 2012 05:06 link0 wrote:
Show nested quote +
On October 31 2012 23:29 CYFAWS wrote:
On October 29 2012 09:00 InoyouS2 wrote:
On October 29 2012 08:55 terranghost wrote:
I don't know why people keep asking to have the thor's energy bar removed this won't work unless it loses its ability or it gets reworked into something else because if it keeps the cannons and has no energybar that means the ability will become cooldown based and this was tried before and got reverted.

http://wiki.teamliquid.net/starcraft2/Thor

Patch 1.1.2

Energy bar removed.
250mm Strike Cannons is now cooldown-based on a 50-second cooldown. Ability starts with cooldown available (usable immediately after upgrade is researched).

[show]Patch 1.1.3
[hide]Patch 1.3.3

Thor now has 200 max energy, and starts with 50 energy.
250mm Strike Cannons now cost 150 energy to use (cooldown removed).


There was no reason for it to be reverted other than to nerf it against Protoss. If I recall at that time thor all-ins were very common against Protoss players, I think that is the only reason why they nerfed it to the point of being unusable vs Protoss.


How short memories does people here have? without energy bars, mass thor is UNSTOPPABLE tvp. you don't even have to use the strike cannons on the immortals, but if you want to add pain to injury, you can. One volley from your hellion cloud kills all zealots and removes most hardened shields. one early defensive raven into mass thor with spare minerals to hellions (and vikings corresponding to colossus amount) a-moves through any possible protoss army.


It was nowhere near unstoppable. Thors cost 2x as much gas as an immortal. Immortals also only had 5 range back when Thors didn't have energy bars.


Well but even back then toss'es didn't mass immortals vs mass thors. THey would have like 5 immortals vs 12 thors.
Also VR's mixed with gateway units > thors.

Resistentialism
Profile Blog Joined October 2010
Canada688 Posts
November 05 2012 23:45 GMT
#258
Can you find a pro-game vod of anyone, ever, having 12 thors versus protoss? I can't say I've ever seen that.

The problem was early thor timings, pre-colossus range/pre-storm, with marines, scvs and maybe banshees or a raven.
GARcher
Profile Joined October 2012
Canada294 Posts
November 05 2012 23:50 GMT
#259
On November 06 2012 08:19 Hider wrote:
Show nested quote +
On November 01 2012 05:06 link0 wrote:
On October 31 2012 23:29 CYFAWS wrote:
On October 29 2012 09:00 InoyouS2 wrote:
On October 29 2012 08:55 terranghost wrote:
I don't know why people keep asking to have the thor's energy bar removed this won't work unless it loses its ability or it gets reworked into something else because if it keeps the cannons and has no energybar that means the ability will become cooldown based and this was tried before and got reverted.

http://wiki.teamliquid.net/starcraft2/Thor

Patch 1.1.2

Energy bar removed.
250mm Strike Cannons is now cooldown-based on a 50-second cooldown. Ability starts with cooldown available (usable immediately after upgrade is researched).

[show]Patch 1.1.3
[hide]Patch 1.3.3

Thor now has 200 max energy, and starts with 50 energy.
250mm Strike Cannons now cost 150 energy to use (cooldown removed).


There was no reason for it to be reverted other than to nerf it against Protoss. If I recall at that time thor all-ins were very common against Protoss players, I think that is the only reason why they nerfed it to the point of being unusable vs Protoss.


How short memories does people here have? without energy bars, mass thor is UNSTOPPABLE tvp. you don't even have to use the strike cannons on the immortals, but if you want to add pain to injury, you can. One volley from your hellion cloud kills all zealots and removes most hardened shields. one early defensive raven into mass thor with spare minerals to hellions (and vikings corresponding to colossus amount) a-moves through any possible protoss army.


It was nowhere near unstoppable. Thors cost 2x as much gas as an immortal. Immortals also only had 5 range back when Thors didn't have energy bars.


Well but even back then toss'es didn't mass immortals vs mass thors. THey would have like 5 immortals vs 12 thors.
Also VR's mixed with gateway units > thors.



It was changed because 250mm cannons can hit through Immortal hardened shields. And the cooldown is just enough time for an Immortal to spawn so Thor SCV all ins were extremely overpowered.
ZvZ is like a shitty apartment: Roaches and Fungal Growth everywhere.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10357 Posts
Last Edited: 2012-11-06 00:02:11
November 06 2012 00:00 GMT
#260
On November 01 2012 05:08 link0 wrote:
Show nested quote +
On October 31 2012 12:42 Hattori_Hanzo wrote:
On October 31 2012 05:42 link0 wrote:
On October 31 2012 02:59 MockHamill wrote:
I think the solution for making mech viable in TvP is quite simple. Just give Tanks an upgrade for 10 bonus damage against shields.

By making it in an upgrade it comes too late for making 1/1/1 too strong. And if the bonus damage only applies to shields it does not affect the other matchups.


If this upgrades the damage against Hardened Shields, then it may work.

Also, battle hellions need to be reverted back to full mechanical, not bio. Archons are just way too hard of a counter.



And counter to Archons is 5 ghosts.


The problem is that 5 ghosts cost as much as 5 immortals. Do you really want to have 5 more immortals against your mech army?

EMP's AOE is way too small to be effective against archons/immortals, which are very bulky units that rarely clump.


They are effective, just not early on. Mid game is OK sometimes (third base), late game they rape, because you should have like 160 supply army vs his 130 supply army, and because you have much more minerals to make walls and such, so that ur tanks can rape the immortals very fast.

That's for immortals I mean. It still works somewhat for archons, but not well. For that, Thor/Hellion heavy army rapes. Unless if it's late game where your army supply is much bigger, where it's ok to still get ghosts since you will have more supply to keep enough tanks.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Prev 1 11 12 13 14 15 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
WinterStarcraft647
Nina 101
trigger 0
StarCraft: Brood War
Shuttle 864
HiyA 85
Bale 61
sorry 51
Noble 37
Dota 2
monkeys_forever470
League of Legends
JimRising 668
Counter-Strike
Stewie2K575
Other Games
summit1g13582
C9.Mang0452
Maynarde251
NeuroSwarm91
Tasteless90
UpATreeSC61
ArmadaUGS24
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH120
• OhrlRock 5
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo1199
• Stunt339
Upcoming Events
Wardi Open
5h 33m
Online Event
11h 33m
Online Event
1d 5h
[BSL 2025] Weekly
1d 12h
Safe House 2
1d 12h
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.