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TvP Mech still not viable? - Page 18

Forum Index > StarCraft 2 HotS
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Hetz
Profile Joined September 2010
196 Posts
December 09 2012 20:56 GMT
#341
TvP is meant to be played with bio.

User was warned for this post
Zahir
Profile Joined March 2012
United States947 Posts
December 09 2012 22:36 GMT
#342
On December 10 2012 05:16 Aulisemia wrote:
Show nested quote +
On December 10 2012 05:12 Zahir wrote:
How do thors fare in the current tvp meta game? They were great dps AND tanks in WoL but failed due to vulnerability vs feedback and weakness to immortals... Do they do any better now that they have no energy? Also I heard the thors high impact mode can be vs collosi... In my mind, heavy Thor based compositions with hellbat, tank and possibly ghost support should be great vs toss.


From what I have seen with the recent buff they are pretty strong in the current build...they get hard countered by Immortals (but what mech unit doesn't?). I think it's cool they've added the active AA switching, but mech is supposed to be built around the siege tank. There was a nice post outlining why Thors, Warhounds, etc are not mech units because they operate functionally the same as Bio except for a different skin and upgrade path. Having to go mass Thor/Hellbat with ghost support seems a pretty lame "mech" style, even if it's effective.


I honestly agree, I would love for slow, methodical siege tank pushes to become the staple of tvp mech once more. The successful mech styles I've seen are much more about thors, hellions and air... Engagements are much more about who built the right compositions and hits the most spells, not the traditional war game of positioning, supply lines, entrenched defenses and lightning raids, carefully timed assaults etc that tank heavy games promote.
What is best? To crush the Zerg, see them driven before you, and to hear the lamentations of the Protoss.
Novacute
Profile Joined September 2011
Australia313 Posts
Last Edited: 2012-12-09 23:08:10
December 09 2012 22:53 GMT
#343
The main issue with the latest patch in relation to a meching player is the new void ray. Mech at it's current state, is lacking in solid anti-air. The thor's new cannon is marginally better than it's initial aoe attack, but this is not sufficient. As for the sharing of upgrades (armory), this should bolster a meching player's anti-air strength when a single upgrade is done, but vikings are inherently fragile against protoss air forces (void rays in particular) with it's mere 125hp. While kiting works against mass void rays, better players have been mixing tempests and carriers and are using them to effecitvely shut down a large number of vikings in a short time frame. Investment is required in ghost tech or marine is needed provide better AA (EMP/Stimmed Marines) for mech. However, i have yet to try Ravens in this matchup yet, but getting more than several in a meching composition has proven to be difficult, making the transition incredibly difficult and unviable.

As such, necessary changes are needed such as making thors better against air units (reducing cool down in it's cannon form attack), boosting it's damage or improve viking survivalbility by giving it +20 more health. Also, reducing the gas cost of siege tanks by 25 or so can greatly assist a meching player by decreasing the gas investment and diverting it to Ravens, which in theory should be a really great defense against void rays, tempests or carriers with it's seeker missiles. Without one of these changes, TvP mech, although possible, can be a rough uphill battle when Protoss achieves sufficient air superiority, and 'pure meching' may not be possible in countering air without investment in bio.

Against ground protoss units, siege tanks in early to mid phase are incredibly weak. Without achieving the critical mass of at least 12 tanks, the general effectiveness of mech is drastically reduced, since losses are more likely to occur or entire army disappears from marching immortals and chargelots. Again, mass immortals are powerful in a heavy siege tank composition and ghost tech is also a per-requisite to make this composition viable. Now i understand the simple solution is to build ghosts or marines to damage immortals, this requirement means that pure-mech itself cannot be readily achieved with the current state of hots, since no factory unit is effective against non-clumped pack of immortals, unless the terran manages to achieve tanks above the magic number of 12, with adequate buffer and air support. One last thing, some may suggest widow mines, but players have become competent in dealing with mines, which usually puts them as dead weight in prolonged fights and thus have a limited use in tvp.

However, i do feel that the current state of terran mech is quite powerful, especially against protoss ground units. We can only pray for someone to show up and teach us a safe and effective build that let us achieve pure mech that lets us deal with anything Protoss uses and at the same time, maintain an economic parity without sacrificing too much.


SigmaoctanusIV
Profile Blog Joined April 2010
United States3313 Posts
December 09 2012 23:55 GMT
#344
Mech TvP is Thor viking cause if I see more then 1 factory with obs I just start going stargate and pushing tempest, Carrier and voidrays to defend tell I can get my airball and just roll over the Terran. Haven't played any games with people going seeker missile to nuke Carriers/Tempest out of the sky. The only problem and the strength of Terran Mech vs Protoss is killing them with Battle hellion Tank before they have full Sky toss.
I am Godzilla You are Japan
a176
Profile Blog Joined August 2009
Canada6688 Posts
December 10 2012 00:22 GMT
#345
On December 10 2012 08:55 SigmaoctanusIV wrote:
Mech TvP is Thor viking cause if I see more then 1 factory with obs I just start going stargate and pushing tempest, Carrier and voidrays to defend tell I can get my airball and just roll over the Terran. Haven't played any games with people going seeker missile to nuke Carriers/Tempest out of the sky. The only problem and the strength of Terran Mech vs Protoss is killing them with Battle hellion Tank before they have full Sky toss.


but how do you deal with vikings? vikings deal incredible damage to tempests. VR has to deal with thor splash.
starleague forever
exKid
Profile Blog Joined February 2010
United Kingdom118 Posts
December 10 2012 00:25 GMT
#346
I know that you need ghosts for the late game once they realise it's time to REALLY start building immortals and archons. But just want to bring up something that wasn't in the patch notes. You can no longer select targets for mines! They can only be auto-fired now.

Previously in the early/mid game you could use mines to target down immortal shields in 1 hit (spell damage negates hardened shields) and could turn a close battle into an easy one. Now they just hit zealots in engagements so there's no real reason to build them early on without any mid game utility
pOriishan
Profile Joined December 2012
45 Posts
Last Edited: 2012-12-10 00:34:52
December 10 2012 00:34 GMT
#347
On December 10 2012 09:22 a176 wrote:
Show nested quote +
On December 10 2012 08:55 SigmaoctanusIV wrote:
Mech TvP is Thor viking cause if I see more then 1 factory with obs I just start going stargate and pushing tempest, Carrier and voidrays to defend tell I can get my airball and just roll over the Terran. Haven't played any games with people going seeker missile to nuke Carriers/Tempest out of the sky. The only problem and the strength of Terran Mech vs Protoss is killing them with Battle hellion Tank before they have full Sky toss.


but how do you deal with vikings? vikings deal incredible damage to tempests. VR has to deal with thor splash.

Vikings die to VR in second, thors are busy with tempests carriers and ground units. I mean thors can't cover and kill VR fast enough. Thus, tempest carriers micro is outrange thors. Kiting VR with vikings is fine, but u will let thors take serious damage from tempest carriers.
tl;dr: Sky toss is overpowerful in late game currently, as well as toss and terran have equal number of bases and supply.
Carrier has arrived
Zergrusher
Profile Joined November 2011
United States562 Posts
December 10 2012 01:07 GMT
#348
On December 10 2012 09:25 exKid wrote:
I know that you need ghosts for the late game once they realise it's time to REALLY start building immortals and archons. But just want to bring up something that wasn't in the patch notes. You can no longer select targets for mines! They can only be auto-fired now.

Previously in the early/mid game you could use mines to target down immortal shields in 1 hit (spell damage negates hardened shields) and could turn a close battle into an easy one. Now they just hit zealots in engagements so there's no real reason to build them early on without any mid game utility



proof that they can no longer be manually targeted?
Scila
Profile Joined October 2010
Canada1849 Posts
Last Edited: 2012-12-10 01:13:37
December 10 2012 01:09 GMT
#349
Well I've been trying to play mech (no vikings, just pure factory units) with the new patch but so far it's horrendous. I've had so many games where I'm up like 5 bases against 3 and I have a considerably larger army (20-50 supply bigger) and I still lose fights to immortal/zealot/VR. I don't think mech is ever going to work against Protoss until something is done about Immortals. They are just such a retarded abusive unit. And to the people saying "get ghosts" to EMP them, you're always starved on gas when you go mech. It would only be possible in the absolute late late game when you're maxed already and have gas to spare.

Voidrays are also a big issue, the new Thor anti-air just doesn't cut it. Why am I paying 300 minerals and 200 gas for a unit that does about as much anti-air damage as a Goliath, which costs 100/50 in BW?

It's just hilarious how much easier and safer it is to play bio right now. With bio if I have supply advatange and up on bases I know the only way I would lose is if I walk all my units into storms and don't have vikings for colossus.

Anybody got any ideas?
All we have to decide is what to do with the time that is given to us.
Zergrusher
Profile Joined November 2011
United States562 Posts
December 10 2012 01:20 GMT
#350
On December 10 2012 10:09 Scila wrote:
Well I've been trying to play mech (no vikings, just pure factory units) with the new patch but so far it's horrendous. I've had so many games where I'm up like 5 bases against 3 and I have a considerably larger army (20-50 supply bigger) and I still lose fights to immortal/zealot/VR. I don't think mech is ever going to work against Protoss until something is done about Immortals. They are just such a retarded abusive unit. And to the people saying "get ghosts" to EMP them, you're always starved on gas when you go mech. It would only be possible in the absolute late late game when you're maxed already and have gas to spare.

Voidrays are also a big issue, the new Thor anti-air just doesn't cut it. Why am I paying 300 minerals and 200 gas for a unit that does about as much anti-air damage as a Goliath, which costs 100/50 in BW?

It's just hilarious how much easier and safer it is to play bio right now. With bio if I have supply advatange and up on bases I know the only way I would lose is if I walk all my units into storms and don't have vikings for colossus.

Anybody got any ideas?



Use starport units with your mech in HOTS. its a no-brainer now that mech and sky share attack and armor upgrades.
SigmaoctanusIV
Profile Blog Joined April 2010
United States3313 Posts
December 10 2012 01:29 GMT
#351
On December 10 2012 09:22 a176 wrote:
Show nested quote +
On December 10 2012 08:55 SigmaoctanusIV wrote:
Mech TvP is Thor viking cause if I see more then 1 factory with obs I just start going stargate and pushing tempest, Carrier and voidrays to defend tell I can get my airball and just roll over the Terran. Haven't played any games with people going seeker missile to nuke Carriers/Tempest out of the sky. The only problem and the strength of Terran Mech vs Protoss is killing them with Battle hellion Tank before they have full Sky toss.


but how do you deal with vikings? vikings deal incredible damage to tempests. VR has to deal with thor splash.


you just keep pulling back with the tempest and it wrecks their Vikings line also The New VRs are good vs Thors and Vikings. If you have air upgrades Terran shouldn't be able to go mech right now. You are vulnerable in the beginning of the game but once you have the deathball of Air units Terran can't do to much. Like I stated I haven't played many Raven players seeker missle 2 shots Tempest and Carriers and 1 shots vrs so seeker missile is pretty good vs Big units
I am Godzilla You are Japan
Aquila-
Profile Blog Joined April 2011
516 Posts
Last Edited: 2012-12-10 01:31:32
December 10 2012 01:30 GMT
#352
TvP mech is NOT viable if the protoss has a brain. The new voidrays with immortals and templer comploetely destroy and mech or skymech composition its not even funny. You would need ghosts and vikings while the protoss can blink harass, warpprism harass, go dts and take the entire map. When you finally move out you have 1 chance, by then he has switched into air, you lose the battle and the game cuz he can remax instantly. Blizzard doesnt understand why mech tvp is not viable and at this rate will never be. sad.
Hider
Profile Blog Joined May 2010
Denmark9404 Posts
Last Edited: 2012-12-10 02:23:52
December 10 2012 02:23 GMT
#353
How does adding ravens to the mix help vs immortlas? (seeker missile)
Scila
Profile Joined October 2010
Canada1849 Posts
December 10 2012 03:41 GMT
#354
On December 10 2012 11:23 Hider wrote:
How does adding ravens to the mix help vs immortlas? (seeker missile)


Although the new Seeker Missile is def better, there is still the same energy problem. HSM costs 125 energy so you have to not only wait a while to get the energy for one, but your raven can also only cast it once a fight. Realistically you will only be able to incorporate them in the late late game (20 mins+) because any time before that you won't be able to have the energy/raven numbers in time to stop attacks.
All we have to decide is what to do with the time that is given to us.
AndreiDaGiant
Profile Joined October 2010
United States394 Posts
December 10 2012 03:42 GMT
#355
i honestly feel that mass tank and battle hellions with a few thors can really demolish most protoss ground armys with proper positioning. sky toss however seems like there is really no option for terran at a certain point which makes the mech style somewhat limited. you spend so much time and money as well as relinquish any presence on the map and then you are greeted by carrier tempest.... its kinda just a losing proposition however i am glad i can now kill ground armies with mech
Terran Metal for the Win
ZjiublingZ
Profile Joined September 2011
United Arab Emirates439 Posts
December 10 2012 03:43 GMT
#356
Okay so here is how Widow Mines work now, it's a bit of a nerf. You CAN focus fire with them, BUT, you cannot turn them off from targeting. You might want to test this to understand exactly how it works, but I will try to explain. Once a unit gets in range of the Mine, it starts its couple second "attack charge", you can reset this "attack charge" by right-clicking on a new unit, and you can keep doing this for as long as you like, until you decide upon a unit you which to target. As far as I can see there are 3 in-game implications of this.

1) You cannot stop a player from sending forward a single unit (like a hallucination) to bait your Widow Mine attack. With nothing to reset the "attack charge" on you have no control.

2) During an engagement where you want to focus fire specific units (like an Immortal), you will have to be constantly switching targets on Widow Mines until the key units are in range, at which point you can right click it and you're set. Unless you're a pro-gamer (and even then I'm not sure) you probably won't be able to do any micro while you are constantly switching targets with your Widow Mines.

3) In the same situation as the last comment, if you have multiple Widow Mines and are trying to save them for Immortals, all the ones you selected will fire upon the Immortal - even if it's Overkill. So let's say you have 10 Widow Mines, and they come across with 10 Chargelots and 5 Immortals, if you use this tactic to save your Widow Mines for the Immortals, all 10 of your Widow Mines will detonate on 1 Immortal, which is unarguably not worth it at all.

Kind of really disappointing really. Using them to target Immortals was, IMO, their greatest strength in TvP.
EleanorRIgby
Profile Joined March 2008
Canada3923 Posts
December 10 2012 03:52 GMT
#357
in the air battle protoss has the advantage now, on the ground mech can be strong mid game but once late game hits and toss has tons of immortal/archon and 20 warpgates your fucked.
savior did nothing wrong
exKid
Profile Blog Joined February 2010
United Kingdom118 Posts
December 10 2012 04:15 GMT
#358
+ Show Spoiler +
On December 10 2012 12:43 ZjiublingZ wrote:
Okay so here is how Widow Mines work now, it's a bit of a nerf. You CAN focus fire with them, BUT, you cannot turn them off from targeting. You might want to test this to understand exactly how it works, but I will try to explain. Once a unit gets in range of the Mine, it starts its couple second "attack charge", you can reset this "attack charge" by right-clicking on a new unit, and you can keep doing this for as long as you like, until you decide upon a unit you which to target. As far as I can see there are 3 in-game implications of this.

1) You cannot stop a player from sending forward a single unit (like a hallucination) to bait your Widow Mine attack. With nothing to reset the "attack charge" on you have no control.

2) During an engagement where you want to focus fire specific units (like an Immortal), you will have to be constantly switching targets on Widow Mines until the key units are in range, at which point you can right click it and you're set. Unless you're a pro-gamer (and even then I'm not sure) you probably won't be able to do any micro while you are constantly switching targets with your Widow Mines.

3) In the same situation as the last comment, if you have multiple Widow Mines and are trying to save them for Immortals, all the ones you selected will fire upon the Immortal - even if it's Overkill. So let's say you have 10 Widow Mines, and they come across with 10 Chargelots and 5 Immortals, if you use this tactic to save your Widow Mines for the Immortals, all 10 of your Widow Mines will detonate on 1 Immortal, which is unarguably not worth it at all.

Kind of really disappointing really. Using them to target Immortals was, IMO, their greatest strength in TvP.



Ahhh, didn't realise you could do this. I just saw that the little icon for the auto-attack had gone and that there were no hotkeys active in the command card that let me pick a target. Still, not being able to turn off the auto-fire and having to target juggle then clone is ridiculous. Just did some testing, and even shift clicking causes everything to hit the one target :/
Yoshi Kirishima
Profile Blog Joined July 2009
United States10357 Posts
December 10 2012 05:01 GMT
#359
On December 10 2012 12:43 ZjiublingZ wrote:
Okay so here is how Widow Mines work now, it's a bit of a nerf. You CAN focus fire with them, BUT, you cannot turn them off from targeting. You might want to test this to understand exactly how it works, but I will try to explain. Once a unit gets in range of the Mine, it starts its couple second "attack charge", you can reset this "attack charge" by right-clicking on a new unit, and you can keep doing this for as long as you like, until you decide upon a unit you which to target. As far as I can see there are 3 in-game implications of this.

1) You cannot stop a player from sending forward a single unit (like a hallucination) to bait your Widow Mine attack. With nothing to reset the "attack charge" on you have no control.

2) During an engagement where you want to focus fire specific units (like an Immortal), you will have to be constantly switching targets on Widow Mines until the key units are in range, at which point you can right click it and you're set. Unless you're a pro-gamer (and even then I'm not sure) you probably won't be able to do any micro while you are constantly switching targets with your Widow Mines.

3) In the same situation as the last comment, if you have multiple Widow Mines and are trying to save them for Immortals, all the ones you selected will fire upon the Immortal - even if it's Overkill. So let's say you have 10 Widow Mines, and they come across with 10 Chargelots and 5 Immortals, if you use this tactic to save your Widow Mines for the Immortals, all 10 of your Widow Mines will detonate on 1 Immortal, which is unarguably not worth it at all.

Kind of really disappointing really. Using them to target Immortals was, IMO, their greatest strength in TvP.


Thanks for the explanation. Sounds like it is a good way to show off good micro though. If you have multiple widow mines and save them for the immortals, select them all, keep switching targets, target all on one immortal, then box click the rest (or deselect them from the UI below) click a new immortal, etc. The charge up isn't that short, so it can be done.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
ZjiublingZ
Profile Joined September 2011
United Arab Emirates439 Posts
December 10 2012 05:39 GMT
#360
On December 10 2012 14:01 Yoshi Kirishima wrote:
Show nested quote +
On December 10 2012 12:43 ZjiublingZ wrote:
Okay so here is how Widow Mines work now, it's a bit of a nerf. You CAN focus fire with them, BUT, you cannot turn them off from targeting. You might want to test this to understand exactly how it works, but I will try to explain. Once a unit gets in range of the Mine, it starts its couple second "attack charge", you can reset this "attack charge" by right-clicking on a new unit, and you can keep doing this for as long as you like, until you decide upon a unit you which to target. As far as I can see there are 3 in-game implications of this.

1) You cannot stop a player from sending forward a single unit (like a hallucination) to bait your Widow Mine attack. With nothing to reset the "attack charge" on you have no control.

2) During an engagement where you want to focus fire specific units (like an Immortal), you will have to be constantly switching targets on Widow Mines until the key units are in range, at which point you can right click it and you're set. Unless you're a pro-gamer (and even then I'm not sure) you probably won't be able to do any micro while you are constantly switching targets with your Widow Mines.

3) In the same situation as the last comment, if you have multiple Widow Mines and are trying to save them for Immortals, all the ones you selected will fire upon the Immortal - even if it's Overkill. So let's say you have 10 Widow Mines, and they come across with 10 Chargelots and 5 Immortals, if you use this tactic to save your Widow Mines for the Immortals, all 10 of your Widow Mines will detonate on 1 Immortal, which is unarguably not worth it at all.

Kind of really disappointing really. Using them to target Immortals was, IMO, their greatest strength in TvP.


Thanks for the explanation. Sounds like it is a good way to show off good micro though. If you have multiple widow mines and save them for the immortals, select them all, keep switching targets, target all on one immortal, then box click the rest (or deselect them from the UI below) click a new immortal, etc. The charge up isn't that short, so it can be done.


Yeah this is a good point, but only an option in some situations. I suggest you try it out. The tactic you are talking about doesn't work all that well unless your Widow Mines are clumped up AND the Immortals are as well (or whatever you want to be targeting). If you target a unit that is out of range of any of the Mines then those ones will ignore that command and it won't reset their "attack charge". Perhaps I am underestimating what a pro player could do, but I have a hard time imagining them doing this "attack charge reset" micro on multiple groups of Widow Mines at once.
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