• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:03
CEST 02:03
KST 09:03
  • 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 On7Maestros 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 217
StarCraft 2
General
5.0.15 Balance Patch Notes (Live version) Stellar Fest: StarCraft II returns to Canada Had to smile :) 2024/25 Off-Season Roster Moves SC2 5.0.15 PTR Patch Notes + Sept 22nd update
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
Any rep analyzer that shows resources situation? RepMastered™: replay sharing and analyzer site [ASL20] Ro8 Preview Pt2: Holding On Flash On JaeDongs ASL Struggles & Perseverance ASL20 General Discussion
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
Nintendo Switch Thread Dawn of War IV Stormgate/Frost Giant Megathread 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 Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 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: 2252 users

TvP Mech still not viable? - Page 7

Forum Index > StarCraft 2 HotS
Post a Reply
Prev 1 5 6 7 8 9 59 Next
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
October 25 2012 17:53 GMT
#121
Dustin Browder one h ago:

" You guys do forget the meta game. We have no control over it directly. As the developers we do make all the units and all the rules, so we have some control, but we cannot MAKE anybody do anything. We do our best to make sure that lots of play styles are viable. We are working now towards making PvT mech a more viable strategy. "

They are trying.

Head Coach Park: "They should buff tanks!"
yolteotl
Profile Joined October 2011
France76 Posts
October 25 2012 18:03 GMT
#122
I have a little suggestion to help Blizzard to balance TvP, but i don't have any Us account to post it : I think feedback should work only on biological units. It won't change anything to PvZ, but raven / thor / BC won't be hardcountered by HT. It's the first step, for me, to have a chance to see mech working.

Ht will continue to be good against bio & ghost, but a little less (no feedback on medivacs).
BoggieMan
Profile Blog Joined August 2011
520 Posts
October 25 2012 18:03 GMT
#123
They can't nerf the immortal cause that would completely destroy pvz.
they can't buff mech because tvz would be completely broken then.
and tvt would become mech vs mech all day long.

they need to go another way around, like they tried to with the warhound.
Treehead
Profile Blog Joined November 2010
999 Posts
October 25 2012 18:05 GMT
#124
On October 26 2012 01:02 pmp10 wrote:
Morrow's giving up on mech


Noooo

And I just made a blog post about how seeing him meching in TvP was inspiring.
link0
Profile Joined March 2010
United States1071 Posts
Last Edited: 2012-10-25 18:48:28
October 25 2012 18:46 GMT
#125
On October 26 2012 03:03 BoggieMan wrote:
They can't nerf the immortal cause that would completely destroy pvz.
they can't buff mech because tvz would be completely broken then.
and tvt would become mech vs mech all day long.

they need to go another way around, like they tried to with the warhound.


They CAN nerf immortals by doing this:

If they limit the Hardened Shield's Max damage reduction per attack to something like 10 (so that a 25 damage attack would deal 15 damage instead of the current 10), it would have no effect in PvZ since Roaches have 16 damage or 22 full upgraded. The only Zerg unit affected is Ultralisks, which Immortals would still hard counter.
http://www.justin.tv/link0 - Gosu.Linko - http://www.facebook.com/link0
Tsuki.eu
Profile Joined May 2011
Portugal1049 Posts
October 25 2012 19:11 GMT
#126
Mech is still not viable, only easier to defend because of mines.
happyness
Profile Joined June 2010
United States2400 Posts
October 25 2012 19:56 GMT
#127
Protoss isn't getting any new way to deal with bio, but they are getting new ways to deal with mech(Tempest-Carrier). As long as this is the case, I don't see TvP looking that much different from WoL, which is unfortunate because I really dislike TvP in WoL right now :'(
ZenZombie
Profile Joined September 2011
United States58 Posts
October 25 2012 21:00 GMT
#128
On October 16 2012 11:00 targ wrote:
I don't have a beta key, but I'm curious as to what would the results be if you got a few vikings and kept scanning to kill obs so the Toss couldn't take down your widow mines. Might work out a bit like a lurker line.


Forcing scans = getting terran to use what could be used for mules a lot = harder to remax/smaller army for terran.

A few vikings aren't a bad idea though, hitting warp prisms and random observers would help. It almost requires a raven too to have roving detection.

As a zerg player, having a overseer is something I just do frequently. I think a lot of terran's need to learn to just force a raven into the composition.

For those who did play brood war, wasn't the science vessel a huge part of mech before? It seems to me like adding in the raven should just be common practice.
Live Simply Or Simply Live.
Ramone
Profile Joined April 2012
Canada85 Posts
October 25 2012 21:28 GMT
#129
I always find it a bit strange how people complain about Mech PvT being unviable... the focus should be on making PvT in general viable, not just one tech tree viable. I know "different races are different," but if we want to discuss mech not being viable in PvT, why don't we discuss sky toss not being viable in PvT? You can't and shouldn't do that. Both tech trees are complained about, but no one really expects to be completely viable running just sky toss, and I don't understand why mech should be any different.

Tech switches are a part of each race, limiting yourself to just one part of your race can is definitely going to hurt your win rate.

All that being said, when I play Terran, I hate how there are so many upgrades to keep on top of in order to benefit from tech switches. You feel pigeon holed into one tech choice that way. I'd like to see it changed to how protoss is, ground and air. Maybe make the slightly more expensive to compensate?

Cheers,

Ramone
Living the dream
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
October 25 2012 22:00 GMT
#130
PvT in general remains pretty much unchanged so far imo.
Mech is still rediculously hard compared to bio in the matchup for all the reasons morrow stated. It's basically the same as saying as it;s not viable but someone will always claim "but it's working fine for me" then.
Mech still doesn't convincingly beat protoss straight up (which should be it's strenght) and has tremendous problems with harassment (blink stalkers, warp prisms). Finally air transitions are also just tough to deal with and carriers are actually quite damn good against mech.

Personally I don't get why dustin browder is trying to make mech work so much in this matchup, there are just so many weaknesses in mech vs protoss that there really is no point to trying to fix it. Sure mech vs P was cool in BW but at the same time bio vs P in BW was nonexistant, not every matchup needs both mech and bio to work really.. Besides buffing mech more will only make it a must even more in TvT and TvZ.

Just shift your attention blizzard and make air play more viable in TvP!! Battlecruisers just need a slight nudge to become viable in that matchup and bio => mech could provide cool transitions. For example buff yamato a little bit so you can easier cast it before getting feedbacked or work in that temporary speed boost to the BCs. I already believe their damage vs ground is buffed compared to WoL so they might actually work now. With the tempest there could even be an interesting interplay where tempest can poke at battlecruisers but battlecruisers would be faster and could actually chase them and yamato them in one shot etc.
Many tools are already available to make bio -> air or camping with some mech -> air interesting options for TvP already but they just need a slight nudge. It completely sidesteps the problem of trying to make mech viable plus it makes the matchups more unique and fun. TvP would be bio and/or air mostly, TvZ bio and/or mech probably and TvT mech and/or air.
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
October 25 2012 22:04 GMT
#131
You know what I'd like to see? A very simple change:

Siege Tanks now do +30% damage vs shields.

This would make the Tank substantially better vs all Toss units except Immortals and Air Units, but it would have zero effect on other matchups. I think its worth a try.

He drone drone drone. Me win. - ogsMC
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2012-10-25 22:09:15
October 25 2012 22:05 GMT
#132
Solution: give tanks an upgrade that requires armory that gives tanks bonus damage vs. shields.

Bam, mech becomes better in TvP (and based around the tank, which is great, it shouldn't be based around anything else), and it would have no impact at all on TvT or TvZ.

Requiring the armory would also make it a less viable upgrade to nab in time for the 1/1/1 all-in.

Call it Phosphorous Shells or something terran flavored.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Laurens
Profile Joined September 2010
Belgium4548 Posts
October 25 2012 22:09 GMT
#133
On October 26 2012 07:05 Whitewing wrote:
Solution: give tanks an upgrade that requires armory that gives tanks bonus damage vs. shields.

Bam, mech becomes better in TvP (and based around the tank, which is great, it shouldn't be based around anything else), and it would have no impact at all on TvT or TvZ.

Requiring the armory would also make it a less viable upgrade to nab in time for the 1/1/1 all-in.


I don't think you understand the problem with TvP mech if this is your proposed solution.
Whitewing
Profile Joined October 2010
United States7483 Posts
October 25 2012 22:10 GMT
#134
On October 26 2012 06:00 ZenZombie wrote:
Show nested quote +
On October 16 2012 11:00 targ wrote:
I don't have a beta key, but I'm curious as to what would the results be if you got a few vikings and kept scanning to kill obs so the Toss couldn't take down your widow mines. Might work out a bit like a lurker line.


Forcing scans = getting terran to use what could be used for mules a lot = harder to remax/smaller army for terran.

A few vikings aren't a bad idea though, hitting warp prisms and random observers would help. It almost requires a raven too to have roving detection.

As a zerg player, having a overseer is something I just do frequently. I think a lot of terran's need to learn to just force a raven into the composition.

For those who did play brood war, wasn't the science vessel a huge part of mech before? It seems to me like adding in the raven should just be common practice.


As a terran it's almost always worthwhile to scan and kill obs. You deny information, you make the toss waste gas and robotics time, and you limit protoss detection, which, frankly, scares the pants out of protoss players.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
YyapSsap
Profile Joined September 2010
New Zealand1511 Posts
October 25 2012 22:15 GMT
#135
On October 26 2012 07:09 Laurens wrote:
Show nested quote +
On October 26 2012 07:05 Whitewing wrote:
Solution: give tanks an upgrade that requires armory that gives tanks bonus damage vs. shields.

Bam, mech becomes better in TvP (and based around the tank, which is great, it shouldn't be based around anything else), and it would have no impact at all on TvT or TvZ.

Requiring the armory would also make it a less viable upgrade to nab in time for the 1/1/1 all-in.


I don't think you understand the problem with TvP mech if this is your proposed solution.


But your forgetting that it would potentially require several solutions to fix this single problem. The one he suggested is one of those solutions in bringing viability to mech in TvP without affecting the other matchups.
happyness
Profile Joined June 2010
United States2400 Posts
October 25 2012 22:18 GMT
#136
On October 26 2012 06:28 Ramone wrote:
I always find it a bit strange how people complain about Mech PvT being unviable... the focus should be on making PvT in general viable, not just one tech tree viable.


I don't know what this means. PvT in general viable? There are strategies that are viable in PvT already.

The reason I would like to see mech viable is because it would make for a much more interesting match-up than the current colossus ball vs. bio ball. Mech is all about taking positional advantages, while the current state of PvT is who can win in a maxed army fight.
kidcrash
Profile Joined September 2009
United States620 Posts
October 25 2012 22:23 GMT
#137
I'd like to see a way to make widow mines scale better late game. They should change their attack into one that costs minerals like how scarabs reload in BW. Then add 2 upgrades to the machine shop to improve them late game, one for faster reload and one for larger ammo capacity.
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2012-10-25 22:57:19
October 25 2012 22:54 GMT
#138
On October 26 2012 07:09 Laurens wrote:
Show nested quote +
On October 26 2012 07:05 Whitewing wrote:
Solution: give tanks an upgrade that requires armory that gives tanks bonus damage vs. shields.

Bam, mech becomes better in TvP (and based around the tank, which is great, it shouldn't be based around anything else), and it would have no impact at all on TvT or TvZ.

Requiring the armory would also make it a less viable upgrade to nab in time for the 1/1/1 all-in.


I don't think you understand the problem with TvP mech if this is your proposed solution.


The problem is that A: the mech army is significantly less mobile than the protoss force (Which is how it is supposed to work), and B: it is not sufficiently more powerful than the protoss army that in a straight engagement with equal micro and positioning, that the terran army wins handidly enough to push through and kill with protoss warp ins.

A is supposed to be the case, you're supposed to have a mobility disadvantage, and if you didn't, it would be lame as all hell.

B can be fixed by buffing the power of the mech army, and this solution does that without impacting TvT or TvZ where mech is a fairly popular strategy already. By buffing the tank in this way, you add to the composite power of the terran mech army without significantly increasing it's strength in small numbers. The mech army is meant to be powerful as a cohesive whole. By adding power to the tank in particular, you encourage the use of tank lines and positional play, the hallmarks of mech.

Mech in TvP would be best improved by a siege tank buff, and you need to do it in a way that does not buff them in TvT or TvZ.

That said:

I'm not convinced mech is quite as weak against protoss harass as people seem to think, you can zone blink stalkers pretty well with defensive structures and well placed tanks, and with building upgrades. I do agree that it doesn't beat the protoss army head to head as well as it should in max army situations.

Mech floats a lot of minerals quite naturally, most players dump this into extra orbital commands (which frankly should only be used for scans since you don't need more mules at that point) or hellions which are frequently wasted on runbys. Consider instead researching things like building armor and hi sec auto tracking and making extensive use of missile turrets and planetary fortresses.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
YyapSsap
Profile Joined September 2010
New Zealand1511 Posts
October 25 2012 23:43 GMT
#139
On October 26 2012 07:54 Whitewing wrote:
Show nested quote +
On October 26 2012 07:09 Laurens wrote:
On October 26 2012 07:05 Whitewing wrote:
Solution: give tanks an upgrade that requires armory that gives tanks bonus damage vs. shields.

Bam, mech becomes better in TvP (and based around the tank, which is great, it shouldn't be based around anything else), and it would have no impact at all on TvT or TvZ.

Requiring the armory would also make it a less viable upgrade to nab in time for the 1/1/1 all-in.


I don't think you understand the problem with TvP mech if this is your proposed solution.


The problem is that A: the mech army is significantly less mobile than the protoss force (Which is how it is supposed to work), and B: it is not sufficiently more powerful than the protoss army that in a straight engagement with equal micro and positioning, that the terran army wins handidly enough to push through and kill with protoss warp ins.

A is supposed to be the case, you're supposed to have a mobility disadvantage, and if you didn't, it would be lame as all hell.

B can be fixed by buffing the power of the mech army, and this solution does that without impacting TvT or TvZ where mech is a fairly popular strategy already. By buffing the tank in this way, you add to the composite power of the terran mech army without significantly increasing it's strength in small numbers. The mech army is meant to be powerful as a cohesive whole. By adding power to the tank in particular, you encourage the use of tank lines and positional play, the hallmarks of mech.

Mech in TvP would be best improved by a siege tank buff, and you need to do it in a way that does not buff them in TvT or TvZ.

That said:

I'm not convinced mech is quite as weak against protoss harass as people seem to think, you can zone blink stalkers pretty well with defensive structures and well placed tanks, and with building upgrades. I do agree that it doesn't beat the protoss army head to head as well as it should in max army situations.

Mech floats a lot of minerals quite naturally, most players dump this into extra orbital commands (which frankly should only be used for scans since you don't need more mules at that point) or hellions which are frequently wasted on runbys. Consider instead researching things like building armor and hi sec auto tracking and making extensive use of missile turrets and planetary fortresses.


At the current state of mech TvP, players could potentially set up defensive PFs and turret rings with the upgrades with a few select tanks to zone out some areas. BUT your forgetting that this cost a ton of resources and is a scenario in the late late game. Tanks take 3 supply meaning your main force is weakened (same as widow mines) due to these threats and it doesn't quite mean that you will zone out all the areas either unless you play extremely turtley (Like Lynna's style which results in 50+ min games). All in a while the P mass expands everywhere since you can't actually go kill him hence why its sometimes awkward playing mech in SC2 because there simply are no "timings" (maybe 1 or 2?) like we see with bio.

Plus I think mech players tend to stop hellion production later into the mid game which imo is the reason why they start to float minerals + forget that hellions are very very important or else the tanks will have literally no buffer or means of getting rid of the zealots. A certain ratio between the two (hellions:tanks) have to kept from my experience as long as your facing a ground oriented P force.

Because bio can shut down P harasses easily due to their mobility, mech on the other hand needs a cheaper alternative of shutting those down without having to invest in so much structure/upgrades and/or spreading your forces everywhere. In BW, it was the mininukes, a few select tanks and turrets with sometimes walls to stop incoming P attacks. I just feel as if in SC2 PFs just dont cut it.

Markwerf
Profile Joined March 2010
Netherlands3728 Posts
October 26 2012 00:39 GMT
#140
On October 26 2012 07:54 Whitewing wrote:
Show nested quote +
On October 26 2012 07:09 Laurens wrote:
On October 26 2012 07:05 Whitewing wrote:
Solution: give tanks an upgrade that requires armory that gives tanks bonus damage vs. shields.

Bam, mech becomes better in TvP (and based around the tank, which is great, it shouldn't be based around anything else), and it would have no impact at all on TvT or TvZ.

Requiring the armory would also make it a less viable upgrade to nab in time for the 1/1/1 all-in.


I don't think you understand the problem with TvP mech if this is your proposed solution.


The problem is that A: the mech army is significantly less mobile than the protoss force (Which is how it is supposed to work), and B: it is not sufficiently more powerful than the protoss army that in a straight engagement with equal micro and positioning, that the terran army wins handidly enough to push through and kill with protoss warp ins.

A is supposed to be the case, you're supposed to have a mobility disadvantage, and if you didn't, it would be lame as all hell.

B can be fixed by buffing the power of the mech army, and this solution does that without impacting TvT or TvZ where mech is a fairly popular strategy already. By buffing the tank in this way, you add to the composite power of the terran mech army without significantly increasing it's strength in small numbers. The mech army is meant to be powerful as a cohesive whole. By adding power to the tank in particular, you encourage the use of tank lines and positional play, the hallmarks of mech.

Mech in TvP would be best improved by a siege tank buff, and you need to do it in a way that does not buff them in TvT or TvZ.

That said:

I'm not convinced mech is quite as weak against protoss harass as people seem to think, you can zone blink stalkers pretty well with defensive structures and well placed tanks, and with building upgrades. I do agree that it doesn't beat the protoss army head to head as well as it should in max army situations.

Mech floats a lot of minerals quite naturally, most players dump this into extra orbital commands (which frankly should only be used for scans since you don't need more mules at that point) or hellions which are frequently wasted on runbys. Consider instead researching things like building armor and hi sec auto tracking and making extensive use of missile turrets and planetary fortresses.


There is also the problem of air. Carriers are actually quite good against mech as they don't trade too badly with vikings, especially if protoss is one upgrade ahead. Considering protoss can often just plain outmacro a meching terran a carrier switch is one of the better ways to deal with mech. So what if they go viking and beat your carriers slightly, you've reduced the ground armies and warped in zealot/stalker beats the remade mech quite easily if the numbers are low.
Prev 1 5 6 7 8 9 59 Next
Please log in or register to reply.
Live Events Refresh
Online Event
23:00
L4S: Americas
SteadfastSC206
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SteadfastSC 215
UpATreeSC 161
SpeCial 122
StarCraft: Brood War
Hyuk 433
NaDa 22
Dota 2
monkeys_forever338
capcasts161
Counter-Strike
Stewie2K565
Other Games
summit1g7345
shahzam735
Day[9].tv560
Maynarde296
C9.Mang0270
ViBE120
Mew2King66
NeuroSwarm52
ArmadaUGS36
Models0
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• RyuSc2 62
• Hupsaiya 54
• IndyKCrew
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• Kozan
• LaughNgamezSOOP
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21662
• Ler64
Other Games
• imaqtpie1286
• Scarra751
• Day9tv560
• Shiphtur251
Upcoming Events
Wardi Open
10h 58m
Online Event
16h 58m
Online Event
1d 10h
[BSL 2025] Weekly
1d 17h
Safe House 2
1d 17h
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

Proleague 2025-09-25
Maestros of the Game
HCC Europe

Ongoing

BSL 20 Team Wars
KCM Race Survival 2025 Season 3
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
FISSURE Playground #1

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.