• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 05:12
CET 11:12
KST 19:12
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
TL.net Map Contest #21: Winners9Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
StarCraft, SC2, HotS, WC3, Returning to Blizzcon!33$5,000+ WardiTV 2025 Championship6[BSL21] RO32 Group Stage4Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly2Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win10
StarCraft 2
General
Mech is the composition that needs teleportation t Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win TL.net Map Contest #21: Winners RotterdaM "Serral is the GOAT, and it's not close" 5.0.15 Patch Balance Hotfix (2025-10-8)
Tourneys
Constellation Cup - Main Event - Stellar Fest $5,000+ WardiTV 2025 Championship Sparkling Tuna Cup - Weekly Open Tournament Merivale 8 Open - LAN - Stellar Fest Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace
Brood War
General
[ASL20] Ask the mapmakers — Drop your questions BW General Discussion [BSL21] RO32 Group Stage BGH Auto Balance -> http://bghmmr.eu/ SnOw's ASL S20 Finals Review
Tourneys
[Megathread] Daily Proleagues [ASL20] Grand Finals [BSL21] RO32 Group B - Sunday 21:00 CET [BSL21] RO32 Group A - Saturday 21:00 CET
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Should offensive tower rushing be viable in RTS games? Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine YouTube Thread Dating: How's your luck?
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Why we need SC3
Hildegard
Reality "theory" prov…
perfectspheres
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1484 users

David Kim on potential beta changes (Feb 4th,2013) - Page 34

Forum Index > StarCraft 2 HotS
Post a Reply
Prev 1 32 33 34 35 36 Next All
RifleCow
Profile Joined February 2008
Canada637 Posts
February 07 2013 20:28 GMT
#661
Make widow mine do damage to your own units + increase it's damage so it kills zealots in 3 but stalkers in 2. You now have micro and area control.
hohoho
4Servy
Profile Joined August 2008
Netherlands1542 Posts
February 07 2013 20:30 GMT
#662
On February 08 2013 03:57 avilo wrote:
Perhaps the most inane thing about all this is that blizzard is willing to acknowledge mech tvp is still utter bullcrap, but instead of buffing the tank, they talk about the widow mine lol. Tanks are really what needs a buff, the core mech tvp unit. Not a mine that takes supply out of your army the longer the game goes on.

In longer games, you will not have many widow mines in your army because they are simply terrible supply-wise. So basically, they need to look at tanks. You should be able to hold a position against Protoss with siege tanks, not just lose to 1A when Protoss moves up a ramp, through siege tank fire, etc.


Why are you still fighting for this lol? I dont think a single top terran cares anymore about the tank or mech in tvp anymore.

Blizzard doesnt want tanks as stable support units in tvp they prefer the mobile bio play style, nor does 50% of the community that thinks a-moving up a ramp into pre positioned tanks with mech support should be a viable option.

let it go
Deleted User 137586
Profile Joined January 2011
7859 Posts
February 07 2013 20:42 GMT
#663
On February 08 2013 05:28 RifleCow wrote:
Make widow mine do damage to your own units + increase it's damage so it kills zealots in 3 but stalkers in 2. You now have micro and area control.


It does friendly damage already. Zealots have less health+shields than stalkers. You mean the against shields damage needs to be increased as stalkers have 80 shields while zealots 50?
Cry 'havoc' and let slip the dogs of war
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 07 2013 20:44 GMT
#664
On February 08 2013 05:42 Ghanburighan wrote:
Show nested quote +
On February 08 2013 05:28 RifleCow wrote:
Make widow mine do damage to your own units + increase it's damage so it kills zealots in 3 but stalkers in 2. You now have micro and area control.


It does friendly damage already. Zealots have less health+shields than stalkers. You mean the against shields damage needs to be increased as stalkers have 80 shields while zealots 50?


I think he is just confused, since everything he asked for already happens.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Rucky
Profile Joined February 2008
United States717 Posts
February 07 2013 20:58 GMT
#665
Playing as Terran vs Protoss is fine. Mech is actually possible if done right. Widow mine are actually really good in a straight up fight.....just not as good as map control. Terran have plenty of ways to play now.

Protoss vs Terran on the other hand is still centered around the collosus no matter what. If you don't have a collosus in your army it is very hard to win a straight up fight against terran. Unless you're a master of storms then PvT is fine too.
Beyond the Game
ZenithM
Profile Joined February 2011
France15952 Posts
February 07 2013 21:07 GMT
#666
On February 08 2013 05:44 Plansix wrote:
Show nested quote +
On February 08 2013 05:42 Ghanburighan wrote:
On February 08 2013 05:28 RifleCow wrote:
Make widow mine do damage to your own units + increase it's damage so it kills zealots in 3 but stalkers in 2. You now have micro and area control.


It does friendly damage already. Zealots have less health+shields than stalkers. You mean the against shields damage needs to be increased as stalkers have 80 shields while zealots 50?


I think he is just confused, since everything he asked for already happens.

Haha and he said it like he wanted it to be nerfed to the ground.
I just want the mine to cost 2 supply man...
larse
Profile Blog Joined March 2012
1611 Posts
February 07 2013 21:12 GMT
#667
I guess there will be no patch today. So maybe Feb 14th is when the next patch comes out. Only 3 weeks left at that time, and we have tons of problems. This is hilarious.
danl9rm
Profile Blog Joined July 2009
United States3111 Posts
February 07 2013 21:18 GMT
#668
On February 08 2013 06:07 ZenithM wrote:
Show nested quote +
On February 08 2013 05:44 Plansix wrote:
On February 08 2013 05:42 Ghanburighan wrote:
On February 08 2013 05:28 RifleCow wrote:
Make widow mine do damage to your own units + increase it's damage so it kills zealots in 3 but stalkers in 2. You now have micro and area control.


It does friendly damage already. Zealots have less health+shields than stalkers. You mean the against shields damage needs to be increased as stalkers have 80 shields while zealots 50?


I think he is just confused, since everything he asked for already happens.

Haha and he said it like he wanted it to be nerfed to the ground.
I just want the mine to cost 2 supply man...


Mines cost 3 supply?? Wow, that's just too much.

Some things just aren't fun, and screw balance, shouldn't be in the game. That's one.

-zerg
"Science has so well established that the preborn baby in the womb is a living human being that most pro-choice activists have conceded the point. ..since the abortion proponents have lost the science argument, they are now advocating an existential one."
Deleted User 137586
Profile Joined January 2011
7859 Posts
February 07 2013 21:23 GMT
#669
On February 08 2013 06:18 danl9rm wrote:
Show nested quote +
On February 08 2013 06:07 ZenithM wrote:
On February 08 2013 05:44 Plansix wrote:
On February 08 2013 05:42 Ghanburighan wrote:
On February 08 2013 05:28 RifleCow wrote:
Make widow mine do damage to your own units + increase it's damage so it kills zealots in 3 but stalkers in 2. You now have micro and area control.


It does friendly damage already. Zealots have less health+shields than stalkers. You mean the against shields damage needs to be increased as stalkers have 80 shields while zealots 50?


I think he is just confused, since everything he asked for already happens.

Haha and he said it like he wanted it to be nerfed to the ground.
I just want the mine to cost 2 supply man...


Mines cost 3 supply?? Wow, that's just too much.

Some things just aren't fun, and screw balance, shouldn't be in the game. That's one.

-zerg


No. They cost 2 supply.

-liquipedia
Cry 'havoc' and let slip the dogs of war
nomyx
Profile Joined June 2012
United States2205 Posts
February 07 2013 21:29 GMT
#670
On February 08 2013 06:12 larse wrote:
I guess there will be no patch today. So maybe Feb 14th is when the next patch comes out. Only 3 weeks left at that time, and we have tons of problems. This is hilarious.


expect a day 1 patch
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 07 2013 21:32 GMT
#671
On February 08 2013 06:18 danl9rm wrote:
Show nested quote +
On February 08 2013 06:07 ZenithM wrote:
On February 08 2013 05:44 Plansix wrote:
On February 08 2013 05:42 Ghanburighan wrote:
On February 08 2013 05:28 RifleCow wrote:
Make widow mine do damage to your own units + increase it's damage so it kills zealots in 3 but stalkers in 2. You now have micro and area control.


It does friendly damage already. Zealots have less health+shields than stalkers. You mean the against shields damage needs to be increased as stalkers have 80 shields while zealots 50?


I think he is just confused, since everything he asked for already happens.

Haha and he said it like he wanted it to be nerfed to the ground.
I just want the mine to cost 2 supply man...


Mines cost 3 supply?? Wow, that's just too much.

Some things just aren't fun, and screw balance, shouldn't be in the game. That's one.

-zerg


Sarcasm is lost on all of you.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
nottapro
Profile Joined August 2012
202 Posts
Last Edited: 2013-02-07 21:40:21
February 07 2013 21:33 GMT
#672
I don't think you can make Mech much more stable by buffing an inherently instable random target fire unit.

Target fire and the option to cease fire would be a much better buff then increasing damage to shields, in my opinion.

It seems to fly in the face of logic, that Blizzard won't implement highground mechanics because of the random/luck factor involved, but gives Terran a core Mech unit that relies entirely on it.

Secondly, just like the siege tank, its easily hard countered by Protoss. Cloaked observers negate the most effective aspect of the unit, its ability to catch units off guard. Buffing a hard countered unreliable unit, its not going to bring stability to TvP Mech.

Anyway, I hope you brought your swimsuit, because I just brought a pools worth of salty terran tears.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
February 07 2013 21:45 GMT
#673
On February 08 2013 06:33 nottapro wrote:
I don't think you can make Mech much more stable by buffing an inherently instable random target fire unit.

Target fire and the option to cease fire would be a much better buff then increasing damage to shields, in my opinion.

It seems to fly in the face of logic, that Blizzard won't implement highground mechanics because of the random/luck factor involved, but gives Terran a core Mech unit that relies entirely on it.

Secondly, just like the siege tank, its easily hard countered by Protoss. Cloaked observers negate the most effective aspect of the unit, its ability to catch units off guard. Buffing a hard countered unreliable unit, its not going to bring stability to TvP Mech.


It's simply misguided logic.

People are asking for Spider Mines when Blizzard has a no-infinite-free unit policy.

Blizz mistakenly decided to give in and make a 2 supply mine instead of a shredder. This led to stupid. They went back to the Shredder idea and now it works as a low supply defensive siege tank. With this new unit--people can now do something akin to old style mech play.

Widow Mines as tanks, marines/marauders as vultures, Planetary Fortresses defending expos as spider mines.

However, despite getting this play style back, people are upset that it doesn't involve mines and siege tanks. So now we have people comparing Spider Mines to Widow mines (and getting confused as to why the Widow Mine doesn't fulfill that role) while at the same time asking why tanks aren't buffed (forgetting that Widow Mines are slowly taking over that role)

So no, we are not closer to what people think of Mech and it's not because we don't have the playstyle--it's because the playstyle is not factory centric. Really it's a Rax/Fac/Port centric playstyle that supports mines with MMM while applying pressure with Hellbat drops all the while transitioning to a Hellbat/Marauder/Marine/medivac late game.
Hark, what baseball through yonder window breaks?
ledarsi
Profile Joined September 2010
United States475 Posts
Last Edited: 2013-02-07 21:57:53
February 07 2013 21:57 GMT
#674
On February 08 2013 06:45 Thieving Magpie wrote:
People are asking for Spider Mines when Blizzard has a no-infinite-free unit policy.

Oh, really? Welp, I guess they have to take out all the broodlings and locusts now, since they have a no-infinite-free-unit policy.

But a few mines per hellion (or other unit) is totally out of the question.

Blizzard is changing things that aren't broken just to say they changed them. And they are failing because of that need to make a mark on a game that was perfectly fine before they came along, and which they are unable to accept is better made than any of their work.

The Siege Tank in Brood War was perfectly fine. This 3 supply, 125 gas unit that deals a fraction of the damage is obviously useless by comparison, and the only justification from Blizzard is they "don't like players to play defensively." Oh, Colossi and Infestor Broodlord don't create the same problem, to a much larger extent, without the tank's weaknesses?
"First decide who you would be, then do what you must do."
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
Last Edited: 2013-02-07 22:04:11
February 07 2013 21:59 GMT
#675
I don't know how you're supposed to 'just run away from void rays', they're pretty fast, the buff lasts quite long and there is only a short cooldown. I think they misjudged how cool this ability would be.
On February 08 2013 06:57 ledarsi wrote:
Show nested quote +
On February 08 2013 06:45 Thieving Magpie wrote:
People are asking for Spider Mines when Blizzard has a no-infinite-free unit policy.

Oh, really? Welp, I guess they have to take out all the broodlings and locusts now, since they have a no-infinite-free-unit policy.

But a few mines per hellion (or other unit) is totally out of the question.

Blizzard is changing things that aren't broken just to say they changed them. And they are failing because of that need to make a mark on a game that was perfectly fine before they came along, and which they are unable to accept is better made than any of their work.

The Siege Tank in Brood War was perfectly fine. This 3 supply, 125 gas unit that deals a fraction of the damage is obviously useless by comparison, and the only justification from Blizzard is they "don't like players to play defensively." Oh, Colossi and Infestor Broodlord don't create the same problem, to a much larger extent, without the tank's weaknesses?

And hellions are already more expensive than vultures, and nothing's forcing Blizzard to give them three mines for free, it could just as easily be two mines. But I think this ship has sailed, the widow mine exists and it's not going to go away.

I do think that tanks were slightly too strong in Brood War. It worked out in that game anyway, but tank lines were so hard to break. On the other hand, SC2 overcompensates and has a situation where sieged up tanks are barely stronger than unsieged ones.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
Last Edited: 2013-02-07 22:02:25
February 07 2013 22:00 GMT
#676
On February 08 2013 06:57 ledarsi wrote:
Show nested quote +
On February 08 2013 06:45 Thieving Magpie wrote:
People are asking for Spider Mines when Blizzard has a no-infinite-free unit policy.

Oh, really? Welp, I guess they have to take out all the broodlings and locusts now, since they have a no-infinite-free-unit policy.

But a few mines per hellion (or other unit) is totally out of the question.

Blizzard is changing things that aren't broken just to say they changed them. And they are failing because of that need to make a mark on a game that was perfectly fine before they came along, and which they are unable to accept is better made than any of their work.

The Siege Tank in Brood War was perfectly fine. This 3 supply, 125 gas unit that deals a fraction of the damage is obviously useless by comparison, and the only justification from Blizzard is they "don't like players to play defensively." Oh, Colossi and Infestor Broodlord don't create the same problem, to a much larger extent, without the tank's weaknesses?


Broodlords cant have more than 6
SH can't have more than 2

Vultures land 3 mines, die, mines still exist. over time, infinite mines exist no matter how often vultures die.

It's the same logic they used with Overseers. "Can't have it have active spells because what happens when you have infinite overseers?"

EDIT:

As for the siege tank,

And it's not "a fraction" of the damage since Siege Tanks deal only 20 less damage to large units--everything else stays the same as BW.

The +25 gas and +1 supply is a massive blow though.

25% gas cost increase and a 50% supply cost increase.
Hark, what baseball through yonder window breaks?
nottapro
Profile Joined August 2012
202 Posts
February 07 2013 22:12 GMT
#677
On February 08 2013 06:45 Thieving Magpie wrote:
Show nested quote +
On February 08 2013 06:33 nottapro wrote:
I don't think you can make Mech much more stable by buffing an inherently instable random target fire unit.

Target fire and the option to cease fire would be a much better buff then increasing damage to shields, in my opinion.

It seems to fly in the face of logic, that Blizzard won't implement highground mechanics because of the random/luck factor involved, but gives Terran a core Mech unit that relies entirely on it.

Secondly, just like the siege tank, its easily hard countered by Protoss. Cloaked observers negate the most effective aspect of the unit, its ability to catch units off guard. Buffing a hard countered unreliable unit, its not going to bring stability to TvP Mech.


It's simply misguided logic.

People are asking for Spider Mines when Blizzard has a no-infinite-free unit policy.

Blizz mistakenly decided to give in and make a 2 supply mine instead of a shredder. This led to stupid. They went back to the Shredder idea and now it works as a low supply defensive siege tank. With this new unit--people can now do something akin to old style mech play.

Widow Mines as tanks, marines/marauders as vultures, Planetary Fortresses defending expos as spider mines.

However, despite getting this play style back, people are upset that it doesn't involve mines and siege tanks. So now we have people comparing Spider Mines to Widow mines (and getting confused as to why the Widow Mine doesn't fulfill that role) while at the same time asking why tanks aren't buffed (forgetting that Widow Mines are slowly taking over that role)

So no, we are not closer to what people think of Mech and it's not because we don't have the playstyle--it's because the playstyle is not factory centric. Really it's a Rax/Fac/Port centric playstyle that supports mines with MMM while applying pressure with Hellbat drops all the while transitioning to a Hellbat/Marauder/Marine/medivac late game.



So what your thinking is that Widowmine + Bioball is currently drawing a lot of parrallels to Broodwar Mech, and people aren't noticing it because symantics and visual differences. I have no opinion on this, I have never played broodwar.

All I know is that the widowmines design in SC2 has what I consider very serious game design flaws.
gCgCrypto
Profile Joined December 2010
Germany297 Posts
February 07 2013 22:23 GMT
#678
So concidering the Time it got posted and that there have been no further patchnotes or anything (eccept for the change to akilon flats but thats kinda unrelated)

Did we make them change their plans?
Usually, especially for beta, posts like this are followed by first patchnotes or further detail withing a day or two.
I sure hope we at least made them work on the less fundemental issues such as Hellbat, Widdowmine, Hydra balance wise.

I think we can already forget fundemental (design) issues such as Corruptor, Colosus, economy system, highground advantage, forcefields and warpgates for HotS, maby LotV.
That would actually make sense since they don´t really want to add more units in LotV so why not clean up all the mess they create with WoL and HotS in LotV so ppl have to buy all 3 games to have a great SC2.
Thats one hell of a business plan :D

(for anyone who didnt see it, the last part is a joke, coming from my bitterness but still a joke ^^)
L E E J A E D O N G ! <3
zJayy962
Profile Blog Joined April 2010
1363 Posts
February 07 2013 22:25 GMT
#679
I wish they could just implement mines into hellitons for tvp but they can't. Mines would completely fuck the TvZ matchup because overlords don't start off with detection. Too much would have to change if hellions suddenly could lay mines. They'd have to change build time on factory or hellions which could unbalance the whole game. When the game is 1 month away, there is just no way they'll do major changes at this point.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 07 2013 22:25 GMT
#680
On February 08 2013 07:12 nottapro wrote:
Show nested quote +
On February 08 2013 06:45 Thieving Magpie wrote:
On February 08 2013 06:33 nottapro wrote:
I don't think you can make Mech much more stable by buffing an inherently instable random target fire unit.

Target fire and the option to cease fire would be a much better buff then increasing damage to shields, in my opinion.

It seems to fly in the face of logic, that Blizzard won't implement highground mechanics because of the random/luck factor involved, but gives Terran a core Mech unit that relies entirely on it.

Secondly, just like the siege tank, its easily hard countered by Protoss. Cloaked observers negate the most effective aspect of the unit, its ability to catch units off guard. Buffing a hard countered unreliable unit, its not going to bring stability to TvP Mech.


It's simply misguided logic.

People are asking for Spider Mines when Blizzard has a no-infinite-free unit policy.

Blizz mistakenly decided to give in and make a 2 supply mine instead of a shredder. This led to stupid. They went back to the Shredder idea and now it works as a low supply defensive siege tank. With this new unit--people can now do something akin to old style mech play.

Widow Mines as tanks, marines/marauders as vultures, Planetary Fortresses defending expos as spider mines.

However, despite getting this play style back, people are upset that it doesn't involve mines and siege tanks. So now we have people comparing Spider Mines to Widow mines (and getting confused as to why the Widow Mine doesn't fulfill that role) while at the same time asking why tanks aren't buffed (forgetting that Widow Mines are slowly taking over that role)

So no, we are not closer to what people think of Mech and it's not because we don't have the playstyle--it's because the playstyle is not factory centric. Really it's a Rax/Fac/Port centric playstyle that supports mines with MMM while applying pressure with Hellbat drops all the while transitioning to a Hellbat/Marauder/Marine/medivac late game.



So what your thinking is that Widowmine + Bioball is currently drawing a lot of parrallels to Broodwar Mech, and people aren't noticing it because symantics and visual differences. I have no opinion on this, I have never played broodwar.

All I know is that the widowmines design in SC2 has what I consider very serious game design flaws.


You know most of the time, people ask that you back up statments like this, rather than just saying them out loud then waiting for someone to disagree with you.

For example, if I went "Golf is the the most difficult sport in the world. All other sports are flawed" you would think I would need to back that up with something.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Prev 1 32 33 34 35 36 Next All
Please log in or register to reply.
Live Events Refresh
CranKy Ducklings
10:00
Sea Duckling Open #140
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech136
StarCraft: Brood War
Sea 6723
actioN 656
Larva 545
Jaedong 429
Soma 351
GuemChi 285
Killer 171
Stork 163
sorry 96
ToSsGirL 89
[ Show more ]
PianO 88
Backho 59
Mind 43
Sharp 33
NaDa 29
Hyun 27
NotJumperer 17
Bale 14
Sacsri 13
Hm[arnc] 11
HiyA 10
Rush 9
soO 8
League of Legends
JimRising 440
Reynor94
Counter-Strike
fl0m2121
Heroes of the Storm
Khaldor117
Other Games
summit1g17693
XaKoH 129
MindelVK17
Organizations
Other Games
gamesdonequick626
Counter-Strike
PGL105
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Berry_CruncH49
• StrangeGG 33
• LUISG 32
• Adnapsc2 19
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos2635
• Stunt629
Upcoming Events
IPSL
7h 48m
dxtr13 vs OldBoy
Napoleon vs Doodle
LAN Event
7h 48m
Lambo vs Clem
Scarlett vs TriGGeR
ByuN vs TBD
Zoun vs TBD
BSL 21
9h 48m
Gosudark vs Kyrie
Gypsy vs OyAji
UltrA vs Radley
Dandy vs Ptak
Replay Cast
12h 48m
Sparkling Tuna Cup
23h 48m
WardiTV Korean Royale
1d 1h
LAN Event
1d 4h
IPSL
1d 7h
JDConan vs WIZARD
WolFix vs Cross
BSL 21
1d 9h
spx vs rasowy
HBO vs KameZerg
Cross vs Razz
dxtr13 vs ZZZero
Replay Cast
1d 22h
[ Show More ]
Wardi Open
2 days
WardiTV Korean Royale
3 days
Replay Cast
3 days
Kung Fu Cup
4 days
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
4 days
The PondCast
4 days
RSL Revival
4 days
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
5 days
WardiTV Korean Royale
5 days
RSL Revival
5 days
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
6 days
CranKy Ducklings
6 days
RSL Revival
6 days
herO vs Gerald
ByuN vs SHIN
Liquipedia Results

Completed

BSL 21 Points
SC4ALL: StarCraft II
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
Stellar Fest: Constellation Cup
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

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

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.