• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 08:22
CET 14:22
KST 22:22
  • 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
RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10
Community News
RSL Season 3: RO16 results & RO8 bracket13Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge1[TLMC] Fall/Winter 2025 Ladder Map Rotation14Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA12
StarCraft 2
General
RSL Season 3: RO16 results & RO8 bracket SC: Evo Complete - Ranked Ladder OPEN ALPHA RSL Season 3 - Playoffs Preview Mech is the composition that needs teleportation t GM / Master map hacker and general hacking and cheating thread
Tourneys
RSL Revival: Season 3 $5,000+ WardiTV 2025 Championship StarCraft Evolution League (SC Evo Biweekly) Constellation Cup - Main Event - Stellar Fest 2025 RSL Offline Finals Dates + Ticket Sales!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 500 Fright night Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened
Brood War
General
Data analysis on 70 million replays A cwal.gg Extension - Easily keep track of anyone soO on: FanTaSy's Potential Return to StarCraft [ASL20] Ask the mapmakers — Drop your questions FlaSh on: Biggest Problem With SnOw's Playstyle
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] GosuLeague T1 Ro16 - Tue & Thu 22:00 CET [BSL21] RO16 Tie Breaker - Group B - Sun 21:00 CET
Strategy
Current Meta Game Theory for Starcraft How to stay on top of macro? PvZ map balance
Other Games
General Games
Clair Obscur - Expedition 33 Stormgate/Frost Giant Megathread EVE Corporation Path of Exile [Game] Osu!
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
Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread The Games Industry And ATVI Things Aren’t Peaceful in Palestine About SC2SEA.COM
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread Korean Music Discussion
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
The Health Impact of Joining…
TrAiDoS
Dyadica Evangelium — Chapt…
Hildegard
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2178 users

New Battle Report (10/19/2009) - Page 15

Forum Index > SC2 General
452 CommentsPost a Reply
Prev 1 13 14 15 16 17 23 Next All
Ryuu314
Profile Joined October 2009
United States12679 Posts
Last Edited: 2009-10-20 17:27:24
October 20 2009 17:18 GMT
#281
I don't really think the whole "a-moving" aspect is a problem as players will grow to become more familiarized with the units and learn how to more effectively micro them. Also, so much has been said about the Hellion. I really don't think they should make it a Vulture clone, but yea, the movement animation needs to be changed.

Now, the Thor. The Thor is supposed to be utilized mainly for its AA splash attack, which is supposed to be phenomenal. However, its design (giant cannons all over it) suggests a different role. I do NOT want it to become a walking Seige Tank, that'd be stupid and make the beloved and hated seige tank completely worthless. I like the whole revamp that the Thor can no longer be built in the field 'cause that'd allow the terran to make a tech switch way to fast (pure ground power to dominating AA power). That said, the Thor really lacks a niche at the moment and hopefully it'll be worked out with the beta.

Anyways, I have an idea for the Thor; might be far-fetched but bear with me for a second. The new BCs in SC2 have the ability to become rather specialized with its choice of one of three tech switches (Yamato, splash damage missiles, or Dmatrix). So what if they made the BC even more specialized (say make it a mainly ATA battery or ATS or...something) and then make the Thor the ground version of the BC. In other words, powerful, but slow, resource and build time demanding, and higher up the tech tree. That way, the Thor will have more of a niche as a late-game changer (kind of the way the BC was) and remove it as a potential useless early-mid to mid game unit.
mucker
Profile Blog Joined May 2009
United States1120 Posts
October 20 2009 18:02 GMT
#282
I wish there were vods of SC1 alpha games. I'm gonna go out on a limb and guess that alpha PvT didn't look much like Stork vs Fantasy. I wouldn't worry too much about how the big armies just massed up and a-moved into each other.

Besides, I thought this game looked the most staged of all the battle reports so far and took it as just a unit showcase. You do the hellion, then I'll blink up your base and bypass your choke, then you can drop on my cliff and we can show how highground and dropship micro works, then we can mass up and I'll psi-storm you, then I'll warp in on your island, then you can make nukes...




It's supposed to be automatic but actually you have to press this button.
Knee_of_Justice
Profile Joined October 2009
United States388 Posts
October 20 2009 18:05 GMT
#283
For those of you who want more static battles, the immortals could be game-breaking in that regard: wading through tank blasts while raping armored units on all sides effortlessly. Luckily though, terran does have a way to counter that: EMP. I think that the hellions fulfill the role of the old mines by splashing the zealots as they come in, and if their moving mechanic is fixed, they could provide a decent level of map control as well.

However, hellions look like shit, and their moving mechanic is terrible. If they fixed that, they could be very strong against light. Then what if they gave the hellions D8 charges to make them good against armored units?

Then they could scrap the reaper which is just a weak raiding unit and replace it with something cooler.

Actually i was always a fan of having the reaper be able to transform between air and ground. Imagine that! Instead of the viking, the reaper would get an upgrade later that let it use its jetpacks to fly for a short time.

Then they could give the viking something else (I guess this would leave the viking out to dry). but i just love the idea of a reaper being surrounded by 5 lings and then just flying away.

Protoss Tactical Guide: http://www.sc2armory.com/forums/topic/7903
XaI)CyRiC
Profile Joined October 2002
United States4471 Posts
Last Edited: 2009-10-20 18:12:13
October 20 2009 18:10 GMT
#284
Anyone think that the lack of "mobile static defense" units/features utilized is a result of the increased mobility of units overall? Once a P gets Blink, Sieged Tanks become a lot less attractive (just blink next to them or behind the support units) and I imagine mines wouldn't be that big a deal either as long as you use an observer to keep track of where they are (just blink past them). Add in the way P can warp in units anywhere they can put up a pylon or fly a Phase Prism, and it seems that T wouldn't be able to maintain map control with mines even if they were still in the game.

As for P, static defense like cannons seems less necessary with the way they can warp units to whatever expansion they have as long as they have pylons there. The above-mentioned overall mobility of their units also makes static defense seem less necessary. I think the reason why P was overwhelmed so much was simply because the T player was so much better at multi-tasking and harassment in general. If the T had been even a little less aggressive, the P could have continued to warp in HT on expan cliffs, and other units to any expansions, with the Prism, and been the aggressor himself, all while being able to warp in defending units (i.e. HT's with insta-cast storm) to fight off armies to buy time for the rest of the army to show up.

In the end, I think Blizzard wanted SC2 units to be more mobile and dynamic with their movement, i.e. cliff jumping, warping, etc., and that's causing the map control/static defense elements to become less prevalent. You can't just inch a siege line step by step in TvP anymore because P will just warp/blink/cliff-walk/etc. right around you to your expansions or main base. You can't just just cannon up the choke to an expan, or the T will cliff-jump/medivac-drop/nuke/etc. it while your army is away.

There is simply a LOT more mobility in the game, which has necessarily taken away from the strategic placement/map control elements. I think that's why control over the Xel'Naga towers is important, and playing aggressively being effective. Attack or be attacked seems to be the pattern in this Battle Report.
Moderator
Icks
Profile Joined July 2009
France186 Posts
October 20 2009 18:19 GMT
#285
Quick question: at 15:38, what does give line of sight to Thor/Marauders to kill the Stalkers on the cliff?
Did i miss something with the new mechanic?
Read to learn.
Jenia6109
Profile Blog Joined December 2008
Russian Federation1612 Posts
October 20 2009 18:41 GMT
#286
On October 21 2009 03:19 Icks wrote:
Quick question: at 15:38, what does give line of sight to Thor/Marauders to kill the Stalkers on the cliff?
Did i miss something with the new mechanic?

Terran scanned them
INnoVation TY Maru | Classic Stats Dear sOs Zest herO | Rogue Dark soO
Icks
Profile Joined July 2009
France186 Posts
October 20 2009 18:59 GMT
#287
Oh, yeah, that's what Simpson says... >_<
Read to learn.
AdunToridas
Profile Joined December 2008
Germany380 Posts
October 20 2009 19:18 GMT
#288
On October 21 2009 00:45 danieldrsa wrote:
Plz, no vulture back. No more SC1 units back.

Bring that unit that hovers (dont remember the name now), put the flamethrower on it and im ok with it.

...Vulture?
« People say I'm strange, does it make me a stranger that my best friend was born in a manger? »
Archerofaiur
Profile Joined August 2008
United States4101 Posts
October 20 2009 19:19 GMT
#289
On October 21 2009 03:10 XaI)CyRiC wrote:
In the end, I think Blizzard wanted SC2 units to be more mobile and dynamic with their movement, i.e. cliff jumping, warping, etc., and that's causing the map control/static defense elements to become less prevalent. You can't just inch a siege line step by step in TvP anymore because P will just warp/blink/cliff-walk/etc. right around you to your expansions or main base. You can't just just cannon up the choke to an expan, or the T will cliff-jump/medivac-drop/nuke/etc. it while your army is away.



I think this issue needs to be looked at very very carefully. There are allot of mobile options for all the races right now. I think great care needs to be taken to determine if it is too much or where on the tech tree this mobility should be or how powerful static/mobile defense should be.

Personally, I think mobility is only as good as it is unique. As soon as every other unit has the ability to move freely around the map you have lost the very think that make mobility cool.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
John49ers
Profile Joined May 2009
United States237 Posts
October 20 2009 19:31 GMT
#290
The only things that are bugging me right now are the Thor. The more and more I see it the uglier it gets to me. Seems out of place.

The Hellions is IMO bad designing all around. How about another bike concept because I don't like the four wheeler.
“The beauty of Bill's system was that there was always a place to go with the ball, ... I was the mailman, just delivering people's mail, and there were all kinds of houses to go to.”-Joe Montana
Ryuu314
Profile Joined October 2009
United States12679 Posts
October 20 2009 19:35 GMT
#291
On October 21 2009 04:19 Archerofaiur wrote:
Show nested quote +
On October 21 2009 03:10 XaI)CyRiC wrote:
In the end, I think Blizzard wanted SC2 units to be more mobile and dynamic with their movement, i.e. cliff jumping, warping, etc., and that's causing the map control/static defense elements to become less prevalent. You can't just inch a siege line step by step in TvP anymore because P will just warp/blink/cliff-walk/etc. right around you to your expansions or main base. You can't just just cannon up the choke to an expan, or the T will cliff-jump/medivac-drop/nuke/etc. it while your army is away.



I think this issue needs to be looked at very very carefully. There are allot of mobile options for all the races right now. I think great care needs to be taken to determine if it is too much or where on the tech tree this mobility should be or how powerful static/mobile defense should be.

Personally, I think mobility is only as good as it is unique. As soon as every other unit has the ability to move freely around the map you have lost the very think that make mobility cool.

i agree completely. the terran's biggest weakness in SC1 was its lack of mobility. If you take that weakness away you're looking at a potential imba.
Wineandbread
Profile Joined September 2009
United States2065 Posts
October 20 2009 19:44 GMT
#292
Nice battle report! Game looks real smooth.

It seems nukes can be pulled off rather quickly. Or did they just focus on them late?
Psi storm looks epic. Looks really powerful too, from the report. Maybe too powerful. :O

As for mobility concerns, I don't think the point is to recreate the same balance of static/mobile defenses as SC1. The added mobility is there to provide new ways to counter old problems (like siege tank walls) and introduce new strategies to use against opponents. Speaking as a noob, I think it discourages just sitting at your base and building up a huge army, and forces players to think more aggressively and harass each other.

P.S. Terrible, terrible damage.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2009-10-20 20:07:57
October 20 2009 20:06 GMT
#293
On October 21 2009 04:35 Ryuu314 wrote:
Show nested quote +
On October 21 2009 04:19 Archerofaiur wrote:
On October 21 2009 03:10 XaI)CyRiC wrote:
In the end, I think Blizzard wanted SC2 units to be more mobile and dynamic with their movement, i.e. cliff jumping, warping, etc., and that's causing the map control/static defense elements to become less prevalent. You can't just inch a siege line step by step in TvP anymore because P will just warp/blink/cliff-walk/etc. right around you to your expansions or main base. You can't just just cannon up the choke to an expan, or the T will cliff-jump/medivac-drop/nuke/etc. it while your army is away.



I think this issue needs to be looked at very very carefully. There are allot of mobile options for all the races right now. I think great care needs to be taken to determine if it is too much or where on the tech tree this mobility should be or how powerful static/mobile defense should be.

Personally, I think mobility is only as good as it is unique. As soon as every other unit has the ability to move freely around the map you have lost the very think that make mobility cool.

i agree completely. the terran's biggest weakness in SC1 was its lack of mobility. If you take that weakness away you're looking at a potential imba.



No we are not in agreement. It isnt a question of imbalance. Its a question of how the game plays. Its a question of too much of a good thing which is very easy to do in game design (oh this unit has a second ability and its cool lets give second abilities to all units. Oh this unit has splash damage and its cool lets give...)
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Smorrie
Profile Blog Joined September 2002
Netherlands2925 Posts
Last Edited: 2009-10-20 20:18:33
October 20 2009 20:14 GMT
#294
I know people have stated this before already, but I wanted to throw in my few cents anyway.

1. Nukes. NUKES. NUKESSS? While it is very cool to see that nukes have actually become a viable strategy, that definitely was too much for my taste. They never showed how many nuclear silo's were built or how fast nukes can be produced, but so many nukes were thrown out in such a short period of time. The game (only) lasted 18,5 minutes and for the longest time I had the idea Protoss was gonna take it down, until David Kim started whipping his nukes out. Once a nuclear is being launched it seems pretty hard to defend against.

Imo nukes should be viable, but not that easy in usage. Protoss didn't play bad at all but now it looked he got humiliated and Terran knew what he was doing all along.

2. The islands have 2 gas mines, not a big fan of that. While I'm not sure how much they helped Terran, I guess it could be the reason the game turned around and that so many nukes followed.

3. While there was some micro going on, I really missed pulling back those few units (In the way we are used to pulling back the damage dragoons/marines/hydras). The battles seemed a little hectic and there didn't really seem much that could be done about it after the engagement of 2 armies had started.

4. I guess in SC PvT mainly exists out of vulture/tank vs zeal/goon/shuttles/temps. But here it seemed each side only used 2 sort of units. They both were rather attack/move type of units, which made it seem sort of boring.

5. Terran units seemed sorta strong in general, while I would expect Protoss to have tougher units. Perhaps this was due to the bad unit mix? (I'm not too educated about SC2, but they mentioned it during the BR)

6. Cliff advantage is nice, but seems rather easy to overcome. Gave me an impression that it's really hard to defend certain positions by strategical advantage, once your opponent has a decent army.

7. Looks like a fun game to play! Good to have some classic maps in the mix
It has a strong technique, but it lacks oo.
Tyraz
Profile Blog Joined September 2008
New Zealand310 Posts
October 20 2009 20:23 GMT
#295
On October 21 2009 03:10 XaI)CyRiC wrote:
Anyone think that the lack of "mobile static defense" units/features utilized is a result of the increased mobility of units overall? Once a P gets Blink, Sieged Tanks become a lot less attractive (just blink next to them or behind the support units) and I imagine mines wouldn't be that big a deal either as long as you use an observer to keep track of where they are (just blink past them). Add in the way P can warp in units anywhere they can put up a pylon or fly a Phase Prism, and it seems that T wouldn't be able to maintain map control with mines even if they were still in the game.

As for P, static defense like cannons seems less necessary with the way they can warp units to whatever expansion they have as long as they have pylons there. The above-mentioned overall mobility of their units also makes static defense seem less necessary. I think the reason why P was overwhelmed so much was simply because the T player was so much better at multi-tasking and harassment in general. If the T had been even a little less aggressive, the P could have continued to warp in HT on expan cliffs, and other units to any expansions, with the Prism, and been the aggressor himself, all while being able to warp in defending units (i.e. HT's with insta-cast storm) to fight off armies to buy time for the rest of the army to show up.

In the end, I think Blizzard wanted SC2 units to be more mobile and dynamic with their movement, i.e. cliff jumping, warping, etc., and that's causing the map control/static defense elements to become less prevalent. You can't just inch a siege line step by step in TvP anymore because P will just warp/blink/cliff-walk/etc. right around you to your expansions or main base. You can't just just cannon up the choke to an expan, or the T will cliff-jump/medivac-drop/nuke/etc. it while your army is away.

There is simply a LOT more mobility in the game, which has necessarily taken away from the strategic placement/map control elements. I think that's why control over the Xel'Naga towers is important, and playing aggressively being effective. Attack or be attacked seems to be the pattern in this Battle Report.

Excellent post. That puts quite a few of the posts above you in quite a different light
100% Pure.
duck.fit
Profile Joined October 2008
United States241 Posts
October 20 2009 20:26 GMT
#296
On October 20 2009 21:37 micropede wrote:
protoss buildings don't catch on fire before blowing up anymore?


If you full screen it, it looked to me like it was on fire.
Purple and red and yellow and on fire
Tsagacity
Profile Blog Joined August 2005
United States2124 Posts
Last Edited: 2009-10-20 20:42:03
October 20 2009 20:34 GMT
#297
On October 21 2009 05:14 Smorrie wrote:
2. The islands have 2 gas mines, not a big fan of that. While I'm not sure how much they helped Terran, I guess it could be the reason the game turned around and that so many nukes followed.
Unless something changed very very recently, two gas at each base is standard, including your main. Also, gas is mined in increments of 4 now.

Edit: Yeah, re-watched part of the the video and every base I saw had 2 gas.

What I've read suggests your gas income is the same or slightly higher than SC:BW per base.
"Everyone worse than me at video games is a noob. Everyone better than me doesn't have a life."
tedster
Profile Joined May 2009
984 Posts
October 20 2009 21:18 GMT
#298
Are you guys honestly upset about the nukes? Kim was so far ahead for the entire game he could have massed marines and won at that point. PLEASE watch the game again and pay attention to supply and worker counts - he was thrashing the Protoss and decided to fuck around with him, so he flipped to nukes. That was NOT a close game, it wasn't even close to a close game. It was a superior opponent nuke rushing because it make him laugh.
the last wcs commissioner
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
October 20 2009 21:22 GMT
#299
On October 21 2009 05:14 Smorrie wrote:
I know people have stated this before already, but I wanted to throw in my few cents anyway.

1. Nukes. NUKES. NUKESSS? While it is very cool to see that nukes have actually become a viable strategy, that definitely was too much for my taste. They never showed how many nuclear silo's were built or how fast nukes can be produced, but so many nukes were thrown out in such a short period of time. The game (only) lasted 18,5 minutes and for the longest time I had the idea Protoss was gonna take it down, until David Kim started whipping his nukes out. Once a nuclear is being launched it seems pretty hard to defend against.

Imo nukes should be viable, but not that easy in usage. Protoss didn't play bad at all but now it looked he got humiliated and Terran knew what he was doing all along.


Well Kim has much more experience with the game than the toss user. He knows how hard is to defend against aggresion from the cliffs (so he clearly abused it) and how overpowered medivac + ghost is looking atm (stalkers cannot even kill that stupid dropship? xD). I hope the next time they show players with similar experience because even the commentator said the toss should have used the "other" ability from the HT to stop thors, and not use some units at all.

IMO the terran reapers being able to jump cliffs even when you don't have vision, while the toss cannot storm or blink, is full of nonsense and bs xd
Revolutionist fan
teapot
Profile Joined October 2007
United Kingdom266 Posts
October 20 2009 21:26 GMT
#300
I don't like the Xel'Naga watch towers. A pointless CnC idea. Very Gimmicky.
Prev 1 13 14 15 16 17 23 Next All
Please log in or register to reply.
Live Events Refresh
SC Evo League
12:30
#16
SteadfastSC40
LiquipediaDiscussion
WardiTV Korean Royale
12:00
Group B
WardiTV1054
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko248
Rex 167
SortOf 111
SteadfastSC 40
MindelVK 38
StarCraft: Brood War
Britney 49005
Rain 3104
Larva 520
firebathero 471
Mini 450
PianO 352
Last 300
Killer 161
Rush 144
sorry 80
[ Show more ]
Aegong 60
Backho 40
soO 29
HiyA 29
Movie 24
ToSsGirL 23
Oya187 21
Purpose 20
yabsab 19
zelot 17
Hm[arnc] 13
Terrorterran 10
Shine 8
Icarus 6
ivOry 5
Dota 2
Gorgc4923
Dendi963
qojqva389
XcaliburYe270
League of Legends
Reynor85
Counter-Strike
ScreaM1597
zeus1116
byalli197
oskar130
edward42
Super Smash Bros
Chillindude19
Heroes of the Storm
Khaldor224
Other Games
B2W.Neo1728
crisheroes360
Fuzer 113
Trikslyr25
Organizations
Dota 2
PGL Dota 2 - Main Stream30882
StarCraft 2
ComeBackTV 920
Other Games
gamesdonequick573
StarCraft: Brood War
lovetv 10
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota235
League of Legends
• Stunt803
Upcoming Events
IPSL
3h 38m
Julia vs Artosis
JDConan vs DragOn
OSC
3h 38m
BSL 21
6h 38m
TerrOr vs Aeternum
HBO vs Kyrie
RSL Revival
18h 8m
Wardi Open
1d
IPSL
1d 6h
StRyKeR vs OldBoy
Sziky vs Tarson
BSL 21
1d 6h
StRyKeR vs Artosis
OyAji vs KameZerg
OSC
1d 9h
OSC
1d 19h
Monday Night Weeklies
2 days
[ Show More ]
OSC
2 days
Wardi Open
2 days
Replay Cast
3 days
Wardi Open
3 days
Tenacious Turtle Tussle
4 days
The PondCast
4 days
Replay Cast
5 days
LAN Event
6 days
Replay Cast
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2025-11-16
Stellar Fest: Constellation Cup
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
CSCL: Masked Kings S3
SLON Tour Season 2
RSL Revival: Season 3
META Madness #9
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 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.