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Piste
Profile Blog Joined July 2006
6180 Posts
Last Edited: 2009-12-21 11:22:36
December 21 2009 11:22 GMT
#21
StarCraft is a game where you need to be fast, not only in your head but your fingers too.
why should it be different in StarCraft 2 ?
There are other games.
Qikz
Profile Blog Joined November 2009
United Kingdom12024 Posts
December 21 2009 11:22 GMT
#22
The thing I like about infinate unit selection is not that I can select all my units and 1a to victory. It's so for example I'm going M&M - Marine Marauders with Medivac support. It allows me to hotkey all 100 or so marines under one hotkey but still seperate the marauders and medivacs for obvious reasons.

It just gives you the oppurtunity to be able to play without having to have 50 million groups of units hotkeyed to move everything. Of course you'll still be select dragging certain units to stim or whatever.

It doesn't remove any form of skill level but just changes the way it is used now. In Starcraft as of now the only way to control large armies is to click drag things to move. Now rather than that it gives you the option to just have bigger amounts of units under one hotkey but still gives you the option of selecting smaller groups.

Just because it's there doesn't mean everyone is going to be using it to just 1a. Since 1aing an army into the opponent if he's using smaller groups is going to get you killed.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
JohannesH
Profile Joined September 2009
Finland1364 Posts
Last Edited: 2009-12-21 12:28:29
December 21 2009 12:00 GMT
#23
No matter how good the interface is everyone will still be struggling to keep up with everything. The games focus is of course shifted based on how easy different things are to execute, but theres no "right" ideal on what should be the main thing everyone uses their time on. Its just preference.

Edit: And its not just focus between using the interface and strategy... But the strategies change with the interface.
If you have to ask, you don't know.
edahl
Profile Joined February 2008
Norway483 Posts
Last Edited: 2009-12-21 12:28:42
December 21 2009 12:22 GMT
#24
On December 21 2009 17:46 heyoka wrote:Its funny that he brought up the unit selection limit specifically as that seems to be the one interface change no one gives a shit about.

Yeah, I found this fun as well.

What I don't get is you a person cannot see what mechanics are. It's like this: In SC you try to win by executing a strategy using tactics, unit composition, etc. etc. etc. Everybody can do that at some level. It only requires a bit of practice and ability for somewhat high level thought. By just trying and retrying you can pretty much creating a strategy by force.

To circumvent this, we let our players juggle why they play the game. If they don't care to juggle, that's OK, but they'll lose the game, so the only way you can deserve to actually be in the game for another two minutes is if you juggle. If you're good at juggling, you should be ready for the top, and all you need to do is to learn to put your newfound juggling skill by learning all the subtleties of SC.

You might call SC "Strategic and Competitive Juggling". If I ever write a thread qq-ing about the difficulty of juggling, and how they should make it easier and more intuitive, please shoot me.

EDIT: The guy over me wrote
No matter how good the interface is everyone will still be struggling to keep up with everything. The games focus is of course shifted based on how easy different things are to execute, but theres no "right" ideal on what should be the main thing everyone uses their time on. Its just preference.

This is an important point which should not be forgotten. The absolute newbies want the macro to be easy for a quick way to catch up with an 11 year development in a game, instead of just sitting down practicing macro for a few weeks. What this does is shifting the focus to micro instead, which is equivalent to locking the game in to the state it was 11 years ago, way before iloveoov etc., which is equivalent to making it WC3 without heroes and creeps. The micro is going to be just a difficult as the macro is now, and there is a reason I don't play WC3.
ZERG_RUSSIAN
Profile Blog Joined November 2008
10417 Posts
December 21 2009 15:11 GMT
#25
On December 21 2009 16:14 251 wrote:
Sirlin is really easy to understand when you look at it from a fighting game perspective. Unfortunately starcraft isn't a fighting game.

But I can relate my own experiences of just playing SF4 on xbox live to this argument. I played a lot of street fighter 2 growing up but I wouldn't call myself 'tournament worthy'. But all SF characters have special moves that require an amount of dexterity and skill to pull off. Like if I'm playing with Ryu in SF4, my opponent's low on health, and I want to shoryu focus cancel into my ultra, if I flub this up on the 360 controller, it doesn't land, and I end up losing the match due to this missed opportunity, then I wrestled with the interface which eventually lead to me losing the game. Sirlin came up with HD Remix which had easy inputs for the special moves to attract a new audience, I don't know how successful this was, but obviously he wants people to be able to do the moves they want to do cleanly to allow for the best competition possible among a wider audience.

Which makes me think about a game I was easily more skilled at than these games, super smash bros melee. The interface is simple yet refined. Controls are tight and responsive, and all moves being intuitive and easy to do doesn't hurt the gameplay nor the competitiveness. (yes I know wavedashing and L-canceling and whatnot take some precision to do, but I wouldn't compare the technicality of it to a move list from street fighter). Anyway, despite how blanced, fun, and competitive Melee was, Nintendo (or the new company Sora) kind of messed up a perfect formula with the sequel, Brawl, by lowering the game speed, changing the physics engine, making it harder to kill quickly, stickier edges, etc.

Which brings me back to SC2 and the nature of good game design vs bad game design. A 'good game' (such as melee) can have a simple interface and very intuitive controls, and it doesn't hurt the competitive nature of it because a. everyone's on the same playing field b. the game is inherently well made, is balanced, etc. In contrast, a worse game for competitive play (such as Brawl) suffers because while the game has the same interface and controls, it is not as balanced (see metaknight) and has characteristics that don't welcome high level play, or a significantly (drastically?) lower skill ceiling.

SC2, to me then, relies on what should be two obvious factors. Is the game naturally 'good' - well designed, balanced, polished, welcomes competitive play - and we know Blizzard is designing this game with all these characteristics in mind. Of that we can be assured. And second, does the intuitiveness of the interface lower the skill ceiling to a point where the game suffers in 'high level' competitive play (Brawl), or does it complement it to allow for depth in strategy, positioning, etc (Melee).

I can definitely see Sirlin's argument and I'm not necessarily against easier inputs in a game. In Street Fighter's (and almost all 2d fighters) case its just been a formality for so long that its integrated as part of the accepted gameplay. I don't feel like I would be mad if a player using the easier inputs in HD Remix beat a player using the traditional inputs, so long as his spacing, gameplan, and execution were all strategically sound.

I'm NOT good at Starcraft. Probably high D at best. I like to play Terran but I still find myself 'wrestling' with the interface when playing on iccup (full use of the F keys, hotkeys, unit control, etc). And to me, that is a formality of starcraft. If you're planning on playing competitively, don't you want to have ALL of these things down before even getting in a match? If you don't, then you're simply not playing at your full potential. I've come to learn at D level, mechanics (ability to macro properly and control attacks and defend properly), far above strategy or even a perfect build order, is what wins games. So to me its the most important step. The games I'm good at are the ones that have controls that feel perfectly natural.

This topic seems sooo old, but I never really wrote my thoughts about it relating to my own experience with competitive games, so thought I might as well chime in while I could. I hope it made some sense and I don't get flamed too bad.

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Spartan
Profile Blog Joined July 2005
United States2030 Posts
December 21 2009 15:44 GMT
#26
His argument is like saying take the analog sticks out of console shooters because they don't revolve around real skill.
# http://nkspartan.com (web engineer)
# TL member since July 2005; CEO of Vile Gaming; President of Team Vile
Kaniol
Profile Blog Joined March 2009
Poland5551 Posts
December 21 2009 16:00 GMT
#27
On December 21 2009 16:54 Kaneh wrote:
What he (Sirlin) is saying is he'd rather have more strategy and less dexterity.

What some here are saying is they're rather keep the dexterity.

What puzzles me is why a strategy game would require such high dexterity before you even got to competing in the strategy aspect of it.

Because StarCraft is not "only" strategy. It is REAL TIME strategy. So you have to have BOTH strategy required by strategy-type games and dexterity obviously required by real-timed games. Not that hard to understand when you properly categorize game, eh?
edahl
Profile Joined February 2008
Norway483 Posts
December 21 2009 16:03 GMT
#28
On December 22 2009 01:00 Kaniol wrote:
Show nested quote +
On December 21 2009 16:54 Kaneh wrote:
What he (Sirlin) is saying is he'd rather have more strategy and less dexterity.

What some here are saying is they're rather keep the dexterity.

What puzzles me is why a strategy game would require such high dexterity before you even got to competing in the strategy aspect of it.

Because StarCraft is not "only" strategy. It is REAL TIME strategy. So you have to have BOTH strategy required by strategy-type games and dexterity obviously required by real-timed games. Not that hard to understand when you properly categorize game, eh?


Exactly. I have no idea why people would like SC to be more like Chess, when it is in fact Speed Chess.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2009-12-21 16:17:53
December 21 2009 16:14 GMT
#29
On December 21 2009 18:10 IdrA wrote:
Show nested quote +
On December 21 2009 17:46 heyoka wrote:

Its funny that he brought up the unit selection limit specifically as that seems to be the one interface change no one gives a shit about.

its because hes never bothered to understand why people argued against mbs and automining and easy micro, he just assumed it was stubborn attachment to the old interface, which would included limited unit selection.



Just on the subject


TL: To follow that up, what types of challenges do you face when trying to balance the needs of the casual player versus the rage of hardcore players like in the progaming community. You had mentioned the macro mechanics being a big one.

Dustin Browder: Sure that's definitely a big one – it's a place where we feel we can definitely do better but it then does break other systems. You know a great example I love reading on Teamliquid and elsewhere were not so much that you guys were missing clicks – some people said that and I didn't agree with that – but that we were missing the difference between a macro player and a micro player. That we were destroying the sense of style of the player. I could be playing a micro game and you could be playing a macro game with both the same race, and we are still playing a very different game from one another. And when I saw that I was like “Ohh!” I was opening my eyes like “Thanks! THERE IT IS! That's great! That's genius! That's exactly what we need to try to accomplish”.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
edahl
Profile Joined February 2008
Norway483 Posts
December 21 2009 16:25 GMT
#30
On December 22 2009 01:14 Archerofaiur wrote:
Show nested quote +
On December 21 2009 18:10 IdrA wrote:
On December 21 2009 17:46 heyoka wrote:

Its funny that he brought up the unit selection limit specifically as that seems to be the one interface change no one gives a shit about.

its because hes never bothered to understand why people argued against mbs and automining and easy micro, he just assumed it was stubborn attachment to the old interface, which would included limited unit selection.



Just on the subject


Show nested quote +
TL: To follow that up, what types of challenges do you face when trying to balance the needs of the casual player versus the rage of hardcore players like in the progaming community. You had mentioned the macro mechanics being a big one.

Dustin Browder: Sure that's definitely a big one – it's a place where we feel we can definitely do better but it then does break other systems. You know a great example I love reading on Teamliquid and elsewhere were not so much that you guys were missing clicks – some people said that and I didn't agree with that – but that we were missing the difference between a macro player and a micro player. That we were destroying the sense of style of the player. I could be playing a micro game and you could be playing a macro game with both the same race, and we are still playing a very different game from one another. And when I saw that I was like “Ohh!” I was opening my eyes like “Thanks! THERE IT IS! That's great! That's genius! That's exactly what we need to try to accomplish”.


Please stop quoting that. First off it has no actual content, and is not really an argument for anything, it's just a cute anecdote. Secondly, what you seem to think it says has been rebutted time and time again without a proper response.
lynx.oblige
Profile Joined August 2009
Sierra Leone2268 Posts
Last Edited: 2009-12-21 16:32:29
December 21 2009 16:31 GMT
#31
Sirlin may not be well known in the RTS community, but in the fighting game community... yeah. He is a tool. He does actually bring up some good points but... he talks way too much about things he does not even understand well..
Everyone needs a nemesis.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2009-12-21 16:41:12
December 21 2009 16:32 GMT
#32
On December 22 2009 01:25 edahl wrote:
Show nested quote +
On December 22 2009 01:14 Archerofaiur wrote:
On December 21 2009 18:10 IdrA wrote:
On December 21 2009 17:46 heyoka wrote:

Its funny that he brought up the unit selection limit specifically as that seems to be the one interface change no one gives a shit about.

its because hes never bothered to understand why people argued against mbs and automining and easy micro, he just assumed it was stubborn attachment to the old interface, which would included limited unit selection.



Just on the subject


TL: To follow that up, what types of challenges do you face when trying to balance the needs of the casual player versus the rage of hardcore players like in the progaming community. You had mentioned the macro mechanics being a big one.

Dustin Browder: Sure that's definitely a big one – it's a place where we feel we can definitely do better but it then does break other systems. You know a great example I love reading on Teamliquid and elsewhere were not so much that you guys were missing clicks – some people said that and I didn't agree with that – but that we were missing the difference between a macro player and a micro player. That we were destroying the sense of style of the player. I could be playing a micro game and you could be playing a macro game with both the same race, and we are still playing a very different game from one another. And when I saw that I was like “Ohh!” I was opening my eyes like “Thanks! THERE IT IS! That's great! That's genius! That's exactly what we need to try to accomplish”.


Please stop quoting that. First off it has no actual content, and is not really an argument for anything, it's just a cute anecdote.

Its the clearest evidence for why they are adding macro mechanics. It encapsulates the two schools of thought that came out of the MBS wars. One group believed that AM and MBS were destroying macro gamplay. They other group felt AM MBS and Unlimited Unit Selection were going to make the game too easy. Dustin states in clear language that he disagrees with the claim that starcraft needs clicks for clicks sake.


Secondly, what you seem to think it says has been rebutted time and time again without a proper response.


I know that you are going to try and discredit Dustin's statement because it doesnt align with your views of whats good for Starcraft but for the sake of arguement go ahead. Last time we had SCL people saying Dustin was poorly translated, then they tried to say he was talking about something completly different and then they just said "well hes saying that but hes wrong"


Which discrediting tactic will you choose?
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
RoieTRS
Profile Blog Joined July 2008
United States2569 Posts
Last Edited: 2009-12-21 16:44:19
December 21 2009 16:40 GMT
#33
I'll just leave this here:



If Starcraft were, at its core, a terrible game then it would need all these execution barriers separate good from bad players. Maybe it's not a terrible game though. Maybe there is actual strategy in it and letting everyone be on about the same level of APM (by making the maximum useful APM fairly low) would result in a fine game that's inclusive rather than exclusive.

It's ironic that hardcore starcraft players take the stance that their own game is terrible and that only by adding a layer of intentionally bad interface does it become good.

-Sirlin


konadora, in Racenilatr's blog: "you need to stop thinking about starcraft or anything computer-related for that matter. It's becoming a bad addiction imo"
edahl
Profile Joined February 2008
Norway483 Posts
December 21 2009 16:43 GMT
#34
On December 22 2009 01:32 Archerofaiur wrote:
I know that you are going to try and discredit Dustin's statement because it doesnt align with your views of whats good for Starcraft but for the sake of arguement go ahead.


It had been done, by more people than me, in this thread:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=107980&currentpage=3

You know, the one you made but didn't really follow up on when you met a counter argument. You're falling into the trap of a religious man quoting his bible. For gods sake, if you have a point, just present your argument.
IdrA
Profile Blog Joined July 2004
United States11541 Posts
December 21 2009 16:56 GMT
#35
On December 22 2009 01:43 edahl wrote:
Show nested quote +
On December 22 2009 01:32 Archerofaiur wrote:
I know that you are going to try and discredit Dustin's statement because it doesnt align with your views of whats good for Starcraft but for the sake of arguement go ahead.


It had been done, by more people than me, in this thread:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=107980&currentpage=3

You know, the one you made but didn't really follow up on when you met a counter argument. You're falling into the trap of a religious man quoting his bible. For gods sake, if you have a point, just present your argument.

save your time, discussions with him arent very productive
http://www.splitreason.com/product/1152 release the gracken tshirt now available
TwilightStar
Profile Blog Joined August 2009
United States649 Posts
December 21 2009 16:56 GMT
#36
On December 21 2009 20:08 Boblion wrote:
Sirlin has no clue about Bw or competitive RTS.

I don't want to be rude but i also think that he is an ignorant idiot.


Agree..

StarCraft is a difficult game to play, he should stick to SF ~_~
(5)Twilight Star.scx --------- AdmiralHoth: There was one week when I didn't shave for a month.
edahl
Profile Joined February 2008
Norway483 Posts
December 21 2009 17:01 GMT
#37
On December 22 2009 01:56 IdrA wrote:
Show nested quote +
On December 22 2009 01:43 edahl wrote:
On December 22 2009 01:32 Archerofaiur wrote:
I know that you are going to try and discredit Dustin's statement because it doesnt align with your views of whats good for Starcraft but for the sake of arguement go ahead.


It had been done, by more people than me, in this thread:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=107980&currentpage=3

You know, the one you made but didn't really follow up on when you met a counter argument. You're falling into the trap of a religious man quoting his bible. For gods sake, if you have a point, just present your argument.

save your time, discussions with him arent very productive

idd
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2009-12-21 17:36:50
December 21 2009 17:18 GMT
#38
On December 22 2009 01:43 edahl wrote:
Show nested quote +
On December 22 2009 01:32 Archerofaiur wrote:
I know that you are going to try and discredit Dustin's statement because it doesnt align with your views of whats good for Starcraft but for the sake of arguement go ahead.


It had been done, by more people than me, in this thread:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=107980&currentpage=3

You know, the one you made but didn't really follow up on when you met a counter argument. You're falling into the trap of a religious man quoting his bible. For gods sake, if you have a point, just present your argument.


I checked that thread. Sure enough I addressed your claims. Turns out you went with the "oh Dustin is just wrong" discrediting tactic. For instance in one scenario you argued taht Starcraft already had playstyles and that they melded together so therefore you couldnt have a "just macro" gameplay. Which is of course missing the point of what dustin said.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Sandrosuperstar
Profile Joined November 2009
Sweden525 Posts
Last Edited: 2009-12-21 17:20:25
December 21 2009 17:19 GMT
#39
this thread is kinda funny

First unlimited selection and a little more easier interface isn't BAM gonna turn sc into wc3, espicially if they keep the auto clump mechanic (and belive me this is one tough mechanic to micro ). But I really see why it's kinda worrying that the game UI is gonna get more availible for larger masses (because some people just don't want to train as much) though there is 2 things to consider.
1: If it's hard to get into the game then the chances of the game being an accepted E-sport worldwide is gonna get smaller. And the game could really need a little tweak cos it's really irritating when the game is stupid for no reason (like why can I only have F2 F3 F4 but not F1 as screenhotkey)
2: when u just do 1 ctrl+click then A-move instead of 5 ur just gonna go do something else to make you win it's not that big a diffrence.

Second (personal experience warning) I love watching sc and I think all progamers are awesome and I thought "this is the best starcraft to watch there is". Then I watched the old-school tournament with boxer and yellow and nada and I was blown away. Because they where so much more variated in their micro and gameplay. If todays sc progaming where the rainbow then old-school was ultra-violet, beyond imagination and that is why i wonder why sc is supposed to be such a no-brainer untill your battling with the best. I often get frustrated when I see pro zergs doing the same stupid drops over and over again like machines even though it obviously is hopeless.

My point is that maybe if we take away all that unneccesary ui maybe progamers will have time to show ther mind in the gameplay. And I dont think SC:BW is the perfect game because the perfect starcraft would be one where mind and mechanics is equally visible and important in the game. And right now scbw is alot of mechanics (savior is complimented for his micro/macro and mindgame but JD generally gets credit for his micro/macro even though he probably is very clever)

young people play sc:bw old play chess both will hopefully play sc 2 ^^
I'm homo for Lomo, gay for GGplay, but at the end of the day I put my dong in Lee Jaedong
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
December 21 2009 18:01 GMT
#40
I'm yet to see what StarCraft 2 will lose by having unlimited unite selection. (Or some high number, like 50)
Bring back 2v2s!
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