• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 09:22
CEST 15:22
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
Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
RSL goes to London! 2026 Offline Finals Nov 21-229Weekly Cups (July 27-Aug 2): SHIN's big week0SC4ALL II: Brood War - $2500 - Dec 5-69SC4ALL II announced - $10,000 prize pool, Dec 5-64PIG STY FESTIVAL 8.0! (13 - 23 August)14
StarCraft 2
General
August World Ranking: Clem climbs to #2 Protoss AoE skill expression Balance hotfix patch 5.0.16b (July 16) Serral wins HomeStory Cup 29 StarCraft 2 at SC4ALL II Invite #4/8 - Percival
Tourneys
RSL goes to London! 2026 Offline Finals Nov 21-22 RSL Revival: Season 6 - Qualifiers and Main Event Sparkling Tuna Cup - Weekly Open Tournament PIG STY FESTIVAL 8.0! (13 - 23 August) Tasteless Time Warp: SC Evo Showmatch (May 25)
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 538 Media Blackout The PondCast: SC2 News & Results Mutation # 537 Hostile Territory Mutation # 536 Railroad Switch
Brood War
General
ASL22 General Discussion How FlaSh Nearly Forfeited MSL Finals being late BGH Auto Balance -> http://bghmmr.eu/ Are you ready for ASL 22? NEW HYPE VIDEO BW General Discussion
Tourneys
[Megathread] Daily Proleagues 2v2v2v2 Tournament KCM Race Survival 2026 Season 3 Escore Tournament - Season 3
Strategy
Fighting Spirit mining rates Odyssey Mineral Stack Saturation Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread General RTS Discussion Thread Nintendo Switch Thread Diablo 2 thread ZeroSpace Early Access is Now Live!
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Iain M Banks Says He Has Cancer And Months To Live European Politico-economics QA Mega-thread The Games Industry And ATVI
Fan Clubs
MarineLorD Fan Club The ShoWTimE Fan Club The herO Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! Series you have seen recently... [Req][Books] Good Fantasy/SciFi books
Sports
Football (Soccer) Thread NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Are High-Level Gamers more A…
TrAiDoS
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Hello guys!
LIN1s
ASL S22 English Commentary…
namkraft
Poker (part 2)
Nebuchad
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3186 users

[D] Marauders - Page 32

Forum Index > SC2 General
Post a Reply
Prev 1 30 31 32 33 34 Next All
huun
Profile Joined October 2004
Turkey58 Posts
April 07 2010 10:38 GMT
#621
you may discuss helions, siege tanks or vikings for hundered of pages but you know marauders do their job.

its the most reliable unit of terran arsenal. they are good for melee units except lings, they are good for ranged units with high dmg, they are good to ruin your opponent's base.

there is nothing wrong with them. they are the heroes and terran army really need heroes. maybe the problem is +dmg bonus mechanic and maybe your answer hidden somewhere in that topic: Role vs Counter: A Theory on S][C Unit Design
Paladia
Profile Joined August 2003
802 Posts
April 07 2010 11:18 GMT
#622
Don't see how people could possibly have problems with the slow not working on melee units for "lore" reasons. Nothing in the game make sense in terms of lore. Why does ZvZ even exist when the Swarm is all controlled by Kerrigan? Does it mean we should disable ZvZ because it makes no sense "lore wise"?

If you want it to still make sense. Call it something like:
"Magnetic Rounds (or Encumbering Rounds)
- Each shot will attach itself to the targets armor, weighing them down"

Now it makes sense for unarmored units to be unaffected, since they have no armor. Same with massive units, they are too large to be slowed down by such.
I can no longer rest under the tree of wisdom, since you have axed down the roots feeding it.
suejak
Profile Joined March 2010
Japan545 Posts
April 07 2010 12:19 GMT
#623
I mean, the "brood war" itself was all about Kerrigan using zerg to fight zerg. I wouldn't be surprised if there were more of that kind of thing in SC2.
Are you human?
2SCV1cup
Profile Joined April 2010
69 Posts
Last Edited: 2010-04-07 12:54:52
April 07 2010 12:30 GMT
#624
On April 07 2010 19:21 Plexa wrote:
Show nested quote +
On April 07 2010 19:17 kidcrash wrote:
I see we still haven't settled on what is the problem with the Marauder. Again, I think it is how strong they are early game - which can be easily fixed by increasing the tech lab build time and cost (to 50/50, a modest increase!). Furthermore, I think charge should be made more accessible but I think that might just be my protoss bias seeping through - 150/150 like blink would make me happy. I say make charge more accessible since it means Zealots can fight against Marauder since their base speed is boosted to the same as the stalker (fast than marauder) and charge always helps!

Other than the early game issues, PvT is fine in the midgame/lategame and it becomes real battle of skill (which is what we all want, right?). Nerfing the Marauder in any long standing way will just hurt this - HP nerfs, removing stimpack and whatnot are not the answer. Slow as an upgrade might be, but I think a simple increase in tech lab build time will suffice (and deal with the reaper cheese while we are at it).


Like your idea of increasing tech lab cost and build time because it makes the reactor a little more appealing. Only problem is that I just don't see that as enough. An upgrade for slow down gives your opponent a solid cushion for getting ready. Increasing tech lab cost and build time seems like it barely makes a dent at all. Again, solid idea but maybe a bit too modest, as you said.

The issue is what problem do you have in mind that needs to be solved? In my mind it's simply that the rushes are too powerful and slowing them down should alleviate that. However, you may think there is a different issue at hand - in which case do share!


so lets make slow 50-50 upgrade or something with short time which will prevent early game rushes but wont hurt late game balance and factory/starport units
Paladia
Profile Joined August 2003
802 Posts
April 07 2010 13:40 GMT
#625
On April 07 2010 21:19 suejak wrote:
I mean, the "brood war" itself was all about Kerrigan using zerg to fight zerg. I wouldn't be surprised if there were more of that kind of thing in SC2.
Well, at the end she united the Swarm. Regardless, even if there were some stray zerg, they wouldn't have had the same mutations as the Kerrigan swarm (i.e. they wouldn't have the new units in SC2).
I can no longer rest under the tree of wisdom, since you have axed down the roots feeding it.
Musoeun
Profile Blog Joined March 2009
United States4324 Posts
April 07 2010 14:39 GMT
#626
My concern about the marauder is that it seems to be a general-purpose anti-ground unit, and the Terran army seems to have a bunch of those: hellion, marauder, tank, as well as (to a lesser extent) marine, viking, and thor. I understand that they each have specific weaknesses, but it just seems like those weaknesses are "designed in" to try to force the player to vary his composition to deal with "everything". But really - as we know from SC:BW - you need to have a limited basic composition, because building a few of everything, in order to deal with everything, gets you killed by masses of one unit that most of your units don't deal with very well.

As it stands now, the Marauder is forming the basis of most Terran compositions (especially TvP early game) because it's the best all-around unit (except vs. air, of course). Yes it's weak to zealots, but hey, everything has to have a weak point and that's why you have support units like the hellion.

My primary question with the Marauder, therefore, is: why are marines even in the game? You need a few for anti-air apparently, but that seems to be all they're good for outside of TvT. And yes, of course the marauder probably needs a little balance work, but if we just slot it into the "generic useful unit" role for Terran, we can work from there.
Don't Shoot the Penguins. | Dance, 성은, dance! | Killer FanKlub | Action sucks. | Storm Terran hwaiting.
xnub
Profile Joined August 2009
Canada610 Posts
April 07 2010 17:11 GMT
#627
On April 07 2010 16:54 AgmLauncher wrote:
Show nested quote +
Vs zerg they are insane good hard counter to zerg and are ok vs hydras. 1 rax into fax into reac fax pump out hellions go go.

But if he makes roaches which 95% of players do (especially if they scout you), then you've just wasted a ton of minerals on a unit that has been rendered obsolete, and double obsolete when Mutas hit the field. You can easily kite Roaches with Hellions, but they do so little damage that you're just wasting your attention/APM at that point.

If I had my choice between 100 minerals for a Hellion and 100 minerals for a Marauder, the Marauder is by far the better choice. I realize Marauders cost gas, but not that much.


Hellions are much better off if the zerg fast expands like 90 % of them do now a days vs a terran. you keep him near his base if he moves out you tourch all his drones : P and his roachs will be late cause fast expand. Really it all depends on the way the match is going. Getting marauder in the late/mid game would most times probly be the better choice hellions are a harsment unit and only used for some things. Where as the marauder is made to be a front line unit.

Hellions are never really a obsolete unit they are good for many things after roachs come out scouting harsment of front line units and expands drops w/e. Then when hydras come out good again.
Loving the beta !! Weeeeeeee
xnub
Profile Joined August 2009
Canada610 Posts
April 07 2010 17:14 GMT
#628
On April 07 2010 19:00 Plexa wrote:
Show nested quote +
On April 07 2010 05:10 QibingZero wrote:
On April 07 2010 01:57 MorroW wrote:
On April 06 2010 22:41 Plexa wrote:
On April 06 2010 22:34 Zato-1 wrote:
On April 06 2010 18:16 Plexa wrote:
Okay, after much discussion I feel that the only issue with Marauders is the strength they offer so early on in the game. Specifically, Marauder rushes and what not.

On April 06 2010 20:09 MorroW wrote:
why do u want the marauder to be the core unit of terran and not the marine?

ur killing every single rush possibility of the terran by doing this, marine bunker rush? yea right like thats gonna happen when bunks r 30 and rines r 25

I feel this is an interesting point there should be more discussion about- after all, you'll never be able to agree on fixes for the Marauder if you can't first agree on what's the problem with the Marauder (if any).

Do Terrans have the capacity to be the aggressors most of the time in TvP? Are Protoss just as capable of putting the pressure on Terrans, or maybe even more so? Let's try to figure this out constructively. Early pressure tactics mentioned so far include:

PvT:
+ Show Spoiler +
- Proxy gates
- Cannon rushes
- Early Void Rays
- Proxy DTs
- Other ground unit combos (gateway units + immortals)


TvP:
+ Show Spoiler +
- Reaper rush
- Marauder rush
- Proxy barracks
- Bunker rush
- Early banshees
- Drops


Just as important as the number of ways you can put early pressure on your opponent is, how effective are these strats? If we can get a good grasp on how strong P early pressure is compared to T early pressure, we can get past the first hurdle, namely: agree on what the problem is.

Excellent post. I'll try redirect the thread in this direction.

great pos except its not true
-drops?
ive never seen any terran ever going fast drop against toss, why would u do it? how can this be effective. scratch this off the list because fast drop by terran is just as likely and just as effective as a fast drop by toss (which ive seen alot more of)
bunker rush? same here, ive never seen a bunker rush. a bunker takes 30 seconds to make and scvs got 45 hp. even if bunker rush was possible it would include in the proxi rax so it wouldnt qualify as 2

so in effective rushes (that qualify imo)
PvT:
+ Show Spoiler +
- Proxy gates
- Cannon rushes
- Early Void Rays
- Proxy DTs
- Other ground unit combos (gateway units + immortals)


TvP:
+ Show Spoiler +
- Reaper rush
- Marauder rush
- Proxy barracks
- Early banshees


if u remove academy
PvT:
+ Show Spoiler +
- Proxy gates
- Cannon rushes
- Early Void Rays
- Proxy DTs
- Other ground unit combos (gateway units + immortals)


TvP:
+ Show Spoiler +
- Proxy barracks
- Early banshees


and this is my point
On April 06 2010 23:06 Tyrran wrote:
On April 06 2010 22:41 Plexa wrote:
On April 06 2010 22:34 Zato-1 wrote:
On April 06 2010 18:16 Plexa wrote:
Okay, after much discussion I feel that the only issue with Marauders is the strength they offer so early on in the game. Specifically, Marauder rushes and what not.

On April 06 2010 20:09 MorroW wrote:
why do u want the marauder to be the core unit of terran and not the marine?

ur killing every single rush possibility of the terran by doing this, marine bunker rush? yea right like thats gonna happen when bunks r 30 and rines r 25

I feel this is an interesting point there should be more discussion about- after all, you'll never be able to agree on fixes for the Marauder if you can't first agree on what's the problem with the Marauder (if any).

Do Terrans have the capacity to be the aggressors most of the time in TvP? Are Protoss just as capable of putting the pressure on Terrans, or maybe even more so? Let's try to figure this out constructively. Early pressure tactics mentioned so far include:

PvT:
+ Show Spoiler +
- Proxy gates
- Cannon rushes
- Early Void Rays
- Proxy DTs
- Other ground unit combos (gateway units + immortals)


TvP:
+ Show Spoiler +
- Reaper rush
- Marauder rush
- Proxy barracks
- Bunker rush
- Early banshees
- Drops


Just as important as the number of ways you can put early pressure on your opponent is, how effective are these strats? If we can get a good grasp on how strong P early pressure is compared to T early pressure, we can get past the first hurdle, namely: agree on what the problem is.

Excellent post. I'll try redirect the thread in this direction.



Once again, as a Z player, i will give my insigth on the ZvT matchup. Before anyone ask, I am a ~1150 platinum player. Not a great player, but not a bad one either.

In the beginning of the beta, every one thougth that Marine > Hydra > Marauders > Roaches > Marines.This led to great mixed armies as each player tried to have the perfect mix of hydra/roaches and marines.

However, nowadays, more and more people realizes that Marauders = Hydras. SO there is basically no need for marines anymore until mutas ( wich cant be rushed or the marauder push will just rape the Z , plus mutas does very little damage to marauders so they will deal a LOT of damage before deing)

I have nothing against Marauder being core of the T army. But my current concern is that the marauder makes the marines useless. This is somewhat true in ZvT, and seems to be even more of a concern in ZvP ( but i will let TvPs expert confirm this.).

tl:dr :

Marauder strength makes the marine useless.


totally agree. this is the problem i have with marauders, ever since patch 6 they took the thunder away from the marines totally

On April 07 2010 00:18 slimshady wrote:
Actually, I like this idea: the zealot's charge being immune to the marauder's slow effect.
Zealots won't be so useless vs marauders.


the problem is whenever marauders get charged they can just back for 2-3 seconds and zealot wont get an attack off and they r back to square 1. zealots themselves cant touch the marauders in a battle like this without flank or high numbers that causes ai issues to the marauders, the charge doesnt do squat even if it wasnt slowed


A couple things you mention here bring up a relevant note:

I often employ a quick drop/stim strategy on Desert Oasis (though I dislike the map in general), and I find it to be quite effective. I agree that on most maps, this type of thing isn't really that effective. At the very least, on Oasis it keeps the toss occupied while I expand, and the rush distance is so long that even if you lose most of your force you'll have macroed enough by the time the toss army gets to you.

I ended up in such a situation, against Plexa of all people, in a ladder match yesterday, and early zealot charge was actually the deciding factor in him holding off my drop. If he had gone Immortal heavy, the game probably would have been over. Zealots just take so little damage from Marauders, and are very effective as long as you have units that can take shots at the Marauders while they micro away.

Overall on this issue, I think the only problem really is the early game. When it gets to late game, PvT is largely balanced (though small micro mistakes on either side can be game-ending). The issue for Terran is that if you nerf Marauders (even by just requiring another building for them), something has to be done to help out Terran early on. Marines and SCVs have already taken huge hits, and it's difficult enough to micro off early pressure with them now.
In case anyone is wondering here is the replay:
http://www.teamliquid.net/staff/Plexa/sc2_reps/Plexa_vs_QibingZero.sc2replay

I see we still haven't settled on what is the problem with the Marauder. Again, I think it is how strong they are early game - which can be easily fixed by increasing the tech lab build time and cost (to 50/50, a modest increase!). Furthermore, I think charge should be made more accessible but I think that might just be my protoss bias seeping through - 150/150 like blink would make me happy. I say make charge more accessible since it means Zealots can fight against Marauder since their base speed is boosted to the same as the stalker (fast than marauder) and charge always helps!

Other than the early game issues, PvT is fine in the midgame/lategame and it becomes real battle of skill (which is what we all want, right?). Nerfing the Marauder in any long standing way will just hurt this - HP nerfs, removing stimpack and whatnot are not the answer. Slow as an upgrade might be, but I think a simple increase in tech lab build time will suffice (and deal with the reaper cheese while we are at it).



Even with charge tho marauders kite the crap out of zealots they only get 1 shot of then get slowed again for another 10 sec. Also does not fix the mix of units agian will still only be 100 % marauders. Removeing slow from melee units will fix early game and bring back a good mix.
Loving the beta !! Weeeeeeee
xnub
Profile Joined August 2009
Canada610 Posts
April 07 2010 17:17 GMT
#629
On April 07 2010 21:30 2SCV1cup wrote:
Show nested quote +
On April 07 2010 19:21 Plexa wrote:
On April 07 2010 19:17 kidcrash wrote:
I see we still haven't settled on what is the problem with the Marauder. Again, I think it is how strong they are early game - which can be easily fixed by increasing the tech lab build time and cost (to 50/50, a modest increase!). Furthermore, I think charge should be made more accessible but I think that might just be my protoss bias seeping through - 150/150 like blink would make me happy. I say make charge more accessible since it means Zealots can fight against Marauder since their base speed is boosted to the same as the stalker (fast than marauder) and charge always helps!

Other than the early game issues, PvT is fine in the midgame/lategame and it becomes real battle of skill (which is what we all want, right?). Nerfing the Marauder in any long standing way will just hurt this - HP nerfs, removing stimpack and whatnot are not the answer. Slow as an upgrade might be, but I think a simple increase in tech lab build time will suffice (and deal with the reaper cheese while we are at it).


Like your idea of increasing tech lab cost and build time because it makes the reactor a little more appealing. Only problem is that I just don't see that as enough. An upgrade for slow down gives your opponent a solid cushion for getting ready. Increasing tech lab cost and build time seems like it barely makes a dent at all. Again, solid idea but maybe a bit too modest, as you said.

The issue is what problem do you have in mind that needs to be solved? In my mind it's simply that the rushes are too powerful and slowing them down should alleviate that. However, you may think there is a different issue at hand - in which case do share!


so lets make slow 50-50 upgrade or something with short time which will prevent early game rushes but wont hurt late game balance and factory/starport units


still does not fix the problem still will mass 100 % marauders and still rush will happen just 1 min back and that won't make a diff. why get mariners when marauders can kites melee units that are made to counter them.
Loving the beta !! Weeeeeeee
WorkersOfTheWorld
Profile Joined April 2010
United States619 Posts
April 07 2010 17:20 GMT
#630
On April 08 2010 02:17 xnub wrote:
still does not fix the problem still will mass 100 % marauders and still rush will happen just 1 min back and that won't make a diff. why get mariners when marauders can kites melee units that are made to counter them.


Agreed.
Samwise: You don't want to play Dustin [Browder]. He can't even beat the UI, let alone the AI. -
suejak
Profile Joined March 2010
Japan545 Posts
April 07 2010 17:21 GMT
#631
On April 07 2010 22:40 Paladia wrote:
Show nested quote +
On April 07 2010 21:19 suejak wrote:
I mean, the "brood war" itself was all about Kerrigan using zerg to fight zerg. I wouldn't be surprised if there were more of that kind of thing in SC2.
Well, at the end she united the Swarm. Regardless, even if there were some stray zerg, they wouldn't have had the same mutations as the Kerrigan swarm (i.e. they wouldn't have the new units in SC2).

LOL, how do you know? You have no clue what the plot to SC2 is, nor how zerg physiology/evolution work, so your attempts to claim that ZvZ is somehow non-canon or inconsistent with lore fall flat. :D
Are you human?
suejak
Profile Joined March 2010
Japan545 Posts
April 07 2010 17:22 GMT
#632
P.S. Researched marauder slow effect FTW. This is the best idea ever.
Are you human?
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
April 07 2010 17:24 GMT
#633
Seriously, just hit the Marauder with a HUGE nerf bat.

Welcome to Blizzard Nerf-o-Matic!
What would you like to do with the Marauder?
a) Increase its mineral cost.
b) Increase it gas cost.
c) Increase its build time.
d) Require players to upgrade the passive slow
e) Require players to upgrade a separate stim pack for them
f) Make the stim take away a percentage of HP instead of a fixed cost.
g) Require players to upgrade its range first.
h) Make Light units immune to slow.
i) Make Biological units immune to slow.
j) All of the above.
k) I would like to pick the following options only: _____________
link0
Profile Joined March 2010
United States1071 Posts
April 07 2010 17:28 GMT
#634
The marauder should only be nerfed when the roach and immortal are treated similarly.
http://www.justin.tv/link0 - Gosu.Linko - http://www.facebook.com/link0
Antimage
Profile Blog Joined March 2010
Canada1293 Posts
April 07 2010 17:29 GMT
#635
On April 08 2010 02:28 link0 wrote:
The marauder should only be nerfed when the roach and immortal are treated similarly.


lol as a toss player, I'm fine with that.
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
April 07 2010 17:30 GMT
#636
On April 08 2010 02:21 suejak wrote:
Show nested quote +
On April 07 2010 22:40 Paladia wrote:
On April 07 2010 21:19 suejak wrote:
I mean, the "brood war" itself was all about Kerrigan using zerg to fight zerg. I wouldn't be surprised if there were more of that kind of thing in SC2.
Well, at the end she united the Swarm. Regardless, even if there were some stray zerg, they wouldn't have had the same mutations as the Kerrigan swarm (i.e. they wouldn't have the new units in SC2).

LOL, how do you know? You have no clue what the plot to SC2 is, nor how zerg physiology/evolution work, so your attempts to claim that ZvZ is somehow non-canon or inconsistent with lore fall flat. :D

Of course the rogue cerebrates are still out there and they are smart enough to steal some evolved strains from Kerrigan.

On April 08 2010 02:28 link0 wrote:
The marauder should only be nerfed when the roach and immortal are treated similarly.

Please expound.
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
April 07 2010 17:30 GMT
#637
On April 08 2010 02:28 link0 wrote:
The marauder should only be nerfed when the roach and immortal are treated similarly.


why not just get rid of those 3 units?

I'm dead serious btw.
https://soundcloud.com/thesamplethief
Dx Fx
Profile Joined March 2010
Russian Federation85 Posts
April 07 2010 17:33 GMT
#638
i'm dead serious annoyed by the people who wanna sc1 with new graphics...
Sn!per
WorkersOfTheWorld
Profile Joined April 2010
United States619 Posts
April 07 2010 17:35 GMT
#639
On April 08 2010 02:33 Dx Fx wrote:
i'm dead serious annoyed by the people who wanna sc1 with new graphics...


I'm annoyed by people who think this maraudercraft style of play is fun.
Samwise: You don't want to play Dustin [Browder]. He can't even beat the UI, let alone the AI. -
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
April 07 2010 17:36 GMT
#640
On April 08 2010 02:35 WorkersOfTheWorld wrote:
Show nested quote +
On April 08 2010 02:33 Dx Fx wrote:
i'm dead serious annoyed by the people who wanna sc1 with new graphics...


I'm annoyed by people who think this maraudercraft style of play is fun.

I'm annoyed by people who can't think of a creative way to address the issue at hand.
Prev 1 30 31 32 33 34 Next All
Please log in or register to reply.
Live Events Refresh
WardiTV Weekly
11:00
WardiTV Mondays #99
IntoTheiNu 1422
WardiTV816
Rex148
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SHIN 372
Rex 148
TKL 120
ProTech64
StarCraft: Brood War
Shuttle 2121
Soma 957
Bisu 785
EffOrt 738
Soulkey 721
BeSt 708
Mini 584
Jaedong 522
Light 502
ggaemo 313
[ Show more ]
Stork 238
Rush 208
Snow 201
Barracks 192
actioN 171
hero 90
Zeus 77
Sea.KH 68
Hyun 65
sorry 61
PianO 61
Pusan 55
Sharp 50
JYJ 44
Hm[arnc] 42
ToSsGirL 33
scan(afreeca) 31
soO 20
HiyA 20
yabsab 19
zelot 16
Sacsri 16
Terrorterran 14
ajuk12(nOOB) 11
Icarus 10
Dota 2
qojqva2051
Dendi963
BananaSlamJamma181
Counter-Strike
ScreaM765
byalli581
kRYSTAL_60
edward59
Other Games
singsing2054
B2W.Neo830
hiko665
crisheroes314
Liquid`LucifroN163
Livibee78
Mew2King65
Liquid`VortiX60
KnowMe56
ArmadaUGS55
QueenE50
RotterdaM19
[ Show 10 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV274
League of Legends
• Nemesis2042
Upcoming Events
The Patches Monday
2h 38m
Sparkling Tuna Cup
20h 38m
PiG Sty Festival
22h 38m
PiGosaur Cup
1d 10h
Replay Cast
1d 19h
Kung Fu Cup
1d 21h
Replay Cast
2 days
The PondCast
2 days
Replay Cast
3 days
CranKy Ducklings
4 days
[ Show More ]
Sparkling Tuna Cup
5 days
Afreeca Starleague
6 days
Rush vs Hm
Bisu vs Shuttle
WardiTV Weekly
6 days
Liquipedia Results

Completed

Proleague 2026-08-09
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
Acropolis #5
RSL Revival: Season 6
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2

Upcoming

Escore Tournament S3: W7
CSLAN 4
ASL Season 22
Escore Tournament S3: W8
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
PiG Sty Festival 8.0
Big Dog Cup 2026 Div 1
META DYMY #4
Thunderpick World Champ.
ESL Pro League Season 24
Stake Ranked Episode 4
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
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 © 2026 TLnet. All Rights Reserved.