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How to fix TvZ Mech - Page 17

Forum Index > SC2 General
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k!llua
Profile Blog Joined March 2010
Australia895 Posts
June 03 2010 06:37 GMT
#321
blizzard are never going to implement a change that deliberately nullifies the 'smart' interface.

mbs, auto-splitting, zerglings auto surrounding - siege tanks not overkilling is just part of this, and it's not going anywhere. this is part of the legacy of making a game in 2010 and having to make sure the game is competitive to casual lovers of other RTS games.

deal with it or find a better idea (like a reduction to the siege tank radius or something).
my hair is a wookie, your argument is invalid
[Atomic]Peace
Profile Blog Joined April 2010
United States451 Posts
Last Edited: 2010-06-03 06:40:36
June 03 2010 06:39 GMT
#322
On June 03 2010 15:25 Wr3k wrote:
I am really starting to think this boils down to thor AA being too good. Mech wasn't OP when thor AA sucked. There should be some negative about making 10 tanks. In BW if you had a tank heavy force and Z went heavy mutas, you would lose. There was this relationship where muta>tank, goliath>muta, hydra>goliath, and tank>hydra. No such relationship exists in SC2 because thors AA is just too good.


I think you're on to something, but you might be focusing on the wrong part of the Thor to nerf. It's really the ground damage that needs to be nerfed. Currently going Thor doesn't hurt your ground army too much since it's still great against Hydra and Roach. If I could make changes to the Thor right now I would cut the cost and its ground damage in half. And I would remove the splash damage to air, but make it equally effective against light and armored. Long story short, Terran needs the Goliath back.
☢
red_b
Profile Joined April 2010
United States1267 Posts
June 03 2010 06:41 GMT
#323
On June 03 2010 15:37 k!llua wrote:
deal with it or find a better idea (like a reduction to the siege tank radius or something).


tanks deal 60 to armored, 45 to normal units, and 30 to light units?

also remove sensor towers so terrans have to scan more.
Those small maps were like a boxing match in a phone booth.
whatthemate
Profile Joined May 2010
Australia51 Posts
June 03 2010 06:43 GMT
#324
AT OP, those replays didn't display anything. The one on Steppes of War, Sheth made a roach warren and ended up making no roaches before lair.

So many mistakes in Sheth's Low APM play. QXC is the better player.
Mistakes spotted in Sheth
1. Natural expansion had ultra late gas econ. Extractors at natural came too late.
2. Too many zerglings at start hurt his economy. Built 16 zerglings and fell behind in economy.
3. Compare drone count to scvs. 36-33. Why bother playing zerg if you're gonna have only a 3 drone difference.
4. Lair came ultra late.
5.All tech buildings came ultra late.

Turned out to be a noob turtling fest of 40 minutes. Zerg is not sim city its about mass bigger army first and taking initiative to attack.

If army sizes are equal terran always win duh? Same in SC1 maxed out protoss > jaedong.


whatthehell
kidcrash
Profile Joined September 2009
United States620 Posts
Last Edited: 2010-06-03 06:47:54
June 03 2010 06:45 GMT
#325
On June 03 2010 15:19 cHaNg-sTa wrote:

EDIT: Roaches need to be rebuffed a bit. They were a decent a decent option back then, now they are just crap. Tunneling claws was pretty good at catching Terran sieges offguard if there weren't any detectors, but no one even gets roaches anymore because they've been nerfed to hell.


Not to try and change the topic too much, but changing roach to 2 supply totally killed the swarm feeling zerg had for me. If they needed to be nerfed, it should of been in hp, not in their supply.

Tunneling claws gives a nice surprise factor when you first catch the terran off guard. The only problem is the numbers aren't great enough for it to be overwhelming. Then the 2nd or 3rd time you push, terran will be ready with scans, then ravens and it's lost its effectiveness.
cHaNg-sTa
Profile Blog Joined March 2008
United States1058 Posts
June 03 2010 06:47 GMT
#326
Do anyone else think that Blizzard should go back to its roots a little bit and apply some damage reduction rather than just applying damage bonuses? It seems back then when Tanks, hydras, goliaths (AA), dragoons, etc dealt less damage to light; and vultures, firebats, etc less to non-light, there was a lot more micro potential because armies don't die within a couple of seconds of a giant fight. Micro was a higher possibility in BW since our units didn't die to all the "terrible terrible damage" bonuses! It's ok to sacrifice run our zealots in first against a fleet of tanks because tanks didn't deal full damage to their armor!
Jaedong <3 HOOK'EM HORNS!
whatthemate
Profile Joined May 2010
Australia51 Posts
June 03 2010 06:49 GMT
#327
^ No man you were already banned on gr.org, don't post any junk here.
whatthehell
lu_cid
Profile Joined April 2008
United States428 Posts
June 03 2010 06:56 GMT
#328
So it's the thor that is OP now? Geez it's not even that good against air units. Only light air units that are clumped together.
De4ngus
Profile Blog Joined November 2008
United States6533 Posts
June 03 2010 07:00 GMT
#329
On June 03 2010 15:43 whatthemate wrote:
Turned out to be a noob turtling fest of 40 minutes. Zerg is not sim city its about mass bigger army first and taking initiative to attack.


I am one of the people who thinks mech is not imbalanced, but this is just lol. So wrong.
GANDHISAUCE
Wargizmo
Profile Joined March 2010
Australia1237 Posts
June 03 2010 07:04 GMT
#330
I'm a terran player and I gotta agree that mech is a little too good, and I also want to point out that late game terran's army not only beats zerg food for food but once we max out we can also sac a bunch of SCVs to free up even more supply while still being able to mine with Mules. Considering late game you'll often have 3-4 orbital commands you can almost survive on mules alone for minerals and just use SCVs for gas. If the zerg is really harassing well we also have the option of planetary fortress and the building armour and range upgrade which make turrets godlike (I get it almost every game v zerg, what else are you gonna use your ebay for if you're going mech?)
Information is not knowledge. Knowledge is not wisdom. Wisdom is not truth. Truth is not beauty. Beauty is not love. Love is not music. Music is best. - Frank Zappa
ROOTdrewbie
Profile Blog Joined April 2010
Canada1392 Posts
June 03 2010 07:04 GMT
#331
On June 03 2010 15:41 red_b wrote:
Show nested quote +
On June 03 2010 15:37 k!llua wrote:
deal with it or find a better idea (like a reduction to the siege tank radius or something).


tanks deal 60 to armored, 45 to normal units, and 30 to light units?

also remove sensor towers so terrans have to scan more.


this is a terrible idea, it would completely break tvp, because mass zealots already rape tanks


also your logic for removing sensor towers is dumb, minerals dont matter at all in the situation the OP is talking about.
www.root-gaming.com
cHaNg-sTa
Profile Blog Joined March 2008
United States1058 Posts
June 03 2010 07:05 GMT
#332
On June 03 2010 15:56 lu_cid wrote:
So it's the thor that is OP now? Geez it's not even that good against air units. Only light air units that are clumped together.


Which.. is pretty much mutas for a long portion of the game before late 3rd tier tech in broodlords.
Jaedong <3 HOOK'EM HORNS!
ROOTdrewbie
Profile Blog Joined April 2010
Canada1392 Posts
June 03 2010 07:07 GMT
#333
On June 03 2010 15:43 whatthemate wrote:
AT OP, those replays didn't display anything. The one on Steppes of War, Sheth made a roach warren and ended up making no roaches before lair.

So many mistakes in Sheth's Low APM play. QXC is the better player.
Mistakes spotted in Sheth
1. Natural expansion had ultra late gas econ. Extractors at natural came too late.
2. Too many zerglings at start hurt his economy. Built 16 zerglings and fell behind in economy.
3. Compare drone count to scvs. 36-33. Why bother playing zerg if you're gonna have only a 3 drone difference.
4. Lair came ultra late.
5.All tech buildings came ultra late.

Turned out to be a noob turtling fest of 40 minutes. Zerg is not sim city its about mass bigger army first and taking initiative to attack.

If army sizes are equal terran always win duh? Same in SC1 maxed out protoss > jaedong.




i'm sorry but you are an idiot, sheth was hands down the best zerg on USA server 2 months ago, and only reason he isn't now is because he was a bit inactive and stopped playing in tournaments. You aren't going to find any non-korean zergs that can do a better job vs that than sheth.
www.root-gaming.com
GoDannY
Profile Joined August 2006
Germany442 Posts
June 03 2010 07:08 GMT
#334
On June 03 2010 15:09 sadyque wrote:
Show nested quote +
On June 03 2010 14:55 Wr3k wrote:
On June 03 2010 14:49 DooMDash wrote:
Zergs just havent been playing creative enough. Honestly mutalisks are the key for staling long enough to do some great tech switches to throw the Terran off.


Yeah.. thats it, were not creative enough. I'm pretty sure that between all of the top Z players just about every variation has been attempted, some working better than others. At the end of the day it doesn't work.


Yes please you should really explain your theory to maka (T) who lost vs cool (Z) in a prize money BO5 tournament. Im sure he was just not paying enough attention considering that maka said quoute "We need to win to feed ourselves".
Name one terran who won a tournament since patch 11? TLO lost TvZ BO% vs Sen with a mech strat he claimed it was unbeatable on EU server. Day9 even made a daily on how imba that strat was. Still Sen wtfpwnedkkthxbyebye him w/o too much trouble. But im sure you zerg guys who post here tried everything and did everything perfecly and Sen/Cool/Dimaga are just lucky to kill terrans in every tournament.


That was exactly my thought when TLO played Sen. I saw the daily right before that and Sen just totally demolished this strategy with very solid play.

I completely agree that the >currently< common strategies are getting beaten by that solid mech composition Terran uses. However I highly doubt that really "every" option is tested out properly in a perfect timing.

Also I have to disagree to those who claim "not whining" but saying basicly exactly the same like "what? my standard(!) tier 2 units dont kill a gas heavy all-kinds-of-mech composition so I have to buid tier 3 units to compete with them - oh my god".

With that being said - let's have a look at solutions (besides nerfing anything because that aint gonna happen any time soon):

Note: this is to the best of my knowledge...

Sen won his games by solid gameplay: he used queens to fend off any harassment by hellions plus they allow him to have larva capacity to keep his economy up. Furthermore a key point was map control - many zerg tend to use no overlords for spotting on the map because they fear getting supply blocked. However it comes down a lot to map control since many maps simply do not offer much space but rather a lot of chokes. If your army clusters in a choke tanks get extremly stronger. Besides that, abuse burrow since such gas heavy compositions do not allow ravens in most cases (otherwise its rather a benefit since it means less air or thor) and only scan as detection. Also I'd love to see a proper frenzy/ultra build being pulled of by professionals to see how it works.

But thats just my ideas.

Generally said I dont like how so many zerg players just give up after encountering a few tougher builds. Literally most of my games are against Terran for now, since people are to afraid to spend time changing their style and its much easier to blame blizzard.

I am happy to see a few more challenges in the game since it makes the game more awesome if someone suceeds with like 4 muta beating a thor, burrowed roaches ripping through tanks or a protoss geniously fending off a marauder push with forcefield and probes.
Team LifeStyle - it's more than a game
n0ise
Profile Joined April 2010
3452 Posts
June 03 2010 07:10 GMT
#335
I do agree that mech is a bit OP and needs some fine (emphasis on fine) tweaking. But those two replays were a joke, and have nothing to do with current TvZ - the guy wasn't even trying. Early Hydras vs Mech? Really? Not opting to go for Spire tech at all, and on SoW, dropping it at 170 supply? If the point of those replays was to establish how much ground you can throw away at Mech, then they did their job.

On to the main point, I'm in favor of any testing, and Raelcun's idea might be interesting. Mech needs some fix, and if while at it, it maybe makes TvT more fun, then all the better.
cHaNg-sTa
Profile Blog Joined March 2008
United States1058 Posts
June 03 2010 07:10 GMT
#336
On June 03 2010 16:04 drewbie.root wrote:
Show nested quote +
On June 03 2010 15:41 red_b wrote:
On June 03 2010 15:37 k!llua wrote:
deal with it or find a better idea (like a reduction to the siege tank radius or something).


tanks deal 60 to armored, 45 to normal units, and 30 to light units?

also remove sensor towers so terrans have to scan more.


this is a terrible idea, it would completely break tvp, because mass zealots already rape tanks


also your logic for removing sensor towers is dumb, minerals dont matter at all in the situation the OP is talking about.


To be fair... Mass zealots raped mass tanks in BW as well, and no one ever complained. It's not like the Terran is going to only make Tanks.
Jaedong <3 HOOK'EM HORNS!
Merikh
Profile Blog Joined June 2010
United States918 Posts
Last Edited: 2010-06-03 07:14:23
June 03 2010 07:11 GMT
#337
I've been following this thread since it started and I've read a lot of garbage from people trying to defend "mech" not being broken.

I read "Look at Maka vs Check" lol Maka went bio three game's straight with a few tank support. "Zergs on top again" I don't think a terran went pure mech that whole tournament and the finals was ZvZ? Argument invalid much?

Then people talk about Sen vs TLO lol. TLO went bio with 2 tanks and mass vikings (and a few banshee's to harass)? TLO got raped.

With that said, neither of those players went pure mech. (Hellion/Tank/Thor/Viking/Raven) QXC's game was the ONLY game that showed how broken this match up was the best. LZ vs Moman was another good example.

People say drop, attempt dropping with sensor towers up and vikings patrolling the air.
People say nydus, I want to see how bad a terran is to reacting to nydus networks (That overlord shouldn't even get close to terran's base)
Don't run into the army, how the fuck do you engage at all then?
You should of had muta air control - gl getting passed a few turrets and thors (show me a replay)

I'm just tired of nobody's talking about how the match up isn't broken, or it's too early to tell (might be) without ANYONE of these MFers showing their suggestions in a replay response of them doing it. Shit Drewbie (Terran player who knows this match up is broken) fucking called out everyone in this thread to 1v1 mech vs zerg and all the people defending had nothing to say.

With the rage aside, imo to make a drop viable what if overlords were undetected to sensor towers when carrying units.
G4MR | I mod day9, djwheat and GLHF's stream
kyophan
Profile Joined January 2010
United States113 Posts
June 03 2010 07:32 GMT
#338
Get a korean list if possible, since everyone seems to worship korean beliefs.

Ex) "Terran is the best, all terrans are bad."
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
Last Edited: 2010-06-03 07:39:03
June 03 2010 07:36 GMT
#339
On June 03 2010 15:28 cHaNg-sTa wrote:
Show nested quote +
On June 03 2010 15:25 Wr3k wrote:
I am really starting to think this boils down to thor AA being too good. Mech wasn't OP when thor AA sucked. There should be some negative about making 10 tanks. In BW if you had a tank heavy force and Z went heavy mutas, you would lose. There was this relationship where muta>tank, goliath>muta, hydra>goliath, and tank>hydra. No such relationship exists in SC2 because thors AA is just too good.


It was a good relation too. And the person with the better micro always won that match. It seems like micro is now less significant in this match up now (at least for Terran) and it tends to show as armies grow in numbers.


Yeah, I made an entire post on the beta forums about why I think the Thor is breaking TvZ. Check it out and let me know if you agree.

http://forums.battle.net/thread.html?topicId=25170610426&sid=5000



As it currently stands siege tanks own on anything on the ground. This is how it should be. The tank is a relatively immobile, dedicated anti-ground unit, and it does a great job. With its fancy new AI preventing overkill the tank is even better than its brood war counterpart, and this is fine.

In SC2, when you build a force that is specialized into one role, such as anti-ground, anti-light, anti-armored, anti-air etc. it should also be weak against something else.

For example, the immortal fills its role very well as an anti-armored unit, yet is extremely weak against lings. The hellion is extremely strong against lings/zealots/hydras but is very weak against roaches, marauders or stalkers. The colossi is great against clumps of low hp ground units like MM or hydra/roach, but is weak against air. I'm sure we can all agree that units should be unique, and have specific roles that make them great for some purposes and not so great at others. The large majority of units in the game are exactly like this. They have a specific role, something they excel at.

Units form synergies with each other in many ways, and some have stronger synergy than others. For example, zealots and immortals work very well together because zealots are strong against lings, and immortals provide anti-armor fire support for the zealots. If you work sentries into the mix the force becomes even more effective at a variety of tasks. Each units strengths in combination form a cohesive unit which is better than one specific type of unit alone. If a unit is more specialized, it will have better synergy with other units. This can be illustrated with examples like marauder/hellion. Since the hellion provides anti-light and the marauder provides anti-armor the two mixed together can be insanely powerful against a mixture of light and armored units. Typically Terran units have the strongest synergy followed by protoss and zerg units due to their high degree of specialization.

If a unit is too strong at one or more specific roles, it can result in an insanely powerful composition. I previously mentioned hellion/marauder. Since a few hellions can kill vast numbers of zerglings, but are weak against armored, combining them with marauders forms a very strong all-around composition. These types of relationships can be dangerous if a certain unit composition is too good at multiple tasks. With the marauder and hellion this is not the case, since neither can attack air.

Enter the thor...

This role confused unit is quite good at multiple tasks including absorbing damage, dealing high dps to high hp ground targets, and even dealing with air units (more specifically light air).

Thors are in fact so good at killing lightly armored air units (i.e. mutalisks) that they can often kill several times their own value in mutalisks. This effect compounds in larger numbers, as 4-5 thors can easily kill 4x their value in mutalisks. When mixed with small numbers of marines, they become even more effective. I am beginning to think that they are too effective.

A mech force consisting of 3-4 thors, 10-15 marines, and 5-8 tanks is extremely effective at killing ground and air targets. In fact, this composition is not weak against any tier 1 or 2 zerg unit composition. The Thor is the reason that mech is overpowered against zerg. The only tier 2 unit that "counters" tanks is the mutalisk, and since a few thors can easily dismantle large numbers of mutalisks zerg simply has no answer to mechanized forces.

In SC1 there was a very interesting relationship between zerg ground forces and mech.
In general:
Tank>Hydra/ling
Muta>Tank
Goliath>Muta
Hydra/ling>Goliath

This was great, because even though mech was quite powerful, zerg had a response. If the terran chose to make a tank heavy force, a mutalisk heavy force would be effective, and if terran chose a goliath heavy force, hydra/ling would be effective. Zerg was still quite cost ineffective at mech overall, but mobility and zergs booming economy typically made up for that fact.

In SC2 things are different. A large number of mutalisks cannot do any damage to a mechanized force. Additionally, marines are even better against mutas, and missile turrets have 240% the damage output against mutas as they did in SC1, for only 33% higher cost.

Imagine if the SC1 goliath was given extra damage and splash. You would have a situation where small numbers of goliaths could offset large numbers of mutas, allowing the terran to maintain a tank heavy force, and thus be extremely strong against anything the zerg could make. Combine this with a 240% increase to missile turret damage, and the mobile mutalisks wouldn't even be able to abuse the low mobility of the mech force.

Please nerf thor AA so that terran actually have to make more than 4-5 units to counter 20+ mutas. Terran weren't having severe issues with mutalisks prior to thor AOE being buffed, now things are just broken.



I find myself asking: "Why does the thor need to rape mutas so hard?" I really can't think of an answer considering how great marines and missile turrets are against mutas now.
whatthemate
Profile Joined May 2010
Australia51 Posts
June 03 2010 07:36 GMT
#340
On June 03 2010 16:07 drewbie.root wrote:

i'm sorry but you are an idiot, sheth was hands down the best zerg on USA server 2 months ago, and only reason he isn't now is because he was a bit inactive and stopped playing in tournaments. You aren't going to find any non-korean zergs that can do a better job vs that than sheth.


drewbie root you will be forgotten like many other players trying to make a name for themselves in the beta.

same goes for sheth i spot many mistakes in his play. they are only arrogant just because they think have teamliquid backing them up. 2 months after release, you'll be forgotten and many of the players who didn't have access to beta will crush those who have a closed mindset(not discovering new strats) intent on swearing. You a revolutionist like flash or bisu?

its like saying the old savior/bisu/insert bonjwa is better than the current Flash which is false.

When you let time pass by, the younger generation undiscovered talent will arise to the top.

the best players of beta will be eliminated. How about when sc1 first came out, were they the best players of all time? Nope.


User was temp banned for this post.
whatthehell
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