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Situation report 1 posted! - Page 74

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lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2010-08-28 16:12:16
August 28 2010 16:10 GMT
#1461
On August 29 2010 01:04 bobcat wrote:
Show nested quote +
On August 29 2010 00:45 sux2bu wrote:
On August 29 2010 00:32 BeMannerDuPenner wrote:
On August 29 2010 00:28 sux2bu wrote:
On August 29 2010 00:21 Grummler wrote:
On August 28 2010 23:57 sux2bu wrote:
Tank Nerf :
The nerf only effects zealots and hydras . They still one shot lings and banelings. The splash dmg still does 100% dmg to closely packed lings and banelings so no extra banelings or lings survive. The collision size of lings and banelings are in 100% splash range.


You would be absolutly right if there where no areas with less then 100% splash dmg. Sadly i have to tell you, that you are absolutly wrong. Tanks might still one shot lings siting right next to the tanks target, but because the splash dmg scales down with increasing distance, less splash dmg always effects all units (as long as they dont have 1hp). Lings being a little further away will suffer much less pain.



And you would be absolutly right if there were only one tank vs many lings or all your tanks targetted the same ling. If the tanks targets are evenly spread among the attacking lings. It would achieve splash to spread evenly aswell and still one shot most lings. And this is exacly what good game desing / Good game play is.


dont think you have a point to argue here.


the direct dmg and splash dmg are affected. which simply means that the surrounding lings/banelings might not die from the splash of 1 hit/will survive with more hp left which leads to a big decrease in dmg output and kill/shot numbers.

there is not more to it. for units with aoe it doesnt only matter in what number of hits they kill 1 unit but the overall dmg they do.


First of all i am arguing tanks still will do as good vs banelings and lings. They will do much worse against zealots of hydras and your points are absolutely right against zealots.

The calculation against lings/banelings :
The initial target and adjacent targets die no matter what. The 50% spash will do 17 vs 25 . 25% splash will now do 8.5 vs 12.5. 50% and %25 splash range survived before 1.1 and they survive now aswell. The dmg output is less you are right but it the difference isnt that huge. And can easly be neglected with a better sieging formation to spread the dmg . And as the number of tanks increase their splash radius start overlapping and killing the %50 splash zone as well.

The calculation against zealots :
The initial target and adjacent gets 35 dmg vs previous 50 and survives.

I hope you see my my point now.



And his point was that a single tank no longer 1 shots a sinlge ling, so while yes, a single direct shot + splash will still kill a ling one 75% will no longer kill a ling as it once did (big difference) and two 50% will not kill a ling (relatively big difference).

However, in the long term, you are absolutely right. Lings are a terrible idea against tanks, but I think his arguement was that they were affected which is true. They are not as bad.

Show nested quote +
On August 29 2010 00:50 Fizbin wrote:
On August 28 2010 23:45 bobcat wrote:
+ Show Spoiler +

On August 28 2010 06:33 PKCarwash wrote:
Show nested quote +
On August 28 2010 06:20 crazeman wrote:
On August 28 2010 06:11 PKCarwash wrote:
I wish they had gone a different route when balancing the races...they seem to have the "nerf each race until they are all balanced" mindset

If they think tanks BC's and reapers are too powerful, then they should have buffed P and Z up to T's standards, not nerf everything IMO

anyways now my wallin in PvZ is going to take 10 more seconds to be zergling tight... =\... yay

but at least those OP OP ultras got a nerf (/sarcasm)


That's just stupid, if one unit is too powerful, you'll rather buff 15 other units rather than nerfing the one unit?

The balance of the game is so delicate, that buffing every other unit will definitely cause more unforeseen balance problems than nerfing one unit.


come on now, listen to yourself, you arent that stupid

I didnt say "reapers are OP so buff every other unit in the game" that would be ridiculous

I'm saying there are other ways other than nerfing the reapers to fix the problems they cause in the early game.

Show nested quote +
On August 28 2010 06:24 bobcat wrote:
By that logic the game would become heavily imbalance very quickly. If you lower the spawn time of stalkers to make them counter reapers more easily, then you make stalkers too powerful against all other forms of warfare.

The only way to make zealots stronger against tanks would be to give them at least 20 more shield, which would make zealots too powerful.
Then you have to buff lings roaches and hydras to counter protosses heavily improved tier 1.5 game and it spirals out of control from there.

The only time blizz will buff a unit, is when the unit being too weak is the problem. If another unit is too strong it makes far more sense to augment that ONE unit than it does to change the entire game to fit that one units imbalance.


did I say decrease stalker spawn? did I SAY give zeals more shields? no. you are making things up

there are more attributes units have than just spawn time and damage. speed, range, upgrades, hp, damage, shields, cost, spawn time, and the list goes on. SOMETHING can be changed to solve the problems in place, without always nerfing when people QQ about something

Nerfing also leads to that slippery slope of balance changed. oops we nerfed T, now P its too good, so they nerf P, but then Z is too good, so nerf nerf nerf nerf nerf, its the same thing as you are saying.

and I'm not saying nerfs are NEVER the answer, because quite frankly sometimes something is just too good, and the best way to change it is to nerf the HELL out of it, but I see zero, ZERO buffs in this patch, so it looks to me like they are jsut going to fall into this "spiral" as you put it, if they continue along this road



It's called an example homeslice. Like when someone (you) says
"If they think tanks BC's and reapers are too powerful, then they should have buffed P and Z up to T's standards, not nerf everything IMO"

Since you fail to present a logical arguement or give any examples yourself of how something like your suggestiong would work, it is up to me to create a scenario for you. Did you say make stalkers faster or give zeals more health? No. You went with everyone's favorite nebulous word "buff". Furthermore you said "buff up to T's standards". Now a logic man would think that by combatting a unit whose main issue is the speed with which it is produced, that the counter-buff for zerg and toss would be for either of them to build their counter unit(stalker) more quickly.

But it doesn't matter what kind of "buff" they use to make the P and Z up to standard "spawn time and damage. speed, range, upgrades, hp, damage(again), shields(kinda falls under hp), cost, spawn time( i think you already covered this one too)", because increasing ANY stat of a unit increases that units power against ALL units. As a result, ALL other units T, P and Z must be looked at again to see if how the buff to one unit makes their usefulness change. Is this unit as good against that unit? Ok how about this one? So on and so forth.

My point (and you would have gotten this if you actually bothered to read my entire post) was that choosing to not nerf a unit that needs a nerf and instead opting to increase the power of many other units to counter that one unit's imbalance will cause a tectonic shift in the games balance as a result of blizzard trying to change that many units.

Vice versa, when a unit needs to be buffed, like ultralisks did, it is much easier to buff the ultralisk then it is to nerf all of the other units that it comes into contact with.

That is the point of the word balance. It is about making each unit have a specific value and trying to keep them in balance with eachother.

"Nerfing also leads to that slippery slope of balance changed. oops we nerfed T, now P its too good, so they nerf P, but then Z is too good, so nerf nerf nerf nerf nerf, its the same thing as you are saying."

Once again, I have to disagree with you.
Point #1: I have never seen Blizzard ever say "Ok guys we're going to nerf Protoss because we think that, as a designer, we completely failed to make even a single Protoss unit that was on the same level of the other races." Usually its more along the lines of oh I don't know.....

"1Siege tanks in large numbers are performing too well in all matchups. In the mid- to late-game, siege tanks are 2too dominant against all ground units. 3We want a small set of light and unarmored ground units to perform better against siege tanks. 4With this in mind, we're changing the Siege Mode damage of the siege tank from 50 to 35, +15 vs. armored; to correspond with this, damage upgrades will be changed from +5 to +3, +2 vs. armored. This change reduces the base damage of the siege tank against light and unarmored units, as well as the splash damage."

Right there!
1. They selected a specific unit.
2. They explained why they felt that it was creating an imbalance.
3. They explained how they think think should work ideally.
4. They used the justification in 3 to introduce the nerf.

Point #2
Nerfing a siege tank does not make P or Z more powerful. It makes a specific terran unit weaker and thus most strategies attached to that unit become weaker as a result. However, MMM is no weaker from these nerfs, neither is Bio Ball, Proxy marauders. The point of nerfing tanks is (now this one is a hard pill to swallow at first but it is ultimately true) to make the game fun for all of the races. Without tanks being such a severe counter to any large group of early tier units it forces the terran player to do a bit more scouting and be a bit more creative/varied in their ground defense. It also makes builds like 1-1-1 where a T player can instantly access tier 3 a bit more of a risk as it can more easily be punished by a large group of zealots or hydras. It in turn allows proto/zerg players to have more options for how to attack their opponent which is more fun for them.

Another example would be early game PvP, while I can win 95% of my PvP games by going 10 gate zealot boost, I find that the tactic bores me to tears. Since I play SC for fun and thought provoking competiton I dont persue this strategy every game. By nerfing the zealot spawn time, it allows room for other options to evolve from the mix thus making the game more interesting and *gasp* STRATEGIC!

In closing, there is a time to nerf, and a time to buff, and to think that they should buff more or less or nerf less or more is to say only that you misunderstand the buffing and nerfing process.

If you want to disagree with me thats fine, but please disagree with the arguement and not a small fragment of what I said or how I said it.


wow bobcat... its nice to see some ppl spamming this thread have a clue what they are talking about.... its funny seeing all the terran players QQ'n for a change. anyhow im diamond random all divisions and i think they are doing on awesome job with this patch

BUMP


Virtual fist bump back at you sir. I am equally glad to know that some people actually read all of my post instead of a small amount.


There's no 75% splash, they deal...
100% damage in a radius of 0.48
50% damage in a radius of 0.78
25% damage in a radius of 1.25

So they will one hit kill the same number of lings, just the ones further away from the center of the splash will take less damage.
I'll call Nada.
Grummler
Profile Joined May 2010
Germany743 Posts
Last Edited: 2010-08-28 16:13:10
August 28 2010 16:12 GMT
#1462
On August 29 2010 01:06 Tritonus wrote:
Am I the only one who finds it funny that Immortals will take 40 damage from tanks while zealots will only take 35?


Where to you buy your immortals? Refund them immediately! With shields they only should take 10dmg!
workers, supply, money, workers, supply, money, workers, ...
Noocta
Profile Joined June 2010
France12578 Posts
August 28 2010 16:15 GMT
#1463
On August 29 2010 01:01 Snacker wrote:
Show nested quote +

We're going to be adding destructible rocks to the Desert Oasis map to make natural expansions easier to protect. In addition, the center map watchtower area is being narrowed.


any informations where they will be putting the rocks ?


My guess is at the bottom entrance of the natural.
" I'm not gonna fight you. I'm gonna kick your ass ! "
Qzy
Profile Blog Joined July 2010
Denmark1121 Posts
August 28 2010 16:16 GMT
#1464
On August 29 2010 01:06 Tritonus wrote:
Am I the only one who finds it funny that Immortals will take 40 damage from tanks while zealots will only take 35?


40? Where do you get that number from?

Immortal reduces every damage to 10.
TG Sambo... Intel classic! Life of lively to live to life of full life thx to shield battery
sux2bu
Profile Joined August 2010
Turkey7 Posts
Last Edited: 2010-08-28 16:27:49
August 28 2010 16:19 GMT
#1465
On August 29 2010 01:05 Grummler wrote:
Show nested quote +
On August 29 2010 00:45 sux2bu wrote:
On August 29 2010 00:32 BeMannerDuPenner wrote:
dont think you have a point to argue here.


the direct dmg and splash dmg are affected. which simply means that the surrounding lings/banelings might not die from the splash of 1 hit/will survive with more hp left which leads to a big decrease in dmg output and kill/shot numbers.

there is not more to it. for units with aoe it doesnt only matter in what number of hits they kill 1 unit but the overall dmg they do.


First of all i am arguing tanks still will do as good vs banelings and lings. They will do much worse against zealots of hydras and your points are absolutely right against zealots.

The calculation against lings/banelings :
The initial target and adjacent targets die no matter what. The 50% spash will do 17 vs 25 . 25% splash will now do 8.5 vs 12.5. 50% and %25 splash range survived before 1.1 and they survive now aswell. The dmg output is less you are right but it the difference isnt that huge. And can easly be neglected with a better sieging formation to spread the dmg . And as the number of tanks increase their splash radius start overlapping and killing the %50 splash zone as well.
I hope you see my my point now.


your calculation is correct, but i dont think your interpretation is.
pre 1.1:
splash        shots needed to kill lings
100%             1
50%               2
25%               3

post 1.1:
splash        shots needed to kill lings
100%             1
50%               3
25%               5

i used your numbers. Sure, lings are still no hard counter to tanks, but they also wont evaporate anymore. And with tanks friendly fire i will atleast try to use my speedligns more against them.


This is the correct one for lings.
pre 1.1:
splash        shots needed to kill lings
100%             1
50%               2
25%               3
post 1.1:
splash        shots needed to kill lings
100%             1
50%               2
25%               4

This is the correct one for banelings.

pre 1.1:
splash        shots needed to kill blings
100%             1
50%               2
25%               3

post 1.1:
splash        shots needed to kill blings
100%             1
50%               2
25%               4

Almost no difference other then the 25% splash radius . And it is easly ignored as the number of tanks start increasing and overlapping the splash ranges. And in SC2 AI never chooses the same target if it would kill with a single shot with multi tanks opposed to BW. Which even makes it easier for tanks to rain destruction.
WickedBit
Profile Joined August 2010
United States343 Posts
August 28 2010 16:20 GMT
#1466
It looks like they are moving the seige tank damage closer to what was in SC1. If I am not mistaken they did 70 damage in sc1 with damage halved against smaller units. Now all the need to do is make it something like 30+30 (35+35 ? ) and add the overkill. Will start making for some fun pro games with chargelots and lings suddenly being really good against them.
generic88
Profile Joined December 2008
United States118 Posts
August 28 2010 16:21 GMT
#1467
I foresee a lot more MMM from Terran.
Tritonus
Profile Joined August 2010
Denmark125 Posts
Last Edited: 2010-08-28 16:26:39
August 28 2010 16:26 GMT
#1468
On August 29 2010 01:12 Grummler wrote:
Show nested quote +
On August 29 2010 01:06 Tritonus wrote:
Am I the only one who finds it funny that Immortals will take 40 damage from tanks while zealots will only take 35?


Where to you buy your immortals? Refund them immediately! With shields they only should take 10dmg!


Eh I'm so lol. I thought shields reduced damage BY 10. Disregard my post :D
Grummler
Profile Joined May 2010
Germany743 Posts
August 28 2010 16:30 GMT
#1469
On August 29 2010 01:19 sux2bu wrote:
Show nested quote +
On August 29 2010 01:05 Grummler wrote:
On August 29 2010 00:45 sux2bu wrote:
On August 29 2010 00:32 BeMannerDuPenner wrote:
dont think you have a point to argue here.


the direct dmg and splash dmg are affected. which simply means that the surrounding lings/banelings might not die from the splash of 1 hit/will survive with more hp left which leads to a big decrease in dmg output and kill/shot numbers.

there is not more to it. for units with aoe it doesnt only matter in what number of hits they kill 1 unit but the overall dmg they do.


First of all i am arguing tanks still will do as good vs banelings and lings. They will do much worse against zealots of hydras and your points are absolutely right against zealots.

The calculation against lings/banelings :
The initial target and adjacent targets die no matter what. The 50% spash will do 17 vs 25 . 25% splash will now do 8.5 vs 12.5. 50% and %25 splash range survived before 1.1 and they survive now aswell. The dmg output is less you are right but it the difference isnt that huge. And can easly be neglected with a better sieging formation to spread the dmg . And as the number of tanks increase their splash radius start overlapping and killing the %50 splash zone as well.
I hope you see my my point now.


your calculation is correct, but i dont think your interpretation is.
pre 1.1:
splash        shots needed to kill lings
100%             1
50%               2
25%               3

post 1.1:
splash        shots needed to kill lings
100%             1
50%               3
25%               5

i used your numbers. Sure, lings are still no hard counter to tanks, but they also wont evaporate anymore. And with tanks friendly fire i will atleast try to use my speedligns more against them.


This is the correct one for lings.
pre 1.1:
splash        shots needed to kill lings
100%             1
50%               2
25%               3
post 1.1:
splash        shots needed to kill lings
100%             1
50%               2
25%               4

This is the correct one for banelings.

pre 1.1:
splash        shots needed to kill blings
100%             1
50%               2
25%               3

post 1.1:
splash        shots needed to kill blings
100%             1
50%               2
25%               4

Almost no difference other then the 25% splash radius . And it is easly ignored as the number of tanks start increasing and overlapping the splash ranges.


How is the enginge dealing with rounding dmg values? Cause thats why our numbers are different. I think somewhere it was said that sc2 always rounds down. If that true, my numbers are correct.
workers, supply, money, workers, supply, money, workers, ...
gillon
Profile Blog Joined April 2010
Sweden1578 Posts
August 28 2010 16:30 GMT
#1470
On August 29 2010 01:21 generic88 wrote:
I foresee a lot more MMM from Terran.


Which has been shut down for ages by proper fungal/bling/muta/ling usage, sadly.
www.teamproperty.net | "You should hate losing, but you should never fear defeat." - 이윤열
figq
Profile Blog Joined May 2010
12519 Posts
Last Edited: 2010-08-28 16:52:01
August 28 2010 16:33 GMT
#1471
Ultra got seriously buffed with the removal of Ram (the only real buff in this patch), even though I'll miss the animation and the look of the Ram attack - it was very cool; cool but bad anyway. Ultras can now attack multiple structures -and- defenders all at once, with the same shot. Like mini-nuke, really. They become so powerful now, perhaps the single most powerful unit in the game, that we are probably gonna see them in every Z matchup, and they might even be OP, we'll see. Perhaps they'll need another nerf to their base damage.
If you stand next to my head, you can hear the ocean. - Day[9]
sux2bu
Profile Joined August 2010
Turkey7 Posts
Last Edited: 2010-08-28 16:36:40
August 28 2010 16:34 GMT
#1472
On August 29 2010 01:30 Grummler wrote:
Show nested quote +
On August 29 2010 01:19 sux2bu wrote:
On August 29 2010 01:05 Grummler wrote:
On August 29 2010 00:45 sux2bu wrote:
On August 29 2010 00:32 BeMannerDuPenner wrote:
dont think you have a point to argue here.


the direct dmg and splash dmg are affected. which simply means that the surrounding lings/banelings might not die from the splash of 1 hit/will survive with more hp left which leads to a big decrease in dmg output and kill/shot numbers.

there is not more to it. for units with aoe it doesnt only matter in what number of hits they kill 1 unit but the overall dmg they do.


First of all i am arguing tanks still will do as good vs banelings and lings. They will do much worse against zealots of hydras and your points are absolutely right against zealots.

The calculation against lings/banelings :
The initial target and adjacent targets die no matter what. The 50% spash will do 17 vs 25 . 25% splash will now do 8.5 vs 12.5. 50% and %25 splash range survived before 1.1 and they survive now aswell. The dmg output is less you are right but it the difference isnt that huge. And can easly be neglected with a better sieging formation to spread the dmg . And as the number of tanks increase their splash radius start overlapping and killing the %50 splash zone as well.
I hope you see my my point now.


your calculation is correct, but i dont think your interpretation is.
pre 1.1:
splash        shots needed to kill lings
100%             1
50%               2
25%               3

post 1.1:
splash        shots needed to kill lings
100%             1
50%               3
25%               5

i used your numbers. Sure, lings are still no hard counter to tanks, but they also wont evaporate anymore. And with tanks friendly fire i will atleast try to use my speedligns more against them.


This is the correct one for lings.
pre 1.1:
splash        shots needed to kill lings
100%             1
50%               2
25%               3
post 1.1:
splash        shots needed to kill lings
100%             1
50%               2
25%               4

This is the correct one for banelings.

pre 1.1:
splash        shots needed to kill blings
100%             1
50%               2
25%               3

post 1.1:
splash        shots needed to kill blings
100%             1
50%               2
25%               4

Almost no difference other then the 25% splash radius . And it is easly ignored as the number of tanks start increasing and overlapping the splash ranges.


How is the enginge dealing with rounding dmg values? Cause thats why our numbers are different. I think somewhere it was said that sc2 always rounds down. If that true, my numbers are correct.


Even the engine didnt round down yours would be right because of the regeneration of the HP.
I just figured out mine were wrong and noticed your post.

But still in actual game play all these theorycraft wont work and Tanks will be as effective against lings because the AI wont pick on same targets and only very small percantage of the lings will actually be killed by only 50% and 25% splash dmgs. Most likely lots of splash will overlap.
SouthRawrea
Profile Joined June 2010
Canada608 Posts
August 28 2010 16:35 GMT
#1473
Expect me to never siege my tanks again. It seems they're not nerfing siege dmg?
Calidus
Profile Joined April 2010
150 Posts
August 28 2010 16:35 GMT
#1474
+ Show Spoiler +

On August 29 2010 01:19 sux2bu wrote:
Show nested quote +
On August 29 2010 01:05 Grummler wrote:
On August 29 2010 00:45 sux2bu wrote:
On August 29 2010 00:32 BeMannerDuPenner wrote:
dont think you have a point to argue here.


the direct dmg and splash dmg are affected. which simply means that the surrounding lings/banelings might not die from the splash of 1 hit/will survive with more hp left which leads to a big decrease in dmg output and kill/shot numbers.

there is not more to it. for units with aoe it doesnt only matter in what number of hits they kill 1 unit but the overall dmg they do.


First of all i am arguing tanks still will do as good vs banelings and lings. They will do much worse against zealots of hydras and your points are absolutely right against zealots.

The calculation against lings/banelings :
The initial target and adjacent targets die no matter what. The 50% spash will do 17 vs 25 . 25% splash will now do 8.5 vs 12.5. 50% and %25 splash range survived before 1.1 and they survive now aswell. The dmg output is less you are right but it the difference isnt that huge. And can easly be neglected with a better sieging formation to spread the dmg . And as the number of tanks increase their splash radius start overlapping and killing the %50 splash zone as well.
I hope you see my my point now.


your calculation is correct, but i dont think your interpretation is.
pre 1.1:
splash        shots needed to kill lings
100%             1
50%               2
25%               3

post 1.1:
splash        shots needed to kill lings
100%             1
50%               3
25%               5

i used your numbers. Sure, lings are still no hard counter to tanks, but they also wont evaporate anymore. And with tanks friendly fire i will atleast try to use my speedligns more against them.


This is the correct one for lings.
pre 1.1:
splash        shots needed to kill lings
100%             1
50%               2
25%               3
post 1.1:
splash        shots needed to kill lings
100%             1
50%               2
25%               4

This is the correct one for banelings.

pre 1.1:
splash        shots needed to kill blings
100%             1
50%               2
25%               3

post 1.1:
splash        shots needed to kill blings
100%             1
50%               2
25%               4

Almost no difference other then the 25% splash radius . And it is easly ignored as the number of tanks start increasing and overlapping the splash ranges. And in SC2 AI never chooses the same target if it would kill with a single shot with multi tanks opposed to BW. Which even makes it easier for tanks to rain destruction.


Now you can get +1 carapace and ti takes 2 shots to kill a ling until the tanks have +1
Note:1100 Diamond take everything with a grain of salt.
bobcat
Profile Joined May 2010
United States488 Posts
August 28 2010 16:37 GMT
#1475
On August 29 2010 01:26 Tritonus wrote:
Show nested quote +
On August 29 2010 01:12 Grummler wrote:
On August 29 2010 01:06 Tritonus wrote:
Am I the only one who finds it funny that Immortals will take 40 damage from tanks while zealots will only take 35?


Where to you buy your immortals? Refund them immediately! With shields they only should take 10dmg!


Eh I'm so lol. I thought shields reduced damage BY 10. Disregard my post :D



Wow, I would buy those immortals in a second. They take no damage from zealots, marines, battlecruisers, carriers, void rays, broodlings, psi storms, fungal growth, or zerglings and they take almost no damage from hydras, stalkers, mutas and roaches.


Be right back
Writing a letter to Blizzard.
"I just want to see bobcat wrist deep in someone's mother's anus" 165 votes
Grummler
Profile Joined May 2010
Germany743 Posts
Last Edited: 2010-08-28 17:08:39
August 28 2010 16:38 GMT
#1476
On August 29 2010 01:34 sux2bu wrote:
Show nested quote +
On August 29 2010 01:30 Grummler wrote:
On August 29 2010 01:19 sux2bu wrote:
On August 29 2010 01:05 Grummler wrote:
On August 29 2010 00:45 sux2bu wrote:
On August 29 2010 00:32 BeMannerDuPenner wrote:
dont think you have a point to argue here.


the direct dmg and splash dmg are affected. which simply means that the surrounding lings/banelings might not die from the splash of 1 hit/will survive with more hp left which leads to a big decrease in dmg output and kill/shot numbers.

there is not more to it. for units with aoe it doesnt only matter in what number of hits they kill 1 unit but the overall dmg they do.


First of all i am arguing tanks still will do as good vs banelings and lings. They will do much worse against zealots of hydras and your points are absolutely right against zealots.

The calculation against lings/banelings :
The initial target and adjacent targets die no matter what. The 50% spash will do 17 vs 25 . 25% splash will now do 8.5 vs 12.5. 50% and %25 splash range survived before 1.1 and they survive now aswell. The dmg output is less you are right but it the difference isnt that huge. And can easly be neglected with a better sieging formation to spread the dmg . And as the number of tanks increase their splash radius start overlapping and killing the %50 splash zone as well.
I hope you see my my point now.


your calculation is correct, but i dont think your interpretation is.
pre 1.1:
splash        shots needed to kill lings
100%             1
50%               2
25%               3

post 1.1:
splash        shots needed to kill lings
100%             1
50%               3
25%               5

i used your numbers. Sure, lings are still no hard counter to tanks, but they also wont evaporate anymore. And with tanks friendly fire i will atleast try to use my speedligns more against them.


This is the correct one for lings.
pre 1.1:
splash        shots needed to kill lings
100%             1
50%               2
25%               3
post 1.1:
splash        shots needed to kill lings
100%             1
50%               2
25%               4

This is the correct one for banelings.

pre 1.1:
splash        shots needed to kill blings
100%             1
50%               2
25%               3

post 1.1:
splash        shots needed to kill blings
100%             1
50%               2
25%               4

Almost no difference other then the 25% splash radius . And it is easly ignored as the number of tanks start increasing and overlapping the splash ranges.


How is the enginge dealing with rounding dmg values? Cause thats why our numbers are different. I think somewhere it was said that sc2 always rounds down. If that true, my numbers are correct.


Even the engine didnt round down yours would be right because of the regeneration of the HP.
I just figured out mine were wrong and noticed your post.

But still in actual game play all these theorycraft wont work and Tanks will be as effective against lings because the AI wont pick on same targets and only very small percantage of the lings will actually be killed by only 50% and 25% splash dmgs. Most likely lots of splash will overlap.


The engine always rounds down, just checked it. So these are the correct values:

pre 1.1:
splash        shots needed to kill lings
100%             1
50%               2
25%               3

post 1.1:
splash        shots needed to kill lings
100%             1
50%               3
25%               5

And yes, most splash will overlap. Therefore most lings will get killed due to splash, not because of direct fire. Thats why the tank nerv is huge. I mean, the splash area increases with its radius. So most unit will get hit by 25% splash, less with 50%, and only very few will suffer the full 100%. I dont see why you still think that tank nerf has no effekt on zerglings and banelings.

Sure there will be situations where a ling gets hit by 50% and then gets shot into its face, so it doesnt matter if the tank deals 35 or 50dmg. But even then there will be a whole bunch of surrounding lings who want that extra tank shot.
workers, supply, money, workers, supply, money, workers, ...
Archaic
Profile Blog Joined March 2008
United States4024 Posts
August 28 2010 16:39 GMT
#1477
On August 29 2010 01:35 Calidus wrote:
+ Show Spoiler +

On August 29 2010 01:19 sux2bu wrote:
Show nested quote +
On August 29 2010 01:05 Grummler wrote:
On August 29 2010 00:45 sux2bu wrote:
On August 29 2010 00:32 BeMannerDuPenner wrote:
dont think you have a point to argue here.


the direct dmg and splash dmg are affected. which simply means that the surrounding lings/banelings might not die from the splash of 1 hit/will survive with more hp left which leads to a big decrease in dmg output and kill/shot numbers.

there is not more to it. for units with aoe it doesnt only matter in what number of hits they kill 1 unit but the overall dmg they do.


First of all i am arguing tanks still will do as good vs banelings and lings. They will do much worse against zealots of hydras and your points are absolutely right against zealots.

The calculation against lings/banelings :
The initial target and adjacent targets die no matter what. The 50% spash will do 17 vs 25 . 25% splash will now do 8.5 vs 12.5. 50% and %25 splash range survived before 1.1 and they survive now aswell. The dmg output is less you are right but it the difference isnt that huge. And can easly be neglected with a better sieging formation to spread the dmg . And as the number of tanks increase their splash radius start overlapping and killing the %50 splash zone as well.
I hope you see my my point now.


your calculation is correct, but i dont think your interpretation is.
pre 1.1:
splash        shots needed to kill lings
100%             1
50%               2
25%               3

post 1.1:
splash        shots needed to kill lings
100%             1
50%               3
25%               5

i used your numbers. Sure, lings are still no hard counter to tanks, but they also wont evaporate anymore. And with tanks friendly fire i will atleast try to use my speedligns more against them.


This is the correct one for lings.
pre 1.1:
splash        shots needed to kill lings
100%             1
50%               2
25%               3
post 1.1:
splash        shots needed to kill lings
100%             1
50%               2
25%               4

This is the correct one for banelings.

pre 1.1:
splash        shots needed to kill blings
100%             1
50%               2
25%               3

post 1.1:
splash        shots needed to kill blings
100%             1
50%               2
25%               4

Almost no difference other then the 25% splash radius . And it is easly ignored as the number of tanks start increasing and overlapping the splash ranges. And in SC2 AI never chooses the same target if it would kill with a single shot with multi tanks opposed to BW. Which even makes it easier for tanks to rain destruction.


Now you can get +1 carapace and ti takes 2 shots to kill a ling until the tanks have +1

The sad thing is, you can get +3 carapace, and it only takes one shot for tanks with +1, haha. Pretty much like in BW. So I don't think it's too significant, but it'll be very important in early attacks.
Lennon
Profile Joined February 2010
United Kingdom2275 Posts
August 28 2010 16:45 GMT
#1478
On August 28 2010 10:04 BeyondCtrL wrote:
Show nested quote +
On August 28 2010 09:43 Fantistic wrote:
On August 28 2010 08:27 BeyondCtrL wrote:
On August 28 2010 08:20 Kpyolysis32 wrote:
On August 28 2010 08:18 Ryze wrote:
Marauders will still own everything


I don't get why everyone is crying about Marauders. I don't know if they're a problem in ZvT, but in PvT, the Marauder certainly is not something that needs a nerf.


Seriously you can't see a problem where a single cheap unit counters every single P ground unit either by cost/efficiency or just power?


You think Marauders counter chargelots, HTs, DTs, Immortals and Collossi?
You must be new.


O wait don't Marauders out range the slow and clunky Immortals? O wait they do, and with slow I consider Marauders a counter with decent control (any diamond player).

HT suck vs Marauder


You make Immortals to defend versus aggressive Marauder pushes. Where would being out-ranged fall into that? If the Marauders back then don't follow so you won't be out-ranged.

Although, you probably won't understand this since you think HT storm sucks versus bio.
bobcat
Profile Joined May 2010
United States488 Posts
August 28 2010 16:47 GMT
#1479
On August 29 2010 01:10 lololol wrote:
Show nested quote +
On August 29 2010 01:04 bobcat wrote:
On August 29 2010 00:45 sux2bu wrote:
On August 29 2010 00:32 BeMannerDuPenner wrote:
On August 29 2010 00:28 sux2bu wrote:
On August 29 2010 00:21 Grummler wrote:
On August 28 2010 23:57 sux2bu wrote:
Tank Nerf :
The nerf only effects zealots and hydras . They still one shot lings and banelings. The splash dmg still does 100% dmg to closely packed lings and banelings so no extra banelings or lings survive. The collision size of lings and banelings are in 100% splash range.


You would be absolutly right if there where no areas with less then 100% splash dmg. Sadly i have to tell you, that you are absolutly wrong. Tanks might still one shot lings siting right next to the tanks target, but because the splash dmg scales down with increasing distance, less splash dmg always effects all units (as long as they dont have 1hp). Lings being a little further away will suffer much less pain.



And you would be absolutly right if there were only one tank vs many lings or all your tanks targetted the same ling. If the tanks targets are evenly spread among the attacking lings. It would achieve splash to spread evenly aswell and still one shot most lings. And this is exacly what good game desing / Good game play is.


dont think you have a point to argue here.


the direct dmg and splash dmg are affected. which simply means that the surrounding lings/banelings might not die from the splash of 1 hit/will survive with more hp left which leads to a big decrease in dmg output and kill/shot numbers.

there is not more to it. for units with aoe it doesnt only matter in what number of hits they kill 1 unit but the overall dmg they do.


First of all i am arguing tanks still will do as good vs banelings and lings. They will do much worse against zealots of hydras and your points are absolutely right against zealots.

The calculation against lings/banelings :
The initial target and adjacent targets die no matter what. The 50% spash will do 17 vs 25 . 25% splash will now do 8.5 vs 12.5. 50% and %25 splash range survived before 1.1 and they survive now aswell. The dmg output is less you are right but it the difference isnt that huge. And can easly be neglected with a better sieging formation to spread the dmg . And as the number of tanks increase their splash radius start overlapping and killing the %50 splash zone as well.

The calculation against zealots :
The initial target and adjacent gets 35 dmg vs previous 50 and survives.

I hope you see my my point now.



And his point was that a single tank no longer 1 shots a sinlge ling, so while yes, a single direct shot + splash will still kill a ling one 75% will no longer kill a ling as it once did (big difference) and two 50% will not kill a ling (relatively big difference).

However, in the long term, you are absolutely right. Lings are a terrible idea against tanks, but I think his arguement was that they were affected which is true. They are not as bad.

On August 29 2010 00:50 Fizbin wrote:
On August 28 2010 23:45 bobcat wrote:
+ Show Spoiler +

On August 28 2010 06:33 PKCarwash wrote:
Show nested quote +
On August 28 2010 06:20 crazeman wrote:
On August 28 2010 06:11 PKCarwash wrote:
I wish they had gone a different route when balancing the races...they seem to have the "nerf each race until they are all balanced" mindset

If they think tanks BC's and reapers are too powerful, then they should have buffed P and Z up to T's standards, not nerf everything IMO

anyways now my wallin in PvZ is going to take 10 more seconds to be zergling tight... =\... yay

but at least those OP OP ultras got a nerf (/sarcasm)


That's just stupid, if one unit is too powerful, you'll rather buff 15 other units rather than nerfing the one unit?

The balance of the game is so delicate, that buffing every other unit will definitely cause more unforeseen balance problems than nerfing one unit.


come on now, listen to yourself, you arent that stupid

I didnt say "reapers are OP so buff every other unit in the game" that would be ridiculous

I'm saying there are other ways other than nerfing the reapers to fix the problems they cause in the early game.

Show nested quote +
On August 28 2010 06:24 bobcat wrote:
By that logic the game would become heavily imbalance very quickly. If you lower the spawn time of stalkers to make them counter reapers more easily, then you make stalkers too powerful against all other forms of warfare.

The only way to make zealots stronger against tanks would be to give them at least 20 more shield, which would make zealots too powerful.
Then you have to buff lings roaches and hydras to counter protosses heavily improved tier 1.5 game and it spirals out of control from there.

The only time blizz will buff a unit, is when the unit being too weak is the problem. If another unit is too strong it makes far more sense to augment that ONE unit than it does to change the entire game to fit that one units imbalance.


did I say decrease stalker spawn? did I SAY give zeals more shields? no. you are making things up

there are more attributes units have than just spawn time and damage. speed, range, upgrades, hp, damage, shields, cost, spawn time, and the list goes on. SOMETHING can be changed to solve the problems in place, without always nerfing when people QQ about something

Nerfing also leads to that slippery slope of balance changed. oops we nerfed T, now P its too good, so they nerf P, but then Z is too good, so nerf nerf nerf nerf nerf, its the same thing as you are saying.

and I'm not saying nerfs are NEVER the answer, because quite frankly sometimes something is just too good, and the best way to change it is to nerf the HELL out of it, but I see zero, ZERO buffs in this patch, so it looks to me like they are jsut going to fall into this "spiral" as you put it, if they continue along this road



It's called an example homeslice. Like when someone (you) says
"If they think tanks BC's and reapers are too powerful, then they should have buffed P and Z up to T's standards, not nerf everything IMO"

Since you fail to present a logical arguement or give any examples yourself of how something like your suggestiong would work, it is up to me to create a scenario for you. Did you say make stalkers faster or give zeals more health? No. You went with everyone's favorite nebulous word "buff". Furthermore you said "buff up to T's standards". Now a logic man would think that by combatting a unit whose main issue is the speed with which it is produced, that the counter-buff for zerg and toss would be for either of them to build their counter unit(stalker) more quickly.

But it doesn't matter what kind of "buff" they use to make the P and Z up to standard "spawn time and damage. speed, range, upgrades, hp, damage(again), shields(kinda falls under hp), cost, spawn time( i think you already covered this one too)", because increasing ANY stat of a unit increases that units power against ALL units. As a result, ALL other units T, P and Z must be looked at again to see if how the buff to one unit makes their usefulness change. Is this unit as good against that unit? Ok how about this one? So on and so forth.

My point (and you would have gotten this if you actually bothered to read my entire post) was that choosing to not nerf a unit that needs a nerf and instead opting to increase the power of many other units to counter that one unit's imbalance will cause a tectonic shift in the games balance as a result of blizzard trying to change that many units.

Vice versa, when a unit needs to be buffed, like ultralisks did, it is much easier to buff the ultralisk then it is to nerf all of the other units that it comes into contact with.

That is the point of the word balance. It is about making each unit have a specific value and trying to keep them in balance with eachother.

"Nerfing also leads to that slippery slope of balance changed. oops we nerfed T, now P its too good, so they nerf P, but then Z is too good, so nerf nerf nerf nerf nerf, its the same thing as you are saying."

Once again, I have to disagree with you.
Point #1: I have never seen Blizzard ever say "Ok guys we're going to nerf Protoss because we think that, as a designer, we completely failed to make even a single Protoss unit that was on the same level of the other races." Usually its more along the lines of oh I don't know.....

"1Siege tanks in large numbers are performing too well in all matchups. In the mid- to late-game, siege tanks are 2too dominant against all ground units. 3We want a small set of light and unarmored ground units to perform better against siege tanks. 4With this in mind, we're changing the Siege Mode damage of the siege tank from 50 to 35, +15 vs. armored; to correspond with this, damage upgrades will be changed from +5 to +3, +2 vs. armored. This change reduces the base damage of the siege tank against light and unarmored units, as well as the splash damage."

Right there!
1. They selected a specific unit.
2. They explained why they felt that it was creating an imbalance.
3. They explained how they think think should work ideally.
4. They used the justification in 3 to introduce the nerf.

Point #2
Nerfing a siege tank does not make P or Z more powerful. It makes a specific terran unit weaker and thus most strategies attached to that unit become weaker as a result. However, MMM is no weaker from these nerfs, neither is Bio Ball, Proxy marauders. The point of nerfing tanks is (now this one is a hard pill to swallow at first but it is ultimately true) to make the game fun for all of the races. Without tanks being such a severe counter to any large group of early tier units it forces the terran player to do a bit more scouting and be a bit more creative/varied in their ground defense. It also makes builds like 1-1-1 where a T player can instantly access tier 3 a bit more of a risk as it can more easily be punished by a large group of zealots or hydras. It in turn allows proto/zerg players to have more options for how to attack their opponent which is more fun for them.

Another example would be early game PvP, while I can win 95% of my PvP games by going 10 gate zealot boost, I find that the tactic bores me to tears. Since I play SC for fun and thought provoking competiton I dont persue this strategy every game. By nerfing the zealot spawn time, it allows room for other options to evolve from the mix thus making the game more interesting and *gasp* STRATEGIC!

In closing, there is a time to nerf, and a time to buff, and to think that they should buff more or less or nerf less or more is to say only that you misunderstand the buffing and nerfing process.

If you want to disagree with me thats fine, but please disagree with the arguement and not a small fragment of what I said or how I said it.


wow bobcat... its nice to see some ppl spamming this thread have a clue what they are talking about.... its funny seeing all the terran players QQ'n for a change. anyhow im diamond random all divisions and i think they are doing on awesome job with this patch

BUMP


Virtual fist bump back at you sir. I am equally glad to know that some people actually read all of my post instead of a small amount.


There's no 75% splash, they deal...
100% damage in a radius of 0.48
50% damage in a radius of 0.78
25% damage in a radius of 1.25

So they will one hit kill the same number of lings, just the ones further away from the center of the splash will take less damage.


Ah I see, my bad, I actually had no idea how they work I was just basing it on what other people were writing. Thanks for setting me straight.
"I just want to see bobcat wrist deep in someone's mother's anus" 165 votes
ROOTheognis
Profile Blog Joined January 2006
United States4482 Posts
August 28 2010 16:51 GMT
#1480
i approve of the BC nerf. im terran and even to me i felt like BCs were ridiculous vs ground. the only real counter was just going mass viking. thor/marine got totally obliterated even if i had higher army count.
If you avoid your weakness, it will remain your weakness. www.twitter.com/#!/rootheognis Follow me!
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