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Phant
Profile Joined August 2010
United States737 Posts
August 28 2010 16:54 GMT
#1481
Zerg needs to be harassed in order for Protoss to stay in the game. With the zealot nerf making 2 gate ineffective, I think The Stargate->phoenix opening is going to become much more common.
VanGarde
Profile Joined July 2010
Sweden755 Posts
August 28 2010 16:54 GMT
#1482
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.


Hmm... thats interesting, I might be tempted to withdraw my concerns about ling/bling/muta being harder to deal with if those numbers are correct.
War does not determine who is right - only who is left.
oxxo
Profile Joined February 2010
988 Posts
August 28 2010 16:55 GMT
#1483
On August 29 2010 01:20 WickedBit wrote:
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.


SC2 tanks SHOULDN'T be like SC1 tanks. There are units like roach/immortal now. SC1 is not SC2.
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2010-08-28 16:58:57
August 28 2010 16:57 GMT
#1484
On August 29 2010 01:38 Grummler wrote:
Show nested quote +
On August 29 2010 01:34 sux2bu wrote:
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 25 or 50dmg. But even then there will be a whole bunch of surrounding lings who want that extra tank shot.


Only the displayed value is rounded. The actual values are as exact as it gets.
Zerg regeneration will also play a role if the unit does not die immediately.
I'll call Nada.
bobcat
Profile Joined May 2010
United States488 Posts
August 28 2010 16:58 GMT
#1485
On August 29 2010 01:55 oxxo wrote:
Show nested quote +
On August 29 2010 01:20 WickedBit wrote:
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.


SC2 tanks SHOULDN'T be like SC1 tanks. There are units like roach/immortal now. SC1 is not SC2.



Both of those units are uneffected by this change.
"I just want to see bobcat wrist deep in someone's mother's anus" 165 votes
Gecko
Profile Joined August 2010
United States519 Posts
August 28 2010 17:02 GMT
#1486
On August 29 2010 01:54 phant wrote:
Zerg needs to be harassed in order for Protoss to stay in the game. With the zealot nerf making 2 gate ineffective, I think The Stargate->phoenix opening is going to become much more common.


I like VR and Phoenix opening vs zerg, so maybe people will explore this more. That would be pretty cool.
VanGarde
Profile Joined July 2010
Sweden755 Posts
August 28 2010 17:03 GMT
#1487
On August 29 2010 01:20 WickedBit wrote:
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.

30+30 AND overkill? No, you won't be seeing any fun pro games with chargelots and lings being good against tanks because no one will use tanks at all.

I don't understand what everyone smoked to make this overkill thing seem like a good idea. Is it just because Artosis said it in a sotb and everyone just accepts it as sensible even though it is really really stupid.

To try and balance the game by intentionally making a unit stupid is well, stupid.

There was a time in the beta when the splash spread was not as effective and tanks were not overkilling and NOONE used tanks, because they were not worth it, they were ineffective and there are other units that can do their damage at a lesser cost and shorter production time. If you give them overkill they will be more useless than they were at that point. Why in the world would anyone use the tank at all then. Especially if it is designed to work best against armored units, explain to me why I would build tanks rather than marauders then?
War does not determine who is right - only who is left.
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
August 28 2010 17:04 GMT
#1488
On August 29 2010 02:02 Gecko wrote:
Show nested quote +
On August 29 2010 01:54 phant wrote:
Zerg needs to be harassed in order for Protoss to stay in the game. With the zealot nerf making 2 gate ineffective, I think The Stargate->phoenix opening is going to become much more common.


I like VR and Phoenix opening vs zerg, so maybe people will explore this more. That would be pretty cool.



meh. hope thats not the case. just hate the voidray as a unit.dont like the "durr got the surprise voidray charged. i win! " concept which is imho plain bad design.
life of lively to live to life of full life thx to shield battery
DTown
Profile Blog Joined April 2010
United States428 Posts
August 28 2010 17:05 GMT
#1489
Although I admit I love the proposed changes, I can't believe Blizzard's approach to balancing tanks in the beta was to fiddle with the damage a little bit, and now the game has gone live they are radically changing the whole damage structure of tanks. It seems like that should be the other way around.
mols0n
Profile Joined May 2010
Canada388 Posts
August 28 2010 17:17 GMT
#1490
Wonder if the entire TvT dynamic is going to change with tanks doing less to marines
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2010-08-28 17:23:02
August 28 2010 17:22 GMT
#1491
On August 29 2010 01:20 WickedBit wrote:
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.

35+35 isn't exactly equivalent to Siege Tank damage in SC1, because explosive damage did 75% damage to medium units and also did full damage to shields--so the only unit it really did 50% damage to were small non-Protoss ground units--basically only Zerglings and Terran bio.

45+15 vs. armored would be much closer to SC1-like tank damage if you want to bring back overkill.
Moderator
Carthage
Profile Joined May 2010
105 Posts
Last Edited: 2010-08-28 17:25:48
August 28 2010 17:25 GMT
#1492
On August 29 2010 01:58 bobcat wrote:
Show nested quote +
On August 29 2010 01:55 oxxo wrote:
On August 29 2010 01:20 WickedBit wrote:
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.


SC2 tanks SHOULDN'T be like SC1 tanks. There are units like roach/immortal now. SC1 is not SC2.



Both of those units are uneffected by this change.


Maybe not directly, but people always mix units.

But then again, there are immortals now, but storm is more irritating to get, reavers aren't in the game, etc. It may just turn out that having tanks at their exact brood war strength is correct after all
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
August 28 2010 17:28 GMT
#1493
I would do something about the Zerg's ability to actually know what the Terran is doing. Reaper is just one of many openings that a Terran could pull off. I would move overlord speed to hatchery tech. Or make overseer at hatch tech.
Carthage
Profile Joined May 2010
105 Posts
August 28 2010 17:31 GMT
#1494
On August 29 2010 02:28 neobowman wrote:
I would do something about the Zerg's ability to actually know what the Terran is doing. Reaper is just one of many openings that a Terran could pull off. I would move overlord speed to hatchery tech. Or make overseer at hatch tech.


Overseer at hatch tech is very dangerous, because I'm pretty sure stopping buildings in the early game creates some pretty ridiculous timing windows.
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
August 28 2010 17:33 GMT
#1495
On August 29 2010 02:31 Carthage wrote:
Show nested quote +
On August 29 2010 02:28 neobowman wrote:
I would do something about the Zerg's ability to actually know what the Terran is doing. Reaper is just one of many openings that a Terran could pull off. I would move overlord speed to hatchery tech. Or make overseer at hatch tech.


Overseer at hatch tech is very dangerous, because I'm pretty sure stopping buildings in the early game creates some pretty ridiculous timing windows.


for zerg? id say any window is better than no windows at all.
"Mudkip"
goswser
Profile Blog Joined May 2009
United States3548 Posts
August 28 2010 17:35 GMT
#1496
On August 29 2010 01:57 lololol wrote:
Show nested quote +
On August 29 2010 01:38 Grummler wrote:
On August 29 2010 01:34 sux2bu wrote:
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 25 or 50dmg. But even then there will be a whole bunch of surrounding lings who want that extra tank shot.


Only the displayed value is rounded. The actual values are as exact as it gets.
Zerg regeneration will also play a role if the unit does not die immediately.

Does +1 armor change the numbers in the 50% and 25% splash radii?
say you were born into a jungle indian tribe where food was scarce...would you run around from teepee to teepee stealing meat scraps after a day lazying around doing nothing except warming urself by a fire that you didn't even make yourself? -rekrul
SmoKim
Profile Joined March 2010
Denmark10305 Posts
August 28 2010 17:36 GMT
#1497
On August 29 2010 02:28 neobowman wrote:
I would do something about the Zerg's ability to actually know what the Terran is doing. Reaper is just one of many openings that a Terran could pull off. I would move overlord speed to hatchery tech. Or make overseer at hatch tech.


i would love these changes, don't think anyone would like to sacrifice a pylon/depot everytime they needed to scout
"LOL I have 202 supply right now (3 minutes later)..."LOL NOW I HAVE 220 SUPPLY SUP?!?!?" - Mondragon
Camlito
Profile Blog Joined July 2007
Australia4040 Posts
August 28 2010 17:36 GMT
#1498
Overlord speed at hatch tech actually isn't a bad idea, but then again it's just a free maphack that won't die, which may cause more problems (particularly zvp) where you can perfectly counter whatever harass they may throw at you.
sAviOr...
Carthage
Profile Joined May 2010
105 Posts
August 28 2010 17:40 GMT
#1499
On August 29 2010 02:36 SmoKim wrote:
Show nested quote +
On August 29 2010 02:28 neobowman wrote:
I would do something about the Zerg's ability to actually know what the Terran is doing. Reaper is just one of many openings that a Terran could pull off. I would move overlord speed to hatchery tech. Or make overseer at hatch tech.


i would love these changes, don't think anyone would like to sacrifice a pylon/depot everytime they needed to scout


Terran have to sacrifice a mule every time they scan, and that's over 200 minerals.
Ryuu314
Profile Joined October 2009
United States12679 Posts
August 28 2010 17:46 GMT
#1500
On August 29 2010 02:03 VanGarde wrote:
Show nested quote +
On August 29 2010 01:20 WickedBit wrote:
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.

30+30 AND overkill? No, you won't be seeing any fun pro games with chargelots and lings being good against tanks because no one will use tanks at all.

I don't understand what everyone smoked to make this overkill thing seem like a good idea. Is it just because Artosis said it in a sotb and everyone just accepts it as sensible even though it is really really stupid.

To try and balance the game by intentionally making a unit stupid is well, stupid.

There was a time in the beta when the splash spread was not as effective and tanks were not overkilling and NOONE used tanks, because they were not worth it, they were ineffective and there are other units that can do their damage at a lesser cost and shorter production time. If you give them overkill they will be more useless than they were at that point. Why in the world would anyone use the tank at all then. Especially if it is designed to work best against armored units, explain to me why I would build tanks rather than marauders then?

Did you play beta? If I remember correctly, people started using tanks regularly [i[before[/i] the splash change.

Tanks had no significant buff or nerf whatsoever that edged them into the metagame.
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