• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 00:23
CEST 06:23
KST 13:23
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro16 Preview Pt2: All Star10Team Liquid Map Contest #22 - The Finalists16[ASL21] Ro16 Preview Pt1: Fresh Flow9[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0
Community News
2026 GSL Season 1 Qualifiers19Maestros of the Game 2 announced92026 GSL Tour plans announced15Weekly Cups (April 6-12): herO doubles, "Villains" prevail1MaNa leaves Team Liquid24
StarCraft 2
General
Maestros of the Game 2 announced 2026 GSL Tour plans announced Team Liquid Map Contest #22 - The Finalists MaNa leaves Team Liquid Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool
Tourneys
2026 GSL Season 1 Qualifiers INu's Battles#14 <BO.9 2Matches> Sparkling Tuna Cup - Weekly Open Tournament GSL CK: More events planned pending crowdfunding RSL Revival: Season 5 - Qualifiers and Main Event
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
Mutation # 522 Flip My Base The PondCast: SC2 News & Results Mutation # 521 Memorable Boss Mutation # 520 Moving Fees
Brood War
General
FlaSh: This Will Be My Final ASL【ASL S21 Ro.16】 BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ ASL21 General Discussion Data needed
Tourneys
[Megathread] Daily Proleagues Escore Tournament StarCraft Season 2 [ASL21] Ro16 Group C [ASL21] Ro16 Group D
Strategy
Simple Questions, Simple Answers What's the deal with APM & what's its true value Any training maps people recommend? Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Dawn of War IV Diablo IV Total Annihilation Server - TAForever Starcraft Tabletop Miniature Game
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread YouTube Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion McBoner: A hockey love story Cricket [SPORT]
World Cup 2022
Tech Support
Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Sexual Health Of Gamers
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1687 users

Situation report 1 posted! - Page 85

Forum Index > SC2 General
Post a Reply
Prev 1 83 84 85 86 87 101 Next
st3roids
Profile Joined June 2010
Greece538 Posts
August 29 2010 20:13 GMT
#1681
Reaper nerf means that reapers actually getting their dmg or range reduced.

There is no reaper nerf and as many said the problems with reapers is that outrun speedlings and every other zerg unit , o insane dmg both to buildings and light units and after that a transition to marauder to push vs roaches is way too easy.


nothing from the above will change , good terran layers dont rush with 1 reaper anyway they wait a bit and rush with several , now theyll build one more rax and do the same thing nothing changes in the long run.

Tank nerf is meaningless both to unarmored units cause they die to fast regardless due to the ridiculus 13 range and is the same dmg vs armored anyway.

Almost nothing changes for terran , zealot build time nerf wont matter very much apart in small maps , maybe vs 6 pools


Last ultra nerf well consider how easy they tend to die vs immortals , marauders , thors , archons , their inability to hit air and bad pathfinding it was uncalled .
Bull-Demon
Profile Joined January 2003
United States582 Posts
August 29 2010 20:23 GMT
#1682
How do people say nothing will change when its mathematically proven it will.
~_~
lololol
Profile Joined February 2006
5198 Posts
August 29 2010 20:27 GMT
#1683
On August 30 2010 05:23 Bull-Demon wrote:
How do people say nothing will change when its mathematically proven it will.


Nothing. Nothing never changes.
I'll call Nada.
sux2bu
Profile Joined August 2010
Turkey7 Posts
Last Edited: 2010-08-29 20:38:32
August 29 2010 20:27 GMT
#1684
You cant balance the current situation of the game by changing some timings or numerical values.

2 of the races only deal with 2 resources ( Gas / Mineral ). Zerg deals with another source ( larva Production ) and zerg has to micro its larva production every 40 sec. If zerg misses the right timing it cant make up for it. And Larva production mechanics is still limited by the other 2 resources to actuallt turn them into units.

Terran can outmine other races with use of mule from same number of mineral patches and can make up for a missed timing on mule by summoning several at once and its mechanic isnt limited. Protoss can chrono boost or warp to dumb extra resources at once and to rush a certain unit.

At early game Zerg is outmined by every race until 5-6 min range due to losing its drones for buildings. and cant make up for them if under any pressure. You cant just save larva under pressure. And we all know that zerg needs to overmine the other races to beat them. Very seldom a zerg with equal gathered sources will ever win. In SC1 Zerg early lings/sunkens let zerg to fast expand. Terran lacked harassment tools / mobility to stop zerg from expanding. Now Terran has the best defence and the best harassment tools with great mobility. Zerg lost all his early advantage and is playing a total defensive game. Zerg has no tool to threaten a walling in protoss or Terran.Lings used to be a threat now they get slaughtered. Zerg is denied even the basic scouting until a lair tech up which is insanely late. ( I am not even arguing map inbalances / unstoppable cliff drops etc . It needs its own topic )

This isnt zerg. I am pretty sure sc1 zerg would do much better against sc2 terran or protoss.

Another problem against Terran is even if you can scout you cant tell what terran is really after.It is a terrible game design to have several different units that required different counters to be produced from the same building. You just cant balance this. It is a very poor job by blizzard. İf you see a Hydra Den you know you ll face hydras. If you see spire you know you ll see mutas soon.
If you see 3 barracks you cant tell if it is marauder or reaper or marine. You just make a guess and hope its right.

DTown
Profile Blog Joined April 2010
United States428 Posts
August 29 2010 20:28 GMT
#1685
On August 30 2010 05:23 Bull-Demon wrote:
How do people say nothing will change when its mathematically proven it will.

The people saying nothing will change don't mean literally nothing will change, they just mean that the metagame/dominant strategies/current balance situation won't significantly change...
Scruff
Profile Joined May 2010
Singapore509 Posts
August 29 2010 20:30 GMT
#1686
I don't see why they are nerfing ultralisk. Yea probably it deals too much damage to armoured units. But two thirds of yours ultralisk are always trying to find their way around lings or getting stuck on a flat ground during a fight. I think they should correct that pathetic AI pathing before nerfing its damage.

Reaper is another unit that really really needs to be nerf. Increase the mineral cost or the speed upgrade cost or whatever. Marauder needs some sort of tweaking.

Its a good first step but every race was hit by the nerf bat so i guess we will still see terran dominating for quite some time.

I astonish myself everyday
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
Last Edited: 2010-08-29 20:43:36
August 29 2010 20:42 GMT
#1687
The problem i see with these nerfs is that essentially every decition they make are based on rush distances from the current map pool and simply its going to be impossible to balance the game off stepps of war or proxy gateway rushdistance because ultimately one change is very map spesific the other can get scouted and held off easily.

It just blows my mind how they do not see that imbalances are highlighted within the map pool simply because the maps are so poorly designed.

the marauder, marine reaper push against protoss is pretty retarded already, im glad im zerg atm. xD

i mean comon, if you cant hold off a 2 gate on cross position metalolplis as zerg you are either doing something wrong like opting to not go for a roach warren on 18. Or you drone whored too much.
"Mudkip"
Bull-Demon
Profile Joined January 2003
United States582 Posts
August 29 2010 20:45 GMT
#1688
On August 30 2010 05:28 DTown wrote:
Show nested quote +
On August 30 2010 05:23 Bull-Demon wrote:
How do people say nothing will change when its mathematically proven it will.

The people saying nothing will change don't mean literally nothing will change, they just mean that the metagame/dominant strategies/current balance situation won't significantly change...


I disagree. I think the tank change will alter ZvT significantly. Specifically late game mech and mmm with tank support.
~_~
Opinion
Profile Joined May 2010
United States236 Posts
August 29 2010 20:50 GMT
#1689
On August 30 2010 05:45 Bull-Demon wrote:
Show nested quote +
On August 30 2010 05:28 DTown wrote:
On August 30 2010 05:23 Bull-Demon wrote:
How do people say nothing will change when its mathematically proven it will.

The people saying nothing will change don't mean literally nothing will change, they just mean that the metagame/dominant strategies/current balance situation won't significantly change...


I disagree. I think the tank change will alter ZvT significantly. Specifically late game mech and mmm with tank support.


Pre patch 1.1 Numbers.


Zero Upgrades, on creep, Attack move zero micro


50 Lings vs 4 siege tanks. = 14 Lings survive, all tanks dead.

18 hydras vs 4 siege tanks. = 12 surviving hydras, all tanks dead.


Post 1.1 Numbers.


50 lings vs 4 siege tanks. = 20 lings survive, all tanks dead.

18 hydras vs 4 siege tanks. = 13 surviving hydras, all tanks dead.


I consider Lings to be significantly more effective against tanks after 1.1
Disastorm
Profile Joined January 2008
United States922 Posts
Last Edited: 2010-08-29 20:57:22
August 29 2010 20:54 GMT
#1690
On August 29 2010 17:57 terranghost wrote:
Show nested quote +
On August 29 2010 14:42 MythicalMage wrote:
On August 29 2010 14:25 DTown wrote:
On August 29 2010 14:08 MythicalMage wrote:
I HATE the tank change. I literally can't think of a scenario when I want tanks over marauders or higher tech (banshees, ravens, etc.)

EDIT: This isn't a balance complaint. This is a stylistic complaint, since they're taking out the core of the Terran army, currently.

No, pretty sure your comment is still a balance complaint. Proven by you insisting that Blizzard is "taking out the core of the Terran army" when they are just modifying the role of an over-powered unit that was causing a lot of problems to make the game more strategically interesting.

No, that's a style complaint. The game will be even more balanced, and I don't argue that. It just feels like this core unit is now useless. You can divide the playstyles of Terran into two categories: With tanks and without tanks. If you thought you saw a lot of reaper play in tournaments before, now it's pretty much the only option, as transitioning to tanks isn't really worth it anymore.

So my point is this. They aren't "modifying a role." They're making a strong unit close to useless. It'll be like back when beta started and no one used tanks. They might as well bring back the super roach.

Regardless, it doesn't effect balance negatively, just several entire playstyles.


Core unit useless......
Lets go over the units this will affect.
All armored units will take the same damage.
This includes: roach, stalker, immortal, ultra, infestor, marauder, tanks, thors, vikings, and collosus.

Therefore the units this "nerf" will affect are the following:
sentry (which will still die in 2 hits [splash]), templar (same as sentry), Dt (usually die really fast if you can see them), zergling (will still die in 1 hit), baneling (see zergling), marine (see zergling), and reaper (see zergling).

Other units affected (quite possibly the only ones the change will affect)
Hydra, ghost, zealot.
These are the only units that will need to take a noticeably larger amount of hits to kill than previously was needed.
How is this making the tank useless before tanks reached critical mass you wanted hellions for the zealots. Ghosts won't work to well unless you are trying pdds or trying to nuke advance but if your ghost can be attacked well you already did something wrong (and news flash how can a mirror match be imba in the first place not that anyone has said this yet). Hydra this will probably be the only unit significantly affected by said change.


Edit: Im sorry I forgot to add the hellion but like that will make a difference I mean hellions still wont be able to kill tanks.


Yea I definitely like the nerf but I think well have to see if Terran is still too strong or if they are finally balanced now. One thing to point out is that with 1 armor upgrade, lings wont die in 1 hit anymore from siege tanks.

Also marines without combat shields will die in 2 hits instead of 1 from siege tanks. Same with reapers, not sure why you said marines and reapers wouldnt be affected...
"Don't worry so much man. There won't be any more zergs left to QQ. Lots of QQ about TvT is incoming though I bet." - Vrok 9/21/10
archon256
Profile Joined August 2010
United States363 Posts
August 29 2010 21:03 GMT
#1691
On August 30 2010 05:54 Disastorm wrote:
One thing to point out is that with 1 armor upgrade, lings wont die in 1 hit anymore from siege tanks.

One hit from a single Siege Tank will reduce them to 1 HP, and if they have two all of them die from the splash.

Aside from helping slightly against a fast Tank push, I don't see how this makes much of a change.
"The troupe is ready, the stage is set. I come to dance, the dance of death"
AJMcSpiffy
Profile Blog Joined May 2010
United States1154 Posts
August 29 2010 21:09 GMT
#1692
On August 30 2010 06:03 archon256 wrote:
Show nested quote +
On August 30 2010 05:54 Disastorm wrote:
One thing to point out is that with 1 armor upgrade, lings wont die in 1 hit anymore from siege tanks.

One hit from a single Siege Tank will reduce them to 1 HP, and if they have two all of them die from the splash.

Aside from helping slightly against a fast Tank push, I don't see how this makes much of a change.


Taking 2 hits instead of 1 will make a big impact, regardless of how much health is left after the hit. The lings will be able to at least get closer to the the conflict, allowing the rest of the zerg force to move closer quicker and more easily. The Lings may not do much damage still, but they allow the rest of the army to get position.
If the quarter was in your right hand, that would've been micro
Hidden_MotiveS
Profile Blog Joined February 2010
Canada2562 Posts
August 29 2010 21:10 GMT
#1693
On August 30 2010 05:50 Opinion wrote:
Show nested quote +
On August 30 2010 05:45 Bull-Demon wrote:
On August 30 2010 05:28 DTown wrote:
On August 30 2010 05:23 Bull-Demon wrote:
How do people say nothing will change when its mathematically proven it will.

The people saying nothing will change don't mean literally nothing will change, they just mean that the metagame/dominant strategies/current balance situation won't significantly change...


I disagree. I think the tank change will alter ZvT significantly. Specifically late game mech and mmm with tank support.


Pre patch 1.1 Numbers.


Zero Upgrades, on creep, Attack move zero micro


50 Lings vs 4 siege tanks. = 14 Lings survive, all tanks dead.

18 hydras vs 4 siege tanks. = 12 surviving hydras, all tanks dead.


Post 1.1 Numbers.


50 lings vs 4 siege tanks. = 20 lings survive, all tanks dead.

18 hydras vs 4 siege tanks. = 13 surviving hydras, all tanks dead.


I consider Lings to be significantly more effective against tanks after 1.1

That's better.

I used to test units all the time in BW, but I went way more extensively in AOE3.

Assuming the surviving hydras have about the same amount of life left in both tests, and that the tests are representative of what will happen in real battles, it seems that melee light units get a decent buff against tanks.
L0thar
Profile Blog Joined September 2007
987 Posts
August 29 2010 21:46 GMT
#1694
The more I think about it the more I'm baffled with the Battlecruiser nerf.

The reaper nerf was definitely needed. They were ridiculous vs zerg early game.
The tank nerf could be needed too. They were used pretty often in TvZ.

But Battlecruiser? What the fuck Blizzard? What the fuck??

Is there anybody who was owned by BCs and though it was unfair? Is there anybody who used BC and think "damn, those thing are soo powerful!". Is there even anybody who uses BC at all?

I have no idea what is Blizzard doing here. Were some of their testers owned in FFA or what? What's next, are they going to nerf Scout in BW too?

Seriously could somebody explain this to me? Anybody?
Batch
Profile Joined May 2010
Sweden692 Posts
August 29 2010 21:57 GMT
#1695
On August 30 2010 06:46 L0thar wrote:
The more I think about it the more I'm baffled with the Battlecruiser nerf.

The reaper nerf was definitely needed. They were ridiculous vs zerg early game.
The tank nerf could be needed too. They were used pretty often in TvZ.

But Battlecruiser? What the fuck Blizzard? What the fuck??

Is there anybody who was owned by BCs and though it was unfair? Is there anybody who used BC and think "damn, those thing are soo powerful!". Is there even anybody who uses BC at all?

I have no idea what is Blizzard doing here. Were some of their testers owned in FFA or what? What's next, are they going to nerf Scout in BW too?

Seriously could somebody explain this to me? Anybody?

At least as zerg I have had problems with battlecruisers when having a ground only force. Before the neural parasite nerf you could use infestors to counter them but know hydras are the only option and they are far from a cost effective counter against battlecruisers.

I think the nerf is a good one, balance wise.
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
August 29 2010 22:02 GMT
#1696
The battlecruiser nerf really makes no sense. There are so many air only units in this game, and they almost all do really well cost for cost vs BC. It's not like there's no counter. Trying to wrap my head around nerfing BC damage to ground units when things like the marauder exist in the game just makes my brain hurt.
Opinion
Profile Joined May 2010
United States236 Posts
August 29 2010 22:05 GMT
#1697
On August 30 2010 06:10 Hidden_MotiveS wrote:
Show nested quote +
On August 30 2010 05:50 Opinion wrote:
On August 30 2010 05:45 Bull-Demon wrote:
On August 30 2010 05:28 DTown wrote:
On August 30 2010 05:23 Bull-Demon wrote:
How do people say nothing will change when its mathematically proven it will.

The people saying nothing will change don't mean literally nothing will change, they just mean that the metagame/dominant strategies/current balance situation won't significantly change...


I disagree. I think the tank change will alter ZvT significantly. Specifically late game mech and mmm with tank support.


Pre patch 1.1 Numbers.


Zero Upgrades, on creep, Attack move zero micro


50 Lings vs 4 siege tanks. = 14 Lings survive, all tanks dead.

18 hydras vs 4 siege tanks. = 12 surviving hydras, all tanks dead.


Post 1.1 Numbers.


50 lings vs 4 siege tanks. = 20 lings survive, all tanks dead.

18 hydras vs 4 siege tanks. = 13 surviving hydras, all tanks dead.


I consider Lings to be significantly more effective against tanks after 1.1

That's better.

I used to test units all the time in BW, but I went way more extensively in AOE3.

Assuming the surviving hydras have about the same amount of life left in both tests, and that the tests are representative of what will happen in real battles, it seems that melee light units get a decent buff against tanks.


The health seemed about even each time, but i didn't write down exact numbers, just looked the health colors, greens and reds etc.

Depending on focus fire there may be very little difference between pre-nerf and post nerf tanks vs hydras. But I'm not really too interested in testing all possible variables, i wish someone else would...

Lings on the other hand, that was pretty dramatic. These were not speedlings, just plain old nonupgraded lings and they survived well. Speedlings should do quite well against post nerf tanks.
Cranberries
Profile Joined July 2010
Wales567 Posts
August 29 2010 22:13 GMT
#1698
On August 30 2010 01:40 Yaotzin wrote:
They don't win it with T1 and 1.5, they have to support those units*. The marine/marauder remains the core, but medivacs & ghosts are crucial additions if you want to win. Toss aren't that different in that Zealots, and Stalkers to a lesser degree, remain a core component of their army throughout.

*well, you shouldn't be dying to pure mm.


1 Medivac and 1 Marine can kill 1 Stalker. That's fair, equal(ish) costs.

1 Medivac, 3 Marauders and 2 Marines can kill 8 Stalkers under stimpack. This isn't fair at all.

2 Medivacs and 2 Marines can kill 4 Stalkers without Stimpack, but with Combat Shield. This isn't fair.

Terran units are cheaper, and in numbers stronger than the more expensive Protoss units. It's very, very hard to play against Terran when their macro mechanics are so forgiving, with a few OCs can constantly scan the map and with their cheap as chips units.

I played a 30 minute game on Blistering Sands where the entire map was mined out, but at the end the Terran had a 200/200 army (and no more minerals to use on army) and I had a 92/200 army (and had no more minerals to use on army), and every push by the Terran I had defended with 1/2 to 1/4 of my forces left. In the end, I lost though.
Kaptein[konijn]
Profile Joined August 2005
Netherlands110 Posts
August 29 2010 22:17 GMT
#1699
All changes seem fair except the BC one.... I mean i've hardly come across games where the match is even, one player decides to go BCs and continues to suddenly win? Of course they're powerful, they're freaking expensive and slow as a turtle! I don't see how it causes stalemates, either.
Defrag
Profile Joined February 2010
Poland414 Posts
August 29 2010 22:23 GMT
#1700
On August 30 2010 05:50 Opinion wrote:
Show nested quote +
On August 30 2010 05:45 Bull-Demon wrote:
On August 30 2010 05:28 DTown wrote:
On August 30 2010 05:23 Bull-Demon wrote:
How do people say nothing will change when its mathematically proven it will.

The people saying nothing will change don't mean literally nothing will change, they just mean that the metagame/dominant strategies/current balance situation won't significantly change...


I disagree. I think the tank change will alter ZvT significantly. Specifically late game mech and mmm with tank support.


Pre patch 1.1 Numbers.


Zero Upgrades, on creep, Attack move zero micro


50 Lings vs 4 siege tanks. = 14 Lings survive, all tanks dead.

18 hydras vs 4 siege tanks. = 12 surviving hydras, all tanks dead.


Post 1.1 Numbers.


50 lings vs 4 siege tanks. = 20 lings survive, all tanks dead.

18 hydras vs 4 siege tanks. = 13 surviving hydras, all tanks dead.


I consider Lings to be significantly more effective against tanks after 1.1


How is the difference possible in zerglings numbers when they are getting 1 shooted without upgrades anyway?
Nothing changes for tanks vs lings, so the change in outcome is not possible.
Prev 1 83 84 85 86 87 101 Next
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
StarCraft Evolution League #20
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
NeuroSwarm 621
RuFF_SC2 234
ProTech123
Nina 112
PiLiPiLi 64
StarCraft: Brood War
Aegong 332
Icarus 9
League of Legends
JimRising 704
Counter-Strike
Fnx 1416
Other Games
summit1g8798
WinterStarcraft410
C9.Mang0343
ViBE53
Organizations
Other Games
gamesdonequick1370
StarCraft: Brood War
UltimateBattle 89
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 13 non-featured ]
StarCraft 2
• practicex 28
• CranKy Ducklings SOOP2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Stunt321
Upcoming Events
WardiTV Map Contest Tou…
6h 37m
Classic vs SHIN
MaxPax vs Percival
herO vs Clem
ByuN vs Rogue
Ladder Legends
10h 37m
uThermal 2v2 Circuit
10h 37m
BSL
14h 37m
Sparkling Tuna Cup
1d 5h
WardiTV Map Contest Tou…
1d 6h
Ladder Legends
1d 10h
BSL
1d 14h
CranKy Ducklings
1d 19h
Replay Cast
2 days
[ Show More ]
Wardi Open
2 days
Afreeca Starleague
2 days
Soma vs hero
Monday Night Weeklies
2 days
Replay Cast
2 days
Replay Cast
3 days
Afreeca Starleague
3 days
Leta vs YSC
Replay Cast
4 days
The PondCast
5 days
KCM Race Survival
5 days
Replay Cast
5 days
Replay Cast
6 days
Escore
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Escore Tournament S2: W4
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
StarCraft2 Community Team League 2026 Spring
WardiTV TLMC #16
Nations Cup 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026

Upcoming

Escore Tournament S2: W5
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
RSL Revival: Season 5
2026 GSL S1
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.