• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 04:31
CEST 10:31
KST 17:31
  • 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
Team TLMC #5 - Finalists & Open Tournaments0[ASL20] Ro16 Preview Pt2: Turbulence2Classic Games #3: Rogue vs Serral at BlizzCon9[ASL20] Ro16 Preview Pt1: Ascent10Maestros of the Game: Week 1/Play-in Preview12
Community News
Weekly Cups (Sept 8-14): herO & MaxPax split cups0WardiTV TL Team Map Contest #5 Tournaments0SC4ALL $6,000 Open LAN in Philadelphia7Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues29LiuLi Cup - September 2025 Tournaments3
StarCraft 2
General
Weekly Cups (Sept 8-14): herO & MaxPax split cups SpeCial on The Tasteless Podcast Team TLMC #5 - Finalists & Open Tournaments Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues #1: Maru - Greatest Players of All Time
Tourneys
Maestros of The Game—$20k event w/ live finals in Paris RSL: Revival, a new crowdfunded tournament series WardiTV TL Team Map Contest #5 Tournaments Sparkling Tuna Cup - Weekly Open Tournament SC4ALL $6,000 Open LAN in Philadelphia
Strategy
Custom Maps
External Content
Mutation # 491 Night Drive Mutation # 490 Masters of Midnight Mutation # 489 Bannable Offense Mutation # 488 What Goes Around
Brood War
General
ASL20 General Discussion Playing StarCraft as 2 people on the same network [ASL20] Ro16 Preview Pt2: Turbulence Pros React To: SoulKey's 5-Peat Challenge BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL20] Ro16 Group C [IPSL] ISPL Season 1 Winter Qualis and Info! Is there English video for group selection for ASL [ASL20] Ro16 Group B
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Stormgate/Frost Giant Megathread Borderlands 3 Nintendo Switch Thread Path of Exile General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread The Big Programming Thread Things Aren’t Peaceful in Palestine
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
BarCraft in Tokyo Japan for ASL Season5 Final The Automated Ban List
Blogs
The Personality of a Spender…
TrAiDoS
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1329 users

Blizzcon, Multipayer Panel-Blizzard's view of PvT - Page 8

Forum Index > SC2 General
Post a Reply
Prev 1 6 7 8 9 10 13 Next All
VanGarde
Profile Joined July 2010
Sweden755 Posts
October 26 2010 05:24 GMT
#141
On October 26 2010 13:42 xAPOCALYPSEx wrote:
I think a few posters have made very adequate points concerning PvT in the late game.

Normally (even in pro replays I see and GSL and BlizzCon and the such) once a Terran sees Collosus, the number of vikings is way overcompensated so that once the protoss has switched to HT's, the terran has all this supply that is taken by units that are now useless (even on feet form). Say there is 6 vikings, that is 12 supply that is semi-useless in 200/200 battles. That could have been 6 marauders or even better, ghosts as we all know which help IMMENSELY versus HT's. Even when they don't EMP the High templar, EMPing the main force of stalkers/sentries/zealots is almost equivalent to a instant psi storm with larger range that can't be dodged.

So maybe it is just me, but I think that the problem late game is that Terran just has a few useless units laying around that contribute little, if any, to 200/200 battles.


Myeah, in one way I wonder if not the fact that collossi can be targeted by air only units like vikings is the bane of terran. It would seem like an advantage at first glance but if you removed this, making vikings and phoenix etc incapable of shooting collossi then I think you could in turn nerf the collosus itself. Perhaps reduce the range or reduce the damage or the splash range of the colossus to make it more approachable by ground. In the end the status quo would remain, the collossus would get a huge buff by now not being vulnerable to corruptor/viking and then getting an equal nerf.

The result would I think be that you could now actually approach the colossus with ground forces which would still end up in a balanced fight but you would not have to skew your unit comp to get there.

However I think the problem might actually still be with the high templar because banshee's are actually far far stronger against collossi. They do more damage and they are actually useful after the collossus is dead. But feedback is just so damn strong. It does not make sense that you should have to research the cloak ability only to have a way to drain your own units of energy to not have them be oneshotted by templar, or that you should have to get ghosts to emp your own battlecruisers to not lose them.

Feedback is great and it is an important tool but perhaps there is a way to streamline it a bit better.
I don't think that feedback should be able to kill a unit at full health which is often the case when you are doing a medivac drop. I think that it would be reasonable that no matter what unit, if it is at full energy when being feedbacked, it should not lose more than 50% of its hp.

One option to even it out would be to nerf the damage of feedback or even remove it completely but give feedback an different effect besides draining the energy ot the target unit.

Perhaps drain all energy and stun the unit for a certain amount of time. Like a single target fungal growth. This would make feedback very useful still against drops but in a more sensible way. A medivac comes in, protoss warps in a templar and drains the medivac of energy and stuns it for five seconds with one spell. The terran can still actually do something though and unload the units and protoss will have to bring in some units to kill the drop off or he needs to intercept the drop from the start with both stalkers and a templar and not just one templar.

All in all the feedback ability should be just as good against everything in this form but the way it is good would make more sense and actually give the terran the ability to respond, rather than just seeing all the banshee's disappear without a chance to react.
War does not determine who is right - only who is left.
Angra
Profile Blog Joined May 2009
United States2652 Posts
October 26 2010 05:31 GMT
#142
Obvious solution to this entire PvT/TvP problem: make mech able to be used.


But instead we're going to see a continuous nerf loop back and forth between protoss aoe and terran bio for the next six months. Sigh.
VanGarde
Profile Joined July 2010
Sweden755 Posts
Last Edited: 2010-10-26 05:33:47
October 26 2010 05:32 GMT
#143
Additional thought, maybe a lot would change if colossi could not walk over units but had the same collision as all other units in the game. No matter how open the map in a late game situation you rarely fight in a spot open enough to let two 200/200 armies engage while being able to form a full concave.

Colossi are actually better and better the later the game goes on and the larger the armies grow because of the fact that they can neatly sit on top of the protoss deathball in the center and not take up as much terrain. As a terran who experiments with thors in the lategame against protoss I kind of get a feel for how different it would be for the protoss colossi army to fight if colossi just like thors would get stuck behind units unless microed correctly.
War does not determine who is right - only who is left.
Perscienter
Profile Joined June 2010
957 Posts
October 26 2010 06:24 GMT
#144
On October 26 2010 14:24 VanGarde wrote:
Myeah, in one way I wonder if not the fact that collossi can be targeted by air only units like vikings is the bane of terran. It would seem like an advantage at first glance but if you removed this, making vikings and phoenix etc incapable of shooting collossi then I think you could in turn nerf the collosus itself. Perhaps reduce the range or reduce the damage or the splash range of the colossus to make it more approachable by ground. In the end the status quo would remain, the collossus would get a huge buff by now not being vulnerable to corruptor/viking and then getting an equal nerf.

The result would I think be that you could now actually approach the colossus with ground forces which would still end up in a balanced fight but you would not have to skew your unit comp to get there.

What a horrible proposal. I don't understand complaints about colossi except in PvP. They are very, very expensive. Their initial short range makes them extremely vulnerable to vikings, banshees, thors and marauders. What's the problem? Vikings in the late game are also not that bad. They allow you to do a lot of harassment. With siege tanks, vikings and ghosts the Terran still outranges everything the Protoss has.

Blizzard should make the thor to be able to use his anti-air attacks against colossi, though.
On October 26 2010 14:24 VanGarde wrote:
However I think the problem might actually still be with the high templar because banshee's are actually far far stronger against collossi. They do more damage and they are actually useful after the collossus is dead. But feedback is just so damn strong. It does not make sense that you should have to research the cloak ability only to have a way to drain your own units of energy to not have them be oneshotted by templar, or that you should have to get ghosts to emp your own battlecruisers to not lose them.

Feedback is great and it is an important tool but perhaps there is a way to streamline it a bit better.
I don't think that feedback should be able to kill a unit at full health which is often the case when you are doing a medivac drop. I think that it would be reasonable that no matter what unit, if it is at full energy when being feedbacked, it should not lose more than 50% of its hp.

One option to even it out would be to nerf the damage of feedback or even remove it completely but give feedback an different effect besides draining the energy ot the target unit.

Perhaps drain all energy and stun the unit for a certain amount of time. Like a single target fungal growth. This would make feedback very useful still against drops but in a more sensible way. A medivac comes in, protoss warps in a templar and drains the medivac of energy and stuns it for five seconds with one spell. The terran can still actually do something though and unload the units and protoss will have to bring in some units to kill the drop off or he needs to intercept the drop from the start with both stalkers and a templar and not just one templar.

All in all the feedback ability should be just as good against everything in this form but the way it is good would make more sense and actually give the terran the ability to respond, rather than just seeing all the banshee's disappear without a chance to react.

If you want to counter feedback, use up the energy of the banshees and medivacs before a battle.

I don't like to see feedback's balance touched.
MassAirUnits
Profile Joined April 2010
United States66 Posts
Last Edited: 2010-10-26 07:57:39
October 26 2010 07:57 GMT
#145
On October 26 2010 15:24 Perscienter wrote:
Show nested quote +
On October 26 2010 14:24 VanGarde wrote:
Myeah, in one way I wonder if not the fact that collossi can be targeted by air only units like vikings is the bane of terran. It would seem like an advantage at first glance but if you removed this, making vikings and phoenix etc incapable of shooting collossi then I think you could in turn nerf the collosus itself. Perhaps reduce the range or reduce the damage or the splash range of the colossus to make it more approachable by ground. In the end the status quo would remain, the collossus would get a huge buff by now not being vulnerable to corruptor/viking and then getting an equal nerf.

The result would I think be that you could now actually approach the colossus with ground forces which would still end up in a balanced fight but you would not have to skew your unit comp to get there.

What a horrible proposal. I don't understand complaints about colossi except in PvP. They are very, very expensive. Their initial short range makes them extremely vulnerable to vikings, banshees, thors and marauders. What's the problem? Vikings in the late game are also not that bad. They allow you to do a lot of harassment. With siege tanks, vikings and ghosts the Terran still outranges everything the Protoss has.

Blizzard should make the thor to be able to use his anti-air attacks against colossi, though.

Just want to mention real quick, Vikings are terrible ground units and using them for harass is fairly limited, due to the 3 second transformation time and requirement of being over open ground first.

On October 26 2010 15:24 Perscienter wrote:
Show nested quote +
On October 26 2010 14:24 VanGarde wrote:
However I think the problem might actually still be with the high templar because banshee's are actually far far stronger against collossi. They do more damage and they are actually useful after the collossus is dead. But feedback is just so damn strong. It does not make sense that you should have to research the cloak ability only to have a way to drain your own units of energy to not have them be oneshotted by templar, or that you should have to get ghosts to emp your own battlecruisers to not lose them.

Feedback is great and it is an important tool but perhaps there is a way to streamline it a bit better.
I don't think that feedback should be able to kill a unit at full health which is often the case when you are doing a medivac drop. I think that it would be reasonable that no matter what unit, if it is at full energy when being feedbacked, it should not lose more than 50% of its hp.

One option to even it out would be to nerf the damage of feedback or even remove it completely but give feedback an different effect besides draining the energy ot the target unit.

Perhaps drain all energy and stun the unit for a certain amount of time. Like a single target fungal growth. This would make feedback very useful still against drops but in a more sensible way. A medivac comes in, protoss warps in a templar and drains the medivac of energy and stuns it for five seconds with one spell. The terran can still actually do something though and unload the units and protoss will have to bring in some units to kill the drop off or he needs to intercept the drop from the start with both stalkers and a templar and not just one templar.

All in all the feedback ability should be just as good against everything in this form but the way it is good would make more sense and actually give the terran the ability to respond, rather than just seeing all the banshee's disappear without a chance to react.

If you want to counter feedback, use up the energy of the banshees and medivacs before a battle.

I don't like to see feedback's balance touched.

I would like to have Feedback be left alone as well, but your proposal on wasting Banshee/Medivac energy is incredibly stupid. I really hope you are being facetious.
Fortune favors the bold!
kojinshugi
Profile Joined August 2010
Estonia2559 Posts
October 26 2010 10:55 GMT
#146
On October 26 2010 10:09 mutantmagnet wrote:
Terran are only weaker at the late game because of how poorly everyone (I'm talking about all three races) is playing the game at the late stage even the (vast majority of) pros.

When Terrans get into the late game it usually is a bio ball and if it is TvT a tank viking wall. Terrans haven't figured out how to transition into their final tier unit the Battlecruiser and build up a supporting army of units to assist the BC core.


The BC core? Are you actually being serious?

The only race that can viably switch to mass T3 units is Zerg, and that's because they can produce a critical mass of them before fielding them. Battlecruisers are impossible to bring into TvT because the opponent will already have enough vikings to take them down. Same with TvP, blink stalkers absolutely demolish small numbers of BCs, and a critical mass of Mutas will do the same. Unless you manage to hide them until you have 5-6 BCs with plenty of energy for Yamatoing, your opponent will already have cost-effective counters to them without even needing to plan for it.

And it's generally bad to spend 2400/1800 on units you're not going to use for 4-5 minutes.

BCs (and Carriers for that matter) will never be a "core unit". And they're really not suited for endgame as much as they are suited for beefing up midgame armies as support units.
whatsgrackalackin420
kojinshugi
Profile Joined August 2010
Estonia2559 Posts
October 26 2010 11:09 GMT
#147
Thors should maybe counter Colossi better. They're reasonably mobile and they're not useless in a lategame anti-HT army like Vikings are.

Basically, switch roles between Vikings and Thors as anti-air. Vikings should counter light with AE damage, Thors should counter massive/armored with single target damage. Their role as anti-mutalisk has been negated anyway by magic boxing.

This would bring Thors into TvP and Vikings into TvZ.
whatsgrackalackin420
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
October 26 2010 11:15 GMT
#148
Vikings without anti-armor bonus?
Hello Void Rays.
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
kojinshugi
Profile Joined August 2010
Estonia2559 Posts
October 26 2010 11:40 GMT
#149
On October 26 2010 20:15 Thezzy wrote:
Vikings without anti-armor bonus?
Hello Void Rays.


They're already pretty pants against Void Rays. The splash might actually help.
whatsgrackalackin420
PulseSUI
Profile Joined August 2010
Switzerland305 Posts
October 26 2010 11:56 GMT
#150
i don't get why blizzard is so morbidly fixed on to a single unit and try to balance the entire game around that broken unit.. instead of just fixing the broken unit..
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
October 26 2010 12:04 GMT
#151
They don't agree it's broken, simple. They're right, too.
Perscienter
Profile Joined June 2010
957 Posts
October 26 2010 12:05 GMT
#152
On October 26 2010 16:57 MassAirUnits wrote:
I would like to have Feedback be left alone as well, but your proposal on wasting Banshee/Medivac energy is incredibly stupid. I really hope you are being facetious.

No, I'm not. One stim before a battle and a few sniper rounds can turn the tides in your favour. Would you rather like to get your banshees, ghosts and medivacs one-shot?
mutantmagnet
Profile Joined June 2009
United States3789 Posts
Last Edited: 2010-10-26 12:46:19
October 26 2010 12:45 GMT
#153
On October 26 2010 19:55 kojinshugi wrote:
Show nested quote +
On October 26 2010 10:09 mutantmagnet wrote:
Terran are only weaker at the late game because of how poorly everyone (I'm talking about all three races) is playing the game at the late stage even the (vast majority of) pros.

When Terrans get into the late game it usually is a bio ball and if it is TvT a tank viking wall. Terrans haven't figured out how to transition into their final tier unit the Battlecruiser and build up a supporting army of units to assist the BC core.


The BC core? Are you actually being serious?

The only race that can viably switch to mass T3 units is Zerg, and that's because they can produce a critical mass of them before fielding them. Battlecruisers are impossible to bring into TvT because the opponent will already have enough vikings to take them down. Same with TvP, blink stalkers absolutely demolish small numbers of BCs, and a critical mass of Mutas will do the same. Unless you manage to hide them until you have 5-6 BCs with plenty of energy for Yamatoing, your opponent will already have cost-effective counters to them without even needing to plan for it.

And it's generally bad to spend 2400/1800 on units you're not going to use for 4-5 minutes.

BCs (and Carriers for that matter) will never be a "core unit". And they're really not suited for endgame as much as they are suited for beefing up midgame armies as support units.



Yeah I was being serious. The counters to BC in TvZ is definitely not Mutas. Even in BW with their less amazing stats BC curb stomped Mutas. The counters are going to be Corruptors, Infestors and possibly Hydra if the battle takes place in an area they can achieve large surface. The issue is that to support BCs besides the fact they come from Starports is that the units needed to protect them against viable counters here are extremely gas intensive and thus you can't afford to lose such units if used earlier in a fight with a bio ball but many people do lose them.

In TvP Stalkers by themselves are not so hot when it comes to Battlecruisers. The only really useful units are Templars supported by Stalkers and carriers (a unit just as hard for Protoss to transition to). Void Rays aren't as good as they used to be so it's hard to say how they would fair now.

In TvT I would be less inclined to see BCs as being useful due to Viking Wars as you mentioned but Vikings are the only viable threat. Without them Battlecruisers really bring a lot to the table by being able to muscle over siege tank lines, can be healed by multiple SCVs like the Thor and get around terrain hazards with a need for dropships. It might be pissible to create a mix of support units to make BCs viable on this match up but I'm less sure about this one than the others.
CookieFactory
Profile Joined June 2010
United States43 Posts
October 26 2010 13:13 GMT
#154
On October 26 2010 16:57 MassAirUnits wrote:

Just want to mention real quick, Vikings are terrible ground units and using them for harass is fairly limited, due to the 3 second transformation time and requirement of being over open ground first.



Vikings on the ground are terrible? Wow sucks for the Stalker since a Viking (ground) beats a Stalker 1on1.
Blasterion
Profile Blog Joined October 2010
China10272 Posts
October 26 2010 13:52 GMT
#155
Vikings are pretty decent units on the ground, they almost match hydralisks, almost
[TLNY]Mahjong Club Thread
Grond
Profile Blog Joined June 2010
599 Posts
October 26 2010 14:41 GMT
#156
On October 26 2010 19:55 kojinshugi wrote:
Show nested quote +
On October 26 2010 10:09 mutantmagnet wrote:
Terran are only weaker at the late game because of how poorly everyone (I'm talking about all three races) is playing the game at the late stage even the (vast majority of) pros.

When Terrans get into the late game it usually is a bio ball and if it is TvT a tank viking wall. Terrans haven't figured out how to transition into their final tier unit the Battlecruiser and build up a supporting army of units to assist the BC core.


The BC core? Are you actually being serious?

The only race that can viably switch to mass T3 units is Zerg, and that's because they can produce a critical mass of them before fielding them. Battlecruisers are impossible to bring into TvT because the opponent will already have enough vikings to take them down. Same with TvP, blink stalkers absolutely demolish small numbers of BCs, and a critical mass of Mutas will do the same. Unless you manage to hide them until you have 5-6 BCs with plenty of energy for Yamatoing, your opponent will already have cost-effective counters to them without even needing to plan for it.

And it's generally bad to spend 2400/1800 on units you're not going to use for 4-5 minutes.

BCs (and Carriers for that matter) will never be a "core unit". And they're really not suited for endgame as much as they are suited for beefing up midgame armies as support units.


While I will agree with your assessment that Vikings are a little ridiculous vs armored, I think he was referring to TvP. I dont agree with the core part but massing Vikings out of reactored Starpots is a little shortsighted. It leaves Terrans vulnerable to a Tech switch. Vikings are easier but BC's are a better long term strategy. For every 2 BC's you instantly erase 1 Collossus from battle and they are good for tanking damage.
Jumbled
Profile Joined September 2010
1543 Posts
October 26 2010 15:52 GMT
#157
The one thing which concerned me when watching the video of the session was when the blizzard panellist began to discuss stim and immediately dismissed the speed component of it, saying it wasn't important. However, most analyses I've seen indicate that it is the mobility advantage and the power of kiting that makes Terran seem so strong in early-game PvT. I've never heard any specific complaints about the dps bonus of stim on marauders outside of building sniping*, which has already been at least partially addressed.

I'm not too concerned with the specifics of the PvT match-up, because even if some changes are still to come I feel it's fairly close to balanced overall, but I am concerned by the possibility that Blizzard developers may be ignoring important aspects of the game when considering game balance.


*To clarify this, I've seen people whine that "marauders shouldn't have stim", but then you can find players whining about any aspect of the game. I've never seen any serious attempt to justify this complaint for situations other than building sniping.
risk.nuke
Profile Joined May 2010
Sweden2825 Posts
October 26 2010 16:07 GMT
#158
In my opinion a matchup where 1 race dominates early game and the other lategame is NOT balanced, its as boping unbalanced as it gets.
Neo.G Soulkey, Best, firebathero. // http://www.teamliquid.net/forum/index.php?show_part=31
Pepe-
Profile Joined August 2010
Germany87 Posts
October 26 2010 16:26 GMT
#159
Am I the only one thinking the weak Stalker is causing the problems early game?
Blasterion
Profile Blog Joined October 2010
China10272 Posts
October 26 2010 16:28 GMT
#160
On October 27 2010 01:26 Pepe- wrote:
Am I the only one thinking the weak Stalker is causing the problems early game?


I Just wished Stalkers could attack faster
[TLNY]Mahjong Club Thread
Prev 1 6 7 8 9 10 13 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 29m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 139
ProTech74
StarCraft: Brood War
Sea 1402
actioN 610
Zeus 358
Stork 289
Leta 192
Rush 69
Hyun 62
Dewaltoss 59
Aegong 47
Mind 37
[ Show more ]
sSak 29
Noble 21
Dota 2
BananaSlamJamma156
League of Legends
JimRising 484
Counter-Strike
olofmeister542
Stewie2K472
shoxiejesuss308
allub190
Other Games
ceh9434
C9.Mang0309
XaKoH 156
NeuroSwarm66
Mew2King35
Happy29
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Berry_CruncH216
• LUISG 25
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 4
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo1333
• HappyZerGling134
Upcoming Events
Afreeca Starleague
1h 29m
Snow vs Sharp
Jaedong vs Mini
Wardi Open
2h 29m
OSC
15h 29m
Sparkling Tuna Cup
1d 1h
Afreeca Starleague
1d 1h
Light vs Speed
Larva vs Soma
PiGosaur Monday
1d 15h
LiuLi Cup
2 days
RSL Revival
3 days
Maru vs Reynor
Cure vs TriGGeR
The PondCast
3 days
RSL Revival
4 days
Zoun vs Classic
[ Show More ]
Korean StarCraft League
4 days
RSL Revival
5 days
[BSL 2025] Weekly
5 days
BSL Team Wars
5 days
RSL Revival
6 days
Online Event
6 days
Liquipedia Results

Completed

BSL 20 Team Wars
Chzzk MurlocKing SC1 vs SC2 Cup #2
HCC Europe

Ongoing

KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
RSL Revival: Season 2
Maestros of the Game
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

2025 Chongqing Offline CUP
BSL Polish World Championship 2025
IPSL Winter 2025-26
BSL Season 21
SC4ALL: Brood War
BSL 21 Team A
Stellar Fest
SC4ALL: StarCraft II
EC S1
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
MESA Nomadic Masters Fall
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
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 © 2025 TLnet. All Rights Reserved.