• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 14:45
CEST 20:45
KST 03:45
  • 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
TL.net Map Contest #21: Voting10[ASL20] Ro4 Preview: Descent11Team TLMC #5: Winners Announced!3[ASL20] Ro8 Preview Pt2: Holding On9Maestros of the Game: Live Finals Preview (RO4)5
Community News
Chinese SC2 server to reopen; live all-star event in Hangzhou7Weekly Cups (Oct 13-19): Clem Goes for Four0BSL Team A vs Koreans - Sat-Sun 16:00 CET6Weekly Cups (Oct 6-12): Four star herO85.0.15 Patch Balance Hotfix (2025-10-8)80
StarCraft 2
General
RotterdaM "Serral is the GOAT, and it's not close" DreamHack Open 2013 revealed The New Patch Killed Mech! Chinese SC2 server to reopen; live all-star event in Hangzhou Team Liquid Map Contest #21 - Presented by Monster Energy
Tourneys
SC2's Safe House 2 - October 18 & 19 INu's Battles #13 - ByuN vs Zoun Tenacious Turtle Tussle Sparkling Tuna Cup - Weekly Open Tournament $1,200 WardiTV October (Oct 21st-31st)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 496 Endless Infection Mutation # 495 Rest In Peace Mutation # 494 Unstable Environment Mutation # 493 Quick Killers
Brood War
General
Is there anyway to get a private coach? The Lose More Card BW General Discussion BSL Season 21 OGN to release AI-upscaled StarLeague from Feb 24
Tourneys
300$ 3D!Community Brood War Super Cup #4 [ASL20] Semifinal B Azhi's Colosseum - Anonymous Tournament [Megathread] Daily Proleagues
Strategy
[I] TvZ Strategies and Builds [I] TvP Strategies and Build Roaring Currents ASL final Current Meta
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Path of Exile Dawn of War IV ZeroSpace Megathread
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
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
The Chess Thread Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread Men's Fashion Thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
Series you have seen recently... Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Certified Crazy
Hildegard
The Heroism of Pepe the Fro…
Peanutsc
Rocket League: Traits, Abili…
TrAiDoS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1143 users

Ultralisk 1.2 Test Results - Nerfed - Page 6

Forum Index > SC2 General
Post a Reply
Prev 1 4 5 6 7 8 9 Next All
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2010-12-07 21:12:41
December 07 2010 21:07 GMT
#101
On December 08 2010 05:58 GoldenH wrote:
Show nested quote +
On December 08 2010 05:28 FabledIntegral wrote:
On December 08 2010 03:24 GoldenH wrote:
On December 08 2010 03:12 FarbrorAbavna wrote:
On December 07 2010 11:58 GoldenH wrote:
So taking the advice of the forumgoers I went ahead and used sensor towers instead of pylons. But in addition to pylons I burrowed Zerglings underneath the path the ultralisk would take, to see if the Ultralisk did indeed do damage to anything underneath it.

The results were quite surprising.

First, the image from 1.2. We did it twice so there would be no question of the results.

[image loading]

As expected, the sensor towers in front of the Ultra and to the sides took damage, but nothing underneath the ultralisk.

The surprise was when I tried it in the current version.

[image loading]

The first thing you notice is that I had to make the path wider. The ultra simply would not fit in the gap that it fit in in 1.2. This suggests a slight undocumented change in the size of the Ultra.

The second thing you notice is that the Ultralisk damage radius was far larger. Not just hitting things underneath it, but also to the side. While no increase in range was made.

If anything, the change in 1.2 represents a nerf; no further marines will be hit by the ultralisk's claws.

PS I won't be using marines to test anything; in fact I won't do any further tests on the issue, I consider it closed. If you wish to do further changes I suggest using a field of burrowed zerglings; it's much quicker to make and gives good results.


So now ultras arent dealing damage to as many units in one strike but you can fit more ultras in the same space(since they fit in smaller spaces now, if I understood this correctly). This to me sounds more like a buff than anything. Of course it's down to number crunching and actual playtesting to see just how big this change in size is and how that affects the game. If it changes how fast ultras can get to a target I'm seriously excited about it.


I'm not sure you can actually fit more ultras next to each other, I mean, how much difference is there between a pylon and 2 sensor towers?

I think another post in this thread may be right, and it may have just been due to the sensor tower glitch mentioned elsewhere in the patch notes.

Anyway I don't think it's a big deal, I mean, the splash damage does a whole 5 damage to light units. Was it really that badass that blizzard had to take it out? really?


By that same logic, it's not a big deal if it's removed, right?


I think I've done enough rooting for Ultras to be good in this thread, that I shouldn't get troll replies like this one.


Only in your ignorance do you think it's one.

On December 08 2010 06:04 fdsdfg wrote:
Show nested quote +
On December 08 2010 05:42 Pewt wrote:
On December 07 2010 19:28 Alpina wrote:
On December 07 2010 19:24 FabledIntegral wrote:
On December 07 2010 19:21 Alpina wrote:
Seems like ultra wasn't nerfed enough..

They are nerfing ultra every patch but cannot fix the bug were stimmed marauders can kite ultra forever.

Making ultras is worth now only if you already have big advantage imo. Everything kills them so extremely fast and BLs are just better overall. You even can't reinforce and rebuild army with ultras cause they take forever to make, at least they would lower their build time cause now it looks like you are building battlecruiser lol.


Because, you know, you go pure Ultra and don't incorporate any speedlings (which counter Marauders and are an insanely good tanking of damage) or infestors for fungaling to prevent ANY kiting in your builds right?

Such a stupid statement.


Well you can do units outside of marauder also, didn't you know? What about infestor, i dont have 10 infestors with me, and 3 stimmed marauders can kill ultra just easily.

...and then you aren't kiting them (assuming anything other than marines or hellions, neither of which would be stellar in this circumstance, or assuming they are using infestors).

Please, think before you post.

(Also, stay on creep and you'll be fine)


Can you give a Zerg army composition focused on ultras that would be able to beat a marauder-based composition at cost?

Also, someone said zerglings are 'insanely good at tanking damage'... they're actually one of the worst. They have the highest dps:hp ratio in the game, which means tanking is the exact opposite of what they're good at. They're about as good as tanking damage as marines are.


I said this, and it was in reference specifically to marauder heavy armies. And they are exceptional damage tanks to marauders. Not only is it 4 shots to kill a single Zergling, but at the same time there is an extremely high amount of overkill due to the low hp, making Zerglings one of the best tanks possible for marauders. It's the ultras that actually deal the damage, not the Zerglings, which instead flank, surround, and tank, when it's vs marauder heavy armies.

Also cost is not entirely relevant simply because a Zerg economy is almost always surpassing a Terran economy lategame. Also, Zerg does not have to invest in the multiple production buildings, etc. If you want mass ultralisk, you can get it from one ultra cavern. And you can outproduce 6 factories with tech labs producing Thors if both sides try to rebuild after losing their armies entirely.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
December 07 2010 21:09 GMT
#102
On December 07 2010 21:32 L0thar wrote:
C'mon Zerg players, even Ret admits Zerg is OP against Terran in late game...if they got there, that's it, but that's another problem...


Really? Link please because out of all of rets post I have never seen him say that, seen him say the opposite though
When I think of something else, something will go here
Mystgun
Profile Joined September 2010
Hong Kong311 Posts
December 07 2010 21:16 GMT
#103
Feel free to flame me if I am misintrepeting something, but how does this test give any conclusive evidence that ultras have been nerfed if we are testing it on a 1x1 sensor tower? You are only getting a granularity of 1 grid and while the ultralisk splash range is 2.5. If the splash center was moved by 0.5 grid its possible that testing with sensor tower is not capturing the full effects of the changes
GoldenH
Profile Blog Joined March 2010
1115 Posts
Last Edited: 2010-12-07 21:58:57
December 07 2010 21:54 GMT
#104
On December 08 2010 06:16 Mystgun wrote:
Feel free to flame me if I am misintrepeting something, but how does this test give any conclusive evidence that ultras have been nerfed if we are testing it on a 1x1 sensor tower? You are only getting a granularity of 1 grid and while the ultralisk splash range is 2.5. If the splash center was moved by 0.5 grid its possible that testing with sensor tower is not capturing the full effects of the changes


Taken by itself the sensor tower experiment isn't enough, but combined with the pylon test it is.


Pylon is 2x2, and two pylons in a row were hit by the same ultra attack.

Yet Sensor Tower is 1x1, again, only two Sensor Towers in a row were hit by the same ultra attack.

Also, the Sensor Towers in the corner were hit, but the Pylons in the corners were not.


This demonstrates that the ultra damage range is exactly 2 in both versions.


If you find this experiment lacking, by all means repeat the experiment yourself, with any changes you want to make. This is SCIENCE!!!!

[image loading]
"(Dudes are) not going to say "Buy this game — I cried at the end". (...) I suppose the secret is to find a game that makes you shoot eight million fuckin' dudes and then cry about how awesome it is to shoot eight million fuckin' dudes." - Tim Rogers
Duban
Profile Joined July 2009
United States548 Posts
December 07 2010 22:29 GMT
#105
I said this, and it was in reference specifically to marauder heavy armies. And they are exceptional damage tanks to marauders. Not only is it 4 shots to kill a single Zergling, but at the same time there is an extremely high amount of overkill due to the low hp, making Zerglings one of the best tanks possible for marauders. It's the ultras that actually deal the damage, not the Zerglings, which instead flank, surround, and tank, when it's vs marauder heavy armies.

Also cost is not entirely relevant simply because a Zerg economy is almost always surpassing a Terran economy lategame. Also, Zerg does not have to invest in the multiple production buildings, etc. If you want mass ultralisk, you can get it from one ultra cavern. And you can outproduce 6 factories with tech labs producing Thors if both sides try to rebuild after losing their armies entirely.

Actually Zerglings are exceptionally good tanks in general. Obviously everyone knows that roaches are tough so I'll compare ling hp to them. Even if you assume a 1:1 ratio of gas value to minerals you'll find that the roach is worth 100 resources for 135 hp to 25 for zergling's 35hp. For the roach that's 1.35 hp per resource and for the zergling that's 1.4. Now realize that like half of the units in the game have +armored bonuses, especially the marauders that double their damage, and then zerglings get tons of overkill HP from a lot of the larger units.

There's just a couple things that are very good against lings.

An ignorant person makes a mistake. A stupid person makes it again.
frumpylumps
Profile Joined September 2010
61 Posts
Last Edited: 2010-12-07 22:37:37
December 07 2010 22:32 GMT
#106
On December 07 2010 09:58 Gescom wrote:
Pylons might be too large (ie. not enough granularity) to properly test this.


this

and the sensor towers too.
fdsdfg
Profile Blog Joined February 2010
United States1251 Posts
December 07 2010 22:49 GMT
#107
On December 08 2010 07:29 Duban wrote:
Show nested quote +
I said this, and it was in reference specifically to marauder heavy armies. And they are exceptional damage tanks to marauders. Not only is it 4 shots to kill a single Zergling, but at the same time there is an extremely high amount of overkill due to the low hp, making Zerglings one of the best tanks possible for marauders. It's the ultras that actually deal the damage, not the Zerglings, which instead flank, surround, and tank, when it's vs marauder heavy armies.

Also cost is not entirely relevant simply because a Zerg economy is almost always surpassing a Terran economy lategame. Also, Zerg does not have to invest in the multiple production buildings, etc. If you want mass ultralisk, you can get it from one ultra cavern. And you can outproduce 6 factories with tech labs producing Thors if both sides try to rebuild after losing their armies entirely.

Actually Zerglings are exceptionally good tanks in general. Obviously everyone knows that roaches are tough so I'll compare ling hp to them. Even if you assume a 1:1 ratio of gas value to minerals you'll find that the roach is worth 100 resources for 135 hp to 25 for zergling's 35hp. For the roach that's 1.35 hp per resource and for the zergling that's 1.4. Now realize that like half of the units in the game have +armored bonuses, especially the marauders that double their damage, and then zerglings get tons of overkill HP from a lot of the larger units.

There's just a couple things that are very good against lings.



Well, there's a couple flaws in that:

1) Roach has 145 hp, not 135. It also has 1 armor.
2) Roaches are larger and less affected by splash.

Otherwise you are correct, I guess in my head I always did calculations with the zerg at 35 for 50, which is a pretty bad oversight.
aka Siyko
ch4ppi
Profile Joined July 2010
Germany802 Posts
December 07 2010 22:50 GMT
#108
Well, Ultralisks are already not worth to get to be honest, after they hotfixed them...

I really felt comfortable with Ultraslisks before the hotfix, personally I dont think about getting them at any time, Hive tech is just a mess and the advantages are very low. Most of the time I just get Hive for the upgrades, when im already about to get those 2/2 upgrades or against toss If I have Spire already...
fdsdfg
Profile Blog Joined February 2010
United States1251 Posts
December 07 2010 22:53 GMT
#109
On December 08 2010 07:50 ch4ppi wrote:
Well, Ultralisks are already not worth to get to be honest, after they hotfixed them...

I really felt comfortable with Ultraslisks before the hotfix, personally I dont think about getting them at any time, Hive tech is just a mess and the advantages are very low. Most of the time I just get Hive for the upgrades, when im already about to get those 2/2 upgrades or against toss If I have Spire already...


Just to correct your terminology.. a hotfix is something that doesn't affect the game code - similar to when they changed the map pool to remove DO and Kulas and added Shakuras and JB. Every patch is not a hotfix. It might be a stealth nerf (as ultralisk has had more than his share of), but not a hotfix.

aka Siyko
Piousflea
Profile Joined February 2010
United States259 Posts
December 07 2010 23:54 GMT
#110
A granularity of 1 is far too big to draw any conclusions. Even a change in splash radius from 2.5 to 2.25 (a change of 0.25) represents a 19% loss of AoE area, and there is no way that a size-1 building could detect a change of 0.25.

That said, it seems likely that the ultralisk change is indeed a nerf and not a buff. That seems very peculiar as ultras sure don't seem like they deserve a nerf. They aren't exactly weak (ultras allow zerg to convert economic advantage to unit advantage MUCH more rapidly than other races) but they currently aren't effective unless your economy is far better than your opponent's.
Seek, behold, and reveal the truth
RoarMan
Profile Blog Joined January 2010
Canada745 Posts
December 08 2010 00:03 GMT
#111
Yea this is an odd change. Maybe it's intent was to give Ultras a small buff but ended up being a nerf lol.

Glad to see OP tested this rather thoroughly.
All the pros got dat Ichie.
GoldenH
Profile Blog Joined March 2010
1115 Posts
Last Edited: 2010-12-08 01:05:52
December 08 2010 00:32 GMT
#112
On December 08 2010 08:54 Piousflea wrote:
A granularity of 1 is far too big to draw any conclusions. Even a change in splash radius from 2.5 to 2.25 (a change of 0.25) represents a 19% loss of AoE area, and there is no way that a size-1 building could detect a change of 0.25.


The granularity is actually much less than 1.

We know that the size of the splash damage is the difference in the collision box of a pylon and a sensor tower.

This is .1 at the most.

Edit:

A graphical representation to make it clear. The yellow is the margin of error.
[image loading]
"(Dudes are) not going to say "Buy this game — I cried at the end". (...) I suppose the secret is to find a game that makes you shoot eight million fuckin' dudes and then cry about how awesome it is to shoot eight million fuckin' dudes." - Tim Rogers
avidday04
Profile Joined October 2010
United States63 Posts
December 08 2010 01:22 GMT
#113
At this point I feel like the ultra is just a *really* expensive version of hallucination. It's there to add clutter and soak up damage while at the same time doing zero damage.

They are very nearly impossible to get a surround with and are super easy to kite in many, many situations. To make matters worse to make them 'effective' in any fashion you have to get 3 carapace upgrades plus chitinous plating. Like they said on the recent State of the Game podcast, "Ultras either win you the game or they lose you the game."
Keitzer
Profile Blog Joined May 2010
United States2509 Posts
December 08 2010 01:48 GMT
#114
i still miss the time when ultras could kill scvs around PFs..


and
The Ultralisk’s arc-shaped damage area is now centered at the front of the Ultralisk instead of at its center.

doesnt state a nerf if you interpret "its" as the ultralisk....

however, if you interpret "its" as the unit/building the ultralisk is attacking, then it was a slight nerf as now the splash is closer to the ultra, and not farther away like we zergs want it to be...
I'm like badass squared | KeitZer.489
Dominator1370
Profile Joined November 2010
United States111 Posts
December 08 2010 03:03 GMT
#115
On December 08 2010 06:04 fdsdfg wrote:
Can you give a Zerg army composition focused on ultras that would be able to beat a marauder-based composition at cost?


...can you give me a Corrupter-based army that would be able to beat a Marine-based composition at cost? I'm not really sure what the point you're trying to make is. You seem to be implying that the fact that there is a unit that does well against Ultras means they aren't good against any other units, which is just silly.

That aside, the best reason I've found to make Ultras is in fact to finish off an opponent when I'm at an advantage, but that's significantly more important than it sounds. There really aren't any other Zerg units (besides Brood Lords) that allow you to go and bust your way into your opponent's base, advantage or no. Being able to bust your way in without leaving wave after wave of units at your opponent's doorstep, or waiting until your opponent can put together something to try to come back and win the game, can actually be helpful.
GoldenH
Profile Blog Joined March 2010
1115 Posts
December 08 2010 04:24 GMT
#116
Yes it can.. the question is "how much of an advantage do you need to have before you're allowed to win?"

Terran is great here.. any instantaneous advantage and there's 20 food of MMM in your base killing everything. Zerg is able to keep alive with a lot of work, but they need to be 5000 resources and 2 bases ahead before they can break down your front door. Protoss is somewhere in between.
"(Dudes are) not going to say "Buy this game — I cried at the end". (...) I suppose the secret is to find a game that makes you shoot eight million fuckin' dudes and then cry about how awesome it is to shoot eight million fuckin' dudes." - Tim Rogers
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
December 08 2010 05:53 GMT
#117
Did somebody say that marines are good against ultralisks? This is very very false. Fully upgraded, marines do 4 damage per shot. If the marines aren't upgraded (unlikely but possible) they deal 1 damage per shot. That is pathetic. The Ultralisk is exceptional against marines and zerglings.

But who cares if they are effective against marines and zerglings. I have much better counters to those units than the ultralisk, which with the current nerf will be extremely bad against all protoss units and perform poorly against Marauders as well. And Marauders can already kite us to death with sufficient micro.

We neeeeed our splash damage....
omnic
Profile Joined July 2010
United States188 Posts
December 08 2010 08:17 GMT
#118
On December 08 2010 14:53 DoubleReed wrote:
Did somebody say that marines are good against ultralisks? This is very very false. Fully upgraded, marines do 4 damage per shot. If the marines aren't upgraded (unlikely but possible) they deal 1 damage per shot. That is pathetic. The Ultralisk is exceptional against marines and zerglings.

But who cares if they are effective against marines and zerglings. I have much better counters to those units than the ultralisk, which with the current nerf will be extremely bad against all protoss units and perform poorly against Marauders as well. And Marauders can already kite us to death with sufficient micro.

We neeeeed our splash damage....

cost for cost and upgrade for upgrade marines are good against ultralisks. To compare unupgraded marines to a fully upgraded ultralisk seems a bit silly to me.
GQz
Profile Joined September 2010
Australia168 Posts
December 08 2010 08:51 GMT
#119
I don't get it, zerg wasn't proving to be OP anyway, why the nerf? I swear it's the influx of terran tears...
Infestors were fine, I don't see a reason to nerf the fungal. It was practically zerg's only AA + detection in ZvT. Just make banshees even harder to counter for zerg, yep.
Ultras were weak BEFORE this patch. Stimmed bioballs can kite ultras off creep, zealot walls negate the damage. Seriously considering changing my ZvT build, but not sure what to now. Nothing good in terms of mobile AA (hydras are unusable) and mutas are ridiculous as a 'counter' unit due to their sheer cost and low in-battle effectiveness. All mutas are good for is harassing/defending off banshees and drops. If banshees are used in an army? what then? is zerg forced to run? wow...
All I'm saying is stop nerfing Zerg. Even now when I play as Terran i can see how bs it is. Unit effectiveness is exponential and gas cost is so low. So tempting to switch permanently to T it's not funny...
BurningSera
Profile Blog Joined September 2010
Ireland19621 Posts
December 08 2010 10:36 GMT
#120
you see OP, many people (including me) would really like to see some ultras vs units testing, which is a standard testing method in any other testing thread. why not test it myself you say?? caused' first of all you are the OP, you open this thread and try to make a point so you might as well do it right lol. secondly, some of us have no access to PTR duh!!!
is 2017, stop being lame, fuck's sakes. 'Can't wait for the rise of the cakes and humanity's last stand tbqh.'
Prev 1 4 5 6 7 8 9 Next All
Please log in or register to reply.
Live Events Refresh
Wardi Open
14:30
October Qualifier #2
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 774
UpATreeSC 113
BRAT_OK 98
JuggernautJason38
MindelVK 20
Railgan 19
StarCraft: Brood War
Britney 25505
Calm 2917
Rain 1434
Horang2 480
Shuttle 410
EffOrt 395
Mini 256
Dewaltoss 98
Soulkey 87
Killer 23
[ Show more ]
Aegong 22
scan(afreeca) 21
Movie 13
NaDa 6
Hm[arnc] 5
Dota 2
Gorgc6059
qojqva3810
Counter-Strike
fl0m1313
byalli334
Heroes of the Storm
Liquid`Hasu295
Other Games
Grubby2117
FrodaN1472
B2W.Neo644
ceh9536
Skadoodle134
C9.Mang0131
KnowMe127
ArmadaUGS112
Trikslyr64
QueenE56
Organizations
Counter-Strike
PGL420
Other Games
BasetradeTV81
StarCraft 2
angryscii 31
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Adnapsc2 6
• Reevou 4
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• TFBlade1003
Other Games
• imaqtpie1083
• Shiphtur213
Upcoming Events
PiGosaur Monday
5h 15m
Replay Cast
15h 15m
OSC
21h 15m
Tenacious Turtle Tussle
1d 4h
The PondCast
1d 15h
OSC
1d 17h
WardiTV Invitational
2 days
Online Event
2 days
RSL Revival
3 days
RSL Revival
3 days
[ Show More ]
WardiTV Invitational
3 days
Afreeca Starleague
4 days
Snow vs Soma
Sparkling Tuna Cup
4 days
WardiTV Invitational
4 days
CrankTV Team League
4 days
RSL Revival
4 days
Wardi Open
5 days
CrankTV Team League
5 days
Replay Cast
6 days
WardiTV Invitational
6 days
CrankTV Team League
6 days
Liquipedia Results

Completed

Acropolis #4 - TS2
WardiTV TLMC #15
HCC Europe

Ongoing

BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
C-Race Season 1
IPSL Winter 2025-26
EC S1
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual

Upcoming

SC4ALL: Brood War
BSL Season 21
BSL 21 Team A
BSL 21 Non-Korean Championship
RSL Offline Finals
RSL Revival: Season 3
Stellar Fest
SC4ALL: StarCraft II
CranK Gathers Season 2: SC II Pro Teams
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 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.