• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:04
CEST 16:04
KST 23:04
  • 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] Ro24 Preview Pt2: News Flash8[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy12ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (March 23-29): herO takes triple5Aligulac acquired by REPLAYMAN.com/Stego Research3Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool49Weekly Cups (March 9-15): herO, Clem, ByuN win4
StarCraft 2
General
What mix of new & old maps do you want in the next ladder pool? (SC2) herO wins SC2 All-Star Invitational Weekly Cups (March 23-29): herO takes triple Team Liquid Map Contest #22 - Presented by Monster Energy Aligulac acquired by REPLAYMAN.com/Stego Research
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL Season 4 announced for March-April StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 519 Inner Power The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat
Brood War
General
[ASL21] Ro24 Preview Pt2: News Flash BGH Auto Balance -> http://bghmmr.eu/ Pros React To: SoulKey vs Ample ASL21 General Discussion RepMastered™: replay sharing and analyzer site
Tourneys
[ASL21] Ro24 Group E [Megathread] Daily Proleagues [ASL21] Ro24 Group D [ASL21] Ro24 Group C
Strategy
What's the deal with APM & what's its true value Fighting Spirit mining rates Simple Questions, Simple Answers
Other Games
General Games
Starcraft Tabletop Miniature Game Nintendo Switch Thread General RTS Discussion Thread Stormgate/Frost Giant Megathread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
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
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI European Politico-economics QA Mega-thread Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2789 users

The Theory of Starcraft 2 TILT. - Page 3

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 6 Next All
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
Last Edited: 2011-01-03 16:52:29
January 03 2011 16:52 GMT
#41
Not to rant but I still find it funny that Blizzard thought that chat channels were not required for the release of this game. How does communication happen on SC2? You know the person from elsewhere. You met the person in a game. You see a stream or are in a stream channel with the other person. It's not like you can actively communicate with other TLers on SC2. I need to go on IRC or Vent to find people. I'm sure most people don't do this, and most people who don't know about a lot of the SC2 sites out there don't do it either.

When people feel lonely or unfulfilled they are less likely to participate in something for a lengthy period, though I think with your other points if you had a more 'fun' and 'teamwork is great' functionality in the game (like COD) you would see less long-term retention. Players will just get used to the same old same old and only the hardcore gamers will remain, but the retention of players will be lower than that of SC2 or WOW because the constant release of new versions, or new games for that matter.

EDIT: Less wall-of-text...
"We have unfinished business, I and he."
chessiecat
Profile Joined December 2010
82 Posts
January 03 2011 17:17 GMT
#42
That's a funny thing about the matchmaking system. I guess I should expect the 50% win-loss ratio but it's such a foreign idea to expect to lose HALF of my games no matter how good I get that I've had trouble with the idea.
SolidusR
Profile Joined November 2010
United States217 Posts
January 03 2011 17:21 GMT
#43
These are all interesting points. I don't think they are unique to RTS though, I think they are merely correspondent to a dying breed of games. I remember feeling intense anxiety and stress after I saw the words, "You have left the protection of the town guards" when I played UO, because I knew there were reds out there waiting to kill my noob ass and pick my corpse clean, when everything I owned took me hours of skinning cows to get... lol.

Games just don't punish people like they used to. Starcraft, as an RTS, is more punishing than it needs to be due to lack of real interaction and lack of any functional features which would make the game more interesting, such as an observing system for high level games. Most games though have the potential for this, they just choose the WoW route because that's what hooks casuals into paying for longer amounts of time. As a user mentioned, EVE online retains this feature even though the game itself is absolutely no fun at all.

I wish the discussion would focus more on preventing tilt, I feel like I read a breakdown on why Starcraft is awesome but I still feel like I don't fully understand the concept of tilt. When did I go from freaking out over being alone in UO to being comfortable and calm in escaping my hunters? When did I master my fear of loss? How did I do it? I still struggle with these things in Starcraft, I'll play custom games against tough opponents all day but I know if I ladder a few times I'll get burned out and want to quit even if I win. I wish I knew how to stop that from happening.
chessiecat
Profile Joined December 2010
82 Posts
January 03 2011 17:27 GMT
#44
There are a thousand and one threads on preventing tilt. If you don't know why tilt happens, you can't prevent it and none of those threads that I've seen have gone over the reasons that tilt happens so badly in SC2.

Keep in mind, the satisfaction on the flip side is equal. When you win, you are a giant penis howitzer that fires lightning. You are Jesus riding a grizzly bear. You are Muhamed Ali punching a tank to death.
acidfreak
Profile Joined November 2010
Romania352 Posts
January 03 2011 17:34 GMT
#45
I disagree with the fact that a really bad player can't take at least one match from a pro or really good player.

There are ways to win one match (6-9 pool vs 15 hatch in zvz for example). That's why tournaments have bo3 and above.

Also you should not be rewarded for just playing (although the bonus pool does this), it's about constant improving. I'm not a fan of the new era hand holding going on in gaming atm.
You can't out-think the swarm, you can't out-maneuver the swarm, and you certainly can't break the morale of the swarm.
Stratos_speAr
Profile Joined May 2009
United States6959 Posts
Last Edited: 2011-01-03 17:47:46
January 03 2011 17:42 GMT
#46
On January 03 2011 16:25 chessiecat wrote:
This is something that has interested me for a while now and it has to do with something very specific to Starcraft 2. Even other Blizzard games don't suffer from as much fear and anticipation of the 'next game' as Starcraft 2 is capable of generating. Why is that?

Well, I have a theory or rather, several pieces of information that look very neat together.

Keep in mind while reading this that I don't think the game needs to change. The game is teaching me patience. Huge quantities of patience. Sometimes I fall apart after just a few games and sometimes I can go all night. If you want to know how to avoid Tilt, you have to know why it happens. Being aware of each of these factors can allow you to consciously direct your mind away from certain lines of thought. The other player is not a cheating bastard. The units are not imbalanced.

I will list a few characteristics of other games which are present to help players deal with losing and encourage them to come back into the game.

1.To the victor go the spoils...and a little something for the loser too.


In Diablo 2, Call of Duty (pretty much all of the recent ones), and any one of a list of recent games there is a particular reward simply for playing. Even Team Fortress 2 rewards you for just staying in the game with regular drops so long as you're contributing a kill once in a while.

World of Warcraft is perhaps the apex of this idea. Even into the late game it is very difficult to just 'die completely'. You can't ever lose everything you owned from death and even if you die, you still gain a bit of experience. Starcraft 2 is very 'one or the other'. Death and loss or triumph and supreme domination. You get some points or you lose some but there is no middle ground.

2.Defeat costs nothing.


There is a certain creativity to assembling a functional base and organizing a strategy. If it works, it is the best feeling in the world. If it doesn't, it can feel like an indictment of your creativity and flexibility as a player. The 'replay' function feels like a looming weight hanging over your head, ready to show your every failing.

If you lose in Team Fortress or even World of Warcraft, you can quickly slip back to the situation you were in and try a new tactic. Starcraft doesn't allow you to do this. Every game will be completely different and losing costs you the entire build-up to the situation you were in.

3.Failure is a private thing.


Nobody can see how many times you've had your face ground into the dust at the click of a single button in Diablo 2. Win/Loss records are private in Team Fortress 2. World of Warcraft won't give away how many games you've lost in a row. You can be TERRIBLE and people will still play with you even if you suck miserably.

Starcraft has these right out there in public. Every crushing defeat is there to be mocked by the public at large.

4.God is touchable.


The most heavily kitted out World of Warcraft warrior with the absolute best armor he can possibly have can still be killed by a slightly crap mage of near equal level in the right circumstances. The longest running player of Team Fortress 2 will always die to a bullet in the head from a Sniper rifle or prolonged fire from the other end of the map. In Call of Duty, even the best cannot weather a hail of bullets.

In Starcraft 2, the odds that Mr.Bronzey Mc-Spacky pants is EVER going to kill Huk or Jinro are approximately zero. It just will not happen. The distance between a player like Idra or Huk and the lowest level Bronze player is so massive that persevering to improve feels like pissing off Niagra Falls. You won't ever 'get lucky' and manage to kill these player.

5.If I'm not winning then I can just go hang with friends
!
(this section is temporary until chat rooms are implemented)

Starcraft 2 is not a social game right now. It's a game of strict combat. You can't just sit and observe others playing or converse with them in large part.

The Public Test Realms allowed players to interact and to gather up a group of people to just come and enjoy watching another player's game. It was huge fun sitting and casting games while they were going on, describing the tactics and going over each element. You learn a lot from it. It's also very friendly.

This friendly interaction takes the competition down a notch and encourages experimentation and exchange of ideas. It makes players feel less isolated with their failures if they can head into a chatroom and say 'Damn, I screwed up'.

6.Losing requires no loss of pride
.


Starcraft 2 requires you to surrender. No other major multi-player game I can think of off the top of my head except perhaps Warcraft 3 requires a surrender button to end the game quickly. You are either killed or you win. Surrender is a very powerful idea. It acknowledges defeat so complete that you don't even want to see the end of the battle.

This surrender is not just the loss of your base but of pride and of the effort you put in. In Starcraft 2 you can continue to play after the point you have been beaten, but the only reason to do so is to make the other player hate you.

--------------------------------------

Taken individually none of these things would make a player feel particularly uncomfortable but together they can add up to a sports event level feeling of pressure to perform. There are plenty of threads on how to 'deal' with Tilt but not many on why tilt happens so heavily in SC2. I figured the information might be helpful. None of these things is BAD for the game. This game will teach you not to fear failing. It just takes time. {edit to remove statements about chess}


I don't think these are really the issues. BW was much better at bringing players back for more, yet the gameplay is the same. Other RTS's don't necessarily have this issue either, and they have most (if not all) of the same features.
A sound mind in a sound body, is a short, but full description of a happy state in this World: he that has these two, has little more to wish for; and he that wants either of them, will be little the better for anything else.
chessiecat
Profile Joined December 2010
82 Posts
January 03 2011 17:45 GMT
#47
Read the post again. I didn't list any of those things as 'issues'. This post wasn't to complain about the game. It was written to give people the reasons behind 'tilt'.
Stratos_speAr
Profile Joined May 2009
United States6959 Posts
January 03 2011 17:47 GMT
#48
On January 04 2011 02:45 chessiecat wrote:
Read the post again. I didn't list any of those things as 'issues'. This post wasn't to complain about the game. It was written to give people the reasons behind 'tilt'.


Last I checked, "issue" and "problem that makes the game worse" aren't necessarily the same word/phrase.
A sound mind in a sound body, is a short, but full description of a happy state in this World: he that has these two, has little more to wish for; and he that wants either of them, will be little the better for anything else.
Pulimuli
Profile Blog Joined February 2007
Sweden2766 Posts
January 03 2011 17:54 GMT
#49
your "God is Untouchable" point is way more valid in SC:BW than in StarCraft 2. In StarCraft 2 bad players can beat good player a hell of a lot easier than in BroodWar.

Also from reading your post i assume you were not a BroodWar player?
maliceee
Profile Joined August 2010
United States634 Posts
Last Edited: 2011-01-03 18:03:59
January 03 2011 18:02 GMT
#50
On January 03 2011 19:45 ShadowDrgn wrote:
Show nested quote +
On January 03 2011 17:16 huameng wrote:
In tournament chess, no one actually gets checkmated. People resign just like in Starcraft. I think every point you listed works against chess as well, yet I don't really know any tilt monkeys in chess.


I think the difference is that Chess is a game of perfect information with no sudden surprises, and it's those surprises that trigger tilt. Unless you're really bad at Chess, you're never going to go from thinking you're going to win to being checkmated instantly. In Starcraft, you can go from playing a seemingly perfect game to dead from DTs in a second. In poker, you can get the money in good and lose to a 1 in 990 runner-runner.


eh, in chess the same thing can happen.

^^pulimuli, no one cares, no reason to start something.
LittLeD
Profile Joined May 2010
Sweden7973 Posts
January 03 2011 18:08 GMT
#51
To all stated in the OP is why I LOVE War3 and Star2. Its basically a game BUILT for competition and there's nothing that gives bad players an easier run. Either you fight and practice to get better, or you simply accept that this is not a game for you.
☆Grubby ☆| Tod|DeMusliM|ThorZaiN|SaSe|Moon|Mana| ☆HerO ☆
kilolo
Profile Joined June 2010
Sweden150 Posts
January 03 2011 18:12 GMT
#52
On January 04 2011 03:08 LittLeD wrote:
To all stated in the OP is why I LOVE War3 and Star2. Its basically a game BUILT for competition and there's nothing that gives bad players an easier run. Either you fight and practice to get better, or you simply accept that this is not a game for you.


I totally agree.
Sm3agol
Profile Blog Joined September 2010
United States2055 Posts
January 03 2011 18:16 GMT
#53
On January 04 2011 02:54 Pulimuli wrote:
your "God is Untouchable" point is way more valid in SC:BW than in StarCraft 2. In StarCraft 2 bad players can beat good player a hell of a lot easier than in BroodWar.

Also from reading your post i assume you were not a BroodWar player?

And that falls solidly on how poorly built the game's UI was, which is not a positive, imo. It gave the game a false learning curve, where just getting used to what the game UI made you do was half the battle. It worked out in the end because the rest of the game was so solid, but it's not exactly a good model on how to create a successful e-sports game. If SC2 had half the horrible UI failures that BW had, noone would be playing it now.
GByteKnight
Profile Joined June 2010
United States11 Posts
January 03 2011 18:21 GMT
#54
On January 04 2011 02:27 chessiecat wrote:
Keep in mind, the satisfaction on the flip side is equal. When you win, you are a giant penis howitzer that fires lightning. You are Jesus riding a grizzly bear. You are Muhamed Ali punching a tank to death.


This is exactly right. I mean, I am all of those things.

No, actually I'm not, but the point about the satisfaction on the flip side being equal is absolutely key. I play SC2 and sometimes I go on a losing streak and get bummed out, but I improve my game and savor my wins that much more. And they're MY wins, not at all applicable to luck. There are no games I've lost where I've looked at the replays and there was absolutely nothing I could have done better. Every loss is mine, and every win is mine.
Never attribute to malice that which can be adequately explained by stupidity.
TFB
Profile Joined December 2010
United Kingdom89 Posts
January 03 2011 18:30 GMT
#55
Personally, I think a large part of SC2s problem regarding the appeal of competitive matches is the sheer opacity of the system rather than the "nastiness" or otherwise of it.

What puts me off laddering, or at least makes the whole experience a lot less pleasent than it could be, is the void in which it's performed. Unless a player's somehow managed to attach genuine significance to league points, the chances are the only punishments or rewards available for wins and losses are the wins and losses themselves. There's simply no obvious significance to any one game, or evenings worth of games.

To compare and contrast a little...

In EVE (played it for the first 9 months), if I took my battleship loaded with my "best" kit into 0.0 space and dove into a fight, I knew damn well I had chance of binning a lot of time and efforts worth of kit if it went tits up, but I also knew I had a chance of inflicting the same thing on the opposition. The consequences were obvious and immediate, and downright adrenaline-pumping. The amount "on the line" compared to an SC2 ladder match was massive, but it was worth doing because the rewards for victory (or merely avoiding defeat) were just so much fun, and so immediate. Had the result of a three hour running battle around some system or other been the words "You won, that is all", I'd have uninstalled it after the first week.

In iRacing*, the consequences were also very prominently shown. Without going into details, there were essentially four stats that moved about per race, with these stats being visible to one and all. At the end of a race, you knew** precisely who you beat, who beat you, how the ranked relative to you both before and after the race, how safe they usually are, how experienced they were, etc. In short, you could go out there and come 10th in a 14 car field and, thanks to being able to see the stats, work out that you had, in fact, beaten everyone ranked below you plus one driver ranked above you - surface result... you sucked... actual result... you put in a better performance than expected, "gratz". Personally, I think Blizzard could learn so, so much from the iRacing system as the firm statistical context it placed around the competition gave genuine meaning to results and performance - it made everything matter, gave positives in the face of ostensibly negative outcomes, and gave obvious, clear, and unambiguous targets*** to aim for.

I suppose, to sum it all up, what I feel SC2 lacks is, oddly, any real sense of competition. It's all just a big, anonymous void, in which it's impossible to measure yourself even against friends by any measure other than "he usually beats me" or vice versa.


* A very hardcore motor racing sim (not game, not in a million years), entirely online, entirely against human opponents, and where beating the best of the best was as likely as it is in SC2 (in fact, probably even less so).

** Past tense, sadly. Just don't have the time for it any more. Brilliant system though. Brilliant.

*** Which SC2 simply doesn't do. "I'm going to get to Platinum" is, as a target, about as meaningful as stating "I'm going to go to Washington" without actually knowing which Washington you're supposed to get to or, for that matter, where on the planet you're currently situated.
WARNING : TFB is rubbish, do not treat post as gospel
Kimaker
Profile Blog Joined July 2009
United States2131 Posts
January 03 2011 19:01 GMT
#56
I really don't get this. Is this basically a long winded way of saying, "I hate losing, so I wish there was some artificial way or device or system that was in place so that my ego didn't feel so battered"?

Please correct me if I'm wrong. If I'm not, then it just sounds like you need to work on your mentality regarding competition, because that's how competition works, and SC is an ultra-competitive game.
Entusman #54 (-_-) ||"Gold is for the Mistress-Silver for the Maid-Copper for the craftsman cunning in his trade. "Good!" said the Baron, sitting in his hall, But Iron — Cold Iron — is master of them all|| "Optimism is Cowardice."- Oswald Spengler
mordk
Profile Blog Joined November 2010
Chile8385 Posts
January 03 2011 19:13 GMT
#57
IMO these things are precisely one of the triumphs behind the SC2 competition system, that it makes even bronze seem real, it brings a sense of real competition to every gaming level, thus while sucking at the game, you can still enjoy the "rush" of competing. This is very different from other RTS and competitive games, in which you get punished real hard for sucking, and there's almost no way to feel rewards until you are in a mid-high competition level. SC2 rewards you for progress and does so through a tangible and visible method.

For me, this means that while it's very dissapointing to lose, the rewards for winning and, particularly, for improving and progressing through leagues are much more potent than the punishment for sucking at the game.
ocdscale
Profile Joined August 2010
United States61 Posts
January 03 2011 19:29 GMT
#58
On January 04 2011 04:01 Kimaker wrote:
I really don't get this. Is this basically a long winded way of saying, "I hate losing, so I wish there was some artificial way or device or system that was in place so that my ego didn't feel so battered"?

Please correct me if I'm wrong. If I'm not, then it just sounds like you need to work on your mentality regarding competition, because that's how competition works, and SC is an ultra-competitive game.


Did you happen to glaze over the part where OP explained:
Keep in mind while reading this that I don't think the game needs to change

Or the several other posts where the OP explains that the purpose isn't to complain about StarCraft, but to explain the sources of tilt so players can better deal with it.

Anyway. I pretty much agree with all of this. I experience much more anxiety before a game of starcraft than I did/do experience before rounds of CS/CoD. I think another contributing factor is the structure of an RTS game compared to FPS games. Cause and effect are very closely tied (or appear to be) in FPS games. You die because you were slower on the draw or didn't check a corner or approached poorly etc. Your failure 3 minutes ago rarely comes back to bite you. (There are always exceptions, such as Quake-style FPSes).
In contrast many losses in RTS games seem very much rooted in the past which contributes to a sense of helplessness.
kwondoo
Profile Joined December 2010
Netherlands100 Posts
January 03 2011 19:40 GMT
#59
2. Ever played HoN? its the same. You start from scrap every game, and there is only loose or win.

4. Ofcourse you can always lucky shot some one in CoD, but killing an enemy pro gamer once doesnt win you the game. You need to kill a whole team to win 1 round. A team consist out of 5 players. The chances you lucky shot a pro are like 1%. You also have to win 21 rounds out of 40. Gl winning :')

my idea is: you just dont know enough about others games on a competitive level like you do about starcraft. all games with a competitive scene around it have many differences in skill level.
danielsan
Profile Joined December 2010
Romania399 Posts
Last Edited: 2011-01-03 19:52:42
January 03 2011 19:44 GMT
#60
On January 03 2011 19:16 wherebugsgo wrote:
Hahaha I can sense some weak RTS souls in this thread.

What's the proposed solution? Anything introduced to the game to change it is...not a very appealing idea.

I think it's just an attitude problem. People tilt in all games. You could, for example, repeatedly lose a duel to the same guy in WoW, or never be able to complete a certain raid encounter. In WoW you change this by playing more and getting more, better equipment. You might change your spec.
In SC2 you do this by watching replays and playing more. It's the same general idea, and playing more in both games leads to improvement. It's bad attitude that leads to constant losses.


I did play MMOs (Lineage2) a huge amount of time and never had such feelings sc2 laddering managed to inflict on me. Only incident that could come close was party vs party against the only other top clan on server when wins or defeats were topics of discussions for weeks. Movies recorded, players spectating. Failure was definitely not a private thing. However, being a team game, you could never take the full responsibility for a loss on yourself.

In starcraft its you. Playing more wont grant you better chances, there's no such backup as better equip. You start with 6 harvesters and a main, he starts with 6 and a main. What happens next is just a result of your actions alone. Comparable to FPS maybe but as opposed to shooters, your whole thought process is under scrutiny after a loss. Feeling absolutely powerless in face of your opponent. That's what i think leads to TILT


i've only experienced it once when i, as terran, decided to steer away from mm, cloak banshee, defensive play, into reading my opponents actions, trying to react, understand the metagame. Needless to say i got into a huge loose streak eventually getting paired with bronze. Nothing seemed to work and i was seriously doubting not just my RTS skills but my decision making and intelligence (which never happened in any competitive game i've played). Got out of it and even though im still gold, same as i was when i did the switch, i just feel 10 times more confident and losses dont affect me at all.

So yeah, TILT is just your psyche flipping out. And starcraft 2 seems to put it to the test more than any other games.
Prev 1 2 3 4 5 6 Next All
Please log in or register to reply.
Live Events Refresh
WardiTV Team League
11:00
Group B
WardiTV834
TKL 202
IndyStarCraft 199
Liquipedia
Sparkling Tuna Cup
10:00
Weekly #125
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
LamboSC2 235
TKL 202
IndyStarCraft 199
ProTech131
Hui .130
Rex 101
StarCraft: Brood War
Bisu 4409
PianO 1852
EffOrt 1495
Larva 557
actioN 511
Mini 495
Stork 416
firebathero 362
Snow 327
Hyuk 221
[ Show more ]
Soma 166
Aegong 132
hero 119
Barracks 109
Sea.KH 91
Dewaltoss 78
sSak 77
HiyA 59
ToSsGirL 53
Sharp 51
Backho 46
[sc1f]eonzerg 42
Shine 41
sorry 35
JulyZerg 29
Bale 17
GoRush 14
Noble 13
SilentControl 9
Terrorterran 7
Dota 2
qojqva2622
BananaSlamJamma499
syndereN351
Counter-Strike
pashabiceps1841
zeus617
byalli273
markeloff137
edward87
oskar59
kennyS6
Other Games
singsing2494
Liquid`RaSZi1031
B2W.Neo986
hiko686
Lowko316
crisheroes271
XaKoH 169
Fuzer 152
Sick125
QueenE86
Mew2King78
ArmadaUGS66
DeMusliM56
Organizations
StarCraft: Brood War
lovetv 8
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• musti20045 17
• iHatsuTV 10
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV684
• lizZardDota245
League of Legends
• Nemesis3081
• TFBlade830
Upcoming Events
PiGosaur Cup
9h 56m
Replay Cast
18h 56m
Afreeca Starleague
19h 56m
BeSt vs Leta
Queen vs Jaedong
Replay Cast
1d 9h
The PondCast
1d 19h
OSC
2 days
RSL Revival
2 days
TriGGeR vs Cure
ByuN vs Rogue
Replay Cast
3 days
RSL Revival
3 days
Maru vs MaxPax
BSL
4 days
[ Show More ]
RSL Revival
4 days
uThermal 2v2 Circuit
4 days
BSL
5 days
Replay Cast
6 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Acropolis #4 - TS6
WardiTV Winter 2026
NationLESS Cup

Ongoing

BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
RSL Revival: Season 4
Nations Cup 2026
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

CSL Season 20: Qualifier 2
Escore Tournament S2: W1
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
StarCraft2 Community Team League 2026 Spring
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
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.