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Patch 1.3 on PTR - Page 159

Forum Index > SC2 General
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Prev 1 157 158 159 160 161 186 Next
woowoo
Profile Joined May 2010
France164 Posts
March 04 2011 17:08 GMT
#3161
Seriously the bw queen's ensnare was a better spell than fungal.
wooooo
Allred
Profile Joined November 2010
United States352 Posts
Last Edited: 2011-03-04 17:41:34
March 04 2011 17:17 GMT
#3162
On March 03 2011 07:44 jirpy wrote:
Show nested quote +
On March 03 2011 07:34 oxxo wrote:
On March 03 2011 07:10 jirpy wrote:
I apologize if this has already been addressed but won't sacking KA give an unfair advantage to terran - mainly ghosts who still have moebius reactor so they pop out with instant emps. I understand that they can't warp in like high templar, but it still seems unfair.


Why do you say you understand when you don't? Warp in changes everything. In fact there's another thread here showing that warp in templar gets ~the same energy as upgraded infestor/ghost. The closest analogy (though obviously it's different since different races = different mechanics) is that HT (and sentries) get their energy upgrade the moment you get warp gates.


Gotcha. I didn't think about that so basically since it takes a couple seconds for the HT to warp in it cuts their build time from 55 to about 5 seconds vs the ghosts 40 second build time. And with energy regen at .562 per second it gives the HT about 70 energy to the ghosts 75 (assuming they were built at the same time). Thanks!


just something else to consider- terran can build a ghost way faster than a toss can build templar- when was the last time a toss player tried to templar rush off 1 base and push up the terrans ramp-rofl
how often doesa terran try something gimmicky like an all in push with a ghost or 2 in order to emp the sentries at the top of the ramp- i guess not in pro tournies and such but i still see it happen

also just a thought with the vortex/ no archon toilet- i think it would be cool if the toss player could control the vortex so long as the mothership is alive still- basically at anytime the vortex is casted the toss player should make it so the units that are trapped in it are still stuck there until it ends but more units can't be added to it- this way once it is casted if you trap a few units in the vortex and the oppoenent tries to run his whole army into it you can just prevent that and he has wasted his time of moving his army into yours- just a thought that i had- would actually make the mothership an almost half decent unit to get
An expert is a man who tells you a simple thing in a confused way in such a fashion as to make you think the confusion is your own fault. ~William Castle
hugman
Profile Joined June 2009
Sweden4644 Posts
March 04 2011 17:53 GMT
#3163
I heard someone say you can't cast FF ontop of units now, that it needs to be on open ground. That could be huge. Can anyone c/d?
HowardRoark
Profile Blog Joined February 2010
1146 Posts
March 04 2011 17:56 GMT
#3164
On March 05 2011 02:53 hugman wrote:
I heard someone say you can't cast FF ontop of units now, that it needs to be on open ground. That could be huge. Can anyone c/d?

I have been trying to ask people about this a lot, it could fix protoss, but so far I have not received a reply. It is in the bug fix section:

- Fixed an issue to prevent force fields from pushing units during construction

If anyone here is from North America, could you check this out please? Can you not put force fields ontop of units anymore, or do they just get stuck inside the FF now?
"It is really good to get the double observatory if you want to get the speed and sight range for the observer simultaneously. It's a little bit of an advanced tactic, and by advanced, I mean really fucking bad."
Mowr
Profile Joined November 2010
Sweden791 Posts
March 04 2011 17:58 GMT
#3165
On March 05 2011 02:56 HowardRoark wrote:
Show nested quote +
On March 05 2011 02:53 hugman wrote:
I heard someone say you can't cast FF ontop of units now, that it needs to be on open ground. That could be huge. Can anyone c/d?

I have been trying to ask people about this a lot, it could fix protoss, but so far I have not received a reply. It is in the bug fix section:

- Fixed an issue to prevent force fields from pushing units during construction

If anyone here is from North America, could you check this out please? Can you not put force fields ontop of units anymore, or do they just get stuck inside the FF now?

How do you mean it would "fix" protoss?
Kill one man and they'll call you a murderer. Kill an army of men and they'll call you a general. But kill all men and they'll call you a god.
freetgy
Profile Joined November 2010
1720 Posts
March 04 2011 18:00 GMT
#3166
On March 05 2011 02:53 hugman wrote:
I heard someone say you can't cast FF ontop of units now, that it needs to be on open ground. That could be huge. Can anyone c/d?


no more unit splitting?
that would be bullshit right there...
hugman
Profile Joined June 2009
Sweden4644 Posts
March 04 2011 18:05 GMT
#3167
On March 05 2011 02:58 Mowr wrote:
Show nested quote +
On March 05 2011 02:56 HowardRoark wrote:
On March 05 2011 02:53 hugman wrote:
I heard someone say you can't cast FF ontop of units now, that it needs to be on open ground. That could be huge. Can anyone c/d?

I have been trying to ask people about this a lot, it could fix protoss, but so far I have not received a reply. It is in the bug fix section:

- Fixed an issue to prevent force fields from pushing units during construction

If anyone here is from North America, could you check this out please? Can you not put force fields ontop of units anymore, or do they just get stuck inside the FF now?

How do you mean it would "fix" protoss?


You wouldn't be able to cut an army in half
Chriamon
Profile Joined April 2010
United States886 Posts
March 04 2011 18:07 GMT
#3168
On March 05 2011 03:05 hugman wrote:
Show nested quote +
On March 05 2011 02:58 Mowr wrote:
On March 05 2011 02:56 HowardRoark wrote:
On March 05 2011 02:53 hugman wrote:
I heard someone say you can't cast FF ontop of units now, that it needs to be on open ground. That could be huge. Can anyone c/d?

I have been trying to ask people about this a lot, it could fix protoss, but so far I have not received a reply. It is in the bug fix section:

- Fixed an issue to prevent force fields from pushing units during construction

If anyone here is from North America, could you check this out please? Can you not put force fields ontop of units anymore, or do they just get stuck inside the FF now?

How do you mean it would "fix" protoss?


You wouldn't be able to cut an army in half

That sounds detrimental to toss expo builds. I can't see such a huge nerf being intentional and undocumented.
http://us.battle.net/sc2/en/profile/274906/1/Blaze/
HowardRoark
Profile Blog Joined February 2010
1146 Posts
Last Edited: 2011-03-04 18:15:48
March 04 2011 18:14 GMT
#3169
On March 05 2011 02:58 Mowr wrote:
Show nested quote +
On March 05 2011 02:56 HowardRoark wrote:
On March 05 2011 02:53 hugman wrote:
I heard someone say you can't cast FF ontop of units now, that it needs to be on open ground. That could be huge. Can anyone c/d?

I have been trying to ask people about this a lot, it could fix protoss, but so far I have not received a reply. It is in the bug fix section:

- Fixed an issue to prevent force fields from pushing units during construction

If anyone here is from North America, could you check this out please? Can you not put force fields ontop of units anymore, or do they just get stuck inside the FF now?

How do you mean it would "fix" protoss?

Apparently there is a bug with the Sentry since the beta that made it possible for this unit to place Force Fields anywhere, even on top of hostile units. When placed on top of enemy units it would just push them away. What I surmise from reading the bug fixes this is, according to Blizzard, a bug that not have been addressed until now. However, I do not fully understand the nature of this bug-fix, since I am not on the NA-server, and have yet to find someone who is that have written or uploaded any video regarding this fix. I could very well be wrong, but from Blizzard's own bug-fix list, it does sound interesting that they do not regard this as a balance fix but a bug fix. Perhaps I am just interpreting this incorrectly, and that it instead now traps units inside the duration of the force field.


On March 05 2011 03:07 Chriamon wrote:
Show nested quote +
On March 05 2011 03:05 hugman wrote:
On March 05 2011 02:58 Mowr wrote:
On March 05 2011 02:56 HowardRoark wrote:
On March 05 2011 02:53 hugman wrote:
I heard someone say you can't cast FF ontop of units now, that it needs to be on open ground. That could be huge. Can anyone c/d?

I have been trying to ask people about this a lot, it could fix protoss, but so far I have not received a reply. It is in the bug fix section:

- Fixed an issue to prevent force fields from pushing units during construction

If anyone here is from North America, could you check this out please? Can you not put force fields ontop of units anymore, or do they just get stuck inside the FF now?

How do you mean it would "fix" protoss?


You wouldn't be able to cut an army in half

That sounds detrimental to toss expo builds. I can't see such a huge nerf being intentional and undocumented.

It is not undocumented, it is in Blizzard's official PTR notes. See first page.
"It is really good to get the double observatory if you want to get the speed and sight range for the observer simultaneously. It's a little bit of an advanced tactic, and by advanced, I mean really fucking bad."
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
March 04 2011 18:15 GMT
#3170
During construction, guys. That means SCVs building stuff don't get buggy.
Commentatorhttp://twitter.com/proxywolf
TL+ Member
Turgid
Profile Blog Joined September 2010
United States1623 Posts
March 04 2011 18:15 GMT
#3171
That change makes it sound like it's fixing the thing where you cast a forcefield on a group of units and some of them get caught inside the forcefield rather than being shoved away by it.
(╬ ಠ益ಠ)
Reapercometh
Profile Joined September 2010
United States46 Posts
March 04 2011 18:22 GMT
#3172
On March 04 2011 18:42 ooni wrote:
Show nested quote +
On March 04 2011 18:36 PrinceXizor wrote:
On March 04 2011 18:20 ooni wrote:
well 3. just means it deals damage faster, the same overall damage exists (except vs armored) so any amount of damage you could deal before you can't deal more now (except vs armored).
the less fungal time means you have to invest twice as much energy in getting the same effect for surrounds and positioning. which rewards more infestors and less so better players.

and the projectile as i said i have little real issue with. it's a front loaded nerf, something that as you get used to (as we did BEFORE it became instant) it gets better and stops being a nerf and just becomes different.

Bolded for you Smiles :D

Please, stop trolling TL, it's very obvious.


how is total damage = dps?

if a marine has 45 hp you can't deal more than 45 damage to that marine. regardless of how fast you do it. please stop trolling me, i'm done with dealing with you guys trolling me for being passionate about somethign i love.


Please Stop... Just plz?


Show nested quote +
On March 04 2011 17:53 Roblin wrote:
also for the record, they changed the fungal to:
1. last half the time
2. deal the same amount of damage
3. 1+2=> double DPS
4. still have hold effect
5. 1+4=> half the hold effect
6. be a projectile

which changes the spell in the following ways:
3. double the DPS: fungal can now be used as a weak damage spell
5. half the hold effect: you must pay closer attention to the units you have used fungal on to continue fungal them: more micro intensive: rewards better players, but loses half of its HPE(HoldPerEnergy)
6. be a projectile: you can now fire a projectile at an area which will land two storm ticks later: you can fungal an area and move away immiedietly with your infestors: you can fungal areas outside of the infestors normal range: rewards better players

in essence: the change doubles the DPS, halfs the HPE, rewards better players. I'm perfectly fine with that.

Your reply post to this->
Show nested quote +
On March 04 2011 18:01 PrinceXizor wrote:

well 3. just means it deals damage faster, the same overall damage exists (except vs armored) so any amount of damage you could deal before you can't deal more now (except vs armored).
the less fungal time means you have to invest twice as much energy in getting the same effect for surrounds and positioning. which rewards more infestors and less so better players.

and the projectile as i said i have little real issue with. it's a front loaded nerf, something that as you get used to (as we did BEFORE it became instant) it gets better and stops being a nerf and just becomes different.

I just don't get what you get out of trolling ppl.

EDIT:
Just in case you aren't trolling, I'll just make it clear.
Pre 1.3
you need 1 for surround and positioning

After 1.3
you need 2 for surround and positioning
YEAH that's right
BUT

Pre 1.3
in 8 seconds, deals 36 damage (using 1 fungal)

After 1.3
in 8 seconds, deals 72 damage (using 2 fungal)

"so any amount of damage you could deal before you can't deal more now" <- not true because you can use damage from 2 fungals =_=


You clearly don't get it or haven't seen his replays / stream or strategy before.

He loves infestors he has a very fast tech to infestor strat which he uses amazingly well. He's getting dropping an infesation pit at something crazy like 20 supply.

So those early pushes you hold off with lings and blings he's holding off with lings and an infestor.

I saw it and thought it was amazing and different. The guy is not trolling Honestly search for his thread watch his replays and stuff he was a very unique zerg that i can see how this change will hurt his strategy.
LoboParamilitary
Profile Joined March 2011
Australia3 Posts
March 04 2011 18:27 GMT
#3173
I haven't been on the ptr but does anyone know if the fungal growth missile is fast enough to hit phoenixes? I'm gonna fear them even more so if they're too fast for it ;.;
SENSATIONAL!
Turgid
Profile Blog Joined September 2010
United States1623 Posts
March 04 2011 18:30 GMT
#3174
On March 05 2011 03:27 LoboParamilitary wrote:
I haven't been on the ptr but does anyone know if the fungal growth missile is fast enough to hit phoenixes? I'm gonna fear them even more so if they're too fast for it ;.;

Haven't played with it as much as I would like but your best bet of hitting phoenixes is to lead your shot, in my observation. It's not very easy. I'd really like to see the speed of this projectile upgraded to at least about the level of slings on creep.
(╬ ಠ益ಠ)
hugman
Profile Joined June 2009
Sweden4644 Posts
March 04 2011 18:31 GMT
#3175
On March 05 2011 03:27 LoboParamilitary wrote:
I haven't been on the ptr but does anyone know if the fungal growth missile is fast enough to hit phoenixes? I'm gonna fear them even more so if they're too fast for it ;.;


lol, not a chance dude
Vaporized
Profile Joined July 2010
United States1471 Posts
March 04 2011 18:34 GMT
#3176
i just tried forcefield on the ptr and to me it didnt appear to behave any differently then it does on live, granted i play zerg but i have been forcefielded a few times.

can you guys that cant get on the ptr watch replays from it?
Kyuki
Profile Joined February 2008
Sweden1867 Posts
March 04 2011 18:35 GMT
#3177
On March 05 2011 03:22 Reapercometh wrote:
Show nested quote +
On March 04 2011 18:42 ooni wrote:
On March 04 2011 18:36 PrinceXizor wrote:
On March 04 2011 18:20 ooni wrote:
well 3. just means it deals damage faster, the same overall damage exists (except vs armored) so any amount of damage you could deal before you can't deal more now (except vs armored).
the less fungal time means you have to invest twice as much energy in getting the same effect for surrounds and positioning. which rewards more infestors and less so better players.

and the projectile as i said i have little real issue with. it's a front loaded nerf, something that as you get used to (as we did BEFORE it became instant) it gets better and stops being a nerf and just becomes different.

Bolded for you Smiles :D

Please, stop trolling TL, it's very obvious.


how is total damage = dps?

if a marine has 45 hp you can't deal more than 45 damage to that marine. regardless of how fast you do it. please stop trolling me, i'm done with dealing with you guys trolling me for being passionate about somethign i love.


Please Stop... Just plz?


On March 04 2011 17:53 Roblin wrote:
also for the record, they changed the fungal to:
1. last half the time
2. deal the same amount of damage
3. 1+2=> double DPS
4. still have hold effect
5. 1+4=> half the hold effect
6. be a projectile

which changes the spell in the following ways:
3. double the DPS: fungal can now be used as a weak damage spell
5. half the hold effect: you must pay closer attention to the units you have used fungal on to continue fungal them: more micro intensive: rewards better players, but loses half of its HPE(HoldPerEnergy)
6. be a projectile: you can now fire a projectile at an area which will land two storm ticks later: you can fungal an area and move away immiedietly with your infestors: you can fungal areas outside of the infestors normal range: rewards better players

in essence: the change doubles the DPS, halfs the HPE, rewards better players. I'm perfectly fine with that.

Your reply post to this->
On March 04 2011 18:01 PrinceXizor wrote:

well 3. just means it deals damage faster, the same overall damage exists (except vs armored) so any amount of damage you could deal before you can't deal more now (except vs armored).
the less fungal time means you have to invest twice as much energy in getting the same effect for surrounds and positioning. which rewards more infestors and less so better players.

and the projectile as i said i have little real issue with. it's a front loaded nerf, something that as you get used to (as we did BEFORE it became instant) it gets better and stops being a nerf and just becomes different.

I just don't get what you get out of trolling ppl.

EDIT:
Just in case you aren't trolling, I'll just make it clear.
Pre 1.3
you need 1 for surround and positioning

After 1.3
you need 2 for surround and positioning
YEAH that's right
BUT

Pre 1.3
in 8 seconds, deals 36 damage (using 1 fungal)

After 1.3
in 8 seconds, deals 72 damage (using 2 fungal)

"so any amount of damage you could deal before you can't deal more now" <- not true because you can use damage from 2 fungals =_=


You clearly don't get it or haven't seen his replays / stream or strategy before.

He loves infestors he has a very fast tech to infestor strat which he uses amazingly well. He's getting dropping an infesation pit at something crazy like 20 supply.

So those early pushes you hold off with lings and blings he's holding off with lings and an infestor.

I saw it and thought it was amazing and different. The guy is not trolling Honestly search for his thread watch his replays and stuff he was a very unique zerg that i can see how this change will hurt his strategy.


Well he'll have to adapt like all players do when a new patch hits. His arguments as to how much time he's spent on a build that wont work the same anymore is kinda borked because that goes for all players. Just because he's made the infestor his unit of choice and made it special for him it hurts him extra (as his build looks now) but maybe in the future he'll be one of the pioneer users of the new infestor. Who knows.

Way too much ranting going on imho. Both when it comes to amulet and fungal. People will adapt, and soon enough we'll look back and say stuff like "wasnt that silly!" like we do today when we talk about the roach for example.
Mada Mada Dane
LoboParamilitary
Profile Joined March 2011
Australia3 Posts
March 04 2011 18:54 GMT
#3178
On March 05 2011 03:30 Turgid wrote:
Show nested quote +
On March 05 2011 03:27 LoboParamilitary wrote:
I haven't been on the ptr but does anyone know if the fungal growth missile is fast enough to hit phoenixes? I'm gonna fear them even more so if they're too fast for it ;.;

Haven't played with it as much as I would like but your best bet of hitting phoenixes is to lead your shot, in my observation. It's not very easy. I'd really like to see the speed of this projectile upgraded to at least about the level of slings on creep.


Dang, that's gonna make them so much more difficult to deal with.
SENSATIONAL!
bennyaus
Profile Blog Joined October 2010
Australia1833 Posts
March 04 2011 19:00 GMT
#3179
On March 05 2011 03:35 Kyuki wrote:
Way too much ranting going on imho. Both when it comes to amulet and fungal. People will adapt, and soon enough we'll look back and say stuff like "wasnt that silly!" like we do today when we talk about the roach for example.


Well said, I remember people saying that the Void Ray would see no use after the 'nerf' (which was sort of a buff) in 1.1 or 1.2..........
I play Random - HuK, DRG + Liquid fan
dAPhREAk
Profile Blog Joined July 2010
Nauru12397 Posts
March 04 2011 19:15 GMT
#3180
On March 04 2011 10:10 PrinceXizor wrote:
Show nested quote +
On March 04 2011 09:40 dAPhREAk wrote:
On March 04 2011 09:34 PrinceXizor wrote:
On March 04 2011 09:00 DirtYLOu wrote:
On March 04 2011 08:53 mousepad wrote:
On March 04 2011 08:07 DarthXX wrote:
I havn't been on the PTR to test, but how slow is the fungal missile? Is it still possible to hit mutas? If not I fear ZvZ might turn to a muta-fest




Timing off the video it takes about .75 second at max range.

Its not terrible, but its no EMP projectile.


We need more spells like that... so actually u can dodge it( actuall skill ) ... I love it, but still i dont know if its a nerf or a buff for zerg.

Still, Good call from Blizzard.

projectile instead of instant: very slight nerf.
4 second reduction in snare: very major nerf.

all around nerf.


if the time is reduced, but the damage isn't, it creates a higher dps right? isn't that a buff? although the units aren't snared as long, they will lose their life a lot faster. in short batttles, i would prefer a higher dps than a long ensnare time in some instances. for example, when i am fungalng for damage and engaging with melee units.


higher dps isn't a big deal when the spell isn't a dps spell like storm.

again you can create higher DPS by cutting the snare to 2 seconds and cutting the damage in half, but that doesn't make the spell better.


Damage is the LAST reason you fungal growth something. and if thats the entire "buff" then a major ass nerf it really was.


Other than banelings (and ultralisks kind of), zerg doesn't have a strong area of effect dps spell/unit. why not add one to the game? i can see why you would want ensnare. i normally use it for groups of flying units to stop their harass, but i can see its uses in larger battles rather than situational fights. also, when you invest so much in a harass unit (mutalisks) that is easily shut down by infestors, it turns match ups like zvz into roachfests where mutalisks are rarely an option anymore because its so easy to counter.
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