• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 21:24
CET 03:24
KST 11:24
  • 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
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies3ComeBackTV's documentary on Byun's Career !11Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2
StarCraft 2
General
ComeBackTV's documentary on Byun's Career ! Team TLMC #5: Winners Announced! What's the best tug of war? The Grack before Christmas Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies
Tourneys
OSC Season 13 World Championship $5,000+ WardiTV 2025 Championship $100 Prize Pool - Winter Warp Gate Masters Showdow Sparkling Tuna Cup - Weekly Open Tournament Winter Warp Gate Amateur Showdown #1
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 505 Rise From Ashes Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement
Brood War
General
BW General Discussion How soO Began His ProGaming Dreams Klaucher discontinued / in-game color settings BGH Auto Balance -> http://bghmmr.eu/ Recommended FPV games (post-KeSPA)
Tourneys
[Megathread] Daily Proleagues [BSL21] LB SemiFinals - Saturday 21:00 CET [BSL21] WB & LB Finals - Sunday 21:00 CET Small VOD Thread 2.0
Strategy
Simple Questions, Simple Answers Game Theory for Starcraft Current Meta Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Mechabellum Stormgate/Frost Giant Megathread Beyond All Reason Path of Exile
Dota 2
Official 'what is Dota anymore' discussion
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
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread 12 Days of Starcraft The Games Industry And ATVI Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List TL+ Announced Where to ask questions and add stream?
Blogs
National Diversity: A Challe…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Saturation point
Uldridge
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1746 users

Khaydarin amulet analysis - Page 67

Forum Index > SC2 General
Post a Reply
Prev 1 65 66 67 68 69 73 Next
Chill: I will now be moderating this thread heavily. Some of the ways people are talking down to each other in here are completely unacceptable.
Kingqway
Profile Blog Joined December 2010
United States155 Posts
March 23 2011 00:45 GMT
#1321
[QUOTE]On March 23 2011 09:34 Goldfish wrote:
[QUOTE]On March 17 2011 13:36 CentsOfFate wrote:

If they don't decide to readd it in a future patch, they may add it back in HotS. Dustin Browder said they'll "unnerf" the Reaper in HotS and probably other stuff too if that's the case.[/QUOTE]

lol, I love when game companies make you pay for patches. Starting to remind me of Relic. In any case, I don't know if its too early to call HT useless. I feel that it definitely keeps PvZ in check, but TvZ was always a game that ended in Colossus balls. HT's were just finishers.

Maybe a slight move-speed buff to increase life-sustaining ability? I don't wanna jump to conclusions yet though, but I would understand a slight move speed buff to compensate.
ddong
Grimjim
Profile Joined May 2010
United States395 Posts
March 23 2011 00:49 GMT
#1322
Let's give it more than a few hours before we rapidly jump to conclusions.

There have been plenty of "groundbreaking" patches that people claimed would ruin whatever race affected it the most. Roach pop increase, Tank nerf, etc.

But it turns out it wasn't that big of a deal. Remember when Protoss users claimed no one would ever use the Void Ray after its range was nerfed? Yeah, that totally happened.
I am serious. And my name is Shirley.
TheGiftedApe
Profile Blog Joined September 2010
United States1243 Posts
Last Edited: 2011-03-23 00:50:54
March 23 2011 00:49 GMT
#1323
good night sweet prince
Khaydarin amulet
March 22 2011
xO-Gaming.com || [xO]TheGiftedApe.364 || xO-Gaming Manager.
tetranoir
Profile Joined March 2011
United States6 Posts
March 23 2011 01:01 GMT
#1324
What about the fact that ghosts and infestors and get to their destination while cloaked/burrowed and not get targeted w/o vision, but HTs as slow as they are, can't(Ghosts 2.25, infest 2.5; 2.0 burrowed, HT 1.875. Also considering the other spells ghost and infestors have and that ghosts have an autoattack which can deal with units w/o energy when being pitted against them.
"If the bathrooms are locked, then all must piss on the walls of tyranny."
Grimjim
Profile Joined May 2010
United States395 Posts
Last Edited: 2011-03-23 01:08:32
March 23 2011 01:08 GMT
#1325
On March 23 2011 10:01 tetranoir wrote:
What about the fact that ghosts and infestors and get to their destination while cloaked/burrowed and not get targeted w/o vision, but HTs as slow as they are, can't(Ghosts 2.25, infest 2.5; 2.0 burrowed, HT 1.875. Also considering the other spells ghost and infestors have and that ghosts have an autoattack which can deal with units w/o energy when being pitted against them.


1. Warping in AT the destination is better than taking 50 seconds to produce, and then walking there.

2. Other spells? High Templar have feedback, and can morph into Archons. What can Infesters do when they run out of energy?

Please play the patch for more than an hour before claiming the High Templar is worthless.
I am serious. And my name is Shirley.
Aequos
Profile Joined October 2010
Canada606 Posts
March 23 2011 01:21 GMT
#1326
On March 23 2011 10:08 Grimjim wrote:
Show nested quote +
On March 23 2011 10:01 tetranoir wrote:
What about the fact that ghosts and infestors and get to their destination while cloaked/burrowed and not get targeted w/o vision, but HTs as slow as they are, can't(Ghosts 2.25, infest 2.5; 2.0 burrowed, HT 1.875. Also considering the other spells ghost and infestors have and that ghosts have an autoattack which can deal with units w/o energy when being pitted against them.


1. Warping in AT the destination is better than taking 50 seconds to produce, and then walking there.

2. Other spells? High Templar have feedback, and can morph into Archons. What can Infesters do when they run out of energy?

Please play the patch for more than an hour before claiming the High Templar is worthless.


What he means is that you "can" warp in the unit at the destination, but it then must be worthless for about 45 seconds while you wait for it to be useful. If the destination is a battlefield, you can see how unfortunate that would be.

The closest analogy is if you drop a MULE to repair your Thor out in the battlefield, but it isn't allowed to repair for 45 seconds. It could still mine, just not allowed to repair.

I think there is potential for it to still have some use, but it seems a weird change when Colossi are what everyone hates (including us Protoss).
I first realized Immortals were reincarnated Dragoons when I saw them dancing helplessly behind my Stalkers.
Strivers
Profile Joined November 2010
United States358 Posts
March 23 2011 01:30 GMT
#1327
i think the new zealot charge upgrade must be really strong for them to take away KA..
also, it seemed even with KA and warping in storms Protoss still had trouble with marauder+medivac!
These little dudes really like the blue stuff..
Grimjim
Profile Joined May 2010
United States395 Posts
March 23 2011 01:41 GMT
#1328
On March 23 2011 10:21 Aequos wrote:
Show nested quote +
On March 23 2011 10:08 Grimjim wrote:
On March 23 2011 10:01 tetranoir wrote:
What about the fact that ghosts and infestors and get to their destination while cloaked/burrowed and not get targeted w/o vision, but HTs as slow as they are, can't(Ghosts 2.25, infest 2.5; 2.0 burrowed, HT 1.875. Also considering the other spells ghost and infestors have and that ghosts have an autoattack which can deal with units w/o energy when being pitted against them.


1. Warping in AT the destination is better than taking 50 seconds to produce, and then walking there.

2. Other spells? High Templar have feedback, and can morph into Archons. What can Infesters do when they run out of energy?

Please play the patch for more than an hour before claiming the High Templar is worthless.


What he means is that you "can" warp in the unit at the destination, but it then must be worthless for about 45 seconds while you wait for it to be useful. If the destination is a battlefield, you can see how unfortunate that would be.

The closest analogy is if you drop a MULE to repair your Thor out in the battlefield, but it isn't allowed to repair for 45 seconds. It could still mine, just not allowed to repair..


...except a MULE is temporary and does something a few SCVS can already do.

I'm sorry, I just don't see how you can claim the High Templar is worthless just because you have to have more foresight when using it now. I urge you to play for more than a few hours before you jump to conclusions.
I am serious. And my name is Shirley.
covote
Profile Blog Joined October 2010
United States86 Posts
Last Edited: 2011-03-23 02:09:31
March 23 2011 02:03 GMT
#1329
ok im a low level toss. of course i dont like the change, but one was necessary, but this isn't good for the overall balance at all. terran and zerg can almost blindly go vikings/corruptors. guess ill be going warp stalker and smaller amounts of coll. with some stargates mixed in.

I think an amulet giving 15 energy, or faster HT, or larger AoE, or stalker buff vs. air units, or little mini lasers for coll. to shoot at annoying vikings needs to be in next patch.(lol).

nah i think HTs being faster or archons being faster/stronger will make this ok.

or maybe storm tech should be cheaper.


edit
Actually hell making them stronger would be awesome. or making archons faster/more range. I think now toss needs to always warp in the HTs in pairs if you need to attack/defend while they are building energy, morph. I think if this nerf is accompanied by some other kind of buff the HT will be better for it. If they leave it as it might be another worthless unit.
omghustler
Profile Joined March 2011
Bulgaria3 Posts
March 23 2011 02:03 GMT
#1330
we'll see if hts are worthless if no one uses it in the gsl
Aequos
Profile Joined October 2010
Canada606 Posts
Last Edited: 2011-03-23 02:13:53
March 23 2011 02:13 GMT
#1331
On March 23 2011 10:41 Grimjim wrote:
Show nested quote +
On March 23 2011 10:21 Aequos wrote:
On March 23 2011 10:08 Grimjim wrote:
On March 23 2011 10:01 tetranoir wrote:
What about the fact that ghosts and infestors and get to their destination while cloaked/burrowed and not get targeted w/o vision, but HTs as slow as they are, can't(Ghosts 2.25, infest 2.5; 2.0 burrowed, HT 1.875. Also considering the other spells ghost and infestors have and that ghosts have an autoattack which can deal with units w/o energy when being pitted against them.


1. Warping in AT the destination is better than taking 50 seconds to produce, and then walking there.

2. Other spells? High Templar have feedback, and can morph into Archons. What can Infesters do when they run out of energy?

Please play the patch for more than an hour before claiming the High Templar is worthless.


What he means is that you "can" warp in the unit at the destination, but it then must be worthless for about 45 seconds while you wait for it to be useful. If the destination is a battlefield, you can see how unfortunate that would be.

The closest analogy is if you drop a MULE to repair your Thor out in the battlefield, but it isn't allowed to repair for 45 seconds. It could still mine, just not allowed to repair..


...except a MULE is temporary and does something a few SCVS can already do.

I'm sorry, I just don't see how you can claim the High Templar is worthless just because you have to have more foresight when using it now. I urge you to play for more than a few hours before you jump to conclusions.


"...except a High Templar is unlikely to see more than one-use and does something a few Colossi can already do."

I used the MULE example as it was the closest analogy from another race. Why would you summon down a MULE that can't repair for 45 seconds when you can pull 4 SCVs and get a better result for less work?

Likewise, why not just build Colossi/Phoenix instead of trying to use a micro-heavy unit that has severe issues dealing damage instantly.

Finally, please don't cut out the part of my post where I agree with you (that there are uses for a High Templar now) and then claim I didn't agree with you.

Edit: Changed the wording on the initial statement
I first realized Immortals were reincarnated Dragoons when I saw them dancing helplessly behind my Stalkers.
Harrow
Profile Joined November 2010
United States245 Posts
March 23 2011 02:17 GMT
#1332
When making BW comparisons, bear in mind that in most situations units were much less densely packed in BW due to pathing and no forcefields. BW Mutas are the significant exception but I rarely see mutas in SC2 defended by defensive warpin HTs.
PiLoKo
Profile Joined January 2011
Mexico144 Posts
March 23 2011 02:24 GMT
#1333
On March 23 2011 11:13 Aequos wrote:
Show nested quote +
On March 23 2011 10:41 Grimjim wrote:
On March 23 2011 10:21 Aequos wrote:
On March 23 2011 10:08 Grimjim wrote:
On March 23 2011 10:01 tetranoir wrote:
What about the fact that ghosts and infestors and get to their destination while cloaked/burrowed and not get targeted w/o vision, but HTs as slow as they are, can't(Ghosts 2.25, infest 2.5; 2.0 burrowed, HT 1.875. Also considering the other spells ghost and infestors have and that ghosts have an autoattack which can deal with units w/o energy when being pitted against them.


1. Warping in AT the destination is better than taking 50 seconds to produce, and then walking there.

2. Other spells? High Templar have feedback, and can morph into Archons. What can Infesters do when they run out of energy?

Please play the patch for more than an hour before claiming the High Templar is worthless.


What he means is that you "can" warp in the unit at the destination, but it then must be worthless for about 45 seconds while you wait for it to be useful. If the destination is a battlefield, you can see how unfortunate that would be.

The closest analogy is if you drop a MULE to repair your Thor out in the battlefield, but it isn't allowed to repair for 45 seconds. It could still mine, just not allowed to repair..


...except a MULE is temporary and does something a few SCVS can already do.

I'm sorry, I just don't see how you can claim the High Templar is worthless just because you have to have more foresight when using it now. I urge you to play for more than a few hours before you jump to conclusions.


"...except a High Templar is unlikely to see more than one-use and does something a few Colossi can already do."

I used the MULE example as it was the closest analogy from another race. Why would you summon down a MULE that can't repair for 45 seconds when you can pull 4 SCVs and get a better result for less work?

Likewise, why not just build Colossi/Phoenix instead of trying to use a micro-heavy unit that has severe issues dealing damage instantly.

Finally, please don't cut out the part of my post where I agree with you (that there are uses for a High Templar now) and then claim I didn't agree with you.

Edit: Changed the wording on the initial statement


I lol´d

I guess Protoss just have to addapt to have the HTs there? I mean, Zerg wont stop a push with Infestors the moment they pop up, if they are needed they need the energy otherwise they are worthless, and HT do way more than a few Colossi can do, mostly, instant damage, where colossi don´t really pose that of a treath at equal cost.

I like the change, I guess progamers just have to teach QQrs how you should be playing now.
I like to troll in-game :)
Sabu113
Profile Blog Joined August 2009
United States11075 Posts
March 23 2011 02:26 GMT
#1334
On March 23 2011 11:17 Harrow wrote:
When making BW comparisons, bear in mind that in most situations units were much less densely packed in BW due to pathing and no forcefields. BW Mutas are the significant exception but I rarely see mutas in SC2 defended by defensive warpin HTs.


That's thanks to the evolution of the 6gate. Before you'd need to build up a blink stalker ball off of 2 bases and even then you would have serious issues. Because stalkers are pretty crap and eventually the mutaball would anhilate stalkers. You relied on Templar splash to soften and kill off a great deal of that muta splash until you decided to make your doom push out.
Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
March 23 2011 02:30 GMT
#1335
On March 23 2011 11:26 Sabu113 wrote:
Show nested quote +
On March 23 2011 11:17 Harrow wrote:
When making BW comparisons, bear in mind that in most situations units were much less densely packed in BW due to pathing and no forcefields. BW Mutas are the significant exception but I rarely see mutas in SC2 defended by defensive warpin HTs.


That's thanks to the evolution of the 6gate. Before you'd need to build up a blink stalker ball off of 2 bases and even then you would have serious issues. Because stalkers are pretty crap and eventually the mutaball would anhilate stalkers. You relied on Templar splash to soften and kill off a great deal of that muta splash until you decided to make your doom push out.


I can see templar used in conjunction with cannons to try and hold an expo with storm until your army can make it there maybe? though marauders chew through the cannons so fast this may not be very viable :/ its not like they are melee zerglings from bw after all
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Sabu113
Profile Blog Joined August 2009
United States11075 Posts
March 23 2011 02:41 GMT
#1336
Er in either matchup cannons aren't the end all defense. Depends on the magnitude of the drop ofc as well. After a certain size muta balls become nightmarish to deal with using stalker/ cannon. They melt through cannons far more quickly than a reaction force can get back there ( and the reaction force may have mixxed success) what they do do is buy time to run probes. Not really protect much.

Once again against marauder marines they buy some limited time. Typically a round of warp in will not kill off a medivac supported drop especially with good positioning. DpS just isn't enough to crack it. Cannons do force drops farther away and once again buy a little more time. Ofc at a certain size drop things just get very very painful and you'll have to move some splash or a good chunk of your immobile main force back. Imo it makes terran drops significantly safer for terrans especially in teh late game. Much less punishing on the multi task without storm splash to punish. v Zerg...Well the phoenix can be chronoed otu to deal with mutas now. Still have 6 gate timing pushes and such... balls with templar collosus using templar to knock out masssed up air will be a bit less effective. Huk's immortal templar ff ball is dead i think ofc, it is huk we're talking about so that could be coompletely off the money as he and Mc make magic happen.
Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
burster
Profile Joined December 2010
Canada66 Posts
March 23 2011 04:02 GMT
#1337
so with removing amulet, theyre removing + energy medivac upgrade too right?
"Rock is overpowered, but Paper is fine." - Scissors
TyrantPotato
Profile Blog Joined August 2010
Australia1541 Posts
Last Edited: 2011-03-23 04:04:24
March 23 2011 04:03 GMT
#1338
On March 23 2011 13:02 burster wrote:
so with removing amulet, theyre removing + energy medivac upgrade too right?


pretty sure no one uses it any way. never know though that medivac upgrade could be uber OP


EDIT: 1337 post omfg win!
Forever ZeNEX.
DonShepard
Profile Joined March 2011
United States2 Posts
Last Edited: 2011-03-23 04:45:17
March 23 2011 04:39 GMT
#1339
I'm sorry if this repeats what was already said by another, but I simply don't feel like reading through 67 pages. I think that all the complicated discussion (in the OP and plenty elsewhere) around the timing advantages of the HT and various T and Z alternatives is simply ignoring a crucial point.


1. First of all, for the most part the chargelot/stalker/sentry/collossi ball vs. mmm/ghost/tank/viking ball is a balanced fight. A lot depends on colossi/tank/viking placement and stim micro/FF, but the number of people who claimed one is overpowered over the other in this thread is astounding, meaning a parity is actually the most likely option when equally skilled players meet.

2. One of the most pronounced differences is the fact that the Protoss ball, as others have said, is much slower by nature and therefore warp gate is needed to give the protoss some sort of quick response that does not involve dragging his colossi and sentries everywhere you need to kill something. Compared to stim and medivacs/hellions the only thing slowing down the T is tanks, and those are actually most valuable when stationary, meaning a comparison of them to colossi is simply ignoring my point.

3. This means that P armies, by the nature of the composition necessary to defeat MMM, is exceptionally slow. This is not only a handicap when microing or countering to an opponent's base, but it actually gives the P almost no resources to build a decent map control technique. drops, hellions and stim are are incredibly affordable, quick and efficient ways to gain map control,
something the P sacrifices when going Colossi rather than HT.

^^This above statement does not mean to claim that HT move quickly. It does mean that with the amulet they would no doubt be warped in and therefore their speed is really negligible in conversations of map control.

3. several people have mentioned phoenixes, or the stargate in general, as providing fast harassment that could give the Protoss some measure of map control, or phase prisim drops. Both of these require a much larger investment in resources and time than blue flame hellions, or the medivacs which are already a part of T's build anyway.

4. If P's were to start going phoenix (as some do in PvZ) to harass and deny drops, countering the T's mobility with mobility, the gas and resources spent on those (750/500 assuming five built, plus 150/150 for stargate) versus the 0/0 it would take a T to m/m drop is significant enough to ensure that his gateway/colossi ball will fall to any T who spent all his money on a MMM ball.

5. Phase prism drops become much less scary when HT does not have the amulet upgrade. Two immortals is the standard drop due to their amazing damage versus armor and relative durability, but also because its all robo tech. However, I have never heard of an immortal drop deciding a game, and I don't think we will anytime soon because of the relative ineffectiveness of the process. Blue flame hellions and mmm drops kill worker much more effectively, and can be used earlier, making the losses more significant (say killing 8/30 workers instead of 8/70). The only way any phase prism drop influences the course of a game played by equals is if it is supported by warp-ins. And with this patch, the only high-tier unit that can be warped in is now useless in every drop situation where it is not the cargo, meaning now P has to choose between killing units with the HT and buildings with the Immortal.


sorry for being so verbose, but this is the actual point

Protoss were given warp, the stargate, observers and warp prisms for map control. None of this tech is completely able to defend against a MMM ball, with or without ghost/tank support. And if any significant amount of it is built, it is expensive enough to make the now-inferior P gateway/colossi armies, the solution to MMM, fall to simple barracks units. The one option already available to the colossi builder is the warp prism/immortal play, but the effectiveness of that in a mid- to late game strategy is severely weakened by removing the amulet (pronounced HT) from the situation.

and I've been ignoring the defensive end of things as well:

With this lack of real options (blink stalkers being the most viable possibility in my mind), most P players came to rely on the gateway to warp in responses to drops, reaper attacks, banshees, etc. Without a storm ready, HT are extremely expensive target practice to terran units and only useful after sitting in your base to buy the telpar archives, research storm, and then have two 50/150 workers sit in the back of every one of your bases just so you can hope to fend off the drop that might never come is simply infuriating.

so, assuming three bases (cause you had time to get storm and then sit around) it's 300/900 for the HT, 150/200 for the archives and 200/200 for storm == 650/1300 !!!

so good, our P is finally protected from drops and harass. Good luck killing an MMM ball without those two colossi you could/should have built. and that's ignoring the massive 900 gas i didn't even bother with discussing. That could also be 13 sentries you wouldn't have, to think of it differently. With those odds, its no longer an even fight, and the discussion of map control becomes pointless.

thoughts??


edit: cannons. I know they can stop a drop. I'm assuming the person who will warp in units to stop a drop doesn't have enough cannons there to deal with the problem for him. and if you have three cannons behind every mineral line, again you will have less colossi/zealot/whatever. so you lose anyway.
Dingo22
Profile Joined March 2011
United States34 Posts
March 23 2011 04:57 GMT
#1340
1) All the changes make marines more powerful overall (I don't know why they need it, they are the most cost effective unit in the game). The fungal growth thing is a pseudo-buff to the marine, and a pseudo-nerf to marauders. Solution... aww more marines all around. But wait, we'll make bunkers take longer to build so everything will be fine.

2) Obviously collosus will be the toss unit of choice after the HT nerf. Solution: make Battle Cruisers faster?
Sine Metu (without fear)
Prev 1 65 66 67 68 69 73 Next
Please log in or register to reply.
Live Events Refresh
Next event in 7h 36m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
elazer 230
Vindicta 121
NeuroSwarm 75
StarCraft: Brood War
Shuttle 364
GoRush 72
NaDa 54
yabsab 32
Dota 2
LuMiX1
League of Legends
C9.Mang059
Counter-Strike
minikerr20
Heroes of the Storm
Khaldor202
Other Games
summit1g7437
tarik_tv6556
JimRising 443
ViBE154
XaKoH 106
Mew2King76
Organizations
Other Games
gamesdonequick1459
BasetradeTV43
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Adnapsc2 2
• intothetv
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• Migwel
• Kozan
• IndyKCrew
StarCraft: Brood War
• Azhi_Dahaki16
• Pr0nogo 2
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21712
League of Legends
• Doublelift6221
• Stunt340
Other Games
• imaqtpie2419
Upcoming Events
Sparkling Tuna Cup
7h 36m
Krystianer vs Classic
TriGGeR vs SKillous
Percival vs Ryung
ByuN vs Nicoract
OSC
15h 36m
BSL 21
17h 36m
Cross vs Dewalt
Replay Cast
1d 6h
Wardi Open
1d 9h
OSC
2 days
Solar vs MaxPax
ByuN vs Krystianer
Spirit vs TBD
OSC
5 days
Korean StarCraft League
6 days
OSC
6 days
OSC
6 days
Liquipedia Results

Completed

Escore Tournament S1: W1
WardiTV 2025
META Madness #9

Ongoing

C-Race Season 1
IPSL Winter 2025-26
BSL Season 21
CSL Season 19: Qualifier 2
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025

Upcoming

CSL 2025 WINTER (S19)
Escore Tournament S1: W2
Escore Tournament S1: W3
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
Nations Cup 2026
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
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.