• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:58
CEST 02:58
KST 09:58
  • 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
Tournament Spotlight: FEL Cracow 20259Power Rank - Esports World Cup 202577RSL Season 1 - Final Week9[ASL19] Finals Recap: Standing Tall15HomeStory Cup 27 - Info & Preview18
Community News
[BSL 2025] H2 - Team Wars, Weeklies & SB Ladder0EWC 2025 - Replay Pack1Google Play ASL (Season 20) Announced26BSL Team Wars - Bonyth, Dewalt, Hawk & Sziky teams10Weekly Cups (July 14-20): Final Check-up0
StarCraft 2
General
#1: Maru - Greatest Players of All Time EWC 2025 - Replay Pack Tournament Spotlight: FEL Cracow 2025 Power Rank - Esports World Cup 2025 I offer completely free coaching services
Tourneys
FEL Cracov 2025 (July 27) - $10,000 live event Esports World Cup 2025 $25,000 Streamerzone StarCraft Pro Series announced $5,000 WardiTV Summer Championship 2025 WardiTV Mondays
Strategy
How did i lose this ZvP, whats the proper response
Custom Maps
External Content
Mutation # 484 Magnetic Pull Mutation #239 Bad Weather Mutation # 483 Kill Bot Wars Mutation # 482 Wheel of Misfortune
Brood War
General
Google Play ASL (Season 20) Announced [BSL 2025] H2 - Team Wars, Weeklies & SB Ladder [Update] ShieldBattery: 2025 Redesign Dewalt's Show Matches in China BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[Megathread] Daily Proleagues [BSL20] Non-Korean Championship 4x BSL + 4x China CSL Xiamen International Invitational [CSLPRO] It's CSLAN Season! - Last Chance
Strategy
Simple Questions, Simple Answers [G] Mineral Boosting Does 1 second matter in StarCraft?
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Total Annihilation Server - TAForever [MMORPG] Tree of Savior (Successor of Ragnarok) 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
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread UK Politics Mega-thread Stop Killing Games - European Citizens Initiative Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
Anime Discussion Thread [\m/] Heavy Metal Thread Movie Discussion! [Manga] One Piece Korean Music Discussion
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
TeamLiquid Team Shirt On Sale The Automated Ban List
Blogs
Ping To Win? Pings And Their…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Socialism Anyone?
GreenHorizons
Eight Anniversary as a TL…
Mizenhauer
Customize Sidebar...

Website Feedback

Closed Threads



Active: 642 users

The Close Spawning Position [poll] - Page 15

Forum Index > SC2 General
Post a Reply
Prev 1 13 14 15 16 17 28 Next All
eXwOn
Profile Joined January 2011
Canada351 Posts
May 06 2011 18:33 GMT
#281
I voted yes. But at the same time, imagine if only cross positions were available. I would imagine Protoss and Zerg players would be snickering as Terrans struggled to keep up with macro.
#2 in the world on the ladders!!! 3.31.11 :D:D:D
sCfO20
Profile Joined May 2011
176 Posts
May 06 2011 18:35 GMT
#282
Its not fair with zerg in mind, but in the other MUs its just a normal game. Essentially a slugfest. which isn't bad.

I just wish they'd do something about the close positions on Xel naga caverns.. Srslyimba.
Charger
Profile Blog Joined September 2010
United States2405 Posts
May 06 2011 18:49 GMT
#283
On May 07 2011 03:20 loveeholicce wrote:
Show nested quote +
On May 07 2011 01:46 Charger wrote:
On May 07 2011 01:29 loveeholicce wrote:
On May 07 2011 01:26 Charger wrote:
The thing that worries me about this is are we creating a map pool that is too bland and where every map is similar enough that all the timings remain relatively the same and all the games start to play out relatively the same. I like variety in styles and strategies and I think removing close spawns on some maps will eliminate some diversity.


But its unfair. It should be addressed because its completely unfair. That and theres tons of ways to encourage creativity and diversity than making the push distance 5 seconds =_=. Look at all the BW maps, the rush distances were more or less the same but there was incredible diversity because there were many different styles and architecture of maps. Thats how you push diversity, not by making a 2 base marine tank all in unbeatable.


Well if the ultimate goal is to make it completely fair, shouldn't there only be 1 map that is a big plain square with no chokes, no ramps, no rocks, etc - I mean as plain as plain can be. That is the only way to make it truly fair.

I do want to see the basic, standard large maps where no one has an advantage but I also want to see a map or two where each race is slightly favored in the map pool or tournament pool. I want to see great zergs overcoming that map that he should lose on to take the final game of a BO 7 in the finals of a tournament. That is exciting to me. I don't want the same map with a different skin played over and over and over and over.


No, you can have balanced maps that still have interesting architecture. Cross spawns metal, Xel naga, shakuras (without the stupid back door push), terminus, etc have all been fairly balanced maps right now. Saying a map has to be bland to be balanced is just flat out wrong. You can still have an interesting map and make it fair. A ridiculously close rush distance and no concievable 3rd is a huge problem that leads to unfair gameplay which is even worse than a boring map. To some extent it should be the races and the players that make the game interesting as well, not just the map. You know wat the most played maps on iccup were? Python until fighting spirit was introduced, and python / fighting spirit after fighting spirit was introduced. Literally 90% of games on iCCup below C level were played on those maps. If you look at python its an incredibly bland map, but we still saw great games because the players defined the games to a large extent.


I'm not going to sit here and argue with you, all I said was what I find it entertaining to play and watch and that includes a map or two in the pool that maybe SLIGHTLY favors one race more than the others. So for instance, Tal'darim or typhon peaks are big maps and typically good for zerg but bad for terran ZvT. Close spawns metal is typically good for terran but bad for zerg ZvT. This is because of the current state of the game where Terran has to be harassing and attacking almost non stop to keep drone production down. Otherwise they go into the late game too far behind to stand much of a chance.

If I could snap my fingers and make it so distance doesn't favor or hurt one race over another then yeah, I wouldn't care if every map took 10 minutes to traverse but as it stands now, a race can benefit or get behind based on distance alone. Which is why I don't mind a mix of large, medium, and small (close spawns included) maps.
It's easy to be a Monday morning quarterback.
dNa
Profile Blog Joined December 2010
Germany591 Posts
May 06 2011 19:25 GMT
#284
+ Show Spoiler +
On May 07 2011 03:20 loveeholicce wrote:
Show nested quote +
On May 07 2011 01:46 Charger wrote:
On May 07 2011 01:29 loveeholicce wrote:
On May 07 2011 01:26 Charger wrote:
The thing that worries me about this is are we creating a map pool that is too bland and where every map is similar enough that all the timings remain relatively the same and all the games start to play out relatively the same. I like variety in styles and strategies and I think removing close spawns on some maps will eliminate some diversity.


But its unfair. It should be addressed because its completely unfair. That and theres tons of ways to encourage creativity and diversity than making the push distance 5 seconds =_=. Look at all the BW maps, the rush distances were more or less the same but there was incredible diversity because there were many different styles and architecture of maps. Thats how you push diversity, not by making a 2 base marine tank all in unbeatable.


Well if the ultimate goal is to make it completely fair, shouldn't there only be 1 map that is a big plain square with no chokes, no ramps, no rocks, etc - I mean as plain as plain can be. That is the only way to make it truly fair.

I do want to see the basic, standard large maps where no one has an advantage but I also want to see a map or two where each race is slightly favored in the map pool or tournament pool. I want to see great zergs overcoming that map that he should lose on to take the final game of a BO 7 in the finals of a tournament. That is exciting to me. I don't want the same map with a different skin played over and over and over and over.


No, you can have balanced maps that still have interesting architecture. Cross spawns metal, Xel naga, shakuras (without the stupid back door push), terminus, etc have all been fairly balanced maps right now. Saying a map has to be bland to be balanced is just flat out wrong. You can still have an interesting map and make it fair. A ridiculously close rush distance and no concievable 3rd is a huge problem that leads to unfair gameplay which is even worse than a boring map. To some extent it should be the races and the players that make the game interesting as well, not just the map. You know wat the most played maps on iccup were? Python until fighting spirit was introduced, and python / fighting spirit after fighting spirit was introduced. Literally 90% of games on iCCup below C level were played on those maps. If you look at python its an incredibly bland map, but we still saw great games because the players defined the games to a large extent.

Show nested quote +
On May 07 2011 02:23 dNa wrote:
On May 07 2011 00:41 loveeholicce wrote:
On May 06 2011 23:40 dNa wrote:
i voted 'no' because i don't want all maps to all have about the same distances in any position possible.

for Progames with spectators or even televised matches i can see, why the 'random'factor is not really something appreciated.
The Reasons for those would be
-Money is on the line, some Races have a harder time to deal with those closer positions, since there might be an imbalance. I myself would be pretty pissed if those matches for thousands of dollars would come down to a coinflip spawnwise.
- for the spectators a 6minute game is widely considered a letdown. while i miself enjoy some really nice micromanagement in progames in the earlly game due to close positions, i kinda see why this is not interesting for other people.

however in the average laddermatch neither of those two arguments fit. actually even the opposite is the case. In fact, while playing, i pretty much enjoy the wide variation of different strategies i need going into a 4player map. i would really not enjoy metalopolis as much, as i do it now, if blizzard would decide to take some of those different possibilities away.

But its imbalanced. Close positions are not fair, they put the Zerg player at a huge disadvantage. A ladder pool should be balanced otherwise its a joke. You really want to leave a huge imbalance in the map pool because taking it away may or may not compensate diversity?


well, close air positions put protoss at a huge disadvantage, generally far spread out expansions put terrans in a disadvantage (vs Zerg), every race has the one or the other problem with spawnplaces ... if you want to avoid those problems, every map would look the same.

and it's not like close positions would be unwinnable for zerg. it's just a harder spot to be in. I'd rather play some maps where iam in a disadvantage from the beginning, than always the same spawningpoints on always the same rush distance. i use that game as a source of interactive entertainment. how is playing the same thing every time entertaining?
and even if you try to be really good at starcraft, those close positions are a pretty good way to keep you at your toes from the start. make you either refine your build to perfection, or choose a different one. so either way you get better at the game.

the only possible mindset i can think of, that would make you refuse to play close positions would be "i want to have a better winrating on the ladder." ... and for what?


So by your reasoning there is no way to make a map balanced? Again, thats completely false. There are already balanced maps in tournament pools and theres a lot of diversity with in those maps. You have to have a balance of all features or at least architecture that doesn't give a certain component of a race a clear advantage.

Close spawns may not be unwinnable, but they are VERY hard to win in by doing anything other than a blind all in. I don't care about my ladder ranking, but that doesn't mean I don't care about losing more than I should be losing. When I start a game, I shouldn't have to be placed at an inherent disadvantage from the beginning because of the race I play or the spawn I'm in happens to suck. That's unfair gameplay, and it shouldn't happen if its avoidable. It's bad for the game, its frustrating for the player, and its especially terrible for the legitimacy of high level tournaments. There's a reason practically every tournament has removed close spawns on metalopolis and shattered temple. It's fucking unfair, and a map has to be fair for the games on it to be taken seriously.




well, of course there are spawn positions, where certain strategies are harder to pull of than others. That goes for every race. So iam saying a Zerg that spawns in close positions has to, as well as a player of the other two races, adjust to the situation. build more defensive structures, or go for an aggressive opening. And while i understand that a zerg has a harder time transitioning out of those earlly aggression style openings, if he does not kill the opponent right away (yes, that is a possibility) it is not impossible to do that. So basically the spawningpoint does not suck because of the race you play, but because of you not choosing to play the strategy that would suit the spawningpoint-situation.

regarding the tournaments i completely understand your point tho. While i not neccessarily agree with that, i can understand why people are not happy with the idea, that they would have to depend on a 'coinflip' spawnwise, maybe even refer to an all-in. Also those games are, i understand that, not very appealing to the observers.

but we don't talk about tournaments, we don't talk about matches for money, we don't talk about games which are observed by people that get pissed because the anticipated 20minute game ends after 5.
we talk about the general possibility to have short rush distances on the maps in general. that includes the ladder, where we play for fun, and can happily choose to all-in the guy who doesn't respond to our 'gl hf'
and while i do enjoy macro games most of the time, i like to play some micro intensive fast short games just as much.
"a pitchfork is for hay. a trident is for killing bitches." -djwheat
loveeholicce
Profile Blog Joined December 2010
Korea (South)785 Posts
Last Edited: 2011-05-06 19:58:20
May 06 2011 19:50 GMT
#285
On May 07 2011 03:49 Charger wrote:
Show nested quote +
On May 07 2011 03:20 loveeholicce wrote:
On May 07 2011 01:46 Charger wrote:
On May 07 2011 01:29 loveeholicce wrote:
On May 07 2011 01:26 Charger wrote:
The thing that worries me about this is are we creating a map pool that is too bland and where every map is similar enough that all the timings remain relatively the same and all the games start to play out relatively the same. I like variety in styles and strategies and I think removing close spawns on some maps will eliminate some diversity.


But its unfair. It should be addressed because its completely unfair. That and theres tons of ways to encourage creativity and diversity than making the push distance 5 seconds =_=. Look at all the BW maps, the rush distances were more or less the same but there was incredible diversity because there were many different styles and architecture of maps. Thats how you push diversity, not by making a 2 base marine tank all in unbeatable.


Well if the ultimate goal is to make it completely fair, shouldn't there only be 1 map that is a big plain square with no chokes, no ramps, no rocks, etc - I mean as plain as plain can be. That is the only way to make it truly fair.

I do want to see the basic, standard large maps where no one has an advantage but I also want to see a map or two where each race is slightly favored in the map pool or tournament pool. I want to see great zergs overcoming that map that he should lose on to take the final game of a BO 7 in the finals of a tournament. That is exciting to me. I don't want the same map with a different skin played over and over and over and over.


No, you can have balanced maps that still have interesting architecture. Cross spawns metal, Xel naga, shakuras (without the stupid back door push), terminus, etc have all been fairly balanced maps right now. Saying a map has to be bland to be balanced is just flat out wrong. You can still have an interesting map and make it fair. A ridiculously close rush distance and no concievable 3rd is a huge problem that leads to unfair gameplay which is even worse than a boring map. To some extent it should be the races and the players that make the game interesting as well, not just the map. You know wat the most played maps on iccup were? Python until fighting spirit was introduced, and python / fighting spirit after fighting spirit was introduced. Literally 90% of games on iCCup below C level were played on those maps. If you look at python its an incredibly bland map, but we still saw great games because the players defined the games to a large extent.


I'm not going to sit here and argue with you, all I said was what I find it entertaining to play and watch and that includes a map or two in the pool that maybe SLIGHTLY favors one race more than the others. So for instance, Tal'darim or typhon peaks are big maps and typically good for zerg but bad for terran ZvT. Close spawns metal is typically good for terran but bad for zerg ZvT. This is because of the current state of the game where Terran has to be harassing and attacking almost non stop to keep drone production down. Otherwise they go into the late game too far behind to stand much of a chance.

If I could snap my fingers and make it so distance doesn't favor or hurt one race over another then yeah, I wouldn't care if every map took 10 minutes to traverse but as it stands now, a race can benefit or get behind based on distance alone. Which is why I don't mind a mix of large, medium, and small (close spawns included) maps.


But this is not a "slight" imbalance. This isn't Tal Darim (which is actually very good for TvZ btw) which could favor a race a little more. Cross spawns is literally over 80% winrate for the non Zerg. You'd have to actually play Zerg to understand how obnoxious it is to play close spawns. That kind of ridiculous imbalance shouldn't exist anywhere.

Terrans adapted to Tal Darim. Drop play become very good as expos were spread out and creep spread between bases hard to keep up. An easy to secure 3rd and large distance led to Terran play centering around drop harass while building up a large core army off 3 bases, which is very powerful vs Zergs. The ability to siege up below the cliff overlooking the Zerg's natural expo also made 2 base pushes very strong despite the larger distance. The map had several types of play that were viable, and the stats are fairly even. Close spawns, however are not. They don't lead to diverse game play, they don't lead to creativity. All they do is give the Zerg player a massive disadvantage and make his only two options either all in off 1 base or all in off 2 base. This doesn't encourage any sort of interesting gameplay. You either do game ending damage or you lose. If you try to play a normal game on close spawns you're going to lose every time, provided you can even hold of their 2 base timing attack. I'm fine for a "rush map" here and there but I'm not fine for a rush map that gives Zergs a 20% winrate.
상처받은 그대에 가슴에 사랑을 심어줄께요♥
Trawler
Profile Joined September 2010
Sweden382 Posts
June 03 2011 17:56 GMT
#286
Close positions needs to be removed or the maps needs to be remade, it's too heavily faroverd towards specific races.
eighteen8
Profile Joined December 2010
105 Posts
June 03 2011 19:16 GMT
#287
as a random i never had problems with close position (even as zerg) - the problem is that the players dont adapt their play enough to that situation, so they blame the short distance to the opponent for their inability to alter their playstyle.
hint: there are more openings than hatch first and zerg can be effective without over9000 bases incl. drones.

OT: that is what i loved about the gsl at the geinning...games were avg 10-15min with crazy micro battles of small groups of units...blizz patched all the early action away and if you patch away the close position (as they already did for some maps for certain tournaments) there will only be boring 45min macro games
=> stop adding uber-large 4P maps and start working on small-medium 2P maps
Yoshi Kirishima
Profile Blog Joined July 2009
United States10339 Posts
June 03 2011 19:27 GMT
#288
Maps like Metal and Lost temple are fine, but these maps specifically need to be changed.

In Brood War, there were many maps shaped like Metal and Shattered (close air positions, close ground, and cross positions), the most popular which is Python

[image loading]

Notice how even though there are close positions, the bases are moved further away so that the close positions aren't so close. Air positions are about the same but those aren't nearly as much trouble as close ground positions.

Since they already took out so many small maps, they should definitely keep close ground positions in (adds more variety; just like they say, they want some games to be more rush orientated) but just fix the maps so the close ground positions aren't so close. If they add another 20 units of distance for close ground positions, the rush distance will be almost about 10 seconds longer, which is quite significant while not forcing the map to be changed so much. (The air positions should probably be just a few more units further away also, but that's not so much a map imbalance but instead something that promotes more air play and drop harass).
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Megaliskuu
Profile Blog Joined October 2010
United States5123 Posts
June 03 2011 19:30 GMT
#289
If lived near blizzard HQ I would go on a hunger strike outside their HQ and demand the removal of those motherfucking close positions. Playing on those is such a joke.
|BW>Everything|Add me on star2 KR server TheMuTaL.675 for practice games :)|NEX clan| https://www.dotabuff.com/players/183104694
Nerski
Profile Blog Joined November 2010
United States1095 Posts
Last Edited: 2011-06-03 19:58:10
June 03 2011 19:57 GMT
#290
I'd say it's no mystery they should be removed...every single tournament has done it because just happening to get a close spawn on an opening map in a BO3 used to eliminate a lot of the top Zergs and even top Protoss.

Lose game 1 thanks cross spawns (get to maybe choose map)
Win game 2 because the player is better
opponent gets to choose map 3 gets close spawns again profit.
Twitter: @GoForNerski /// Youtube: Youtube.com/nerskisc
archon256
Profile Joined August 2010
United States363 Posts
June 03 2011 20:29 GMT
#291
On May 07 2011 03:33 eXwOn wrote:
I voted yes. But at the same time, imagine if only cross positions were available. I would imagine Protoss and Zerg players would be snickering as Terrans struggled to keep up with macro.

Maybe, but I'd rather have Terran macro be buffed and spawn positions normalized rather than leaving close positions in and favoring quick games.

But then this argument is moot, Blizzard has said that they deliberately leave in "rush maps" because they want game diversity on the ladder, and close spawns promote that as well. Sucks for those of us who voted yes, but there you have it.
"The troupe is ready, the stage is set. I come to dance, the dance of death"
Bleak
Profile Blog Joined September 2010
Turkey3059 Posts
June 16 2011 14:42 GMT
#292
I fucking hate this thing. There is no option but to go all in.and if you aren't good at that, you lose.
"I am a beacon of knowledge blazing out across a black sea of ignorance. "
Legion710
Profile Joined November 2010
Canada423 Posts
June 16 2011 14:45 GMT
#293
Blizzard has already stated they were going to remove the close spawns that are left.
Tyrion Lannister
incifan
Profile Joined September 2010
Germany138 Posts
June 16 2011 14:52 GMT
#294
I enjoy close positions. the matches in the past have shown every race can handle it (even though certain zergs have this victim mentality and cried(some still do) alot when they could not play NR10.

I say bring close positions back to tournaments.
Legion710
Profile Joined November 2010
Canada423 Posts
June 16 2011 14:56 GMT
#295
I agree that close spawn is not even close to how imbalanced most people want to make it seem like. It makes for dynamic gameplay if anything. Any zerg that still has a victim mentality needs to uninstall in my opinion. It's been a couple of patches since zerg has been completely fine, and I'm sparing my words. It just seems like they feel entitled to have impenetrable defense and triple expand.
Tyrion Lannister
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
Last Edited: 2011-06-16 14:59:46
June 16 2011 14:57 GMT
#296
On June 16 2011 23:52 ico wrote:
I enjoy close positions. the matches in the past have shown every race can handle it (even though certain zergs have this victim mentality and cried(some still do) alot when they could not play NR10.

I say bring close positions back to tournaments.

Terran is imba in close positions, period. Zerg have it worst but it's nasty for toss too. The marine/tank/banshee/raven type allin in particular is almost impossible to stop because you can't harass/delay them. Aside from imba though, it just makes for nasty, short games. Not fun.

Anywho Blizz have said they're getting rid. Painful how slow they work, but better late than never.
skeldark
Profile Joined April 2010
Germany2223 Posts
June 16 2011 14:58 GMT
#297
close and cross position fav. some races and give them huge adv.
blizz should go back to 2 player maps for 2 players and make fair distance.
if blizz just remove close spawn but leave cross in the balance would be gone because the balance at moment give some races "free" wins on some positions.
Like lt close for terran or meta cross for zerg
Save gaming: kill esport
Jarky
Profile Joined March 2011
Sweden26 Posts
June 16 2011 14:58 GMT
#298
No.

If there's a problem. You don't remove it. You solve it!
sylverfyre
Profile Joined May 2010
United States8298 Posts
Last Edited: 2011-06-16 15:09:40
June 16 2011 15:08 GMT
#299
Man, do people not realize how retarded it is when, in a TVZ or PVZ, your opponent has an immobile as fuck army but you can't abuse it because it marches from his nat to yours in less time than it takes to dump your larva on zerglings?

I will happily continue smashing doors in with roach ling on these maps, but it isn't really fun to just coinflip these games as the only way of winning with any reliability.

The BW python map is a great example of having close ground spawning positions that aren't stupid. Yes, they were close, but they weren't THIS CLOSE.
Shuffleus
Profile Blog Joined November 2008
Australia764 Posts
June 16 2011 15:11 GMT
#300
On June 16 2011 23:56 Legion710 wrote:
I agree that close spawn is not even close to how imbalanced most people want to make it seem like. It makes for dynamic gameplay if anything. Any zerg that still has a victim mentality needs to uninstall in my opinion. It's been a couple of patches since zerg has been completely fine, and I'm sparing my words. It just seems like they feel entitled to have impenetrable defense and triple expand.


If you honestly believe that a situation such as close positions metal isn't 'heavily imbalanced' you're either completely ignorant or moronic. Go play ZvT and defend against any grandmaster Terran who double 11rax's and controls it well. If you win a single legitimate game against a high level opponent under those circumstances let me know.
| QuanticGaming.com | There is no greater feeling then to find order in the chaos, as you slip the puzzle pieces in place.
Prev 1 13 14 15 16 17 28 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 10h 3m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 226
Ketroc 57
StarCraft: Brood War
NaDa 65
MaD[AoV]54
Dota 2
monkeys_forever727
League of Legends
JimRising 658
febbydoto21
Counter-Strike
Fnx 2346
fl0m2277
Super Smash Bros
Mew2King1696
hungrybox1501
AZ_Axe436
Heroes of the Storm
Khaldor215
Other Games
tarik_tv20820
summit1g17045
gofns9740
ROOTCatZ226
Maynarde195
Organizations
Other Games
gamesdonequick2287
BasetradeTV13
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• davetesta108
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Azhi_Dahaki32
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Stormgate
• mYiSmile10
League of Legends
• Doublelift7922
Other Games
• Scarra2190
Upcoming Events
Wardi Open
10h 3m
Sparkling Tuna Cup
1d 9h
WardiTV European League
1d 15h
Online Event
1d 16h
uThermal 2v2 Circuit
2 days
The PondCast
3 days
Replay Cast
3 days
Korean StarCraft League
5 days
CranKy Ducklings
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

BSL 20 Non-Korean Championship
FEL Cracow 2025
Murky Cup #2

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL 20 Team Wars
CC Div. A S7
Underdog Cup #2
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25

Upcoming

ASL Season 20: Qualifier #1
ASL Season 20: Qualifier #2
ASL Season 20
CSLPRO Chat StarLAN 3
BSL Season 21
RSL Revival: Season 2
Maestros of the Game
SEL Season 2 Championship
WardiTV Summer 2025
uThermal 2v2 Main Event
HCC Europe
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
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.