• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 03:59
CEST 09:59
KST 16:59
  • 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 Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy18ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (March 23-29): herO takes triple6Aligulac acquired by REPLAYMAN.com/Stego Research8Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool51Weekly Cups (March 9-15): herO, Clem, ByuN win4
StarCraft 2
General
Rongyi Cup S3 - Preview & Info Team Liquid Map Contest #22 - Presented by Monster Energy Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool What mix of new & old maps do you want in the next ladder pool? (SC2) Aligulac acquired by REPLAYMAN.com/Stego Research
Tourneys
RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 520 Moving Fees Mutation # 519 Inner Power Mutation # 518 Radiation Zone
Brood War
General
Pros React To: JaeDong vs Queen so ive been playing broodwar for a week straight. BSL 22 Map Contest — Submissions OPEN to March 10 Klaucher discontinued / in-game color settings BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[Megathread] Daily Proleagues [ASL21] Ro24 Group E [ASL21] Ro24 Group F Azhi's Colosseum - Foreign KCM
Strategy
What's the deal with APM & what's its true value Fighting Spirit mining rates Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Starcraft Tabletop Miniature Game Nintendo Switch Thread General RTS Discussion Thread 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 Russo-Ukrainian War Thread The Chess Thread NASA and the Private Sector Things Aren’t Peaceful in Palestine
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
Broowar part 2
qwaykee
China Uses Video Games to Sh…
TrAiDoS
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
ASL S21 English Commentary…
namkraft
Electronics
mantequilla
Customize Sidebar...

Website Feedback

Closed Threads



Active: 15969 users

[D] What SC2 is missing? - Page 37

Forum Index > SC2 General
Post a Reply
Prev 1 35 36 37 38 39 70 Next
puppykiller
Profile Blog Joined August 2009
United States3137 Posts
April 17 2011 05:33 GMT
#721
ive been reading this thread for a while... and I think one of the problems is that sc2 players dont realize that the threshold of difficulty in micro in BW vastly surpasses the threshold of difficulty in sc2 micro.

Of course there are examples of micro in sc2.. they're all just insanely easy by comparison.
Why would I play sctoo when I can play BW?
billyX333
Profile Blog Joined January 2008
United States1360 Posts
April 17 2011 05:33 GMT
#722
On April 17 2011 14:30 PJA wrote:
Show nested quote +
On April 17 2011 14:27 billyX333 wrote:
On April 17 2011 14:22 PJA wrote:
On April 17 2011 14:05 billyX333 wrote:
I think it adequately illustrated how important defensive positional play was in BW while sc2 has very few strong defensive units that can be used to control space and territories. Scourge, defilers, lurkers could completely defend an isolated position or base on the map as could tanks/mines or cannon/ht/reaver in pvz

I think three good posts illustrate some worries I have with the direction of sc2 going forward into the future: The power overwhelming one, this one, and lalush's post. I still love BW and SC2. I play both in my free time. Even though I think BW is the superior game, I still feel SC2 is by far the 2nd best RTS ever created.


Just wanted to add: Given the recent development in infestor play that has eluded top players for an entire year, I think your timing on talking about stuff like this is pretty poor.

Not exactly sure what this means. Of course the game isnt figured out yet?


Well you are trying to say that SC2 is lacking in some positional element that BW possesses, but current developments point to the fact that perhaps that is at least partially due to the game not being figured out yet, not an inherent design flaw.

And yet you want to claim that it is due to an inherent design flaw, and downplay the fact that BW is more developed.

Infestors have been used defensively since beta in zvt. I think any new developments you're referring to are in zvp and that is because of the patch buff.
EscPlan9
Profile Blog Joined December 2006
United States2777 Posts
April 17 2011 05:33 GMT
#723
On April 17 2011 14:05 billyX333 wrote:
<snip>

I think three good posts illustrate some worries I have with the direction of sc2 going forward into the future: The power overwhelming one, this one, and lalush's post. I still love BW and SC2. I play both in my free time. Even though I think BW is the superior game, I still feel SC2 is by far the 2nd best RTS ever created.


I never read that Power Overwhelming thread until now. I think it is extremely relevant to what is being mentioned here by OP:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=120471

I advise everyone to check it out or revisit it.

OP here gave me a whole new perspective on what SC2 was lacking that I wasn't able to put into words. The OP in Power Overwhelming helped me realize more about what SC2 is lacking in its current state. Most noteably, there aren't many game changing units to help make comebacks more likely, and when there are, too many people demand it to be nerfed rather than learn how to deal with it.
Undefeated TL Tecmo Super Bowl League Champion
iSTime
Profile Joined November 2006
1579 Posts
April 17 2011 05:38 GMT
#724
On April 17 2011 14:33 billyX333 wrote:
Show nested quote +
On April 17 2011 14:30 PJA wrote:
On April 17 2011 14:27 billyX333 wrote:
On April 17 2011 14:22 PJA wrote:
On April 17 2011 14:05 billyX333 wrote:
I think it adequately illustrated how important defensive positional play was in BW while sc2 has very few strong defensive units that can be used to control space and territories. Scourge, defilers, lurkers could completely defend an isolated position or base on the map as could tanks/mines or cannon/ht/reaver in pvz

I think three good posts illustrate some worries I have with the direction of sc2 going forward into the future: The power overwhelming one, this one, and lalush's post. I still love BW and SC2. I play both in my free time. Even though I think BW is the superior game, I still feel SC2 is by far the 2nd best RTS ever created.


Just wanted to add: Given the recent development in infestor play that has eluded top players for an entire year, I think your timing on talking about stuff like this is pretty poor.

Not exactly sure what this means. Of course the game isnt figured out yet?


Well you are trying to say that SC2 is lacking in some positional element that BW possesses, but current developments point to the fact that perhaps that is at least partially due to the game not being figured out yet, not an inherent design flaw.

And yet you want to claim that it is due to an inherent design flaw, and downplay the fact that BW is more developed.

Infestors have been used defensively since beta in zvt. I think any new developments you're referring to are in zvp and that is because of the patch buff.


They've been used defensively in ZvT since the beta, but if you think they've been used as extensively as recently or that it's entirely due to the buff you are incorrect.

Even ignoring explicit counterexamples, the fact that you admit that the game is far from figured out and yet are so adamant that lack of positional elements are due to design flaws and not lack of player skill seems unreasonable.
www.infinityseven.net
suejak
Profile Joined March 2010
Japan545 Posts
April 17 2011 05:46 GMT
#725
On April 17 2011 14:32 3xiLe wrote:
Show nested quote +
On April 17 2011 14:28 Gofarman wrote:
This boggles my mind that this OP is by a Banling and it is still going on.

SC2 is missing the thing that made BW great TIME

We have it better then any of you can even pretend to know unless you we and are a top level player in multiple RTS games, and I don't mean C+ and Masters I mean you legitimately competed with the likes of Day Artosis Mondragon Nony then AND now.

Give it time, and if you really don't know how I could be knowledgeable enough to even post this listen/watch the latest SotG to get an idea.


I hate this argument. I cannot emphasize this enough, yet it is the main counter argument. There was only 3 years of BALANCE patching for BW. If you add up experience of game design/balancing WoL should be PERFECTLY balanced by now, after a year of design. The players also knew NOTHING about basic RTS fundamentals, and were less experienced mechanically. What builds the creative strategies and multiple timings are the positioning/spacing abilities/skills that a lot of us think is missing (and is not making the game we think SC2 should and can become) but cant with its latest design, it would have to be a MAJOR overhaull.

What on earth makes you think bw "design knowledge" would translate directly into sc2...? The design teams aren't even the same.

This is a bizarre and obviously wrong argument.
Are you human?
billyX333
Profile Blog Joined January 2008
United States1360 Posts
April 17 2011 05:52 GMT
#726
On April 17 2011 14:38 PJA wrote:
Show nested quote +
On April 17 2011 14:33 billyX333 wrote:
On April 17 2011 14:30 PJA wrote:
On April 17 2011 14:27 billyX333 wrote:
On April 17 2011 14:22 PJA wrote:
On April 17 2011 14:05 billyX333 wrote:
I think it adequately illustrated how important defensive positional play was in BW while sc2 has very few strong defensive units that can be used to control space and territories. Scourge, defilers, lurkers could completely defend an isolated position or base on the map as could tanks/mines or cannon/ht/reaver in pvz

I think three good posts illustrate some worries I have with the direction of sc2 going forward into the future: The power overwhelming one, this one, and lalush's post. I still love BW and SC2. I play both in my free time. Even though I think BW is the superior game, I still feel SC2 is by far the 2nd best RTS ever created.


Just wanted to add: Given the recent development in infestor play that has eluded top players for an entire year, I think your timing on talking about stuff like this is pretty poor.

Not exactly sure what this means. Of course the game isnt figured out yet?


Well you are trying to say that SC2 is lacking in some positional element that BW possesses, but current developments point to the fact that perhaps that is at least partially due to the game not being figured out yet, not an inherent design flaw.

And yet you want to claim that it is due to an inherent design flaw, and downplay the fact that BW is more developed.

Infestors have been used defensively since beta in zvt. I think any new developments you're referring to are in zvp and that is because of the patch buff.


They've been used defensively in ZvT since the beta, but if you think they've been used as extensively as recently or that it's entirely due to the buff you are incorrect.

Even ignoring explicit counterexamples, the fact that you admit that the game is far from figured out and yet are so adamant that lack of positional elements are due to design flaws and not lack of player skill seems unreasonable.

Well now you are speculating a little bit. I'm not exactly sure if infestors would be used as successfully now in zvp had there not been a doubling of dps and +30% dmg to stalkers. I also have yet to see very successful defensive infestor play completely control areas of the map in zvp so I won't comment on that any further until I see it integrated into standard play styles.

And also, I wouldnt say I'm adamant but thats just what Im seeing right now. Until I see otherwise, thats how I feel. I dont see any units that control space defensively like mines/tanks or lurkers/defiler/scourge did and I dont think fungal growth is as potent a defense as you seem to suggest
branflakes14
Profile Joined July 2010
2082 Posts
Last Edited: 2011-04-17 05:59:42
April 17 2011 05:58 GMT
#727
Small maps are another thing the game is missing. I'm sick and tired of these huge "macro" maps with so much open space that positional play means nothing. Not to mention builds developed on large maps don't work on small maps, so at this rate we'll get stuck in an infinite cycle of nothing but large maps because people are unable to play small maps. At this stage in the metagame it'd be far, far better to have a ton of small maps, since safe builds developed on small maps will ALWAYS work on large maps, as opposed to large map builds, which won't work on small maps because of timings in distance. BRING BACK STEPPES.
puppykiller
Profile Blog Joined August 2009
United States3137 Posts
April 17 2011 06:02 GMT
#728
On April 17 2011 14:58 branflakes14 wrote:
Small maps are another thing the game is missing. I'm sick and tired of these huge "macro" maps with so much open space that positional play means nothing. Not to mention builds developed on large maps don't work on small maps, so at this rate we'll get stuck in an infinite cycle of nothing but large maps because people are unable to play small maps. At this stage in the metagame it'd be far, far better to have a ton of small maps, since safe builds developed on small maps will ALWAYS work on large maps, as opposed to large map builds, which won't work on small maps because of timings in distance. BRING BACK STEPPES.



lol... perhaps you should watch some day9
Why would I play sctoo when I can play BW?
branflakes14
Profile Joined July 2010
2082 Posts
April 17 2011 06:06 GMT
#729
On April 17 2011 15:02 puppykiller wrote:
Show nested quote +
On April 17 2011 14:58 branflakes14 wrote:
Small maps are another thing the game is missing. I'm sick and tired of these huge "macro" maps with so much open space that positional play means nothing. Not to mention builds developed on large maps don't work on small maps, so at this rate we'll get stuck in an infinite cycle of nothing but large maps because people are unable to play small maps. At this stage in the metagame it'd be far, far better to have a ton of small maps, since safe builds developed on small maps will ALWAYS work on large maps, as opposed to large map builds, which won't work on small maps because of timings in distance. BRING BACK STEPPES.



lol... perhaps you should watch some day9


Whether or not I watch Day9 has nothing to do with builds dependant on long rush distances not working on small maps and the metagame potentially stunting as a result. I also personally find large maps horrible to play on personally to the point where I don't really play the game too much anymore.
DannyJ
Profile Joined March 2010
United States5110 Posts
April 17 2011 06:07 GMT
#730
On April 17 2011 14:58 branflakes14 wrote:
Small maps are another thing the game is missing. I'm sick and tired of these huge "macro" maps with so much open space that positional play means nothing. Not to mention builds developed on large maps don't work on small maps, so at this rate we'll get stuck in an infinite cycle of nothing but large maps because people are unable to play small maps. At this stage in the metagame it'd be far, far better to have a ton of small maps, since safe builds developed on small maps will ALWAYS work on large maps, as opposed to large map builds, which won't work on small maps because of timings in distance. BRING BACK STEPPES.


This is either comedic gold or insufferable sadness.
tachon
Profile Joined April 2011
Sweden40 Posts
April 17 2011 06:08 GMT
#731
This makes me remind how the smash-community ended up, and I think many smash-melee players know what I'm talking about. Super smash bros melee is a "party fighter game" for the gamecube; a game most people first didn't play competively, or even believed there would exist a huge skill barrier between "good" and "bad players. Because the game was popular and a multi-player game, people began to compete with each other; but the success why it became so good was that it actually existed a skill barrier that differed good players from bad players, in a big way.

People found out about "glitches"(this is arguable, but most stuff was not intented to be used like it was in competitive play), that added a huge skill ceiling to the game; it wasn't any boring skill like, spam A-button as hard as you can, but it was "glitches"/skills like wavedash, waveshine, and l-cancel that could be added up and create amazingly combos that you could practice for hours. The game is very fun, and it has a great skill depth to it.

In 2008 a new super smash game was released, Super Smash Bros Brawl. In the new game, all the elements that made melee so good and a fun competitve game was removed, or dumbed down. L-cancel and wavedashing was removed, hitstun was reduced, making it almost impossible to do any combos at all, the game was much slower and floatier, and most importantly it was not fun at all, in my opinion.

Because of all the hype it gained from the success of it's previous game, and all the NEW PLAYERS streaming in, the smash-community changed to primary gather around Brawl, despite it was a much worse game, in my opinion.

Almost the same scenario happened to the starcraft-community, and in my opinion BW is the superior game. The only difference is that SC2 is good, but it lacks the magic that BW has; if I was forced to name one thing it would be the anticlimactic length of battles in SC2.

If you are going to serious discuss which game is better, please don't use arguments that a game is older than another, that's isn't even a valid argument. I think this can apply to most things, music, books, programming languages, and games.
Flash and Jaedong <3
branflakes14
Profile Joined July 2010
2082 Posts
Last Edited: 2011-04-17 06:12:16
April 17 2011 06:10 GMT
#732
On April 17 2011 15:07 DannyJ wrote:
Show nested quote +
On April 17 2011 14:58 branflakes14 wrote:
Small maps are another thing the game is missing. I'm sick and tired of these huge "macro" maps with so much open space that positional play means nothing. Not to mention builds developed on large maps don't work on small maps, so at this rate we'll get stuck in an infinite cycle of nothing but large maps because people are unable to play small maps. At this stage in the metagame it'd be far, far better to have a ton of small maps, since safe builds developed on small maps will ALWAYS work on large maps, as opposed to large map builds, which won't work on small maps because of timings in distance. BRING BACK STEPPES.


This is either comedic gold or insufferable sadness.


So is a 20 base map when players can't even fully saturate 3 at any given time.
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
Last Edited: 2011-04-17 06:19:54
April 17 2011 06:13 GMT
#733
On April 17 2011 14:58 branflakes14 wrote:
Small maps are another thing the game is missing. I'm sick and tired of these huge "macro" maps with so much open space that positional play means nothing. Not to mention builds developed on large maps don't work on small maps, so at this rate we'll get stuck in an infinite cycle of nothing but large maps because people are unable to play small maps. At this stage in the metagame it'd be far, far better to have a ton of small maps, since safe builds developed on small maps will ALWAYS work on large maps, as opposed to large map builds, which won't work on small maps because of timings in distance. BRING BACK STEPPES.

I disagree, strongly.

The problem with the small maps from earlier in the map pool was that there simply was too much cheese on them, and the small size of the maps made cheese way too powerful, especially with the macro mechanics of SC2 allowing players to pump out units ridiculously quickly. Even GSL matches on these small maps would often be decided by who could win with the first push or cheese. Positional play was usually not possible because the matches would often not last long enough for that kind of play to become relevant.

We have large macro maps because they were the norm in BW, and it has been proven that longer, more epic games are more likely to occur on larger maps where players aren't at risk dying to unstoppable one-base builds. Small maps just don't allow enough space and time for the kind of play that OP strives for.

Plus, the BW metagame developed fine on the relatively larger macro maps that were quite popular in all the leagues.

Then again, I can't tell if your post is sarcasm or not.
ㅇㅅㅌㅅ
uSnAmplified
Profile Joined October 2010
United States1029 Posts
April 17 2011 06:13 GMT
#734
Its really hard to read this thread and not just feel outright disappointed with this game, the more i think about it the more it bothers me.

Macro mechanics like mules, chrono, warp ins etc have changed the game so much and i feel like its not for the good, on top off blizzard constantly patching the game and never letting people figure it out for themselves. With a majority of patches released are full of some trash changes that just cater to the whiners.

Its boring to watch 1a vs 1a, and its aggravating to play and have this feeling that its harder to distinguish players as being better, it just lacks the intricacies that make a player better then another.

~
AmaZing
Profile Blog Joined March 2010
Nepal299 Posts
April 17 2011 06:15 GMT
#735
One of the best TL threads regarding the downgrade of units and gameplay (and bnet) and upgrade of graphics. Its truly sad
ಠ_ಠ
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2011-04-17 06:19:46
April 17 2011 06:19 GMT
#736
Game quality should never be defined by having glitches, bad AI, or a terrible user interface that made the game require skill in order to play well, other than being a bad game for having huge glitches, a terrible AI, or an awful interface.

The majority of complaints about SC2 from Brood War lovers is that it's too easy because the interface is about 100 times better.

Finally, we get a thread that has a legitimate complaint about SC2, and has good comparisons to brood war, and everyone misses the whole bloody point.

On topic, I feel like it's too soon to complain, because there are two scheduled expansions which should be adding more units and technologies for each race.

Also, baneling land mines can control space, like spider mines/lurkers, although not quite as well.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
puppykiller
Profile Blog Joined August 2009
United States3137 Posts
April 17 2011 06:44 GMT
#737
On April 17 2011 15:08 tachon wrote:
This makes me remind how the smash-community ended up, and I think many smash-melee players know what I'm talking about. Super smash bros melee is a "party fighter game" for the gamecube; a game most people first didn't play competively, or even believed there would exist a huge skill barrier between "good" and "bad players. Because the game was popular and a multi-player game, people began to compete with each other; but the success why it became so good was that it actually existed a skill barrier that differed good players from bad players, in a big way.

People found out about "glitches"(this is arguable, but most stuff was not intented to be used like it was in competitive play), that added a huge skill ceiling to the game; it wasn't any boring skill like, spam A-button as hard as you can, but it was "glitches"/skills like wavedash, waveshine, and l-cancel that could be added up and create amazingly combos that you could practice for hours. The game is very fun, and it has a great skill depth to it.

In 2008 a new super smash game was released, Super Smash Bros Brawl. In the new game, all the elements that made melee so good and a fun competitve game was removed, or dumbed down. L-cancel and wavedashing was removed, hitstun was reduced, making it almost impossible to do any combos at all, the game was much slower and floatier, and most importantly it was not fun at all, in my opinion.

Because of all the hype it gained from the success of it's previous game, and all the NEW PLAYERS streaming in, the smash-community changed to primary gather around Brawl, despite it was a much worse game, in my opinion.

Almost the same scenario happened to the starcraft-community, and in my opinion BW is the superior game. The only difference is that SC2 is good, but it lacks the magic that BW has; if I was forced to name one thing it would be the anticlimactic length of battles in SC2.

If you are going to serious discuss which game is better, please don't use arguments that a game is older than another, that's isn't even a valid argument. I think this can apply to most things, music, books, programming languages, and games.


ah great first post... but one other diffrence u are forgetting between the two is that BW still has korea while Melee never had a country. BW wont die for a long time for this reason.
Why would I play sctoo when I can play BW?
DensitY
Profile Joined November 2010
New Zealand74 Posts
April 17 2011 07:31 GMT
#738
Opinion from a low level player here.

I really REALLY appreciate the improvement made to the UI and controls in general from BW to SC2. I don't think anyone, deep down would really want the controls and UI impaired.

Combat is a bit of a different matter. Sc2 is really really high paced, and once you get reasonable sized armies up things die _way_ too fast.

I've had times where I've had a force out on the map, I'll be back at my base doing some macroing and get the alert on the minimap 'you're under attack'. I'd tap double-1 as fast as I can only to find my army gone.. Just gone.. Other times you'll have a large engagement and I'd be thinking before the attack "I'm going to get the most out of these stalkers and do some blink micro", well would be nice but after blinking 2-3 units everything else is simply dead. My APM is pretty bad, about 90 avg throughout a game, spiking up to 200ish during combat from time to time, but there are times where I think even if had 500 apm it simply wouldn't matter.. All the units simply deal far too much damage. I wonder if simply a flat 50% dps nerf to every single unit in the game would improve things a lot more, giving you more time to micro units out of storm, collosus beams, stim pushes etc.
maybenexttime
Profile Blog Joined November 2006
Poland5776 Posts
April 17 2011 08:26 GMT
#739
On April 17 2011 15:19 Whitewing wrote:
Game quality should never be defined by having glitches, bad AI, or a terrible user interface that made the game require skill in order to play well, other than being a bad game for having huge glitches, a terrible AI, or an awful interface.

The majority of complaints about SC2 from Brood War lovers is that it's too easy because the interface is about 100 times better.

Finally, we get a thread that has a legitimate complaint about SC2, and has good comparisons to brood war, and everyone misses the whole bloody point.

On topic, I feel like it's too soon to complain, because there are two scheduled expansions which should be adding more units and technologies for each race.

Also, baneling land mines can control space, like spider mines/lurkers, although not quite as well.


There has been a dozen of legitimate threads. They always get derailed, though.
Tiazi
Profile Joined February 2010
Netherlands761 Posts
April 17 2011 08:30 GMT
#740
Very nice OP. Makes me think about the differences once again. Talking about spectator value - sc2 is bringing enough for me to stay though.
"A brilliant yet deluded man once said, 'Introduce a little anarchy. Upset the established order, and everything becomes chaos.' Gumiho is that agent of chaos." -monk
Prev 1 35 36 37 38 39 70 Next
Please log in or register to reply.
Live Events Refresh
Next event in 2h 1m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 64
StarCraft: Brood War
910 1259
Pusan 332
ggaemo 147
Larva 121
Nal_rA 91
Killer 90
ToSsGirL 41
Bale 17
Dota 2
XcaliburYe2
League of Legends
JimRising 609
Counter-Strike
shoxiejesuss439
Heroes of the Storm
Khaldor147
Other Games
summit1g14699
WinterStarcraft497
ceh9451
crisheroes68
Organizations
Counter-Strike
PGL4170
Other Games
BasetradeTV188
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• LUISG 16
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Stunt466
Upcoming Events
Afreeca Starleague
2h 1m
Wardi Open
3h 1m
Replay Cast
16h 1m
Sparkling Tuna Cup
1d 2h
PiGosaur Cup
1d 16h
Kung Fu Cup
2 days
The PondCast
3 days
Replay Cast
3 days
Replay Cast
4 days
CranKy Ducklings
5 days
[ Show More ]
BSL
5 days
Replay Cast
5 days
Sparkling Tuna Cup
6 days
BSL
6 days
Replay Cast
6 days
Liquipedia Results

Completed

CSL Elite League 2026
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL Season 20: Qualifier 2
CSL 2026 SPRING (S20)
StarCraft2 Community Team League 2026 Spring
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
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

Upcoming

Escore Tournament S2: W2
IPSL Spring 2026
Escore Tournament S2: W3
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
RSL Revival: Season 5
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
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.