• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 00:40
CET 06:40
KST 14:40
  • 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
ByuL: The Forgotten Master of ZvT29Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Team Liquid Map Contest - Preparation Notice6Weekly Cups (Feb 23-Mar 1): herO doubles, 2v2 bonanza1Weekly Cups (Feb 16-22): MaxPax doubles0Weekly Cups (Feb 9-15): herO doubles up2ACS replaced by "ASL Season Open" - Starts 21/0258
StarCraft 2
General
How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? Team Liquid Map Contest - Preparation Notice ByuL: The Forgotten Master of ZvT Nexon's StarCraft game could be FPS, led by UMS maker Weekly Cups (Feb 23-Mar 1): herO doubles, 2v2 bonanza
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament $5,000 WardiTV Winter Championship 2026 RSL Season 4 announced for March-April Sea Duckling Open (Global, Bronze-Diamond) PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar)
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
The PondCast: SC2 News & Results Mutation # 515 Together Forever Mutation # 514 Ulnar New Year Mutation # 513 Attrition Warfare
Brood War
General
Effort misses out on ASL S21 BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Gypsy to Korea BSL 22 Map Contest — Submissions OPEN to March 10
Tourneys
[BSL22] Open Qualifier #1 - Sunday 21:00 CET [Megathread] Daily Proleagues Small VOD Thread 2.0 BWCL Season 64 Announcement
Strategy
Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates Simple Questions, Simple Answers Zealot bombing is no longer popular?
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Battle Aces/David Kim RTS Megathread Diablo 2 thread Path of Exile
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
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 Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine YouTube Thread UK Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece Anime Discussion Thread
Sports
Formula 1 Discussion 2024 - 2026 Football Thread TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Shocked by a laser…
Spydermine0240
Gaming-Related Deaths
TrAiDoS
ONE GREAT AMERICAN MARINE…
XenOsky
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1512 users

[D] What SC2 is missing? - Page 40

Forum Index > SC2 General
Post a Reply
Prev 1 38 39 40 41 42 70 Next
diLLa
Profile Joined November 2010
Netherlands247 Posts
April 17 2011 13:33 GMT
#781
Obviously, the expansion are gonna bring more interesting units.

I feel they went the safe way with SC2 at the beginning to balance the game around core units first, to add the more funky units later on.

Feel free to complain when the last expansion has been released and they still haven't fixed the major flaws in SC2 atm. Untill I'd say have patience and see in what direction the game will go. I feel the game is already in a better state than it was at release.
Noocta
Profile Joined June 2010
France12578 Posts
April 17 2011 13:46 GMT
#782
On April 17 2011 21:46 Iatrik wrote:

Let me explain this VERY simple, because it seems to be to hard to understand.
Before trying to unterstand, watch Mondragon vs. Zerrax in the TSL Ro32.
Now think.



You mean the game against a protoss who honestly admit he didn't practice, and didn't build any gateway units beside a zealot and a few sentry ? ( Zeerax didn't make even a stalker during the two games )

This serie is not a good exemple for a ZvP argument...
It's like using Ret vs Naniwa to prove drops is useless against protoss.
" I'm not gonna fight you. I'm gonna kick your ass ! "
StarStruck
Profile Blog Joined April 2010
25339 Posts
April 17 2011 13:53 GMT
#783
On April 17 2011 19:32 Klive5ive wrote:
SC2 is still a great game, let's not forget that.
And with the bigger maps and the changes they've made they have made strides forward.
Some of the OPs points are valid but some I have to say are completely wrong.

A fundamental design flaw.
To some degree this is true, but overstated by the OP.
In blink stalker battles there is definitely a lot going on. Just watch Huk's stream for examples of that. But by removing Reavers and spider mines they did take away some of the exciting unit match-ups when really they should have built upon them much better.
And the marauder.... what were they thinking?? It's just completely boring and adds nothing to the game.

Do you know what game flow is?
To put it bluntly. YES.
Game flow is still very important. It's something that will only increase as players get more accustomed to the strategies in the game.

The importance of map control.
Boxer the master of map control shows why it is so important in his games versus Sen. Hasn't changed since BW. In fact with the game being so high paced and it being SO crucial to stop the Zerg economy early, map control is arguably even more of a factor on players minds in SC2.
You've got to stop creep spread, kill overlords, block expansions, create tank chokes etc...

Positioning and setup time.
Watch July Zerg masterfully set up a flank to see the importance of positing and setup in SC2.
What positioning did Protoss require in BW? Again there's arguably more to think about in SC2 with forcefields, templar, collosus, blink moves all on the Protoss players mind. Making sure his collosus don't get caught by long ranged air units hiding on the high ground.

Player-unit interaction.

Units still require great control to perform well.
Stalkers are a brilliant addition, Zealot charge is better, Roach burrow is seeing some interesting use. Next you'll be telling me a sunken colony was more exciting than a spine crawler.
Mutas are now more than a "make 12" unit. You can use them in almost different modes, spread mode, clump mode, harass mode, deathball mode etc....

"Colossus vs reaver? Baneling vs lurker? Viking vs wraith? Thor vs goliath? Phoenix vs corsair? Immortal vs dragoon? Muta vs muta? Hydra vs hydra? There's just no contest. "
That's just completely silly, you've lost the plot at this point and it just seems like when an Old man goes on a rant about why the world today is so awful and not what it used to be.

Mechanics were more than a skill gap.
Have we actually seen a super strong SC2 player yet?
I don't think we have. The best we have is MC at the moment.
I don't think I look at any Zerg player, even JulyZerg, and see someone who gets the most out of his race. There's so much more potential for harass, flanking and general multi-tasking that I don't think this is an issue.

Ultimately though they made fundamental mistakes with unit choices and have never corrected that. You don't drop the Reaver and the Spider Mine from your game, introduce Marauders and Immortals and expect it to be more exciting.

These are problems that really can be rectified if they've got the balls to do it. Here's hoping for HOTS!


Finally someone who makes good counter arguments. The funny thing is, you came to the same conclusion as me.
Iatrik
Profile Joined August 2010
Germany159 Posts
Last Edited: 2011-04-17 14:06:59
April 17 2011 14:00 GMT
#784
On April 17 2011 22:46 Noocta wrote:
Show nested quote +
On April 17 2011 21:46 Iatrik wrote:

Let me explain this VERY simple, because it seems to be to hard to understand.
Before trying to unterstand, watch Mondragon vs. Zerrax in the TSL Ro32.
Now think.



You mean the game against a protoss who honestly admit he didn't practice, and didn't build any gateway units beside a zealot and a few sentry ? ( Zeerax didn't make even a stalker during the two games )

This serie is not a good exemple for a ZvP argument...
It's like using Ret vs Naniwa to prove drops is useless against protoss.


Ret threw his units away, Mondragon didn't.
You have to use your advantage.
You just can't drop your opponent and expect to just win.
The fact, that Zeerax lost so early is the result of his less Gateway Units, i agree.
I get an advantage, by harassing. I don't win.
Mondragon got an advantage, because he dropped him.
Mondragon won at that time, because his opponent did not have enough.

But I'm able to drop, get an advantage and win at a later point.
Maybe drop to drop more. (Without throwing away units)
Drop to tech or to expand a bit more safely.
Just make sure, you do something, that let's you harass more while getting an advantage and keeping the Protoss low.

A good example is HasuObs vs. Morrow, although Morrow threw away a loooot of units.
+ Show Spoiler +
The only big mistake by Morrow: He tried to kill him right after he got a big advantage.

As I said, Mondragon vs. Zeerax is just a example match , that should get you thinking.
Feed me more
RinconH
Profile Joined April 2010
United States512 Posts
April 17 2011 15:44 GMT
#785
I agree that a number of things in the OP would improve the game but I don't agree with the OP that the "give it time" argument is invalid.

Even in the last 2-3 months the gameplay has improved dramatically.
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
Last Edited: 2011-04-17 15:52:57
April 17 2011 15:52 GMT
#786
On April 18 2011 00:44 RinconH wrote:
I agree that a number of things in the OP would improve the game but I don't agree with the OP that the "give it time" argument is invalid.

Even in the last 2-3 months the gameplay has improved dramatically.


because builds/knowledge evolved. not the gameplay itself.

the "give it time" doesnt apply to what the op is about. when units and fights are one dimensional and lack dynamics then there just isnt much more too it.


for example no amount of improvement on the players side will make the collosus a "deep,interesting" unit.



life of lively to live to life of full life thx to shield battery
BGrael
Profile Joined November 2010
Germany229 Posts
April 17 2011 16:05 GMT
#787
I just watched TSL Boxer vs. Sen, and TvZ seems fine at least from a spectators point of view. Constant action, long battles where the tension is slowly building up, mico in the form of mutalisks picking off tanks and stimmed marines defending, drops, etc.. BW had additional elements, like science vessels vs. scourge, but I think Sc2 TvZ is fine and I can see it eventually getting there. vP is a different thing, but the expansion could help with that? At least I find Sc2 not fundamentally flawed where it is not possibly interesting to watch, TvZ proves that for me.
RinconH
Profile Joined April 2010
United States512 Posts
April 17 2011 16:10 GMT
#788
The evidence of what the OP is talking about is clearly in TvT, since Terran has the most positional/multi-facted units.

Just watched MVP vs. Ryung in the Teamleague... great match.
Pixel.
Profile Joined April 2010
Netherlands287 Posts
April 17 2011 16:11 GMT
#789
On April 18 2011 01:05 BGrael wrote:
I just watched TSL Boxer vs. Sen, and TvZ seems fine at least from a spectators point of view. Constant action, long battles where the tension is slowly building up, mico in the form of mutalisks picking off tanks and stimmed marines defending, drops, etc.. BW had additional elements, like science vessels vs. scourge, but I think Sc2 TvZ is fine and I can see it eventually getting there. vP is a different thing, but the expansion could help with that? At least I find Sc2 not fundamentally flawed where it is not possibly interesting to watch, TvZ proves that for me.




yeah ZvT is really great to watch and to play, the action never stop. but the zvp is boring to watch because of the style how the game match is played. And I still like sc1 more to watch, because the action never stop in the game always something to watch and those battle with lurker vs tanks.
Member of KnightS* www.Ks-gaming.com Pixel.323
-_-
Profile Blog Joined November 2003
United States7081 Posts
April 17 2011 16:27 GMT
#790
The beauty of Broodwar was that every unit--from carriers to dragoons to probes--was a spellcaster. In Starcraft 2, there are two per race.
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
April 17 2011 16:30 GMT
#791
On April 18 2011 01:27 -_- wrote:
The beauty of Broodwar was that every unit--from carriers to dragoons to probes--was a spellcaster. In Starcraft 2, there are two per race.

I'm not following you.

Probes and dragoons are spellcasters? Probes have barely changed from SC1 to SC2 so I'm not seeing what you're saying here.
Mentor
Profile Joined July 2010
Germany219 Posts
Last Edited: 2011-04-17 16:36:50
April 17 2011 16:35 GMT
#792
I definately agree with some points the op made, but personally part of the problem is indeed the "raw" state that the game is still in. In my opinion ZvT right now is the most advanced matchup in SC2 and from the top of my head I can easily name two games that absolutely didn't miss the BW "magic" and entertained me even more than the majority of BW games. Those would be Darkforce vs Strelok on Shakuras Plateau and Spanishiwa vs Kitty also on SP.
There is so much fighting for map control in this matchup with Siege Tank positioning, Mutas, Infestors, burrowed Banelings etc., exploiting immobility with Marine drops and Nydus Worms, alot of multitasking and a high micro priority. If ZvPs and PvTs look anywhere near the same in a year or two, I really don't think that there is any major flaw with SC2 compared to its older brother.
I mean we're witnessing alot of changes right now as Zergs experiment with Speedling/Baneling and Infestors in ZvP and Protoss going heavy upgraded Gateway armies in PvT. We have so much more to discover in this game and I really like the recent "meta game " changes.
"Fame is like salty water, no last sip after the first, and before you drown you'll be dying of thirst." -Prezident-
WhiteDog
Profile Blog Joined November 2010
France8650 Posts
Last Edited: 2011-04-17 16:45:43
April 17 2011 16:40 GMT
#793
On April 17 2011 22:53 StarStruck wrote:
Show nested quote +
On April 17 2011 19:32 Klive5ive wrote:
SC2 is still a great game, let's not forget that.
And with the bigger maps and the changes they've made they have made strides forward.
Some of the OPs points are valid but some I have to say are completely wrong.

A fundamental design flaw.
To some degree this is true, but overstated by the OP.
In blink stalker battles there is definitely a lot going on. Just watch Huk's stream for examples of that. But by removing Reavers and spider mines they did take away some of the exciting unit match-ups when really they should have built upon them much better.
And the marauder.... what were they thinking?? It's just completely boring and adds nothing to the game.

Do you know what game flow is?
To put it bluntly. YES.
Game flow is still very important. It's something that will only increase as players get more accustomed to the strategies in the game.

The importance of map control.
Boxer the master of map control shows why it is so important in his games versus Sen. Hasn't changed since BW. In fact with the game being so high paced and it being SO crucial to stop the Zerg economy early, map control is arguably even more of a factor on players minds in SC2.
You've got to stop creep spread, kill overlords, block expansions, create tank chokes etc...

Positioning and setup time.
Watch July Zerg masterfully set up a flank to see the importance of positing and setup in SC2.
What positioning did Protoss require in BW? Again there's arguably more to think about in SC2 with forcefields, templar, collosus, blink moves all on the Protoss players mind. Making sure his collosus don't get caught by long ranged air units hiding on the high ground.

Player-unit interaction.

Units still require great control to perform well.
Stalkers are a brilliant addition, Zealot charge is better, Roach burrow is seeing some interesting use. Next you'll be telling me a sunken colony was more exciting than a spine crawler.
Mutas are now more than a "make 12" unit. You can use them in almost different modes, spread mode, clump mode, harass mode, deathball mode etc....

"Colossus vs reaver? Baneling vs lurker? Viking vs wraith? Thor vs goliath? Phoenix vs corsair? Immortal vs dragoon? Muta vs muta? Hydra vs hydra? There's just no contest. "
That's just completely silly, you've lost the plot at this point and it just seems like when an Old man goes on a rant about why the world today is so awful and not what it used to be.

Mechanics were more than a skill gap.
Have we actually seen a super strong SC2 player yet?
I don't think we have. The best we have is MC at the moment.
I don't think I look at any Zerg player, even JulyZerg, and see someone who gets the most out of his race. There's so much more potential for harass, flanking and general multi-tasking that I don't think this is an issue.

Ultimately though they made fundamental mistakes with unit choices and have never corrected that. You don't drop the Reaver and the Spider Mine from your game, introduce Marauders and Immortals and expect it to be more exciting.

These are problems that really can be rectified if they've got the balls to do it. Here's hoping for HOTS!


Finally someone who makes good counter arguments. The funny thing is, you came to the same conclusion as me.

This post is mainly ignorance, I was not a really good player at Brood War, but it was very, very different than SC2. Of course we are far from fully understand / controlling any race at the moment. But this does not change anything about his point of view. Just watch one or two good SC1 game, you will see what he is talking about: map control has nothing to do with SC2. Let's talk about BoXeR vs Sen, it was a great game, but most likely a game of back and forth between Sen's main and Boxer's main, with some drop on the edge. This has nothing to do with what the OP is talking about.
Same about flank, just watch a game of SC1.

I just can't give you the exact counter argument nor explain exactly what is different, but it is just very clear while watching some games.
"every time WhiteDog overuses the word "seriously" in a comment I can make an observation on his fragile emotional state." MoltkeWarding
s3raph
Profile Joined June 2007
58 Posts
April 17 2011 16:49 GMT
#794
I just can't give you the exact counter argument nor explain exactly what is different, but it is just very clear while watching some games.


I don't mean to be mean, but doesn't this (and the tons of other replies similar to this) suggest that it's just personal preference and has nothing 'empirically' to do with game design? It seems a lot of people can't qualify their supposed logical arguments, including the OP.

It just seems like it's boiling down to personal preferences rather solutions or meaningful discussion.
La.
Turo
Profile Blog Joined October 2010
Canada333 Posts
April 17 2011 16:50 GMT
#795
"So, I guess this is my advice to Blizzard for the upcoming expansions."

This is what I see in the very first paragraph. Then the rest of your post talks about how BW was more fun to watch, harder to play, more dynamic, and a better all around game.

Nowhere do I see suggestions.

This seems like a very thinly veiled BW > SCII, yet you go out of your way to say it isn't?

Kipsate
Profile Blog Joined July 2010
Netherlands45349 Posts
Last Edited: 2011-04-17 16:55:18
April 17 2011 16:53 GMT
#796
On April 18 2011 01:30 TedJustice wrote:
Show nested quote +
On April 18 2011 01:27 -_- wrote:
The beauty of Broodwar was that every unit--from carriers to dragoons to probes--was a spellcaster. In Starcraft 2, there are two per race.

I'm not following you.

Probes and dragoons are spellcasters? Probes have barely changed from SC1 to SC2 so I'm not seeing what you're saying here.


It is a horrible analogy, but what he means basically is that every unit could be made more powerfull with micro and specific control in BW. He refers to the micro and control as spellcasters,or that is what I believe right now.
Either way it is a horrible example/analogy.
WriterXiao8~~
Turo
Profile Blog Joined October 2010
Canada333 Posts
April 17 2011 16:57 GMT
#797
On April 18 2011 01:53 Kipsate wrote:
Show nested quote +
On April 18 2011 01:30 TedJustice wrote:
On April 18 2011 01:27 -_- wrote:
The beauty of Broodwar was that every unit--from carriers to dragoons to probes--was a spellcaster. In Starcraft 2, there are two per race.

I'm not following you.

Probes and dragoons are spellcasters? Probes have barely changed from SC1 to SC2 so I'm not seeing what you're saying here.


It is a horrible analogy, but what he means basically is that every unit could be made more powerfull with micro and specific control in BW.


Blink stalkers, burrow roaches, marine spread, phoenix harass, muta harass, infestors, FF's, storms, feedback, snipes, emps, etc...

There is a shitload of micro to be had in SCII..

If you don't think so, try dropping in 3-4 places at once.
WhiteDog
Profile Blog Joined November 2010
France8650 Posts
April 17 2011 17:00 GMT
#798
On April 18 2011 01:49 s3raph wrote:
Show nested quote +
I just can't give you the exact counter argument nor explain exactly what is different, but it is just very clear while watching some games.


I don't mean to be mean, but doesn't this (and the tons of other replies similar to this) suggest that it's just personal preference and has nothing 'empirically' to do with game design? It seems a lot of people can't qualify their supposed logical arguments, including the OP.

It just seems like it's boiling down to personal preferences rather solutions or meaningful discussion.

It's more like there are too many difference to be exactly describe in a few line, and I don't have the time nor the knowledge / language to do that (english is not my main ).
It has a lot to do with the flaw of BW as an old game with sucky interface and questionnable unit pathing. I think it has also a lot to do with the maps and the speed of every units.

The easier way is to just see a bunch of SC1 legendary games, and you will see it yourself.
"every time WhiteDog overuses the word "seriously" in a comment I can make an observation on his fragile emotional state." MoltkeWarding
Kipsate
Profile Blog Joined July 2010
Netherlands45349 Posts
Last Edited: 2011-04-17 17:05:06
April 17 2011 17:03 GMT
#799
On April 18 2011 01:57 Turo wrote:
Show nested quote +
On April 18 2011 01:53 Kipsate wrote:
On April 18 2011 01:30 TedJustice wrote:
On April 18 2011 01:27 -_- wrote:
The beauty of Broodwar was that every unit--from carriers to dragoons to probes--was a spellcaster. In Starcraft 2, there are two per race.

I'm not following you.

Probes and dragoons are spellcasters? Probes have barely changed from SC1 to SC2 so I'm not seeing what you're saying here.


It is a horrible analogy, but what he means basically is that every unit could be made more powerfull with micro and specific control in BW.


Blink stalkers, burrow roaches, marine spread, phoenix harass, muta harass, infestors, FF's, storms, feedback, snipes, emps, etc...

There is a shitload of micro to be had in SCII..

If you don't think so, try dropping in 3-4 places at once.


I didn't say there was not, I was just telling him what that poster most likely meant, however on that note while it is true that the above stated requires micro, the amount of micro capabilites and effectivness of it is undoubtly larger in BW. both games have micro, once just has more then the other.

Either way, it is hard to explain all these BW magic without having watched a BW VOD, if you really want to understand what we think is so magic about it, take a few minutes or hours to watch some BW vods. FPvods if you wan't to be amazed and frankly a bit disturbed(HOW IS HE DOING THAT?).
WriterXiao8~~
`Forte
Profile Joined August 2010
United States128 Posts
Last Edited: 2011-04-17 17:10:06
April 17 2011 17:04 GMT
#800
It seems like part of the problem is that some of the units seemed designed simply as "counter" units. Is your opponent going MM? Get Colossi and 1a, but if they have a lot of Vikings your Colossi get killed. No amount of micro will change this fact. It's not like Stalkers vs. Roach/Infestor, where if you 1a your Stalkers you'll lose, but blink micro can keep all of them alive and they can recharge their shields, but if they fungal then your Stalkers can't blink so they get hit by Roaches and die, so you need to stay out of Fungal range or kill the Infestors, and then maybe other units come into the mix (like if it was Immortal/Stalker/Templar vs. Roach/Infestor/Baneling drops, or you had Phoenixes and you have to decide what to lift up but you can't clump near Infestors because you'll get fungalled) and micro is extremely important to winning -- no. It's just an "X counters Y and loses to Z" scenario which is not fun for a spectator.

I feel like the mechanics also contribute to the problem. Khaydarin Amulet "insta-storm" wouldn't be as much of a problem, and Colossi would be more strategical, if units in a control group didn't instantly ball and clump together. But I think there's a fine line between the mechanics of the game being so hard you're fighting the AI, and being so easy that you can do anything you want with your units with marginal skill. MBS and auto-mine aren't problems--I don't think the game should be harder because you can click more for redundancies like building units. But smart-casting, infinite control groups, and units auto clumping? Those are more debatable. At any rate, . BW 200 supply battles took long and seemed larger, and I feel like that element is missing in SC2--large battles end in seconds. I feel like something should be done about that in future expansions.

TvT and TvZ are great, dynamic match-ups. Some people call TvT boring, but it's more than just getting to 200 supply and 1aing like the current state of PvZ. There are drops, flanks, positional strategies, timing pushes, and an overall bigger layer of depth than "unit vs unit". Even PvT is sometimes like this. I feel like PvZ has the potential to be like this (previous analogy), but as of now it has the "both races trying to get to 200 supply and 1a" feel that's very frustrating as a spectator.

Still, SC2 is a great game, and it's improved drastically even over the past months. I don't doubt that the game will evolve, and things like positioning, game flow, and map control become more prevalent.
Prev 1 38 39 40 41 42 70 Next
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
LiuLi Cup Grand Finals Playoff
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft387
RuFF_SC2 216
ProTech130
mcanning 126
StarCraft: Brood War
Sea 5232
GuemChi 717
Shuttle 399
ggaemo 213
Bale 41
Icarus 14
Dota 2
NeuroSwarm94
League of Legends
JimRising 660
Heroes of the Storm
Khaldor85
Other Games
summit1g5044
C9.Mang0322
Tasteless99
Mew2King26
Organizations
Other Games
BasetradeTV214
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 20 non-featured ]
StarCraft 2
• Hupsaiya 433
• practicex 61
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• intothetv
• Kozan
• Migwel
• IndyKCrew
StarCraft: Brood War
• RayReign 76
• Azhi_Dahaki18
• iopq 4
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Rush1295
• Lourlo1278
• Stunt426
• HappyZerGling96
Other Games
• Scarra1155
Upcoming Events
Ultimate Battle
6h 20m
Light vs ZerO
WardiTV Winter Champion…
6h 20m
MaxPax vs Spirit
Rogue vs Bunny
Cure vs SHIN
Solar vs Zoun
OSC
12h 20m
Replay Cast
18h 20m
CranKy Ducklings
1d 4h
WardiTV Winter Champion…
1d 6h
Replay Cast
1d 18h
Sparkling Tuna Cup
2 days
WardiTV Winter Champion…
2 days
OSC
2 days
[ Show More ]
Replay Cast
2 days
Replay Cast
3 days
Monday Night Weeklies
3 days
OSC
3 days
Replay Cast
5 days
The PondCast
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-03-04
PiG Sty Festival 7.0
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Jeongseon Sooper Cup
Spring Cup 2026
WardiTV Winter 2026
Nations Cup 2026
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

ASL Season 21: Qualifier #1
ASL Season 21: Qualifier #2
ASL Season 21
Acropolis #4 - TS6
Acropolis #4
IPSL Spring 2026
CSLAN 4
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
NationLESS Cup
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
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.