• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 16:35
CET 22:35
KST 06:35
  • 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
[ASL22] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Dark completes military service, returns to SC211[BSL23] RO16 Group Stage19Weekly Cups (Nov 2-8): herO back on top?2Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win0Weekly Cups (October 19-25): Clem triples first in 5.0.175
StarCraft 2
General
Dark completes military service, returns to SC2 Greetings.. No more SC2 streamers on team liquid? Serral's getting trashed by New Catsle's Mind Weekly Cups (Nov 2-8): herO back on top?
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond) Dark returns! GSL CK #7 4v4 Team Battle (Nov 19) soO & FanTaSy return! SC2 Kevin Scrim 4v4 (Nov 16) RSL goes to London! 2026 Offline Finals Nov 21-22
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps Starcraft 2 Advance [D] the control group Simple Questions/Answers
External Content
Mutation # 552 Secret Storm The PondCast: SC2 News & Results Mutation # 551 Robotic Revival Mutation # 550 Graveyard Shift
Brood War
General
Korean players' earnings Hit New All-Time High! BW General Discussion List of top players active on ShieldBattery SOOP Hosts SC1 & SC2 Event Tournament: Kevin Scrim BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[BSL23] Ro16 Group C - Sunday 21:00 CET [$1250] International ShieldBattery League [Megathread] Daily Proleagues [BSL23] Ro16 Group A - Saturday 21:00 CET
Strategy
Pluto's TvP 5Marine 2Medic Push Simple Questions, Simple Answers Infested Terran strategies in 2026 Nuke strategy worked in K-League 2026-11-09
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Free Space RTS Game, optimised f. Phone/Tablet etc List of Game Threads The PlayStation 5
Dota 2
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Artificial Intelligence Thread Trading/Investing Thread European Politico-economics QA Mega-thread
Fan Clubs
Fan Club Resource Thread Reynor Fan Club The Flash Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Manga] One Piece
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
The time I organised my…
AssyrianKing
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9531 users

Patch 1.3.3 PTR - Page 96

Forum Index > SC2 General
4401 CommentsPost a Reply
Prev 1 94 95 96 97 98 221 Next
Massive units are not affected by concussive shells. If you think they are, you are wrong.
It's SPORE crawlers that are being changed, not SPINE. Please read carefully.
Noocta
Profile Joined June 2010
France12578 Posts
April 26 2011 20:26 GMT
#1901
On April 27 2011 05:12 Jayrod wrote:
Show nested quote +
On April 27 2011 05:07 rbx270j wrote:
On April 27 2011 05:06 Jayrod wrote:
On April 27 2011 04:45 shockaslim wrote:
On April 27 2011 04:28 Jayrod wrote:
+ Show Spoiler +
On April 27 2011 04:02 KimJongChill wrote:
On April 27 2011 03:53 Jayrod wrote:
Show nested quote +
On April 27 2011 03:15 j3i wrote:
I was expecting a way for zerg to deal with forcefields, but I still like these changes. Maybe next time they'll make spine crawlers "massive."

Burrow, ultras, air units, keeping sentry energy low through applying pressure, engaging in more open areas. There I gave you 5+ ways and I didnt even have to patch the game


god i hate when people say ultras to deal with ff's,

How are ultras not one of the many ways I listed to deal with forcefields? Or are you another one of those zergs that doesn't care about balance or appreciate the fact that without forcefields Protoss would never be able to compete.


Pylon>Gateway>Cybernetics Core = Sentries(400/100)

Spawning Pool>Lair>Infestation Pit>Hive>Ultralisk Cavern = Ultralisks (considerably more)

You lose to the 1 sentry push much? Please don't ignore the multitude of ways in which a zerg has to deal with forcefields. I didn't even include sidestepping in my list... do you know how fucking powerful it is to win by simply avoiding direct battles with a player. It works in ZvP and ZvT.

Source: personal experience



Forcefields are not such a big problem late in the game - that's the point.

This is wrong on so many levels. I can tell you as a protoss player unless ive made a switch to mass upgraded blink stalker in the late game I completely live and die by the forcefield no matter what the stage of the game is... Do zerg players really think this? Maybe thats why they are doing so poorly.


Zergs player think that because protoss don't remplace all their sentry if they lose them.
A late game protoss army often have less sentry than a early midgame one.
" I'm not gonna fight you. I'm gonna kick your ass ! "
Toads
Profile Blog Joined February 2009
Canada1795 Posts
April 26 2011 20:26 GMT
#1902
On April 27 2011 05:25 SixPackAbs wrote:
Is this even live on the ptr server? was just playing, hit 100 gas and went to make a ghost, it was still 150.

Yes it is
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
Euclid
Profile Joined January 2011
Canada126 Posts
April 26 2011 20:26 GMT
#1903
Salvage should be a function of .75*current bunker hp.
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
April 26 2011 20:28 GMT
#1904
On April 27 2011 05:26 Noocta wrote:
Show nested quote +
On April 27 2011 05:12 Jayrod wrote:
On April 27 2011 05:07 rbx270j wrote:
On April 27 2011 05:06 Jayrod wrote:
On April 27 2011 04:45 shockaslim wrote:
On April 27 2011 04:28 Jayrod wrote:
+ Show Spoiler +
On April 27 2011 04:02 KimJongChill wrote:
On April 27 2011 03:53 Jayrod wrote:
Show nested quote +
On April 27 2011 03:15 j3i wrote:
I was expecting a way for zerg to deal with forcefields, but I still like these changes. Maybe next time they'll make spine crawlers "massive."

Burrow, ultras, air units, keeping sentry energy low through applying pressure, engaging in more open areas. There I gave you 5+ ways and I didnt even have to patch the game


god i hate when people say ultras to deal with ff's,

How are ultras not one of the many ways I listed to deal with forcefields? Or are you another one of those zergs that doesn't care about balance or appreciate the fact that without forcefields Protoss would never be able to compete.


Pylon>Gateway>Cybernetics Core = Sentries(400/100)

Spawning Pool>Lair>Infestation Pit>Hive>Ultralisk Cavern = Ultralisks (considerably more)

You lose to the 1 sentry push much? Please don't ignore the multitude of ways in which a zerg has to deal with forcefields. I didn't even include sidestepping in my list... do you know how fucking powerful it is to win by simply avoiding direct battles with a player. It works in ZvP and ZvT.

Source: personal experience



Forcefields are not such a big problem late in the game - that's the point.

This is wrong on so many levels. I can tell you as a protoss player unless ive made a switch to mass upgraded blink stalker in the late game I completely live and die by the forcefield no matter what the stage of the game is... Do zerg players really think this? Maybe thats why they are doing so poorly.


Zergs player think that because protoss don't remplace all their sentry if they lose them.
A late game protoss army often have less sentry than a early midgame one.


Sentries cost a TON of gas, which eats pretty heavily into Colo/HT/Tech.
Tibbles
Profile Joined March 2011
United States21 Posts
April 26 2011 20:29 GMT
#1905
The only glaring offense seems to be the stacking. I don't see the issue, and it's kind of important for Muta harass.

Maybe Ghosts too, 150/150 seemed more appropriate.
Joementum
Profile Blog Joined October 2010
787 Posts
Last Edited: 2011-04-26 20:31:25
April 26 2011 20:31 GMT
#1906
On April 27 2011 05:28 Ribbon wrote:
Show nested quote +
On April 27 2011 05:26 Noocta wrote:
On April 27 2011 05:12 Jayrod wrote:
On April 27 2011 05:07 rbx270j wrote:
On April 27 2011 05:06 Jayrod wrote:
On April 27 2011 04:45 shockaslim wrote:
On April 27 2011 04:28 Jayrod wrote:
+ Show Spoiler +
On April 27 2011 04:02 KimJongChill wrote:
On April 27 2011 03:53 Jayrod wrote:
Show nested quote +
On April 27 2011 03:15 j3i wrote:
I was expecting a way for zerg to deal with forcefields, but I still like these changes. Maybe next time they'll make spine crawlers "massive."

Burrow, ultras, air units, keeping sentry energy low through applying pressure, engaging in more open areas. There I gave you 5+ ways and I didnt even have to patch the game


god i hate when people say ultras to deal with ff's,

How are ultras not one of the many ways I listed to deal with forcefields? Or are you another one of those zergs that doesn't care about balance or appreciate the fact that without forcefields Protoss would never be able to compete.


Pylon>Gateway>Cybernetics Core = Sentries(400/100)

Spawning Pool>Lair>Infestation Pit>Hive>Ultralisk Cavern = Ultralisks (considerably more)

You lose to the 1 sentry push much? Please don't ignore the multitude of ways in which a zerg has to deal with forcefields. I didn't even include sidestepping in my list... do you know how fucking powerful it is to win by simply avoiding direct battles with a player. It works in ZvP and ZvT.

Source: personal experience



Forcefields are not such a big problem late in the game - that's the point.

This is wrong on so many levels. I can tell you as a protoss player unless ive made a switch to mass upgraded blink stalker in the late game I completely live and die by the forcefield no matter what the stage of the game is... Do zerg players really think this? Maybe thats why they are doing so poorly.


Zergs player think that because protoss don't remplace all their sentry if they lose them.
A late game protoss army often have less sentry than a early midgame one.


Sentries cost a TON of gas, which eats pretty heavily into Colo/HT/Tech.


A ton of gas EARLY ON that you have nothing to use on other than sentries/stalkers. The only way sentries are stopped is if they get killed in the early game somehow, but that's harder to do than it sounds.
A marine walks into a bar and asks, "Wheres the counter?"
shizna
Profile Joined April 2011
United Kingdom803 Posts
Last Edited: 2011-04-26 20:34:01
April 26 2011 20:32 GMT
#1907
why has this thread been merged with the official 'have a moan about ultralisk thread' ?

personally i don't know why people insist on charging into a million tanks with their ultralisks. your idea in broodwar was to smash through your opponent with lings and ultras simultaneously... in SC2 people just make a round of 10 ultras and attack with no other units at all - that does indeed suck bigtime. it would be like a terran making 10 thors and a-moving them into a zerg 200/200 roach ball.

if you rush with lings and ultra simultaneously, the ultra will be healthy when it gets into melee range and that's where it becomes very hard to deal with... impossible to deal with if you didn't scout it early enough.
LostDevil
Profile Joined March 2005
Fiji283 Posts
April 26 2011 20:34 GMT
#1908
Pretty happy about the ghost change. Will add some diversity to terran builds, especially midgame compositions IMO.
Alphasquad
Profile Joined August 2010
Austria505 Posts
April 26 2011 20:37 GMT
#1909
On April 27 2011 04:54 Jermstuddog wrote:
Show nested quote +
On April 27 2011 04:28 Jayrod wrote:
On April 27 2011 04:02 KimJongChill wrote:
On April 27 2011 03:53 Jayrod wrote:
On April 27 2011 03:15 j3i wrote:
I was expecting a way for zerg to deal with forcefields, but I still like these changes. Maybe next time they'll make spine crawlers "massive."

Burrow, ultras, air units, keeping sentry energy low through applying pressure, engaging in more open areas. There I gave you 5+ ways and I didnt even have to patch the game


god i hate when people say ultras to deal with ff's,

How are ultras not one of the many ways I listed to deal with forcefields? Or are you another one of those zergs that doesn't care about balance or appreciate the fact that without forcefields Protoss would never be able to compete.


I had the unfortunate incident of going Ultras yesterday by accident...

They really are so bad as to be completely useless vs Protoss.

The only unit they would theoretically be good against is the Stalker, and they'll still lose that fight...

Ultras are BAAADDD...


what about forcefields and colossi?what else stops ling/bling?HT or Carriers with Colossi will never almost never happen unless the protoss is on 5 bases and if the protoss wont go robo you will also play very different but in fact 99 of 100 toss are going colossi
ZeroTalent
Profile Joined December 2010
United States297 Posts
April 26 2011 20:37 GMT
#1910
On April 26 2011 11:20 Jimbo77 wrote:Research Warp Gate time increased from 140 to 180.
Sentry train time decreased from 42 to 37.
Stalker train time decreased from 42 to 37.
Zealot train time decreased from 38 to 33.


I'm just eyeballing the timings here, but I think these changes combined mean that the defender will have more units after the first warpin (since some units will have to rally in base)?

On April 26 2011 11:20 Jimbo77 wrote:Salvage resource return reduced from 100% to 75%.


So, salvaging is the same as cancelling? Boo. I sort of get the QQing about bunkers being free, but how about 90%? C'mon blizzard, let's make a deal here...
Can we get an official definition of "all-in"? Please?
seoul_kiM
Profile Blog Joined April 2011
United States545 Posts
April 26 2011 20:39 GMT
#1911
Anyone know if Archon will be able to crush through FF's now like thors, ultras, and colossi do?
oGs.MC: Repair IMBAAAAAAAAAAa
rbx270j
Profile Joined November 2010
Canada540 Posts
April 26 2011 20:39 GMT
#1912
On April 27 2011 05:12 Jayrod wrote:
Show nested quote +
On April 27 2011 05:07 rbx270j wrote:
On April 27 2011 05:06 Jayrod wrote:
On April 27 2011 04:45 shockaslim wrote:
On April 27 2011 04:28 Jayrod wrote:
+ Show Spoiler +
On April 27 2011 04:02 KimJongChill wrote:
On April 27 2011 03:53 Jayrod wrote:
Show nested quote +
On April 27 2011 03:15 j3i wrote:
I was expecting a way for zerg to deal with forcefields, but I still like these changes. Maybe next time they'll make spine crawlers "massive."

Burrow, ultras, air units, keeping sentry energy low through applying pressure, engaging in more open areas. There I gave you 5+ ways and I didnt even have to patch the game


god i hate when people say ultras to deal with ff's,

How are ultras not one of the many ways I listed to deal with forcefields? Or are you another one of those zergs that doesn't care about balance or appreciate the fact that without forcefields Protoss would never be able to compete.


Pylon>Gateway>Cybernetics Core = Sentries(400/100)

Spawning Pool>Lair>Infestation Pit>Hive>Ultralisk Cavern = Ultralisks (considerably more)

You lose to the 1 sentry push much? Please don't ignore the multitude of ways in which a zerg has to deal with forcefields. I didn't even include sidestepping in my list... do you know how fucking powerful it is to win by simply avoiding direct battles with a player. It works in ZvP and ZvT.

Source: personal experience



Forcefields are not such a big problem late in the game - that's the point.

This is wrong on so many levels. I can tell you as a protoss player unless ive made a switch to mass upgraded blink stalker in the late game I completely live and die by the forcefield no matter what the stage of the game is... Do zerg players really think this? Maybe thats why they are doing so poorly.


If you really think a Zerg defending a 5-6 gate sentry-heavy timing has the same or less difficulty as a late-game sentry-heavy timing, I will do what I can to explain my point. A Zerg with few to no infestors, few to no mutas, no ultras and 2 mining bases has way more trouble with forcefields than a Zerg who has those options available. This is hugely compounded by the fact that a proxy pylon allows the Protoss to have near-instant access to all reenforcements and can cut Zerg reenforcements in half by force-fielding the ramp.
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
April 26 2011 20:40 GMT
#1913
On April 27 2011 05:37 ZeroTalent wrote:
Show nested quote +
On April 26 2011 11:20 Jimbo77 wrote:Research Warp Gate time increased from 140 to 180.
Sentry train time decreased from 42 to 37.
Stalker train time decreased from 42 to 37.
Zealot train time decreased from 38 to 33.


I'm just eyeballing the timings here, but I think these changes combined mean that the defender will have more units after the first warpin (since some units will have to rally in base)?

Show nested quote +
On April 26 2011 11:20 Jimbo77 wrote:Salvage resource return reduced from 100% to 75%.


So, salvaging is the same as cancelling? Boo. I sort of get the QQing about bunkers being free, but how about 90%? C'mon blizzard, let's make a deal here...


You realize that salvaging happens when the structure has been completely built, right?
shizna
Profile Joined April 2011
United Kingdom803 Posts
April 26 2011 20:42 GMT
#1914
On April 27 2011 05:24 tuestresfat wrote:
Show nested quote +
On April 27 2011 05:21 willyallthewei wrote:
This hasn't been mentioned much in this thread, but I think this could end up being a pretty big buff patch for protoss' ability to expand in PVT early game.

By cutting down gateway build times, it may allow toss players to 3-gate expand with fast hallu and delay warpgates and robo for an early second nexus.

Buffed gateways >> can afford to delay warpgates even longer >> hallucination extra early >> earlier scout >> earlier expand/tech decision

Well blizzard never said their goal in this patch was to buff or nerf protoss, they just stated they want to fix pvp.

Not directed towards you or anyone in specific: FUCK YEA ARCHONS MASSIVE, WHAT WHAT COCUSSIVE SHELLS WHAT?

Though making archons massive will make that late late game void ray tech switch that much more powerful.


hallu is 1337 vs banshee.

i love the gateway change... i always thought it was stupid for the gateway to make like 1 unit before being upgraded to warpgate.

with the change it looks like gateways are now perfectly viable until the toss wants to pressure.
XXXSmOke
Profile Blog Joined November 2004
United States1333 Posts
April 26 2011 20:42 GMT
#1915
Question for protoss players excited for two gate,

What map (beside Xel) do you plan to two gate on?

Tal'Darim altar?

Shattered Temple?

Or Backwater Gulch?
Emperor? Boxer disapproves. He's building bunkers at your mom's house even as you're reading this.
Jayrod
Profile Joined August 2010
1820 Posts
April 26 2011 20:43 GMT
#1916
On April 27 2011 05:18 j3i wrote:
Show nested quote +
On April 27 2011 03:53 Jayrod wrote:
On April 27 2011 03:15 j3i wrote:
I was expecting a way for zerg to deal with forcefields, but I still like these changes. Maybe next time they'll make spine crawlers "massive."

Burrow, ultras, air units, keeping sentry energy low through applying pressure, engaging in more open areas. There I gave you 5+ ways and I didnt even have to patch the game


Well, I was unclear. A sentry-heavy 4/5gate push is what I was referring to, but I suppose the "keeping sentry energy low through applying pressure" could work. I'm not sure about burrow.

Well regarding burrow take a look at the EG style (maybe root as well?) from MLG Dallas recently. They noticed a tendency that protoss' were being really greedy with their 5 gate pushes and foregoing the observer so they skipped roach speed in favor of burrow movement to shut down those types of attacks. A 5 gate timing attack doesn't actually work at the same timing if you get the observer and though you take some damage with burrow movement, maybe even lose some roaches, its the lesser of two evils.
terranghost
Profile Joined May 2010
United States980 Posts
Last Edited: 2011-04-26 20:45:40
April 26 2011 20:44 GMT
#1917
I like the patch notes overall.
But just out of curiosity can someone explain why so many protoss are liking the archon change in PvP. Its obvious to see why they would like it in tvp but in PvP? Out of all the pvp's I watch it starts with 4 gate and ends with collosus. Changing the archon to massive imo doesn't help with that the only units in the protoss arsenal that would be affected by that are the phoenix and the void ray. Phoenix because graviton beam won't work on the archon anymore and the void ray because now the void ray theoretically should get to do bonus damage to the archon.

The void ray damage vs the archon seems especially odd because the archon is supposed to be the only unit that is not affected by any type of bonus damage due to being psionic. But o well its the only MU that would affect would be PvP and of course IMO you can't have imbalance in a mirror MU.
"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
shizna
Profile Joined April 2011
United Kingdom803 Posts
April 26 2011 20:44 GMT
#1918
On April 27 2011 05:37 ZeroTalent wrote:
Show nested quote +
On April 26 2011 11:20 Jimbo77 wrote:Research Warp Gate time increased from 140 to 180.
Sentry train time decreased from 42 to 37.
Stalker train time decreased from 42 to 37.
Zealot train time decreased from 38 to 33.


I'm just eyeballing the timings here, but I think these changes combined mean that the defender will have more units after the first warpin (since some units will have to rally in base)?

Show nested quote +
On April 26 2011 11:20 Jimbo77 wrote:Salvage resource return reduced from 100% to 75%.


So, salvaging is the same as cancelling? Boo. I sort of get the QQing about bunkers being free, but how about 90%? C'mon blizzard, let's make a deal here...


you can't 'cancel' a fully erected bunker.
Skank
Profile Joined October 2010
United States329 Posts
April 26 2011 20:44 GMT
#1919
Ghost change is really odd... TvP always had the issue of floating gas, and this won't help that... however it may open to the door to nukes and/or earlier cloak tech. Makes me feel less inclined to snag a mighty quick 3rd base though.

OR MAYBE ITS A SECRET PLOT TO GET US TERRANS TO BUILD RAVENS??!! :O
"To be honest, to play protoss is ridiculously simple" -NesTea
rza
Profile Joined June 2010
Canada384 Posts
April 26 2011 20:45 GMT
#1920
[B]On April 27 2011 05:37 ZeroTalent wrote:[
Show nested quote +
On April 26 2011 11:20 Jimbo77 wrote:Salvage resource return reduced from 100% to 75%.


So, salvaging is the same as cancelling? Boo. I sort of get the QQing about bunkers being free, but how about 90%? C'mon blizzard, let's make a deal here...


the deal is that u can actually use the bunker and gettin ressources back when u dont want it anymore
Until my death, my goal's to stay alive.
Prev 1 94 95 96 97 98 221 Next
Please log in or register to reply.
Live Events Refresh
BSL
05:00
S23 - Ro16 Group C
Artosis vs Dewalt
Ret vs Tech
ZZZero.O502
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
EmSc Tv 25
StarCraft: Brood War
Rain 1399
ZZZero.O 502
firebathero 68
Dota 2
Gorgc5881
Counter-Strike
pashabiceps2080
zeus799
Super Smash Bros
AZ_Axe52
C9.Mang049
Mew2King36
Heroes of the Storm
Khaldor336
Other Games
tarik_tv3982
Grubby3007
Liquid`RaSZi2491
syndereN203
UpATreeSC34
Organizations
Other Games
gamesdonequick2627
StarCraft 2
EmSc Tv 25
EmSc2Tv 25
[ Show 14 non-featured ]
StarCraft 2
• Hupsaiya 92
• Hinosc 27
• Adnapsc2 15
• Reevou 13
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• imaqtpie1510
• Shiphtur464
Upcoming Events
SOOP
12h 25m
soO vs FanTaSy
WardiTV Weekly
14h 25m
Replay Cast
1d 1h
Monday Night Weeklies
1d 19h
PiGosaur Cup
2 days
The PondCast
2 days
GSL
3 days
Replay Cast
4 days
KCM Race Survival
4 days
RSL Revival
5 days
[ Show More ]
BSL
5 days
eOnzErG vs StRyKeR
Cross vs JDConan
RSL Revival
6 days
BSL
6 days
Bonyth vs Doodle
Kyrie vs Jimin
Liquipedia Results

Completed

Proleague 2026-11-14
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
BSL Season 23
IPSL Winter 2026-27
Calamity Cup Div. A Season 8
Underdog Cup 2026 Div 2-3
BLAST Rivals Fall 2026
IEM Beijing 2026
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026

Upcoming

YSL S4
Sector 591
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
StarCraft2 Weekly Open Tournament 2026 Grand Finals
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
IEM Kraków 2027
PGL Bucharest 2027
BLAST Bounty Winter 2027
PGL Major Singapore 2026
Stake Ranked Episode 6
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.