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Designated Balance Discussion Thread - Page 119

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kappadevin
Profile Joined February 2011
United States284 Posts
September 21 2011 23:02 GMT
#2361
The other thing that is a real problem for protoss is that you get locked into a tech path very easily, and in order to change your tech path, it takes a lot of time and resources to do so. Both Colossi and HTs not only require their own unique building, but also require an expensive upgrade before either are at their maximum capacity (Storm/Thermal Lance). If you compare this to the other two races, it doesn't match. Thors and Ghosts both require a unique tech building to build, but do not require any upgrades to be effective (250MM Cannon is pretty useless 98% of the time and Cloak isn't required for ghosts but is a nice late game boost to an already strong unit).

If they are going to keep HTs and Colossi late tech units, then protoss needs a stronger early/midgame. If they moved WG to the Twilight Council, then they would have much more room to play around with buffing Gateway units without worrying about breaking the early game pressure for PvZ. It really is, as many others have said, the most logical fix to this whole thing,
Little Tortilla Boy
TimeSpiral
Profile Joined January 2011
United States1010 Posts
September 21 2011 23:38 GMT
#2362
On September 22 2011 04:54 QTIP. wrote:
Show nested quote +
On September 22 2011 04:41 TimeSpiral wrote:
On September 22 2011 04:28 QTIP. wrote:
On September 22 2011 04:21 Rob28 wrote:
On September 22 2011 03:15 Trumpstyle wrote:
On September 22 2011 03:08 QTIP. wrote:
On September 22 2011 03:02 Trumpstyle wrote:
On September 22 2011 02:53 Rob28 wrote:
On September 22 2011 02:42 Trumpstyle wrote:
Stalkers+Sentries can deal with marines no matter how many marines there is. Guardian shield and Forcefield. Can't see why protoss saying they need colossus/templars for that.


Four concepts that fault this logic:

Stimpacks
Combat Shields
Marauders
Reactors

Yeah FF helps a bit, but only against terrans who struggle with their micro-ing. The general consensus from toss players (really the only people qualified to speak on the matter) is that gate units are just too weak as is.


Those aren't a problem at all for Protoss to deal with stalkers+immortal+sentries can deal with that easily.




Stalker-Immortal-Sentries do terrible vs MMM. Add a couple ghosts and you have a massacre.


He actually only mentioned marines+marauders. But yes if you add ghosts in there it will be a massacre.

But does that mean marines+marauders are a problem for Protoss?


Of course MM is a problem for protoss. It has always been a problem for protoss. That's pretty much what the last 20 or so pages of this thread have been saying. Gateway units are weakened to compensate for warp-ins, and frankly, it's just not working out. Marines, on the other hand, are the most cost-efficient DPS dealers in the game.

As for your whole "marines having trouble with stalker/sentry" notion, I suspect you just need to practice more, because you seem to be the only one on here with that opinion (which personally I believe you're just pulling out of thin air).

Look man, you tried to get an idea out there, and it's not flying, so IMO you may want to just forget about it and change topic. Mass Marines > Sentry/Stalker.


MM with Stim > Gateway units (with charge and blink) unless Protoss is able to get a super lopsided engagement in which they kill most of the MM ball for free.


QTIP!

Don't you mean (MM w/ Stim + Micro back across the entire map)? Chargelot, Sentry, Stalker, with upgrades, can absolutely slaughter MM w/ stim, unless the Terran adds Medivacs and micros back all the way back to his base.

I'm not saying that Bio cannot slaughter a GW ball, it certainly can, but this argument always leaves out such important factors. (1) Protoss is almost always ahead in attack and armor upgrades. (2) MM + Stim requires micro, which is not overly hard to do, but by it's very nature pushes the army WAY back and since the medivac speed nerf, it means you're losing lots of medivacs. (3) If the Toss lands a few good FF's, or if the Bio does not micro perfectly, they get slaughtered by the GW Ball.

Barracks versus GW is just a stupid argument, because it's not "Barracks versus Gateway" it's actually Barracks+Starport+Ghost Academy versus two Protoss Builds Gateway+Templar or Gateway+Robo.


Hey man -

I realized my post was incorrect. If I include Charge / Blink, then MM needs Medivacs as well.

To address your points.

1) This is not necessarily true. Many Protoss' are so scared of MMMG timings that they skip upgrades until they are transitioning into taking a third base. The emphasis is to get out as many units as possible. I do not feel that Protoss is almost always ahead in attack and armor. Yes we have chronoboost but that does not mean that adding upgrading 2 Forges off two base is safe. The counter to MMG timings is to get a shit-ton of units. Since you're gonna get EMP'd anyway, you need the extra units to make up the difference.

2) MM+ Stim requires Micro. Yes. So does a GW Ball. You need to forcefield, target fire marauders with stalkers, pull back Zealots once they are up against the forcefield. Save as many sentries as possible (100 gas you are saving). There's no point in getting in to an argument of which is "harder" to do, everyone has their own opinions.

3) Is a somewhat pointless statement. If Protoss does not place perfect forcefields or misses just 1 forcefield, engages with Zealots in an improper position, forgets Guardian shield, gets caught in a bad concave, then they will get slaughtered by the MM ball. This takes place very often in my games, a Terran will constantly try to bait me into wasting / bad forcefields. We both know that it all comes down to the engagement -- if I fuck up I die. If he fucks up he dies. It goes both ways.

Anyway, what I really meant to say was... GW Units with Charge/Blink are NOT cost effective vs an equal Supply MMM ball, unless you can get extremely favorable engagements.


Well thought out response. Thanks, QTIP! You don't get a lot of that around here.

It really does come down to the engagement, in which case is can HORRIBLY slide in either sides favor. It might sound simple, but the Terran army is full of activated abilities, and in a split second you could be up against a GW Templar ball and your press T, but your medivacs have priority? WHAT?! Then you press (3) for your Ghosts, and you try and EMP but you fat fingered it because of the adrenaline and you select your MM group ...

Yes, finally I hit stim! Oh ... I'm dead. Damn.

Now I agree, that's a total player-fail right there, but damn, when you get ambushed, or caught with your pants down, sometimes you cannot always Stim + Attack + Chain EMP + Move Medivacs + Start Microing ... It's so easy to miss a hot key, or have a bad selection. Or have the hot key get screwed up. And the Terran bio really does need to do all of those things in a proper order otherwise he's gonnd lose an otherwise fair fight DECIDEDLY.

And yeah, I knew you forgot about the third M, medivacs, but that's actually a pretty big deal. I agree that Medivacs can be rushed out, but in all reality the GW Ball is going to have some sort of tech back up also - Templar, Robo, and less likely, Stargate. Any one of those techs greatly, GREATLY improves the efficacy of the GW Ball.

Nice exchange, QTIP (pun intended).
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Rabiator
Profile Joined March 2010
Germany3948 Posts
September 22 2011 05:25 GMT
#2363
On September 22 2011 08:02 kappadevin wrote:
The other thing that is a real problem for protoss is that you get locked into a tech path very easily, and in order to change your tech path, it takes a lot of time and resources to do so. Both Colossi and HTs not only require their own unique building, but also require an expensive upgrade before either are at their maximum capacity (Storm/Thermal Lance). If you compare this to the other two races, it doesn't match. Thors and Ghosts both require a unique tech building to build, but do not require any upgrades to be effective (250MM Cannon is pretty useless 98% of the time and Cloak isn't required for ghosts but is a nice late game boost to an already strong unit).

If they are going to keep HTs and Colossi late tech units, then protoss needs a stronger early/midgame. If they moved WG to the Twilight Council, then they would have much more room to play around with buffing Gateway units without worrying about breaking the early game pressure for PvZ. It really is, as many others have said, the most logical fix to this whole thing,

Thors and Ghosts are part of a totally different tech type and require a different building to produce. Both require Tech Labs attached to the Barracks / Factory and the Terran needs A LOT of these buildings to produce a significant amount. Switching from "bio army" to "mech" is NOT something which is feasible.

Protoss on the other hand can work with just a single Robotics (which they need to build in any case for Observers) and chronoboosting can work well to produce a good amount of units.

So I dont think it is the Protoss privilege to be "locked into a tech path". Dont only look at the upgrades, but also think about the production facilities, which is the really expensive part for Terrans.
If you cant say what you're meaning, you can never mean what you're saying.
yandere991
Profile Blog Joined September 2010
Australia394 Posts
September 22 2011 06:48 GMT
#2364
On September 22 2011 14:25 Rabiator wrote:
Show nested quote +
On September 22 2011 08:02 kappadevin wrote:
The other thing that is a real problem for protoss is that you get locked into a tech path very easily, and in order to change your tech path, it takes a lot of time and resources to do so. Both Colossi and HTs not only require their own unique building, but also require an expensive upgrade before either are at their maximum capacity (Storm/Thermal Lance). If you compare this to the other two races, it doesn't match. Thors and Ghosts both require a unique tech building to build, but do not require any upgrades to be effective (250MM Cannon is pretty useless 98% of the time and Cloak isn't required for ghosts but is a nice late game boost to an already strong unit).

If they are going to keep HTs and Colossi late tech units, then protoss needs a stronger early/midgame. If they moved WG to the Twilight Council, then they would have much more room to play around with buffing Gateway units without worrying about breaking the early game pressure for PvZ. It really is, as many others have said, the most logical fix to this whole thing,

Thors and Ghosts are part of a totally different tech type and require a different building to produce. Both require Tech Labs attached to the Barracks / Factory and the Terran needs A LOT of these buildings to produce a significant amount. Switching from "bio army" to "mech" is NOT something which is feasible.

Protoss on the other hand can work with just a single Robotics (which they need to build in any case for Observers) and chronoboosting can work well to produce a good amount of units.

So I dont think it is the Protoss privilege to be "locked into a tech path". Dont only look at the upgrades, but also think about the production facilities, which is the really expensive part for Terrans.


Thors yes but it would be a really long stretch too call tech switching to ghosts expensive when all it takes to unlock emp tech is the cost of a stalker + interceptor provided a barracks has been built.
Rob28
Profile Joined November 2010
Canada705 Posts
September 22 2011 14:00 GMT
#2365
On September 22 2011 14:25 Rabiator wrote:
Show nested quote +
On September 22 2011 08:02 kappadevin wrote:
The other thing that is a real problem for protoss is that you get locked into a tech path very easily, and in order to change your tech path, it takes a lot of time and resources to do so. Both Colossi and HTs not only require their own unique building, but also require an expensive upgrade before either are at their maximum capacity (Storm/Thermal Lance). If you compare this to the other two races, it doesn't match. Thors and Ghosts both require a unique tech building to build, but do not require any upgrades to be effective (250MM Cannon is pretty useless 98% of the time and Cloak isn't required for ghosts but is a nice late game boost to an already strong unit).

If they are going to keep HTs and Colossi late tech units, then protoss needs a stronger early/midgame. If they moved WG to the Twilight Council, then they would have much more room to play around with buffing Gateway units without worrying about breaking the early game pressure for PvZ. It really is, as many others have said, the most logical fix to this whole thing,

Thors and Ghosts are part of a totally different tech type and require a different building to produce. Both require Tech Labs attached to the Barracks / Factory and the Terran needs A LOT of these buildings to produce a significant amount. Switching from "bio army" to "mech" is NOT something which is feasible.

Protoss on the other hand can work with just a single Robotics (which they need to build in any case for Observers) and chronoboosting can work well to produce a good amount of units.

So I dont think it is the Protoss privilege to be "locked into a tech path". Dont only look at the upgrades, but also think about the production facilities, which is the really expensive part for Terrans.


By that logic, you could say protoss with WG tech are at a disadvantage when they are forced to build 6+ gateways just to keep up in the lategame. You don't see many terran with 6+ rax... so if you want to talk cost of production buildings, it hardly seems like a strong argument in favour of "not as cheap as you'd think" tech switching. (as a side note, I personally believe that a fair way to nerf terran bioballs a bit in the early game is to prevent add-on switching. Make your choice and deal with it, terrans!)

Also, 1 robo bay vs 2 or 3 factories is hardly a fair comparison for mech production. You wouldn't believe how inconvinient it is to attempt to mass collosi/immortal on one building, chronoboosted or not.
"power overwhelming"... work, dammit, work!
TimeSpiral
Profile Joined January 2011
United States1010 Posts
September 22 2011 18:54 GMT
#2366
On September 22 2011 23:00 Rob28 wrote:
Show nested quote +
On September 22 2011 14:25 Rabiator wrote:
On September 22 2011 08:02 kappadevin wrote:
The other thing that is a real problem for protoss is that you get locked into a tech path very easily, and in order to change your tech path, it takes a lot of time and resources to do so. Both Colossi and HTs not only require their own unique building, but also require an expensive upgrade before either are at their maximum capacity (Storm/Thermal Lance). If you compare this to the other two races, it doesn't match. Thors and Ghosts both require a unique tech building to build, but do not require any upgrades to be effective (250MM Cannon is pretty useless 98% of the time and Cloak isn't required for ghosts but is a nice late game boost to an already strong unit).

If they are going to keep HTs and Colossi late tech units, then protoss needs a stronger early/midgame. If they moved WG to the Twilight Council, then they would have much more room to play around with buffing Gateway units without worrying about breaking the early game pressure for PvZ. It really is, as many others have said, the most logical fix to this whole thing,

Thors and Ghosts are part of a totally different tech type and require a different building to produce. Both require Tech Labs attached to the Barracks / Factory and the Terran needs A LOT of these buildings to produce a significant amount. Switching from "bio army" to "mech" is NOT something which is feasible.

Protoss on the other hand can work with just a single Robotics (which they need to build in any case for Observers) and chronoboosting can work well to produce a good amount of units.

So I dont think it is the Protoss privilege to be "locked into a tech path". Dont only look at the upgrades, but also think about the production facilities, which is the really expensive part for Terrans.


By that logic, you could say protoss with WG tech are at a disadvantage when they are forced to build 6+ gateways just to keep up in the lategame. You don't see many terran with 6+ rax... so if you want to talk cost of production buildings, it hardly seems like a strong argument in favour of "not as cheap as you'd think" tech switching. (as a side note, I personally believe that a fair way to nerf terran bioballs a bit in the early game is to prevent add-on switching. Make your choice and deal with it, terrans!)

Also, 1 robo bay vs 2 or 3 factories is hardly a fair comparison for mech production. You wouldn't believe how inconvinient it is to attempt to mass collosi/immortal on one building, chronoboosted or not.


Being able to mineral dump into Gateways, in late-mid, late-game and being able to produce the entire Templar tech path from a mineral-dump building is certainly not a disadvantage by any measure.

I also love how people who do not play Terran think add-on switching is some sort of advantage. Lol. When compared to Toss and Zerg tech enabling structures, the add-ons are basically built-in Terran nerfs.

But, it's a mechanic to preserve difference, so w/e.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
QTIP.
Profile Blog Joined January 2011
United States2113 Posts
Last Edited: 2011-09-22 19:31:25
September 22 2011 19:29 GMT
#2367
On September 22 2011 08:38 TimeSpiral wrote:
Show nested quote +
On September 22 2011 04:54 QTIP. wrote:
On September 22 2011 04:41 TimeSpiral wrote:
On September 22 2011 04:28 QTIP. wrote:
On September 22 2011 04:21 Rob28 wrote:
On September 22 2011 03:15 Trumpstyle wrote:
On September 22 2011 03:08 QTIP. wrote:
On September 22 2011 03:02 Trumpstyle wrote:
On September 22 2011 02:53 Rob28 wrote:
On September 22 2011 02:42 Trumpstyle wrote:
Stalkers+Sentries can deal with marines no matter how many marines there is. Guardian shield and Forcefield. Can't see why protoss saying they need colossus/templars for that.


Four concepts that fault this logic:

Stimpacks
Combat Shields
Marauders
Reactors

Yeah FF helps a bit, but only against terrans who struggle with their micro-ing. The general consensus from toss players (really the only people qualified to speak on the matter) is that gate units are just too weak as is.


Those aren't a problem at all for Protoss to deal with stalkers+immortal+sentries can deal with that easily.




Stalker-Immortal-Sentries do terrible vs MMM. Add a couple ghosts and you have a massacre.


He actually only mentioned marines+marauders. But yes if you add ghosts in there it will be a massacre.

But does that mean marines+marauders are a problem for Protoss?


Of course MM is a problem for protoss. It has always been a problem for protoss. That's pretty much what the last 20 or so pages of this thread have been saying. Gateway units are weakened to compensate for warp-ins, and frankly, it's just not working out. Marines, on the other hand, are the most cost-efficient DPS dealers in the game.

As for your whole "marines having trouble with stalker/sentry" notion, I suspect you just need to practice more, because you seem to be the only one on here with that opinion (which personally I believe you're just pulling out of thin air).

Look man, you tried to get an idea out there, and it's not flying, so IMO you may want to just forget about it and change topic. Mass Marines > Sentry/Stalker.


MM with Stim > Gateway units (with charge and blink) unless Protoss is able to get a super lopsided engagement in which they kill most of the MM ball for free.


QTIP!

Don't you mean (MM w/ Stim + Micro back across the entire map)? Chargelot, Sentry, Stalker, with upgrades, can absolutely slaughter MM w/ stim, unless the Terran adds Medivacs and micros back all the way back to his base.

I'm not saying that Bio cannot slaughter a GW ball, it certainly can, but this argument always leaves out such important factors. (1) Protoss is almost always ahead in attack and armor upgrades. (2) MM + Stim requires micro, which is not overly hard to do, but by it's very nature pushes the army WAY back and since the medivac speed nerf, it means you're losing lots of medivacs. (3) If the Toss lands a few good FF's, or if the Bio does not micro perfectly, they get slaughtered by the GW Ball.

Barracks versus GW is just a stupid argument, because it's not "Barracks versus Gateway" it's actually Barracks+Starport+Ghost Academy versus two Protoss Builds Gateway+Templar or Gateway+Robo.


Hey man -

I realized my post was incorrect. If I include Charge / Blink, then MM needs Medivacs as well.

To address your points.

1) This is not necessarily true. Many Protoss' are so scared of MMMG timings that they skip upgrades until they are transitioning into taking a third base. The emphasis is to get out as many units as possible. I do not feel that Protoss is almost always ahead in attack and armor. Yes we have chronoboost but that does not mean that adding upgrading 2 Forges off two base is safe. The counter to MMG timings is to get a shit-ton of units. Since you're gonna get EMP'd anyway, you need the extra units to make up the difference.

2) MM+ Stim requires Micro. Yes. So does a GW Ball. You need to forcefield, target fire marauders with stalkers, pull back Zealots once they are up against the forcefield. Save as many sentries as possible (100 gas you are saving). There's no point in getting in to an argument of which is "harder" to do, everyone has their own opinions.

3) Is a somewhat pointless statement. If Protoss does not place perfect forcefields or misses just 1 forcefield, engages with Zealots in an improper position, forgets Guardian shield, gets caught in a bad concave, then they will get slaughtered by the MM ball. This takes place very often in my games, a Terran will constantly try to bait me into wasting / bad forcefields. We both know that it all comes down to the engagement -- if I fuck up I die. If he fucks up he dies. It goes both ways.

Anyway, what I really meant to say was... GW Units with Charge/Blink are NOT cost effective vs an equal Supply MMM ball, unless you can get extremely favorable engagements.


Well thought out response. Thanks, QTIP! You don't get a lot of that around here.

It really does come down to the engagement, in which case is can HORRIBLY slide in either sides favor. It might sound simple, but the Terran army is full of activated abilities, and in a split second you could be up against a GW Templar ball and your press T, but your medivacs have priority? WHAT?! Then you press (3) for your Ghosts, and you try and EMP but you fat fingered it because of the adrenaline and you select your MM group ...

Yes, finally I hit stim! Oh ... I'm dead. Damn.

Now I agree, that's a total player-fail right there, but damn, when you get ambushed, or caught with your pants down, sometimes you cannot always Stim + Attack + Chain EMP + Move Medivacs + Start Microing ... It's so easy to miss a hot key, or have a bad selection. Or have the hot key get screwed up. And the Terran bio really does need to do all of those things in a proper order otherwise he's gonnd lose an otherwise fair fight DECIDEDLY.

And yeah, I knew you forgot about the third M, medivacs, but that's actually a pretty big deal. I agree that Medivacs can be rushed out, but in all reality the GW Ball is going to have some sort of tech back up also - Templar, Robo, and less likely, Stargate. Any one of those techs greatly, GREATLY improves the efficacy of the GW Ball.

Nice exchange, QTIP (pun intended).


Agreed - good exchange.

In regards to the player fail part, the same thing can be said about Protoss. Remember how Protoss were complaining about "Live and die by the FF?" I sympathize with the difficulties that Terrans face in preparing for an engagement. However, good Forcefields, Zealots in the front, Guardian shield, are also required for Protoss otherwise they lose DECIDEDLY.

A common situation where Protoss players get caught with their pants down is when the Terran scans the natural of the Protoss in preparation for a Timing Attack. Usually the Protoss army will be here. If Terran scans and thinks he can favorably attack, he will stim in and destroy the Protoss UNLESS the Protoss has good and instant forcefields. Maps with "open naturals" allows for the Terran to have a favorable concave as the aggressor. This is already a huge problem for PvT. All it takes is for the Protoss to be chronoboosting his Forge / Robo (looking at something else) to not notice the scan. Then, in comes the Terran bio ball which is now too close to your units to forcefield effectively. There is no "retreating" from Marauders.

To go on a brief tangent - there is a similar situation with the 2-rax. A 2-rax push is so popular because a) it prevents greedy builds on most maps b) makes Stargate play risky c) and it can straight up kill a Protoss player. The fate of the Protoss player comes down to whether or not they can place a single forcefield their ramp in time. This single moment decides whether or not the Protoss will live to make an expansion a minute later, or die to a Terran poking up his ramp while throwing down his own expo. Most people have no idea how many times Protoss players will simply die to a 2-rax. The risk is low and the reward is high for Terran players.

HT's are currently a bad choice vs high-level Terrans because of how insanely Terran-favored the Ghost / HT relationship is (see Select vs Alicia). If you get your shit EMP'd / Sniped then you are fighting with nothing but GW units.

And GW units, even with Charge / Blink are shit vs MMM. (unless you get extremely favorable engagements)

Stargate units are shit vs MMM in a straight up fight. (unless you have like 10 unscouted Void Rays)

The safest path I find at my level (900 Masters) is to get a ton of Colossi and hope they don't have enough vikings. Like Double Robo off 3-base Colossi. (Sage style)
"Trash Micro but Win. Its Marin." - Min Chul
Rob28
Profile Joined November 2010
Canada705 Posts
September 22 2011 19:59 GMT
#2368
On September 23 2011 03:54 TimeSpiral wrote:
Show nested quote +
On September 22 2011 23:00 Rob28 wrote:
On September 22 2011 14:25 Rabiator wrote:
On September 22 2011 08:02 kappadevin wrote:
The other thing that is a real problem for protoss is that you get locked into a tech path very easily, and in order to change your tech path, it takes a lot of time and resources to do so. Both Colossi and HTs not only require their own unique building, but also require an expensive upgrade before either are at their maximum capacity (Storm/Thermal Lance). If you compare this to the other two races, it doesn't match. Thors and Ghosts both require a unique tech building to build, but do not require any upgrades to be effective (250MM Cannon is pretty useless 98% of the time and Cloak isn't required for ghosts but is a nice late game boost to an already strong unit).

If they are going to keep HTs and Colossi late tech units, then protoss needs a stronger early/midgame. If they moved WG to the Twilight Council, then they would have much more room to play around with buffing Gateway units without worrying about breaking the early game pressure for PvZ. It really is, as many others have said, the most logical fix to this whole thing,

Thors and Ghosts are part of a totally different tech type and require a different building to produce. Both require Tech Labs attached to the Barracks / Factory and the Terran needs A LOT of these buildings to produce a significant amount. Switching from "bio army" to "mech" is NOT something which is feasible.

Protoss on the other hand can work with just a single Robotics (which they need to build in any case for Observers) and chronoboosting can work well to produce a good amount of units.

So I dont think it is the Protoss privilege to be "locked into a tech path". Dont only look at the upgrades, but also think about the production facilities, which is the really expensive part for Terrans.


By that logic, you could say protoss with WG tech are at a disadvantage when they are forced to build 6+ gateways just to keep up in the lategame. You don't see many terran with 6+ rax... so if you want to talk cost of production buildings, it hardly seems like a strong argument in favour of "not as cheap as you'd think" tech switching. (as a side note, I personally believe that a fair way to nerf terran bioballs a bit in the early game is to prevent add-on switching. Make your choice and deal with it, terrans!)

Also, 1 robo bay vs 2 or 3 factories is hardly a fair comparison for mech production. You wouldn't believe how inconvinient it is to attempt to mass collosi/immortal on one building, chronoboosted or not.


Being able to mineral dump into Gateways, in late-mid, late-game and being able to produce the entire Templar tech path from a mineral-dump building is certainly not a disadvantage by any measure.

I also love how people who do not play Terran think add-on switching is some sort of advantage. Lol. When compared to Toss and Zerg tech enabling structures, the add-ons are basically built-in Terran nerfs.

But, it's a mechanic to preserve difference, so w/e.


First of all, no. The templar tech path is incredibly gas heavy, and by no means a mineral dump. I don't know why you'd ever assume it was all just about minerals (have you been playing the same game as the rest of us?), protoss are the epitome of vespene consuming tech trees. Twilight Council + Templar Archives + Storm research = 500 gas (+150 for each HT produced). So no, don't be throwing the term "mineral dump" around so lightly.

Secondly, no. Chronoboost is balanced by Orbital ability, so race unique ability is equal that way... addons are basically free bonusus to production buildings that allow you to choose either tech units (like, say, a gateway) or multi-unit production (like, say, a hatchery), that neither race has an equivilancy for. If you think having the ability to duplicate the production strategies of EITHER opposing races is a nerf, you are wrong. Straight up.

Thirdly, no. I was a high level dimond terran is season 1, and I play random now, yet I still think these things. So no, it's not "people who don't play terran" who think you are wrong, it's people who know how the game works.
"power overwhelming"... work, dammit, work!
TimeSpiral
Profile Joined January 2011
United States1010 Posts
September 22 2011 20:19 GMT
#2369
On September 23 2011 04:59 Rob28 wrote:
Show nested quote +
On September 23 2011 03:54 TimeSpiral wrote:
On September 22 2011 23:00 Rob28 wrote:
On September 22 2011 14:25 Rabiator wrote:
On September 22 2011 08:02 kappadevin wrote:
The other thing that is a real problem for protoss is that you get locked into a tech path very easily, and in order to change your tech path, it takes a lot of time and resources to do so. Both Colossi and HTs not only require their own unique building, but also require an expensive upgrade before either are at their maximum capacity (Storm/Thermal Lance). If you compare this to the other two races, it doesn't match. Thors and Ghosts both require a unique tech building to build, but do not require any upgrades to be effective (250MM Cannon is pretty useless 98% of the time and Cloak isn't required for ghosts but is a nice late game boost to an already strong unit).

If they are going to keep HTs and Colossi late tech units, then protoss needs a stronger early/midgame. If they moved WG to the Twilight Council, then they would have much more room to play around with buffing Gateway units without worrying about breaking the early game pressure for PvZ. It really is, as many others have said, the most logical fix to this whole thing,

Thors and Ghosts are part of a totally different tech type and require a different building to produce. Both require Tech Labs attached to the Barracks / Factory and the Terran needs A LOT of these buildings to produce a significant amount. Switching from "bio army" to "mech" is NOT something which is feasible.

Protoss on the other hand can work with just a single Robotics (which they need to build in any case for Observers) and chronoboosting can work well to produce a good amount of units.

So I dont think it is the Protoss privilege to be "locked into a tech path". Dont only look at the upgrades, but also think about the production facilities, which is the really expensive part for Terrans.


By that logic, you could say protoss with WG tech are at a disadvantage when they are forced to build 6+ gateways just to keep up in the lategame. You don't see many terran with 6+ rax... so if you want to talk cost of production buildings, it hardly seems like a strong argument in favour of "not as cheap as you'd think" tech switching. (as a side note, I personally believe that a fair way to nerf terran bioballs a bit in the early game is to prevent add-on switching. Make your choice and deal with it, terrans!)

Also, 1 robo bay vs 2 or 3 factories is hardly a fair comparison for mech production. You wouldn't believe how inconvinient it is to attempt to mass collosi/immortal on one building, chronoboosted or not.


Being able to mineral dump into Gateways, in late-mid, late-game and being able to produce the entire Templar tech path from a mineral-dump building is certainly not a disadvantage by any measure.

I also love how people who do not play Terran think add-on switching is some sort of advantage. Lol. When compared to Toss and Zerg tech enabling structures, the add-ons are basically built-in Terran nerfs.

But, it's a mechanic to preserve difference, so w/e.


First of all, no. The templar tech path is incredibly gas heavy, and by no means a mineral dump. I don't know why you'd ever assume it was all just about minerals (have you been playing the same game as the rest of us?), protoss are the epitome of vespene consuming tech trees. Twilight Council + Templar Archives + Storm research = 500 gas (+150 for each HT produced). So no, don't be throwing the term "mineral dump" around so lightly.

Secondly, no. Chronoboost is balanced by Orbital ability, so race unique ability is equal that way... addons are basically free bonusus to production buildings that allow you to choose either tech units (like, say, a gateway) or multi-unit production (like, say, a hatchery), that neither race has an equivilancy for. If you think having the ability to duplicate the production strategies of EITHER opposing races is a nerf, you are wrong. Straight up.

Thirdly, no. I was a high level dimond terran is season 1, and I play random now, yet I still think these things. So no, it's not "people who don't play terran" who think you are wrong, it's people who know how the game works.


Ha. Classic nerd-rage, but in forum form.

(1) The gateway is not a mineral dump in mid-late / late-game? Really?
(2) You cannot warp in Templars from Gateways? Are you sure about that?
(3) Secondly, wat?
(4) I stand corrected. You've played Terran and still think these things. Lowel.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
SeaSwift
Profile Blog Joined February 2011
Scotland4486 Posts
September 22 2011 20:41 GMT
#2370
On September 23 2011 05:19 TimeSpiral wrote:

Ha. Classic nerd-rage, but in forum form.

(1) The gateway is not a mineral dump in mid-late / late-game? Really?
(2) You cannot warp in Templars from Gateways? Are you sure about that?
(3) Secondly, wat?
(4) I stand corrected. You've played Terran and still think these things. Lowel.


Because typing in red makes your dick bigger.

If we're going to have a discussion about balance, can we try not to refer to which race people play? It is very ad hominem and shouldn't have a bearing on whether people are right or not, unless people are just spouting baseless opinions in which case it is a bad discussion anyway as it won't be backed by evidence.
TimeSpiral
Profile Joined January 2011
United States1010 Posts
September 23 2011 01:40 GMT
#2371
On September 23 2011 05:41 SeaSwift wrote:
Show nested quote +
On September 23 2011 05:19 TimeSpiral wrote:

Ha. Classic nerd-rage, but in forum form.

(1) The gateway is not a mineral dump in mid-late / late-game? Really?
(2) You cannot warp in Templars from Gateways? Are you sure about that?
(3) Secondly, wat?
(4) I stand corrected. You've played Terran and still think these things. Lowel.


Because typing in red makes your dick bigger.

If we're going to have a discussion about balance, can we try not to refer to which race people play? It is very ad hominem and shouldn't have a bearing on whether people are right or not, unless people are just spouting baseless opinions in which case it is a bad discussion anyway as it won't be backed by evidence.


*checks pants*


Yup.


Who knew!?



+ Show Spoiler [nerd-baller eyes only] +
If the options are they, sometimes it's hard to deny. Especially when it is so appropriate. This response, to you, of course, is not appropriate but at least half the reason I come to this thread.
gotcha!

Don't be a dick. In my book if you use the term ad hominem (in the same breath where you are ad homineming me, especially, lol) you instantly lose the argument, or any future arguments. For the rest of time. Oh, and Occam's Razor too. That one'll get you kicked straight outta my book.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
codonbyte
Profile Blog Joined June 2011
United States840 Posts
September 23 2011 13:42 GMT
#2372
Hello, I just have a quick question about something in the latest patch. In patch 1.4, Blizzard changed the shields on the warp prism from 40 to 100. The warp prism had 140 total health before. I know that a lot of people complained about the warp prism being extremely fragile. However, the medivac has only 150 health, which is only 10 more than the warp prism's previous health of 140. How come I never heard anyone complain about the medivac's health, while I frequently heard people complain about the warp prism being so fragile? Was that 10 extra hp really that significant? Does it have to do with the fact that medivacs can be repaired, whereas warp prisms can never recover damage to the hull?
Procrastination is the enemy
KimJongChill
Profile Joined January 2011
United States6429 Posts
September 23 2011 13:46 GMT
#2373
On September 23 2011 22:42 codonbyte wrote:
Hello, I just have a quick question about something in the latest patch. In patch 1.4, Blizzard changed the shields on the warp prism from 40 to 100. The warp prism had 140 total health before. I know that a lot of people complained about the warp prism being extremely fragile. However, the medivac has only 150 health, which is only 10 more than the warp prism's previous health of 140. How come I never heard anyone complain about the medivac's health, while I frequently heard people complain about the warp prism being so fragile? Was that 10 extra hp really that significant? Does it have to do with the fact that medivacs can be repaired, whereas warp prisms can never recover damage to the hull?


Well it has +1 armor, so I think that helps too. The big thing is that it heals the stimmable bio, which is amazing synergy.
MMA: U realise MMA: Most of my army EgIdra: fuck off MMA: Killed my orbital MMA: LOL MMA: just saying MMA: u werent loss
Rob28
Profile Joined November 2010
Canada705 Posts
September 23 2011 14:08 GMT
#2374
On September 23 2011 05:19 TimeSpiral wrote:

Ha. Classic nerd-rage, but in forum form.

(1) The gateway is not a mineral dump in mid-late / late-game? Really?
(2) You cannot warp in Templars from Gateways? Are you sure about that?
(3) Secondly, wat?
(4) I stand corrected. You've played Terran and still think these things. Lowel.


*Sigh*

1) Never said gateways weren't a mineral dump. I said the templar tech tree wasn't a mineral dump, which is in reponse to you saying it was.
2) Never said templar can't be warped in from gateways. I don't even know where to begin understanding how you think I'd said that.
3) No, wat?
4) Stop being a troll, bro.
"power overwhelming"... work, dammit, work!
Micket
Profile Joined April 2011
United Kingdom2163 Posts
September 23 2011 14:11 GMT
#2375
Warp prism was never weak, Protoss players said it took up robo time because they clearly needed 10 colossus and 5 obervers and never had the time to make warp prism.
TimeSpiral
Profile Joined January 2011
United States1010 Posts
September 23 2011 15:46 GMT
#2376
On September 23 2011 23:08 Rob28 wrote:
Show nested quote +
On September 23 2011 05:19 TimeSpiral wrote:

Ha. Classic nerd-rage, but in forum form.

(1) The gateway is not a mineral dump in mid-late / late-game? Really?
(2) You cannot warp in Templars from Gateways? Are you sure about that?
(3) Secondly, wat?
(4) I stand corrected. You've played Terran and still think these things. Lowel.


*Sigh*

1) Never said gateways weren't a mineral dump. I said the templar tech tree wasn't a mineral dump, which is in reponse to you saying it was.
2) Never said templar can't be warped in from gateways. I don't even know where to begin understanding how you think I'd said that.
3) No, wat?
4) Stop being a troll, bro.


Are you reverting to logic? Okay.

My original statement (emphasis added):
Being able to mineral dump into Gateways, in late-mid, late-game and being able to produce the entire Templar tech path from a mineral-dump building is certainly not a disadvantage by any measure.


You responded:
First of all, no. The templar tech path is incredibly gas heavy, and by no means a mineral dump. I don't know why you'd ever assume it was all just about minerals (have you been playing the same game as the rest of us?), protoss are the epitome of vespene consuming tech trees. Twilight Council + Templar Archives + Storm research = 500 gas (+150 for each HT produced). So no, don't be throwing the term "mineral dump" around so lightly.


You started your rebuttal with: "No." That implies my statement is incorrect. Does it not?

The whole time, my point being, to simplify it for you: Gateways are mineral dumps. They do not cost gas to build. Gateways can warp in Gateway units and Templars. This mineral dump building has the capacity to warp in five units with a sixth unit implicated by morphing. Never did I say that the Templar tech path did not require vespene gas. Never did I say the Templar tech path was a mineral dump. Either way, I'm delighted to clarify.

Mine was a penetrating response to your previous thread. Clearly you did not get that. Terran does not have a production facility mineral dump, besides a naked rax, which can only produce a single (1) unit, the Marine. Both Toss and Zerg get mineral dump production facilities: Gateways, Hatches, and Queens. This is not even an argument, it's just facts about the game.

Using the word bro immediately makes you either (a) a troll or (b) an asshole.

Don't patronize me, bro.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
SeaSwift
Profile Blog Joined February 2011
Scotland4486 Posts
Last Edited: 2011-09-23 16:28:33
September 23 2011 16:27 GMT
#2377
On September 23 2011 10:40 TimeSpiral wrote:
If the options are they, sometimes it's hard to deny. Especially when it is so appropriate. This response, to you, of course, is not appropriate but at least half the reason I come to this thread.
gotcha!


"If the options are they, sometimes it's hard to deny." - Sorry, I didn't understand that. Care to repeat it in a language which makes sense?

"This response, to you, of course, is not appropriate but at least half the reason I come to this thread." - If I read this correctly (which I probably didn't seeing as I have to seive through the crap you come out with to decipher the meaning), you're saying that what you are typing is inappropriate, but so is a lot of other stuff in the thread... and that makes what you're saying OK? Logic fail.

On September 23 2011 10:40 TimeSpiral wrote:
Don't be a dick. In my book if you use the term ad hominem (in the same breath where you are ad homineming me, especially, lol) you instantly lose the argument, or any future arguments. For the rest of time. Oh, and Occam's Razor too. That one'll get you kicked straight outta my book.


For the record, I wasn't using ad hominem to prove a point. I used irony to emphasise the pointlessness of typing in red. It's only when you use ad hominem to discredit somebody's argument that you are committing a logical fallacy. Speaking of ad hominem, you just called me a "dick" for calling you out on your lack of logic and your typing in colours.

I didn't realise you owned the book on who wins arguments. I beg for your forgiveness, Supreme Commander of the Universe, and shalls strive not to annoy you by avoiding all forms of logic (except those you appreciate), and will not argue any further. In fact, you may take Occam's Razor from Mr. Occam and shave all my hair off with it, as clearly I don't deserve protein strands any more for disagreeing with your authority on the matter of red text.
QTIP.
Profile Blog Joined January 2011
United States2113 Posts
September 23 2011 16:35 GMT
#2378
On September 24 2011 01:27 SeaSwift wrote:
Show nested quote +
On September 23 2011 10:40 TimeSpiral wrote:
If the options are they, sometimes it's hard to deny. Especially when it is so appropriate. This response, to you, of course, is not appropriate but at least half the reason I come to this thread.
gotcha!


"If the options are they, sometimes it's hard to deny." - Sorry, I didn't understand that. Care to repeat it in a language which makes sense?

"This response, to you, of course, is not appropriate but at least half the reason I come to this thread." - If I read this correctly (which I probably didn't seeing as I have to seive through the crap you come out with to decipher the meaning), you're saying that what you are typing is inappropriate, but so is a lot of other stuff in the thread... and that makes what you're saying OK? Logic fail.

Show nested quote +
On September 23 2011 10:40 TimeSpiral wrote:
Don't be a dick. In my book if you use the term ad hominem (in the same breath where you are ad homineming me, especially, lol) you instantly lose the argument, or any future arguments. For the rest of time. Oh, and Occam's Razor too. That one'll get you kicked straight outta my book.


For the record, I wasn't using ad hominem to prove a point. I used irony to emphasise the pointlessness of typing in red. It's only when you use ad hominem to discredit somebody's argument that you are committing a logical fallacy. Speaking of ad hominem, you just called me a "dick" for calling you out on your lack of logic and your typing in colours.

I didn't realise you owned the book on who wins arguments. I beg for your forgiveness, Supreme Commander of the Universe, and shalls strive not to annoy you by avoiding all forms of logic (except those you appreciate), and will not argue any further. In fact, you may take Occam's Razor from Mr. Occam and shave all my hair off with it, as clearly I don't deserve protein strands any more for disagreeing with your authority on the matter of red text.


This last paragraph made me laugh out loud, I don't even care about the context. Pure gold.
"Trash Micro but Win. Its Marin." - Min Chul
TimeSpiral
Profile Joined January 2011
United States1010 Posts
September 23 2011 16:58 GMT
#2379
On September 24 2011 01:35 QTIP. wrote:
Show nested quote +
On September 24 2011 01:27 SeaSwift wrote:
On September 23 2011 10:40 TimeSpiral wrote:
If the options are they, sometimes it's hard to deny. Especially when it is so appropriate. This response, to you, of course, is not appropriate but at least half the reason I come to this thread.
gotcha!


"If the options are they, sometimes it's hard to deny." - Sorry, I didn't understand that. Care to repeat it in a language which makes sense?

"This response, to you, of course, is not appropriate but at least half the reason I come to this thread." - If I read this correctly (which I probably didn't seeing as I have to seive through the crap you come out with to decipher the meaning), you're saying that what you are typing is inappropriate, but so is a lot of other stuff in the thread... and that makes what you're saying OK? Logic fail.

On September 23 2011 10:40 TimeSpiral wrote:
Don't be a dick. In my book if you use the term ad hominem (in the same breath where you are ad homineming me, especially, lol) you instantly lose the argument, or any future arguments. For the rest of time. Oh, and Occam's Razor too. That one'll get you kicked straight outta my book.


For the record, I wasn't using ad hominem to prove a point. I used irony to emphasise the pointlessness of typing in red. It's only when you use ad hominem to discredit somebody's argument that you are committing a logical fallacy. Speaking of ad hominem, you just called me a "dick" for calling you out on your lack of logic and your typing in colours.

I didn't realise you owned the book on who wins arguments. I beg for your forgiveness, Supreme Commander of the Universe, and shalls strive not to annoy you by avoiding all forms of logic (except those you appreciate), and will not argue any further. In fact, you may take Occam's Razor from Mr. Occam and shave all my hair off with it, as clearly I don't deserve protein strands any more for disagreeing with your authority on the matter of red text.


This last paragraph made me laugh out loud, I don't even care about the context. Pure gold.


Me too, QTIP! That was awesome.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Heavenly
Profile Joined January 2011
2172 Posts
September 23 2011 17:05 GMT
#2380
On September 23 2011 23:11 Micket wrote:
Warp prism was never weak, Protoss players said it took up robo time because they clearly needed 10 colossus and 5 obervers and never had the time to make warp prism.


Um, yes it was weak, it died extremely easily and there was no point spending 200 minerals + robo time on it because you usually didn't have anything good enough to drop it make it worth the risk.
"thx for all my fans i'm many lost but cheer for me .. i lost but so happy my power is fans i will good play this is promise my fans" - oGsMC
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