• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:34
CEST 02:34
KST 09:34
  • 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
Serral wins HomeStory Cup 2914Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
Reynor: GSL Loss Wasn't About Preparation Format12[IPSL] Spring 2026 Grand Finals - This Weekend!1Weekly Cups (July 6 - 12): Protoss strike back12BSL Season 22 Full Overview & Conclusion8BSL Season 22 Full Overview & Conclusion8
StarCraft 2
General
Weekly Cups (July 6 - 12): Protoss strike back Serral wins HomeStory Cup 29 Yamato Cup Series Is the larve respawn broken? Interview with an American 16 Year Old Grandmaster
Tourneys
WardiTV Summer Cup 2026 GSL CK #5 Race War RSL Revival: Season 6 - Qualifiers and Main Event HomeStory Cup 29 Vespene Cup #1 — $300+ USD, July 10
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 534 Burning Evacuation Mutation # 533 Die Together Mutation # 532 Nuclear Family
Brood War
General
Pros Debate: Zerg Unfairly Nerfed? (ASL S22 map) screpdb: new Starcraft reporting tool ASL 22 Proposed Map Pool BSL Season 22 Full Overview & Conclusion BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[Megathread] Daily Proleagues [ASL22] Wildcard Qualifier [IPSL] Spring 2026 Grand Finals - This Weekend! IPSL Spring 2026 Top 4!
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Stormgate/Frost Giant Megathread Path of Exile Summer Games Done Quick 2026!
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank NeO.D_StephenKing vs This Guy From 1 Million Dance TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread UK Politics Mega-thread Russo-Ukrainian War Thread YouTube Thread Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books Movie Discussion! Series you have seen recently...
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Tennis[sport] Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Simple Questions Simple Answers FPS when play League Of Legend on laptop How to clean a TTe Thermaltake keyboard?
TL Community
Northern Ireland Global Starcraft The Automated Ban List
Blogs
Poker (part 2)
Nebuchad
The Experiences We Want and …
TrAiDoS
An Exploration of th…
waywardstrategy
Gauntlet SC2: A Retrospectiv…
Ctone23
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 13210 users

Designated Balance Discussion Thread - Page 175

Forum Index > SC2 General
Post a Reply
Prev 1 173 174 175 176 177 1266 Next
neoghaleon55
Profile Blog Joined August 2010
United States7435 Posts
January 25 2012 14:06 GMT
#3481
I'd say they lack practice.
TvP was 1/1/1 for about 5 months straight.
Terrans did not even need to consider other options when one was so strong.
The 1.1.1 is still very good in the hands of someone with decent skills.

And Slayers_Terrans...yea their playstyle is very cookie cutter of one another.
Notice that DRG always roach rush and win 90% of the time with any slayers Terran.
moo...for DRG
rd
Profile Blog Joined July 2010
United States2586 Posts
Last Edited: 2012-01-25 20:23:58
January 25 2012 14:15 GMT
#3482
On January 13 2012 11:36 Techno wrote:
Show nested quote +
On January 13 2012 11:09 javert wrote:
I don't know if it has been mentioned before but here's my balance proposal

Problem: cloaked units (mainly the Dark Templar) are unplayable against Terran. It only takes two keysstrokes at any time and units and revealed and promptly killed. Some people talk about poking and draining the Orbital Commands' energy away but to be realistic, among the two or three OCs that the Terran players have, there are scans to spare.

Solution. Making the scan sweep unable to detect cloaked units.

Effects: Terran players have to play fair and put turrets on their bases and bring ravens to the party. Both dark templar and burrowing units gain value in games against Terran. The scans can still be used to scout.

Side effects: none, IMO. By the time a Banshee or Dark Templar rush hit the Terran base, they shoud have built turrets.

QXC lost in GSL to DTs. Whitera uses special tactics all the time.

Where is this coming from?


If I were to go back and find a game where a protoss got smashed after going DT's, and a Terran who regularly stomps special tactics, does that mean DT's are underpowered?

The quote was fairly ridiculous in it's suggestion, considering it'd nullify a lot of gasless CC builds and force fast engi bays every game. Still, given the timings of 1 rax CC/CC first, the timings of Engi bays to upgrade, conveniently timed around DT's hitting the field. Early DT's only grant map control, and after such a huge gas/tech investment it puts your other tech behind leaving you fairly vulnerable for the next 3 minutes before upgrades/storm/colossus hit the field, where T can just pile up scans, walk over and end it.

Not that I think it's an issue. I find DT openers in PvT gimmicky, though the 'problem should be rephased as DT OPENERS vT in the EARLY game. DT's are AMAZING late game vs all races. No matter how many scans/turrets/cannons/spores you have, they require a defensive investment/army in position to actually stop. The REAL issue to state though is the overall map control Terran dictates for the majority of the game. DT's primary role PvT is pretty much that. DT's were almost standard for a little while but they're just not stable/safe enough and are instead tossed in as mix-ups. They're even done fully expecting a Terran to not to react and take damage, but instead remove map control which Terrans have 80%+ of the time in PvT.

Of course, it might not be an issue that Terran dictates map control TvP just as zerg does ZvP, and it's more natural protoss plays that way. Protoss in this meta game are better off looking for edges in economy, almost like the new zerg of the beta. I didn't really have anything to add to this discussion. I just felt like the quote was misphrased by the poster and the following responses didn't actually refute any of the substance.

I personally think DT's are fine and aren't meant to be a stable opener PvT, though it contradicts Blizzard's intentions in HotS with the new oracle, or mass recall. Their roles aren't entirely the same though similar, and it MIGHT have been more beneficial to make DT's/Phoenixes more viable in some way (i.e. re-unite the HT/DT tech again). Of course, it might not be feasible in the current state of SC2 and a new harass unit might have been required. I don't see the oracle taking map control either, but again, protoss can function without map control.
Dskreet
Profile Joined January 2012
United States13 Posts
January 25 2012 21:20 GMT
#3483
I've read the first 5 pages and the last 10 pages or so of this thread and the "general" consensus seems to be that protoss diamond-masters is to easy, because the army is effective with less apm, while the top tier protoss army is less effective. In other words, the terran army scales better with high apm, but performs poorly with low apm.

If this is true then the solution is straight forward, don't change anything about the unit strengths, just add additional micro tricks with protoss.

Proposed solution: Remove auto-cast on chargelots and make it exactly the same, except it lasts slightly longer and the units follow normal pathing, rather than attacking the closest unit. i.e. they do their currently qued action faster rather than charging into the closest unit.

What does this mean? If your a diamond protoss it means that to get your zealots to charge, you need to select them and press C, which makes the race slightly harder to play without significantly changing balance.

If your liquid_HerO, it means that you could do cool tactics, like set an action que for the zealots where you right click behind the marauders and then a-move, after setting these two shift ques, you press 'C' and the zealots charge to the right click spot, behind the bioball, and then charge into it, the effect would still cancel on the first attack. This used in conjunction with forcefields could lead to cool micro tricks where you charge behind the ball and force field the front, creating a complete ring.

The result? the a-move army is weaker, the high apm player can pull off some very complicated tricks using 'zealot walls'

Side Effects: Would this screw things up with zerg? i dunno. I feel like i don't see chargelots used all that often in ZvP
Day9 is a muppet
SeaSwift
Profile Blog Joined February 2011
Scotland4486 Posts
January 25 2012 21:22 GMT
#3484
Good post Dskreet. Protoss could probably do with more micro tricks that greatly improve the usefulness of your units.
architecture
Profile Blog Joined May 2008
United States643 Posts
January 25 2012 21:32 GMT
#3485
On January 25 2012 22:50 neoghaleon55 wrote:
Show nested quote +
On January 24 2012 05:06 mahi29 wrote:
Any ideas on how I can convince him that TvP is more or less balanced?


You really can't convince someone who's made up their mind.
You can however show him the GSL
Where there's literally twice as many terrans as the other two races in the top 16 of this season.
It's been Terran dominate like crazy since the dawn of time. It's hard to take the "Terran is weak" complaint seriously.


Which Protoss players that aren't in Code S do you think belong in Code S?

Which Protoss players do you think should be there, that are better than the top T's in Code S?

Because certainly it's just the race that's holding these great players back.
tpfkan
halfies
Profile Joined November 2011
United Kingdom327 Posts
January 25 2012 21:50 GMT
#3486
On January 26 2012 06:20 Dskreet wrote:
I've read the first 5 pages and the last 10 pages or so of this thread and the "general" consensus seems to be that protoss diamond-masters is to easy, because the army is effective with less apm, while the top tier protoss army is less effective. In other words, the terran army scales better with high apm, but performs poorly with low apm.

If this is true then the solution is straight forward, don't change anything about the unit strengths, just add additional micro tricks with protoss.

Proposed solution: Remove auto-cast on chargelots and make it exactly the same, except it lasts slightly longer and the units follow normal pathing, rather than attacking the closest unit. i.e. they do their currently qued action faster rather than charging into the closest unit.

What does this mean? If your a diamond protoss it means that to get your zealots to charge, you need to select them and press C, which makes the race slightly harder to play without significantly changing balance.

If your liquid_HerO, it means that you could do cool tactics, like set an action que for the zealots where you right click behind the marauders and then a-move, after setting these two shift ques, you press 'C' and the zealots charge to the right click spot, behind the bioball, and then charge into it, the effect would still cancel on the first attack. This used in conjunction with forcefields could lead to cool micro tricks where you charge behind the ball and force field the front, creating a complete ring.

The result? the a-move army is weaker, the high apm player can pull off some very complicated tricks using 'zealot walls'

Side Effects: Would this screw things up with zerg? i dunno. I feel like i don't see chargelots used all that often in ZvP

while i think this would be really cool at high level, at low level it would probably just mean charge became rarely ever used. i cant think of another way to change it without breaking it or not doing anything worthwhile to it though, so props for thinking of something so good.
neoghaleon55
Profile Blog Joined August 2010
United States7435 Posts
January 26 2012 01:03 GMT
#3487
On January 26 2012 06:32 architecture wrote:
Show nested quote +
On January 25 2012 22:50 neoghaleon55 wrote:
On January 24 2012 05:06 mahi29 wrote:
Any ideas on how I can convince him that TvP is more or less balanced?


You really can't convince someone who's made up their mind.
You can however show him the GSL
Where there's literally twice as many terrans as the other two races in the top 16 of this season.
It's been Terran dominate like crazy since the dawn of time. It's hard to take the "Terran is weak" complaint seriously.


Which Protoss players that aren't in Code S do you think belong in Code S?

Which Protoss players do you think should be there, that are better than the top T's in Code S?

Because certainly it's just the race that's holding these great players back.


You really want to do this huh?

The following player by my personal opinion shouldn't be in code S.
Gumiho, Keen, Alive, current Boxer....sorry Boxer, current Bomber

Should be replaced by
Losira, Huk, Killer, Bboongboong, maybe Squirtle

to be fair, some non Terran players shouldn't be there either...but they're going out of code S right now anyway, so it's not an issue.
moo...for DRG
Eraserhead
Profile Joined October 2011
159 Posts
Last Edited: 2012-01-26 04:05:42
January 26 2012 04:04 GMT
#3488
Keen (you know, the guy who annihilated Huk last season), "the current" Boxer and "the current" Bomber are also out of code S..
Adreme
Profile Joined June 2011
United States5574 Posts
January 26 2012 04:13 GMT
#3489
On January 26 2012 13:04 Eraserhead wrote:
Keen (you know, the guy who annihilated Huk last season), "the current" Boxer and "the current" Bomber are also out of code S..


Keen does really good against people who arent Nada and Gumiho has a 65%+ win rate against both zergs and protoss.
neoghaleon55
Profile Blog Joined August 2010
United States7435 Posts
January 26 2012 04:30 GMT
#3490
On January 26 2012 13:13 Adreme wrote:
Show nested quote +
On January 26 2012 13:04 Eraserhead wrote:
Keen (you know, the guy who annihilated Huk last season), "the current" Boxer and "the current" Bomber are also out of code S..


Keen does really good against people who arent Nada and Gumiho has a 65%+ win rate against both zergs and protoss.



You realize that talking about win% defeats the purpose of the original statement saying that Terran's dominating....right?
moo...for DRG
tMomiji
Profile Blog Joined July 2011
United States1115 Posts
January 29 2012 23:28 GMT
#3491
Problem: Mothership removal in HotS; Blizzard considers Mothership a "failure" when more and more Protoss are using it today especially against late game Zerg (I am unable to find a suitable counter for late game Zerg other than the Mothership) - and most distressing of all, nobody seems to care!!!!
Solution: People speak up about it/Blizzard does not remove the Mothership
Side Effects: Protoss keeps the Mothership and has defense against late-game Zerg...?

Just something that has been bothering me ever since the announcement. Blizzard's attitude towards it was especially shocking.
"I wonder if there is a league below copper? If so, I would like to inhabit it." -TotalBiscuit "In the event of a sudden change in cabin pressure, ROOF FLIES OFF!" -George Carlin <3 HerO <3 Kiwikaki <3 MKP
Blezza
Profile Joined June 2011
United Kingdom191 Posts
January 29 2012 23:59 GMT
#3492
I think that through sheer coincidence that Protoss just has a lack of talent.
Top zergs: Losira, Nestea, DRG , Leenock, Stephano, IdrA,Sen , (July?)
Top terrans: MMA, MVP, Jjakji, TOP, Teaja,Byun, Ganzi, Puma , (Thorzain?)
Top Protoss : MC, Genius, Huk, Naniwa

I don't really believe that this is ALL due to balance. Maybe slightly but I just think that Protoss has a lack of talent
Winners race > Other race I don't play > My race. How Twitch chat work in tournaments...
Angel_
Profile Blog Joined December 2011
United States1617 Posts
January 30 2012 00:29 GMT
#3493
On January 30 2012 08:28 OmiDeLta wrote:
Problem: Mothership removal in HotS; Blizzard considers Mothership a "failure" when more and more Protoss are using it today especially against late game Zerg (I am unable to find a suitable counter for late game Zerg other than the Mothership) - and most distressing of all, nobody seems to care!!!!
Solution: People speak up about it/Blizzard does not remove the Mothership
Side Effects: Protoss keeps the Mothership and has defense against late-game Zerg...?

Just something that has been bothering me ever since the announcement. Blizzard's attitude towards it was especially shocking.


I think protoss are just going to have to drop a lot more in the late game and be perfectly fine doing it. Personally I think this "WE MUST BE ABLE TO HAVE TO GIANT BEAN BAG CHAIR ARMIES TO THROW AT ONE ANOTHER" philosophy is just...lame.
Drizzt3
Profile Blog Joined January 2011
United States189 Posts
January 30 2012 00:35 GMT
#3494
On January 30 2012 08:59 Blezza wrote:
I think that through sheer coincidence that Protoss just has a lack of talent.
Top zergs: Losira, Nestea, DRG , Leenock, Stephano, IdrA,Sen , (July?)
Top terrans: MMA, MVP, Jjakji, TOP, Teaja,Byun, Ganzi, Puma , (Thorzain?)
Top Protoss : MC, Genius, Huk, Naniwa

I don't really believe that this is ALL due to balance. Maybe slightly but I just think that Protoss has a lack of talent


wtf kind of a "Top Protoss" list is that? There's no whitera, sase, hero,puzzle, oz, or inori, all of whom are debatably top protosses. why did you include genius? wtf? he was in code s for awhile going 1 base void ray almost every single game and then he got knocked out...
"Before my time is done I will look down at your corpse and smile."-Brad Pitt (Achilles)
DarkPlasmaBall
Profile Blog Joined March 2010
United States46214 Posts
January 30 2012 00:39 GMT
#3495
On January 30 2012 09:35 Drizzt3 wrote:
Show nested quote +
On January 30 2012 08:59 Blezza wrote:
I think that through sheer coincidence that Protoss just has a lack of talent.
Top zergs: Losira, Nestea, DRG , Leenock, Stephano, IdrA,Sen , (July?)
Top terrans: MMA, MVP, Jjakji, TOP, Teaja,Byun, Ganzi, Puma , (Thorzain?)
Top Protoss : MC, Genius, Huk, Naniwa

I don't really believe that this is ALL due to balance. Maybe slightly but I just think that Protoss has a lack of talent


wtf kind of a "Top Protoss" list is that? There's no whitera, sase, hero,puzzle, oz, or inori, all of whom are debatably top protosses. why did you include genius? wtf? he was in code s for awhile going 1 base void ray almost every single game and then he got knocked out...


He really should have included the other Code S Korean Protosses, but to be fair, Genius is looking really scary right now.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Therg
Profile Joined October 2010
Sweden238 Posts
January 30 2012 00:46 GMT
#3496
On January 26 2012 06:20 Dskreet wrote:
I've read the first 5 pages and the last 10 pages or so of this thread and the "general" consensus seems to be that protoss diamond-masters is to easy, because the army is effective with less apm, while the top tier protoss army is less effective. In other words, the terran army scales better with high apm, but performs poorly with low apm.

If this is true then the solution is straight forward, don't change anything about the unit strengths, just add additional micro tricks with protoss.

Proposed solution: Remove auto-cast on chargelots and make it exactly the same, except it lasts slightly longer and the units follow normal pathing, rather than attacking the closest unit. i.e. they do their currently qued action faster rather than charging into the closest unit.

What does this mean? If your a diamond protoss it means that to get your zealots to charge, you need to select them and press C, which makes the race slightly harder to play without significantly changing balance.

If your liquid_HerO, it means that you could do cool tactics, like set an action que for the zealots where you right click behind the marauders and then a-move, after setting these two shift ques, you press 'C' and the zealots charge to the right click spot, behind the bioball, and then charge into it, the effect would still cancel on the first attack. This used in conjunction with forcefields could lead to cool micro tricks where you charge behind the ball and force field the front, creating a complete ring.

The result? the a-move army is weaker, the high apm player can pull off some very complicated tricks using 'zealot walls'

Side Effects: Would this screw things up with zerg? i dunno. I feel like i don't see chargelots used all that often in ZvP
I like your approach with giving protoss more "micro tricks", the zealot legs change is a cool idea.
Drizzt3
Profile Blog Joined January 2011
United States189 Posts
January 30 2012 00:48 GMT
#3497
On January 13 2012 09:17 Thombur wrote:
Tried to do a search but didn't find what I wanted. Im wondering about the resoning behind giving EMP (and snipe) a larger range than feedback? It seems to be auto-loss for protoss if both players have equal control, and unless bio army stands still EMP will deal more damage than storm as well.


I think there are a couple reasons for this. First, EMP and snipe aren't one-shot one-kill spells, in the sense that EMP doesn't drain ALL energy/shields past a certain point, and snipe doesn't actually kill a high templar unless it's already damaged or it's shields are gone. With feedback, one hit takes away ALL the ghost's energy, and possibly kills it as well. Storm I think is range 9 partly because of the damage it can deal, and partly because you can preemptively storm slightly in front of your opponent's army so that he runs into the storm, and thus it doesn't require quite as much range as an EMP, which goes into effect instantly.
"Before my time is done I will look down at your corpse and smile."-Brad Pitt (Achilles)
Techno
Profile Joined June 2010
1900 Posts
January 30 2012 00:56 GMT
#3498
On January 26 2012 06:20 Dskreet wrote:
I've read the first 5 pages and the last 10 pages or so of this thread and the "general" consensus seems to be that protoss diamond-masters is to easy, because the army is effective with less apm, while the top tier protoss army is less effective. In other words, the terran army scales better with high apm, but performs poorly with low apm.

If this is true then the solution is straight forward, don't change anything about the unit strengths, just add additional micro tricks with protoss.

Proposed solution: Remove auto-cast on chargelots and make it exactly the same, except it lasts slightly longer and the units follow normal pathing, rather than attacking the closest unit. i.e. they do their currently qued action faster rather than charging into the closest unit.

What does this mean? If your a diamond protoss it means that to get your zealots to charge, you need to select them and press C, which makes the race slightly harder to play without significantly changing balance.

If your liquid_HerO, it means that you could do cool tactics, like set an action que for the zealots where you right click behind the marauders and then a-move, after setting these two shift ques, you press 'C' and the zealots charge to the right click spot, behind the bioball, and then charge into it, the effect would still cancel on the first attack. This used in conjunction with forcefields could lead to cool micro tricks where you charge behind the ball and force field the front, creating a complete ring.

The result? the a-move army is weaker, the high apm player can pull off some very complicated tricks using 'zealot walls'

Side Effects: Would this screw things up with zerg? i dunno. I feel like i don't see chargelots used all that often in ZvP


I agree! In fact I suggested this change in the OP!
Manually charged chargelots with more precision in where they charge to would make PvT so much more interesting.
Hell, its awesome to LOSE to nukes!
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
January 30 2012 00:56 GMT
#3499
On January 25 2012 22:59 Tppz! wrote:
Show nested quote +
On January 25 2012 22:50 neoghaleon55 wrote:
On January 24 2012 05:06 mahi29 wrote:
Any ideas on how I can convince him that TvP is more or less balanced?


You really can't convince someone who's made up their mind.
You can however show him the GSL
Where there's literally twice as many terrans as the other two races in the top 16 of this season.
It's been Terran dominate like crazy since the dawn of time. It's hard to take the "Terran is weak" complaint seriously.


Though most Terrans achilles cord are Protoss.
All SlayerS Terrans, all oGs Terrans, MVP etc.

The question is: is it cause they lack practice or cause they dont train enough for this MU? Or is it because the Matchup is unforgiving etc.
Its balanced after all imo


It's simply the volatility of the matchup, with all the warpgate timings. TvZ and ZvT are often players best respective MUs not because "it's been figured out" like people claim but there aren't ridiculous fucking timings that just show up on your doorstop our of nowhere.
Drizzt3
Profile Blog Joined January 2011
United States189 Posts
January 30 2012 00:59 GMT
#3500
On January 13 2012 04:30 ToKoreaWithLove wrote:
I have not so much a problem with balance (me losing is because I am really really bad at the game), but I feel like sc2 is a bit "set". This will be from a terran perspective because quite honestly I couldnt kill an undefended base as z or p.

Let me elaborate.

For example, SK Terran is no good vs zerg. Fungal hardcounters bio to uselessness. Banelings slaughter bio with no tanks. And vs protoss mech is useless, but at the same time Vikings is not optional at all. With enough colossus and storm bio is useless. But mech is useless as well.

So basicly bio with Vikings is the game vs protoss, while marine/tank is the game vs zerg. Alternatives are basicly funny kinds of harass or allins before the good stuff comes out.

Is it just me, or does it seem like sc2 need some work on varations?


Go tell vileIllusion "vs protoss mech is useless," I don't think he's picked up on that, it seems to be working well enough for him. I don't know how you can say that vs storm bio is useless, when the counter to high templar, the ghost, is a bio unit. Somehow you also convinced yourself that vikings don't counter colossi, and that you "have not so much a problem with balance"
"Before my time is done I will look down at your corpse and smile."-Brad Pitt (Achilles)
Prev 1 173 174 175 176 177 1266 Next
Please log in or register to reply.
Live Events Refresh
Next event in 8h 27m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ZombieGrub202
ViBE167
NeuroSwarm 112
Nina 90
StarCraft: Brood War
GuemChi 4564
Counter-Strike
summit1g8321
minikerr20
Other Games
tarik_tv4669
Day[9].tv800
shahzam561
C9.Mang0302
ToD209
Maynarde135
XaKoH 124
Organizations
Other Games
gamesdonequick2858
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• RyuSc2 26
• davetesta21
• Response 1
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• HerbMon 21
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• Day9tv800
Upcoming Events
Replay Cast
8h 27m
CrankTV Team League
10h 27m
Replay Cast
1d 8h
CrankTV Team League
1d 10h
Replay Cast
1d 23h
RSL Revival
2 days
Clem vs Lambo
Scarlett vs Cure
CranKy Ducklings
2 days
IPSL
2 days
Dragon vs Hawk
RSL Revival
3 days
Classic vs Trap
herO vs SHIN
Sparkling Tuna Cup
3 days
[ Show More ]
IPSL
3 days
Bonyth vs Ret
WardiTV Weekly
4 days
Monday Night Weeklies
4 days
PiGosaur Cup
5 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2026-07-13
HSC XXIX
Eternal Conflict S2 E2

Ongoing

IPSL Spring 2026
Acropolis #4
CSL 2026 Summer (S21)
KCM Race Survival 2026 Season 3
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
SCTL 2026 Spring
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026

Upcoming

Escore Tournament S3: W3
ASL S22 SEASON OPEN Day 1
Escore Tournament S3: W4
ASL S22 SEASON OPEN Day 2
Escore Tournament S3: W5
CSLAN 4
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E3
Logitech G Connect 2026
StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.