• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 13:05
CET 18:05
KST 02:05
  • 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
[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting10[ASL20] Ro4 Preview: Descent11Team TLMC #5: Winners Announced!3[ASL20] Ro8 Preview Pt2: Holding On9
Community News
Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win22025 RSL Offline Finals Dates + Ticket Sales!9BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION1Crank Gathers Season 2: SC II Pro Teams10Merivale 8 Open - LAN - Stellar Fest3
StarCraft 2
General
RotterdaM "Serral is the GOAT, and it's not close" Could we add "Avoid Matchup" Feature for rankgame Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win The New Patch Killed Mech! Chinese SC2 server to reopen; live all-star event in Hangzhou
Tourneys
Crank Gathers Season 2: SC II Pro Teams 2025 RSL Offline Finals Dates + Ticket Sales! Merivale 8 Open - LAN - Stellar Fest $5,000+ WardiTV 2025 Championship $3,500 WardiTV Korean Royale S4
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace Mutation # 494 Unstable Environment
Brood War
General
[ASL20] Ask the mapmakers — Drop your questions BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion BSL Team A vs Koreans - Sat-Sun 16:00 CET [ASL20] Finals Preview: Arrival
Tourneys
[ASL20] Grand Finals The Casual Games of the Week Thread BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION ASL final tickets help
Strategy
PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2 Current Meta
Other Games
General Games
Stormgate/Frost Giant Megathread General RTS Discussion Thread Path of Exile Nintendo Switch Thread Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread YouTube Thread The Chess Thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread MLB/Baseball 2023 Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Just for future reference, …
Peanutsc
Reality "theory" prov…
perfectspheres
The Benefits Of Limited Comm…
TrAiDoS
Our Last Hope in th…
KrillinFromwales
Certified Crazy
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1462 users

Designated Balance Discussion Thread - Page 186

Forum Index > SC2 General
Post a Reply
Prev 1 184 185 186 187 188 1266 Next
LavaLava
Profile Joined January 2012
United States235 Posts
March 25 2012 07:04 GMT
#3701
Problem:
Vikings make Battlecruisers and Carriers stupid, but waste shots against everything else, like mutas, phoenixes, groups of overlords, etc. Their DPS is pretty nice but when the whole group overkills the closest air unit one by one, they do awfully low damage.

Solution:
Increase the firing rate and lower the damage so that they have the same base DPS. They will do less damage to well armored targets and more damage to groups of units.

Side Effects:
May make them less effective against Colossi, which is not needed.
Account252508
Profile Joined February 2012
3454 Posts
March 25 2012 13:34 GMT
#3702
--- Nuked ---
Vonarma
Profile Joined March 2012
Canada3 Posts
March 25 2012 13:44 GMT
#3703
On March 25 2012 13:20 Jimbo77 wrote:
Show nested quote +
On March 23 2012 02:09 Thrombozyt wrote:
Problem:
Broodlord/Corruptor/Infestor combo is insanely had to take on.

Solution:
Fungal growth no longer snares air units but only applies damage.

Side Effects:
Apart from being flat out logical, Zergs will have to make anti-air instead of simply casting chain fungal to to kill drop ships. Might help out the muta style or maybe even hydras.

FG should not affect air at all. Then, FG should affect friendly units as well, it's ridiculous that storm and EMP do while FG doesn't.
Zerg now literally doesn't need to think, just FG everywhere.


----------------------

The thing that gets me about fungal is that there is no delay and no way to see it coming. What would you think if we could actually see the fungal travel from infestor to the target (like an infested terran launch) and add in a very short delay, say .25 sec.
FallDownMarigold
Profile Blog Joined December 2010
United States3710 Posts
March 25 2012 13:50 GMT
#3704
On March 25 2012 22:44 Vonarma wrote:
Show nested quote +
On March 25 2012 13:20 Jimbo77 wrote:
On March 23 2012 02:09 Thrombozyt wrote:
Problem:
Broodlord/Corruptor/Infestor combo is insanely had to take on.

Solution:
Fungal growth no longer snares air units but only applies damage.

Side Effects:
Apart from being flat out logical, Zergs will have to make anti-air instead of simply casting chain fungal to to kill drop ships. Might help out the muta style or maybe even hydras.

FG should not affect air at all. Then, FG should affect friendly units as well, it's ridiculous that storm and EMP do while FG doesn't.
Zerg now literally doesn't need to think, just FG everywhere.


----------------------

The thing that gets me about fungal is that there is no delay and no way to see it coming. What would you think if we could actually see the fungal travel from infestor to the target (like an infested terran launch) and add in a very short delay, say .25 sec.


That's already been implemented or attempted to be implemented once, and quickly removed. A simple way to suggest what you're saying is: Make fungal a projectile/missile attack. As it is, yeah, no delay. However that's also how it is with storm, so it's not like this feature is unique to fungal. Why should fungal receive this change alone
Vonarma
Profile Joined March 2012
Canada3 Posts
March 25 2012 14:03 GMT
#3705
I was unaware this had already been implemented - thanks That said, however, you can back out of a storm whereas fungals can be chained repeatedly with no chance of escape.

Just tossin my 2cents (which isnt worth much), and was wondering how the fungal mechanic came about.
archonOOid
Profile Blog Joined March 2011
1983 Posts
March 25 2012 14:05 GMT
#3706
problem:
charelots are too good late game in tvp and in some cases zvp

solution:
charelots should be known as speedlots with the speed as the only advantage.

side effects:
more mirco for toss and less dangerous zeolots
_______________________________________________________________________________________________

problem: sentries usage of ff:s
Consant forcefielding in the base can cause game ending damage in the early game since no unit can break the force field. it's bad game play when a player with greater economy and army can loose to a player with lesser economy and army due to a positional error.

solution:
make forcefield only slow movements speed and attack speed when crossed by about 60% for about 10 seconds.

side effects
more difficult to hold a base with ff:s
I'm Quotable (IQ)
MentalGNT
Profile Joined January 2011
Denmark1264 Posts
March 25 2012 14:20 GMT
#3707
On March 23 2012 06:28 RavenLoud wrote:
Show nested quote +
On March 23 2012 02:22 Sajaki wrote:
On March 23 2012 00:52 RavenLoud wrote:
I'd say it's about time to give a raven some sort of a buff. It's doesn't need to be major, just to tell players to start using it. I'm getting tired of seeing terran players floating thousands of gas past the midgame then complain that the other races's high tech army is too powerful.

An acceleration buff would be perfect (maybe even a speed buff but that won't be necessary.) It also increases manoeuvering potentials, the science vessel in BW was a fast and agile unit, of course ravens aren't the same, but they aren't as satisfying to use partly because of a lack of nimbleness.


Well the MU where terrans float the most gas is definately in TvP, and ravens are weakest in that MU because Feedback can kill a raven instantly should it have enough energy to actually be useful.

True True, but I definitively believe there's room for it in the match up, though it does add more mechanical demand since you must have great ghost vs. templar micro. Some theorycrafts: you could land an auto turret in the front of the army to lure the chargelots, make a turret wall to block archons and use PDD to safely own the colossus. It can also provides crucial "zoning" control like spider mines.

It doesn't change the nature of PvT's problems as deathball vs. deathball 1 misclick and you lose etc, but I'm certain that pros can find tons of use for it in many situations once they get on it. However from what I understand they are very hard to keep alive, so a mobility buff would come in handy.

I still think that feedback is way too much of a hard counter to Ravens to make them viable beyond the early game in TvP. If we want to see more ravens in TvP mid/lategame i think something has to be done about feedback vs. Ravens. Perhaps change feedback so it only affects psionic units... That would make feedback useless against Thors, BCs and Ravens but wouldn't change anything else. That might actually make mech semi-viable in TvP since feedback no longer steals half of the beefy units' health anymore.

Might suddenly make feedback too weak though. I dunno. Balance is complicated.
What a player
-AtRi-
Profile Joined December 2010
123 Posts
March 25 2012 14:39 GMT
#3708
On March 25 2012 23:05 archonOOid wrote:
problem:
charelots are too good late game in tvp and in some cases zvp

solution:
charelots should be known as speedlots with the speed as the only advantage.

side effects:
more mirco for toss and less dangerous zeolots
_______________________________________________________________________________________________

problem: sentries usage of ff:s
Consant forcefielding in the base can cause game ending damage in the early game since no unit can break the force field. it's bad game play when a player with greater economy and army can loose to a player with lesser economy and army due to a positional error.

solution:
make forcefield only slow movements speed and attack speed when crossed by about 60% for about 10 seconds.

side effects
more difficult to hold a base with ff:s


This change would also turn pvp into 4gate wars again...
AirbladeOrange
Profile Blog Joined June 2010
United States2573 Posts
Last Edited: 2012-03-25 14:45:46
March 25 2012 14:41 GMT
#3709
On March 25 2012 23:05 archonOOid wrote:
problem:
charelots are too good late game in tvp and in some cases zvp

solution:
charelots should be known as speedlots with the speed as the only advantage.

side effects:
more mirco for toss and less dangerous zeolots
_______________________________________________________________________________________________

problem: sentries usage of ff:s
Consant forcefielding in the base can cause game ending damage in the early game since no unit can break the force field. it's bad game play when a player with greater economy and army can loose to a player with lesser economy and army due to a positional error.

solution:
make forcefield only slow movements speed and attack speed when crossed by about 60% for about 10 seconds.

side effects
more difficult to hold a base with ff:s


So you want a bio ball to be able to kite zealots and take 0 damage?

As for the forcefield suggestion, it would completely break the game. Protosses actually need them how they are. Stimmed bio could just run through it as would speedlings. It wouldn't be more difficult to hold your own base with defender's advantage, it would be impossible.

Edit: PvP would be 4 gating again, roach and baneling would be impossible to defend, and the game would be terribly imbalanced.
hzflank
Profile Joined August 2011
United Kingdom2991 Posts
March 25 2012 14:44 GMT
#3710
On March 25 2012 23:20 MentalGNT wrote:
Show nested quote +
On March 23 2012 06:28 RavenLoud wrote:
On March 23 2012 02:22 Sajaki wrote:
On March 23 2012 00:52 RavenLoud wrote:
I'd say it's about time to give a raven some sort of a buff. It's doesn't need to be major, just to tell players to start using it. I'm getting tired of seeing terran players floating thousands of gas past the midgame then complain that the other races's high tech army is too powerful.

An acceleration buff would be perfect (maybe even a speed buff but that won't be necessary.) It also increases manoeuvering potentials, the science vessel in BW was a fast and agile unit, of course ravens aren't the same, but they aren't as satisfying to use partly because of a lack of nimbleness.


Well the MU where terrans float the most gas is definately in TvP, and ravens are weakest in that MU because Feedback can kill a raven instantly should it have enough energy to actually be useful.

True True, but I definitively believe there's room for it in the match up, though it does add more mechanical demand since you must have great ghost vs. templar micro. Some theorycrafts: you could land an auto turret in the front of the army to lure the chargelots, make a turret wall to block archons and use PDD to safely own the colossus. It can also provides crucial "zoning" control like spider mines.

It doesn't change the nature of PvT's problems as deathball vs. deathball 1 misclick and you lose etc, but I'm certain that pros can find tons of use for it in many situations once they get on it. However from what I understand they are very hard to keep alive, so a mobility buff would come in handy.

I still think that feedback is way too much of a hard counter to Ravens to make them viable beyond the early game in TvP. If we want to see more ravens in TvP mid/lategame i think something has to be done about feedback vs. Ravens. Perhaps change feedback so it only affects psionic units... That would make feedback useless against Thors, BCs and Ravens but wouldn't change anything else. That might actually make mech semi-viable in TvP since feedback no longer steals half of the beefy units' health anymore.

Might suddenly make feedback too weak though. I dunno. Balance is complicated.


I play protoss but I would be very happy to see feedback not affect ravens and thors. I do think they thors strike cannon should just be removed from the game at the same time though, as we dont want thors killing immortals and colossus. I think it is important (for balance) that feedback should continue to affect medivacs, banshees and battlecruisers though.

I would suggest...

Thor: remove energy bar and strike cannons ability
Raven: Immune to energy draining effects (EMP and feedback)
Mongolbonjwa
Profile Joined January 2012
Finland376 Posts
March 28 2012 10:20 GMT
#3711
Does anyone else feel that terran has been designed badly in sc2? There is no proper zone control and siege tanks are quiet bad units actually, they are nothing like in brood war. TvZ has became very zerg favored match up unless you do some early mkp-style aggression which wins you the game before the mid game.
neoghaleon55
Profile Blog Joined August 2010
United States7435 Posts
March 28 2012 11:32 GMT
#3712
On March 28 2012 19:20 Mongolbonjwa wrote:
Does anyone else feel that terran has been designed badly in sc2? There is no proper zone control and siege tanks are quiet bad units actually, they are nothing like in brood war. TvZ has became very zerg favored match up unless you do some early mkp-style aggression which wins you the game before the mid game.


What are you talking about?
Terran has the best zone control in the game.
Tanks, Turrets and Planetaries
moo...for DRG
Account252508
Profile Joined February 2012
3454 Posts
Last Edited: 2012-03-29 11:04:06
March 29 2012 11:00 GMT
#3713
--- Nuked ---
Sjokola
Profile Joined November 2010
Netherlands800 Posts
March 29 2012 11:41 GMT
#3714
On March 25 2012 23:44 hzflank wrote:
Show nested quote +
On March 25 2012 23:20 MentalGNT wrote:
On March 23 2012 06:28 RavenLoud wrote:
On March 23 2012 02:22 Sajaki wrote:
On March 23 2012 00:52 RavenLoud wrote:
I'd say it's about time to give a raven some sort of a buff. It's doesn't need to be major, just to tell players to start using it. I'm getting tired of seeing terran players floating thousands of gas past the midgame then complain that the other races's high tech army is too powerful.

An acceleration buff would be perfect (maybe even a speed buff but that won't be necessary.) It also increases manoeuvering potentials, the science vessel in BW was a fast and agile unit, of course ravens aren't the same, but they aren't as satisfying to use partly because of a lack of nimbleness.


Well the MU where terrans float the most gas is definately in TvP, and ravens are weakest in that MU because Feedback can kill a raven instantly should it have enough energy to actually be useful.

True True, but I definitively believe there's room for it in the match up, though it does add more mechanical demand since you must have great ghost vs. templar micro. Some theorycrafts: you could land an auto turret in the front of the army to lure the chargelots, make a turret wall to block archons and use PDD to safely own the colossus. It can also provides crucial "zoning" control like spider mines.

It doesn't change the nature of PvT's problems as deathball vs. deathball 1 misclick and you lose etc, but I'm certain that pros can find tons of use for it in many situations once they get on it. However from what I understand they are very hard to keep alive, so a mobility buff would come in handy.

I still think that feedback is way too much of a hard counter to Ravens to make them viable beyond the early game in TvP. If we want to see more ravens in TvP mid/lategame i think something has to be done about feedback vs. Ravens. Perhaps change feedback so it only affects psionic units... That would make feedback useless against Thors, BCs and Ravens but wouldn't change anything else. That might actually make mech semi-viable in TvP since feedback no longer steals half of the beefy units' health anymore.

Might suddenly make feedback too weak though. I dunno. Balance is complicated.


I play protoss but I would be very happy to see feedback not affect ravens and thors. I do think they thors strike cannon should just be removed from the game at the same time though, as we dont want thors killing immortals and colossus. I think it is important (for balance) that feedback should continue to affect medivacs, banshees and battlecruisers though.

I would suggest...

Thor: remove energy bar and strike cannons ability
Raven: Immune to energy draining effects (EMP and feedback)


I think ravens still should be targeteble by feedback and emp. Ravens are casters and that's what those spells are for. I agree on the thor part. For a short time they had a cooldown timer, I don't actually know why that was removed. I think the same thing is true for battle cruisers.
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
Last Edited: 2012-03-29 12:32:35
March 29 2012 12:16 GMT
#3715
On March 29 2012 20:00 monkybone wrote:
Zone control for Terran is extremely expensive (tanks and planetaries), much more so that for Zerg and Protoss, which have cheaper alternatives. Including: Creep (free), spines (cheap), pylons for warp in (free in the sense that you need them anyway), cannons.

It's not practical to put down planetaries before very very late game. The alternative for Terran is bunkers, but since they need to be filled with units, they are in effect a costly alternative (at least 300 resources, 4 supply).


Are you for real? Pylons are zone control? Creep is like tanks?

Seriously, what game are you playing? Tanks are fantastic in this game. Let's see a replay of your tanks being bad.

Zerg zone control is broodlords, infestors and burrow. Protoss is storm, collosus, sentries, and mothership. These are not cheap units. Plus you're getting the Shredder.
DarK[A]
Profile Blog Joined October 2011
United States217 Posts
March 29 2012 12:32 GMT
#3716
On March 25 2012 23:03 Vonarma wrote:
I was unaware this had already been implemented - thanks That said, however, you can back out of a storm whereas fungals can be chained repeatedly with no chance of escape.

Just tossin my 2cents (which isnt worth much), and was wondering how the fungal mechanic came about.


Fungals are an integral part of Zerg, imo. Z relies on it much more than P relies on storm.

Also, Observation: I feel like I need to end ZvP before the 'toss gets their third, or else I lose.
Account252508
Profile Joined February 2012
3454 Posts
Last Edited: 2012-03-29 12:42:03
March 29 2012 12:39 GMT
#3717
--- Nuked ---
DarK[A]
Profile Blog Joined October 2011
United States217 Posts
March 29 2012 12:43 GMT
#3718
On March 29 2012 21:39 monkybone wrote:
Show nested quote +
On March 29 2012 21:16 DoubleReed wrote:
On March 29 2012 20:00 monkybone wrote:
Zone control for Terran is extremely expensive (tanks and planetaries), much more so that for Zerg and Protoss, which have cheaper alternatives. Including: Creep (free), spines (cheap), pylons for warp in (free in the sense that you need them anyway), cannons.

It's not practical to put down planetaries before very very late game. The alternative for Terran is bunkers, but since they need to be filled with units, they are in effect a costly alternative (at least 300 resources, 4 supply).


Are you for real? Pylons are zone control? Creep is like tanks?

Seriously, what game are you playing? Tanks are fantastic in this game. Let's see a replay of your tanks being bad.

Zerg zone control is broodlords, infestors and burrow. Protoss is storm, collosus, sentries, and mothership. These are not cheap units. Plus you're getting the Shredder.


We're clearly using different notions of zone control. I'm not talking about AoE damage like you are implying here, and I doubt anyone else is either. Zone control is local map control. And creep is an excellent way to control space on the map, as it gives room for reaction. No terran will walk straight across areas with creep. Pylons are used defensively as well by warp in, to intercept drops, runbys and so on. You're basically having control over the area, and that's all there is to it. A single pylon can an entire expansion from ling runbys for example.

And I didn't imply that tanks are bad, where did you get that notion? I'm saying that they are an expensive alternative. It isn't e.g. practical to have several tanks at each expansion.


I've been plenty of T players just chillin' on creep. They gave zero fucks.
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
Last Edited: 2012-03-29 12:45:43
March 29 2012 12:44 GMT
#3719
On March 25 2012 13:20 Jimbo77 wrote:
Zerg now literally doesn't need to think, just FG everywhere.

Then let us make any race the same with just some graphical differences?

I guess a general theme of the swarm is to focus more on macro than on micro. When Protoss needs to micro single stalkers, the zerg often just needs to flank from two sides with lings, then a-move.

I see the game to be intentionally designed to be imbalanced when the same aspect of different races are compared. One has to see each race as a whole.
You don't choose to play zerg. The zerg choose you.
ThomasHobbes
Profile Joined October 2010
United States197 Posts
March 29 2012 12:52 GMT
#3720
On March 29 2012 21:39 monkybone wrote:
Show nested quote +
On March 29 2012 21:16 DoubleReed wrote:
On March 29 2012 20:00 monkybone wrote:
Zone control for Terran is extremely expensive (tanks and planetaries), much more so that for Zerg and Protoss, which have cheaper alternatives. Including: Creep (free), spines (cheap), pylons for warp in (free in the sense that you need them anyway), cannons.

It's not practical to put down planetaries before very very late game. The alternative for Terran is bunkers, but since they need to be filled with units, they are in effect a costly alternative (at least 300 resources, 4 supply).


Are you for real? Pylons are zone control? Creep is like tanks?

Seriously, what game are you playing? Tanks are fantastic in this game. Let's see a replay of your tanks being bad.

Zerg zone control is broodlords, infestors and burrow. Protoss is storm, collosus, sentries, and mothership. These are not cheap units. Plus you're getting the Shredder.


We're clearly using different notions of zone control. I'm not talking about AoE damage like you are implying here, and I doubt anyone else is either. Zone control is local map control. And creep is an excellent way to control space on the map, as it gives room for reaction. No terran will walk straight across areas with creep. Pylons are used defensively as well by warp in, to intercept drops, runbys and so on. You're basically having control over the area, and that's all there is to it. A single pylon can an entire expansion from ling runbys for example.

And I didn't imply that tanks are bad, where did you get that notion? I'm saying that they are an expensive alternative. It isn't e.g. practical to have several tanks at each expansion.


And it isn't practical for the Zerg to have several tanks worth of defense at every expansion either. What's your point?

Terran has the best zone control in the game, hands down. Zerg creep spread doesn't save them from Terran zone control on Antiga, it doesn't even come close.
"The life of man, solitary, poor, nasty, brutish, and short."
Prev 1 184 185 186 187 188 1266 Next
Please log in or register to reply.
Live Events Refresh
OSC
16:00
OSC Elite Rising Star #17
SteadfastSC24
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko567
ProTech100
Codebar 48
MindelVK 40
SteadfastSC 24
StarCraft: Brood War
Hyuk 1672
Shuttle 450
Mini 207
Soulkey 132
Larva 79
Light 75
Rock 52
sas.Sziky 24
soO 16
scan(afreeca) 13
[ Show more ]
HiyA 9
Sacsri 8
ivOry 8
Dota 2
Gorgc6686
qojqva3324
Dendi817
BananaSlamJamma343
420jenkins296
Fuzer 240
League of Legends
Trikslyr45
Counter-Strike
fl0m1447
ScreaM480
ceh9321
Other Games
singsing1912
FrodaN1596
Beastyqt661
Harstem294
Liquid`VortiX196
Hui .170
KnowMe100
ArmadaUGS91
syndereN88
Mew2King58
Dewaltoss17
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 20 non-featured ]
StarCraft 2
• HappyZerGling 32
• Kozan
• sooper7s
• Migwel
• AfreecaTV YouTube
• LaughNgamezSOOP
• intothetv
• IndyKCrew
StarCraft: Brood War
• Michael_bg 6
• FirePhoenix5
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 1679
• WagamamaTV441
• Ler86
League of Legends
• Nemesis3356
• TFBlade688
• imaqtpie0
Other Games
• Shiphtur176
Upcoming Events
Replay Cast
5h 55m
The PondCast
15h 55m
OSC
18h 55m
CrankTV Team League
19h 55m
Team Liquid vs Team Falcon
Replay Cast
1d 16h
WardiTV Invitational
1d 18h
ByuN vs Spirit
herO vs Solar
MaNa vs Gerald
Rogue vs GuMiho
CrankTV Team League
1d 19h
BASILISK vs TBD
Replay Cast
2 days
BSL Team A[vengers]
2 days
Dewalt vs Shine
UltrA vs ZeLoT
BSL 21
3 days
[ Show More ]
Sparkling Tuna Cup
3 days
BSL Team A[vengers]
3 days
Cross vs Motive
Sziky vs HiyA
BSL 21
4 days
Wardi Open
4 days
Monday Night Weeklies
4 days
Liquipedia Results

Completed

CSL 2025 AUTUMN (S18)
WardiTV TLMC #15
Eternal Conflict S1

Ongoing

BSL 21 Points
BSL 21 Team A
C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
CranK Gathers Season 2: SC II Pro Teams
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025

Upcoming

SC4ALL: Brood War
YSL S2
BSL Season 21
SLON Tour Season 2
BSL 21 Non-Korean Championship
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
Stellar Fest
SC4ALL: StarCraft II
META Madness #9
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
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 © 2025 TLnet. All Rights Reserved.