• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 06:15
CET 12:15
KST 20:15
  • 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
Rongyi Cup S3 - Preview & Info3herO wins SC2 All-Star Invitational14SC2 All-Star Invitational: Tournament Preview5RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0
Community News
Weekly Cups (Jan 19-25): Bunny, Trigger, MaxPax win3Weekly Cups (Jan 12-18): herO, MaxPax, Solar win0BSL Season 2025 - Full Overview and Conclusion8Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets4$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)38
StarCraft 2
General
StarCraft 2 not at the Esports World Cup 2026 Weekly Cups (Jan 19-25): Bunny, Trigger, MaxPax win Oliveira Would Have Returned If EWC Continued herO wins SC2 All-Star Invitational PhD study /w SC2 - help with a survey!
Tourneys
$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) OSC Season 13 World Championship $70 Prize Pool Ladder Legends Academy Weekly Open! SC2 All-Star Invitational: Jan 17-18 Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Simple Questions Simple Answers
Custom Maps
[A] Starcraft Sound Mod
External Content
Mutation # 510 Safety Violation Mutation # 509 Doomsday Report Mutation # 508 Violent Night Mutation # 507 Well Trained
Brood War
General
Bleak Future After Failed ProGaming Career BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ [ASL21] Potential Map Candidates Gypsy to Korea
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 Azhi's Colosseum - Season 2 [BSL21] Non-Korean Championship - Starts Jan 10
Strategy
Zealot bombing is no longer popular? Current Meta Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Battle Aces/David Kim RTS Megathread Path of Exile Nintendo Switch Thread Mobile Legends: Bang Bang Beyond All Reason
Dota 2
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 Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread YouTube Thread Canadian Politics Mega-thread European Politico-economics QA Mega-thread
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
How Esports Advertising Shap…
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
James Bond movies ranking - pa…
Topin
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1634 users

Designated Balance Discussion Thread - Page 422

Forum Index > SC2 General
Post a Reply
Prev 1 420 421 422 423 424 1266 Next
TheDwf
Profile Joined November 2011
France19747 Posts
April 05 2013 13:45 GMT
#8421
On April 05 2013 22:19 Ramiz1989 wrote:
That is true, but he is trying to say that there are bunch of people that says Tanks are bad in comparison to the BW Tank, but as you said, you can't compare it because games are quite different. If anything those units are a lot stronger against the Tanks, it is not like that the Tanks is nerfed to the ground, as many are saying...

People are comparing the relative strength of the Tank in both games (their position in the food chain, to sum up things).

On April 05 2013 22:30 Xequecal wrote:
Well, comparing to BW is the only way the argument makes any sense. You say the damage is too low. Well, too low compared to what? Why is this a problem? Is Terran unfavored against Zerg?

Not if your comparison omits virtually all relevant elements. And I am unsure how you came up with the bolded parts from reading my post, in which I said nothing about Tanks' damage or the state of TvZ.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
April 05 2013 13:58 GMT
#8422
On April 05 2013 22:19 Ramiz1989 wrote:
Show nested quote +
On April 05 2013 21:46 TheDwf wrote:
On April 05 2013 21:25 Xequecal wrote:
People keep bringing this up and it's just not true. The SC2 siege tank is extremely good, the reason it seems bad compared to the BW tank is because the overpowered support units (Vultures) that kept them safe aren't there anymore. Compare the SC2 tank to the BW tanks. The BW siege tank did 35 damage to small/light and 70 damage to large/armored with a 5 second cooldown. The SC2 tank does 35 damage to small/light and 50 damage to large/armored with a 3 second cooldown. It does much more damage to large/armored and does almost double the damage the BW tank did to light units. This is especially pronounced against units like zerglings, both the BW and SC2 tank one shot them but the SC2 tank fires almost twice as fast, with smarter AI and never misses shots like the BW tank does. It kills over twice as many lings per unit of time.

Comparing the units' statistics this way is completely pointless. It doesn't matter at all if the SC2 Tank is stronger on paper than its BW counterpart because you have to factor what is against the Tank, including production. Do Marauders flanks exist in BW? Do Zergs have 6.11 movespeed Zerglings on creep on BW? Can Zergs move 120 Zerglings at once with two clicks in BW? Can Zergs have 40 Roaches before you have 10 Tanks in BW? Do Immortals exist in BW? Do Zealots auto-scatter and close in the distance super fast with their speed upgrade in BW? Do Tanks deal full damage to Archons' shields in SC2? Etc., etc. And last but not least, Tanks cost +25 gas and 3 supply instead of 2.

That is true, but he is trying to say that there are bunch of people that says Tanks are bad in comparison to the BW Tank, but as you said, you can't compare it because games are quite different. If anything those units are a lot stronger against the Tanks, it is not like that the Tanks is nerfed to the ground, as many are saying...

You can compare what the unit could do in BW and what it can do in SC2. The reasons for why Tanks in BW performed so much better then they do in SC2 are details really.
Head Coach Park: "They should buff tanks!"
farseerdk
Profile Joined May 2010
Canada504 Posts
April 05 2013 14:03 GMT
#8423
Big problem about tanks here vs. BW is actually Protoss shields and not much else.

Tank damage is lower than in BW, but their rate of fire is quicker and their AI is better so there is no overkill. In isolation, they're actually BETTER (and quite good vs. Zerg and other Terrans).

They're terrible vs. Protoss compared to BW because zealots, archons and other non-armored units don't take full damage from tank shots to their shields. The difference is most felt with archons, which also deal bonus damage to hellbats (the primary blocking unit) and bio. Compare the number of tank shots needed to kill a zealot in BW vs. HotS and you will see a major difference.
Perspective is merely an angle.
TheDwf
Profile Joined November 2011
France19747 Posts
Last Edited: 2013-04-05 14:17:43
April 05 2013 14:12 GMT
#8424
On April 05 2013 23:03 farseerdk wrote:
Compare the number of tank shots needed to kill a zealot in BW vs. HotS and you will see a major difference.

... 4 in both cases with +3 attack Tanks (unless I don't remember correctly how damage overlapping health was dealt in BW).
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
April 05 2013 14:19 GMT
#8425
Gotta feel they added the widow mine to help make mech viable, and instead it just replaced the tank so far.
Revolutionist fan
farseerdk
Profile Joined May 2010
Canada504 Posts
April 05 2013 14:40 GMT
#8426
On April 05 2013 23:12 TheDwf wrote:
Show nested quote +
On April 05 2013 23:03 farseerdk wrote:
Compare the number of tank shots needed to kill a zealot in BW vs. HotS and you will see a major difference.

... 4 in both cases with +3 attack Tanks (unless I don't remember correctly how damage overlapping health was dealt in BW).


BW Zealot --> 60 shields, 100 hp, 1 armor, 0 shield armor.
Tank --> 70 damage, 35 to small

1st shot --> zealot = 91 hp
2nd shot --> zealot = 57
3rd shot --> zealot = 23 hp
4th shot --> dead

HotS zealot -->50 shields, 100 hp, 1 armor, 0 shield armor
Tank --> 50 damage, 35 to light
1st shot --> zealot 100 hp, 15 shield
2nd shot --> zealot 81 hp
3rd short --> zealot 47 hp
4th shot --> zealot 13 hp
5th shot --> dead


Archon --> 350 shields, 10 hp
HotS tank --> 35 damage
BW tank --> 70 damage

BW --> 6 shots (including shield regen)
HotS --> 11 shots (o.0)
Perspective is merely an angle.
Deleted User 137586
Profile Joined January 2011
7859 Posts
April 05 2013 14:49 GMT
#8427
Awesome research farseerdk. Seige tank takes 11 shots to kill an archon! As the shock cannon has a 3sec cooldown, it takes 30 seconds to kill an archon.

That's longer than it takes to build a marine, or to warp in 2 rounds of zealots. That basically means that one archon can tank damage while a protoss sends in zealots, loses them, warps in a new wave, loses those, and then warps in a third wave of zealots. Hoping that the terran has balls of steel, the archon will die together with that third wave of zealots.

Don't know where that knowledge might be useful in any way, but the wow factor is pretty big with this one. Also, when I scout an archon all-in, I'm not building any tanks
Cry 'havoc' and let slip the dogs of war
farseerdk
Profile Joined May 2010
Canada504 Posts
April 05 2013 17:35 GMT
#8428
You'd never have a game-case where there's one archon vs. 1 tank (and if there were, the archon would just get inside the tank's minimum range). But a single archon can shrug off 2-3 volleys from a sizable group of tanks. That's the take-away here.
Perspective is merely an angle.
Rabiator
Profile Joined March 2010
Germany3948 Posts
April 05 2013 18:15 GMT
#8429
On April 05 2013 21:46 TheDwf wrote:
Show nested quote +
On April 05 2013 21:25 Xequecal wrote:
People keep bringing this up and it's just not true. The SC2 siege tank is extremely good, the reason it seems bad compared to the BW tank is because the overpowered support units (Vultures) that kept them safe aren't there anymore. Compare the SC2 tank to the BW tanks. The BW siege tank did 35 damage to small/light and 70 damage to large/armored with a 5 second cooldown. The SC2 tank does 35 damage to small/light and 50 damage to large/armored with a 3 second cooldown. It does much more damage to large/armored and does almost double the damage the BW tank did to light units. This is especially pronounced against units like zerglings, both the BW and SC2 tank one shot them but the SC2 tank fires almost twice as fast, with smarter AI and never misses shots like the BW tank does. It kills over twice as many lings per unit of time.

Comparing the units' statistics this way is completely pointless. It doesn't matter at all if the SC2 Tank is stronger on paper than its BW counterpart because you have to factor what is against the Tank, including production. Do Marauders flanks exist in BW? Do Zergs have 6.11 movespeed Zerglings on creep on BW? Can Zergs move 120 Zerglings at once with two clicks in BW? Can Zergs have 40 Roaches before you have 10 Tanks in BW? Do Immortals exist in BW? Do Zealots auto-scatter and close in the distance super fast with their speed upgrade in BW? Do Tanks deal full damage to Archons' shields in SC2? Etc., etc. And last but not least, Tanks cost +25 gas and 3 supply instead of 2.

Basically you have to compare the dps of the Tank with the "incoming hit points" and compare that to the BW values. The "damage per incoming unit" is far lower in SC2 simply because there are FAR MORE units in a far tighter clump and I also think the area of the shot is smaller in SC2 compared to BW.

The Siege Tank deals similar damage to Zerglings in both games, BUT the absolutely massive amount of Zerglings and the "perfect pathing" of SC2 means that there will be wayy more Zerglings actually reaching the Siege Tank compared to BW and even an injured Zergling will be able to hit Siege Tanks and trigger splash damage attacks from other Siege Tanks further away. Now you could try and circumvent a part of this problem by having 4-5 Barracks around your Siege Tanks to block the Zerglings (or rather build a maze like a tower defense game), but that doesnt really work well if the Zerg is good at spreading creep. You cant land a barracks on creep, right? ... and it recedes just as slowly as it grows, so you are forced into a snails pace with such a strategy which the Zerg would abuse by killing your base in the meantime.

The whole point of the Siege Tank is to have spread out positions and to cut the map into two pieces, but due to the concentrated damage of the unlimited unit selection, the tight unit movement and the massive amount of units in SC2 you cant do it. So there is no point to build it anymore and the only way to make it viable again would be to increase the damage to be a threat to the deathball in small numbers already.
If you cant say what you're meaning, you can never mean what you're saying.
TeeTS
Profile Joined June 2011
Germany2762 Posts
April 05 2013 18:34 GMT
#8430
On April 06 2013 02:35 farseerdk wrote:
You'd never have a game-case where there's one archon vs. 1 tank (and if there were, the archon would just get inside the tank's minimum range). But a single archon can shrug off 2-3 volleys from a sizable group of tanks. That's the take-away here.


or make it even more simple: Tanks don't kill archons unless they outnumber them massively.
tanks are just bad in SC2. they can't keep up with the pace in TvZ and are taken out by mutalisks pretty easy there and nearly every unit protoss gets in PvT is a hard counter to them.
there only use is in TvT because they nearly one shot marines after they stim at 3-0 grades (41 damage against 45 HP 3-3 marines), so they blast away those in huge numbers in the mid and lategame. That's where you will see them forever. Now one has to ask themselves if it's enough for a unit to only have a role in the mirror matchup and in holding very special allins in the other ones. Basically you can compare the tank in HotS with the Hydralisk in WoL.
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
April 06 2013 05:53 GMT
#8431
On April 06 2013 03:34 TeeTS wrote:
Show nested quote +
On April 06 2013 02:35 farseerdk wrote:
You'd never have a game-case where there's one archon vs. 1 tank (and if there were, the archon would just get inside the tank's minimum range). But a single archon can shrug off 2-3 volleys from a sizable group of tanks. That's the take-away here.


or make it even more simple: Tanks don't kill archons unless they outnumber them massively.
tanks are just bad in SC2. they can't keep up with the pace in TvZ and are taken out by mutalisks pretty easy there and nearly every unit protoss gets in PvT is a hard counter to them.
there only use is in TvT because they nearly one shot marines after they stim at 3-0 grades (41 damage against 45 HP 3-3 marines), so they blast away those in huge numbers in the mid and lategame. That's where you will see them forever. Now one has to ask themselves if it's enough for a unit to only have a role in the mirror matchup and in holding very special allins in the other ones. Basically you can compare the tank in HotS with the Hydralisk in WoL.


Seige tanks can be really amazing if you can protect them during battle. ie. NEVER ever to engage directly without terrain advantage. Cliffs and chokes, and tanks shine. Out in open field? Tanks suck so bad, they make me sad, and rhyme like mad. uh, yeah!

Seige tanks need a new name:

Portable Offensive Support
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2013-04-06 06:14:06
April 06 2013 06:08 GMT
#8432
On April 05 2013 23:40 farseerdk wrote:
Show nested quote +
On April 05 2013 23:12 TheDwf wrote:
On April 05 2013 23:03 farseerdk wrote:
Compare the number of tank shots needed to kill a zealot in BW vs. HotS and you will see a major difference.

... 4 in both cases with +3 attack Tanks (unless I don't remember correctly how damage overlapping health was dealt in BW).


BW Zealot --> 60 shields, 100 hp, 1 armor, 0 shield armor.
Tank --> 70 damage, 35 to small

1st shot --> zealot = 91 hp
2nd shot --> zealot = 57
3rd shot --> zealot = 23 hp
4th shot --> dead

HotS zealot -->50 shields, 100 hp, 1 armor, 0 shield armor
Tank --> 50 damage, 35 to light
1st shot --> zealot 100 hp, 15 shield
2nd shot --> zealot 81 hp
3rd short --> zealot 47 hp
4th shot --> zealot 13 hp
5th shot --> dead


Archon --> 350 shields, 10 hp
HotS tank --> 35 damage
BW tank --> 70 damage

BW --> 6 shots (including shield regen)
HotS --> 11 shots (o.0)


yeah and how long does it take to do those shots in BW compared to SC2?

Sc2: 5 Shots => 5*3s = 15s
BW: 4 Shots=> ???
Novacute
Profile Joined September 2011
Australia313 Posts
April 06 2013 06:17 GMT
#8433
While we're discussing tanks, keep in mind tanks in BW is only 2 supply, whereas in Sc2, it's 3. So for every 2 tanks, you get 3 tanks in BW.
DooMDash
Profile Joined May 2010
United States1015 Posts
April 06 2013 06:54 GMT
#8434
I could live with +1 more light dmg, and +2 more armored dmg with each upgrade level. I still think tanks are awesome but at times they do lack that BW feel of power I miss.
S1 3500+ Master T. S2 1600+ Master T.
Rabiator
Profile Joined March 2010
Germany3948 Posts
April 06 2013 07:13 GMT
#8435
On April 06 2013 15:17 Novacute wrote:
While we're discussing tanks, keep in mind tanks in BW is only 2 supply, whereas in Sc2, it's 3. So for every 2 tanks, you get 3 tanks in BW.

... which makes it even worse for the SC2 tanks. The bottom line is:

- Siege Tanks in SC2 were "balanced" on Steppes of War and never touched since. + Show Spoiler +
Removing the upgrade not only makes the unit "unstylish" but also doesnt influence the combat efficiency, so anyone trying to be nitpicky about that can just save himself the effort of posting it ...

- Siege Tanks are meant to be spread out to control space and remain there to control it together with turrets and some bunkers and SC2 is all about mobility and two big clumps of armies which dance around each other until one of them "blinks" (the eye thing, not the Protoss ability). With the massive amount of units in any of the super mobile SC2 armies they can not do their job with the lousy damage they deal atm.
If you cant say what you're meaning, you can never mean what you're saying.
Duncaaaaaan
Profile Joined May 2012
United Kingdom101 Posts
April 06 2013 08:22 GMT
#8436
I don't like the idea of having a designated balance discussion thread, it basically means I can't find particular topics bwing discussed.

Oh well, I think hydralisks should do +5 damage to bio, so they become anti muta and are also good in roach hydra compositions vs bio

It's lore friendly if the spines are made poisonous. Instead of plus damage, how about it stops muta regen or prevents bio from being healed by medivacs? Another alternative.

Also, blinding cloud is far too good vs mech. I found one way of dealing with it though is to just not siege up, when the viper casts you back off. You lose splash but the zerg will be dumb to chase you through the cloud.
wswas
Profile Joined April 2013
16 Posts
April 06 2013 11:58 GMT
#8437
On April 06 2013 16:13 Rabiator wrote:


- Siege Tanks in SC2 were "balanced" on Steppes of War


.......are you serious? i don't even know what to respond to that.

tanks aren't too weak. it's just that widow mines are so broken that they're better at what tanks are supposed to do even though that wasn't meant to be their purpose.

here are suggestions that would make the game better:

fix widow mines. it shouldn't be possible to use them as a core army unit that sets up in 1 sc2 sec, has 0 attack priority, deals over 100 dmg to the main target and deals 40 splash dmg in a large area of effect. and all that for the price of a roach. just say it out loud. it's pretty obvious this unit is overpowered. (just as saying out loud what the old infestor was capable of made it obvious that that unit was overpowered.)

air units (protoss in particular) are too good vs zerg. not because the units themselves are too good but because zerg anti air (corruptors) might as well not even be in the game cause making them is about as useful as trying to quench a fire with alcohol. buff corruptors. (NO! CAUSE BROODLORDS!: wol infestor is what made broodlords scary in wol. broodlord armies beating anti broodlord armies isn't a thing in hots.)

speedboost should be altered to have some sort of drawback. they're too good vs protoss. and too good vs zerg if it's a korean terran controlling them.



there you have it. game fixed.





(also, the game would be MUCH better without mule warpgate chrono boost spawn larvae but we all know that ain't gonna happen)
TheDwf
Profile Joined November 2011
France19747 Posts
April 06 2013 13:31 GMT
#8438
On April 06 2013 20:58 wswas wrote:
fix widow mines. it shouldn't be possible to use them as a core army unit that sets up in 1 sc2 sec, has 0 attack priority, deals over 100 dmg to the main target and deals 40 splash dmg in a large area of effect. and all that for the price of a roach. just say it out loud. it's pretty obvious this unit is overpowered.

Isn't it funny, then, that this "obviously broken unit" is only a core unit against a Zerg going lings/banes/mutas?

On April 06 2013 20:58 wswas wrote:
speedboost should be altered to have some sort of drawback. they're too good vs protoss. and too good vs zerg if it's a korean terran controlling them.

What a shame indeed that something gets better with skill in a strategy game. Should be forbidden.
Bagi
Profile Joined August 2010
Germany6799 Posts
Last Edited: 2013-04-06 13:46:23
April 06 2013 13:45 GMT
#8439
On April 06 2013 17:22 Duncaaaaaan wrote:

Oh well, I think hydralisks should do +5 damage to bio, so they become anti muta and are also good in roach hydra compositions vs bio

Do this and terran will never win another game against roach/hydra. It already trades really well with bio (you need tanks or good mine hits to beat it) and is obviously really strong against mech. Add 5 damage against marines/marauders/hellbats, terran will have literally no effective unit comps against it.
TeeTS
Profile Joined June 2011
Germany2762 Posts
April 06 2013 13:50 GMT
#8440
On April 06 2013 20:58 wswas wrote:
Show nested quote +
On April 06 2013 16:13 Rabiator wrote:


- Siege Tanks in SC2 were "balanced" on Steppes of War


.......are you serious? i don't even know what to respond to that.

tanks aren't too weak. it's just that widow mines are so broken that they're better at what tanks are supposed to do even though that wasn't meant to be their purpose.

here are suggestions that would make the game better:

fix widow mines. it shouldn't be possible to use them as a core army unit that sets up in 1 sc2 sec, has 0 attack priority, deals over 100 dmg to the main target and deals 40 splash dmg in a large area of effect. and all that for the price of a roach. just say it out loud. it's pretty obvious this unit is overpowered. (just as saying out loud what the old infestor was capable of made it obvious that that unit was overpowered.)

air units (protoss in particular) are too good vs zerg. not because the units themselves are too good but because zerg anti air (corruptors) might as well not even be in the game cause making them is about as useful as trying to quench a fire with alcohol. buff corruptors. (NO! CAUSE BROODLORDS!: wol infestor is what made broodlords scary in wol. broodlord armies beating anti broodlord armies isn't a thing in hots.)

speedboost should be altered to have some sort of drawback. they're too good vs protoss. and too good vs zerg if it's a korean terran controlling them.



there you have it. game fixed.





(also, the game would be MUCH better without mule warpgate chrono boost spawn larvae but we all know that ain't gonna happen)


I see more and more Zergs deal with widow mines pretty decent. The thing is, that it's actually a difficult micro task to do it and most zergs are not used to that. macro, macro, macro fungal a move gg, that's what we've seen from most zergs in WoL. Even lots of pro zergs lack in army positioning and controlling units to their full potential, but it didn't matter back then.
I agree that widow mines may have a little too big splash. but even reducing it by 0.5, which would be reasonable, won't make the unit worse than siege tanks. The new super quick mutas snipe tanks even more easy than in wings and once hive is reached, blinding cloud makes tanks look just totally embarassed.
The game dynamic was increased a lot in HotS. Oracles and Hellbats can swipe out mineral lines in very few seconds if you don't notice it instantly. Mutas can dart into your base and out in the blink of an eye - and come back after a short while with full health ofc! Guess which unit does not fit at all into that high speed dynamic style: Our slow and clumsy Siege Tank friend. If it weren't as super Powerful against Terran ground as it is (reason is the low hit point and slow movement ratio of Terran Ground units), it would be a goner in TvT too.
Prev 1 420 421 422 423 424 1266 Next
Please log in or register to reply.
Live Events Refresh
The PondCast
10:00
Episode 79
CranKy Ducklings56
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
BRAT_OK 70
StarCraft: Brood War
Sea 4368
Larva 2296
Flash 2193
Rain 1739
Mini 584
Jaedong 481
BeSt 399
Soulkey 311
Pusan 269
EffOrt 216
[ Show more ]
Hyun 182
Mong 182
Rush 171
Last 121
ZerO 113
Sharp 101
Snow 98
Dewaltoss 82
ToSsGirL 73
Shuttle 48
Mind 46
sorry 44
Soma 37
Yoon 30
JulyZerg 30
JYJ 29
Shinee 27
Free 27
910 22
GoRush 20
Movie 16
Shine 13
Sea.KH 13
Bale 12
Icarus 3
Dota 2
Fuzer 128
NeuroSwarm125
XcaliburYe103
League of Legends
JimRising 346
Counter-Strike
shoxiejesuss932
zeus576
allub194
edward56
Heroes of the Storm
Khaldor145
Other Games
Liquid`RaSZi1282
singsing1033
B2W.Neo488
Mew2King200
crisheroes123
KnowMe110
Sick59
ZerO(Twitch)16
Organizations
Other Games
gamesdonequick864
StarCraft: Brood War
lovetv 9
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 9
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota232
League of Legends
• Jankos1458
Upcoming Events
HomeStory Cup
1d
Korean StarCraft League
1d 15h
HomeStory Cup
2 days
Replay Cast
2 days
HomeStory Cup
3 days
Replay Cast
3 days
Replay Cast
4 days
Wardi Open
5 days
WardiTV Invitational
6 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2026-01-27
OSC Championship Season 13
Underdog Cup #3

Ongoing

CSL 2025 WINTER (S19)
KCM Race Survival 2026 Season 1
Acropolis #4 - TS4
Rongyi Cup S3
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025

Upcoming

Escore Tournament S1: W6
Escore Tournament S1: W7
Acropolis #4
IPSL Spring 2026
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
LiuLi Cup: 2025 Grand Finals
HSC XXVIII
Nations Cup 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
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.