• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 19:48
CET 01:48
KST 09:48
  • 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
RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13
Community News
Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge1[TLMC] Fall/Winter 2025 Ladder Map Rotation13Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA8StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45
StarCraft 2
General
RotterdaM "Serral is the GOAT, and it's not close" Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge [TLMC] Fall/Winter 2025 Ladder Map Rotation Mech is the composition that needs teleportation t RSL Season 3 - RO16 Groups C & D Preview
Tourneys
2025 RSL Offline Finals Dates + Ticket Sales! $5,000+ WardiTV 2025 Championship RSL Revival: Season 3 Sparkling Tuna Cup - Weekly Open Tournament Constellation Cup - Main Event - Stellar Fest
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 500 Fright night Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle What happened to TvZ on Retro? BGH Auto Balance -> http://bghmmr.eu/ SnOw's ASL S20 Finals Review BW General Discussion
Tourneys
[BSL21] GosuLeague T1 Ro16 - Tue & Thu 22:00 CET [Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] RO32 Group D - Sunday 21:00 CET
Strategy
Current Meta How to stay on top of macro? PvZ map balance Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Clair Obscur - Expedition 33 Should offensive tower rushing be viable in RTS games? Path of Exile Nintendo Switch Thread
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
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread The Games Industry And ATVI Things Aren’t Peaceful in Palestine About SC2SEA.COM
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
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
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2303 users

Designated Balance Discussion Thread - Page 704

Forum Index > SC2 General
Post a Reply
Prev 1 702 703 704 705 706 1266 Next
Wingblade
Profile Joined April 2012
United States1806 Posts
August 17 2013 22:36 GMT
#14061
On August 18 2013 07:00 Grumbels wrote:
I had the following idea for the ghost:

Snipe stuns units for 0.5s

I thought it would be useful for occasionally catching some ultralisks, corruptors, mutalisks and brood lords. There is an apm and energy requirement for using snipe, so it's not like you can actually use it for crowd control, so I don't think it's abusable.

I'm proposing this in the context of terran having a slight lack of options in dealing with ultralisks. The ghost isn't used to much in TvZ and TvT, so it seemed like a fun change to me.


That is an absolutely awful idea... High Templar trying to retreat? NOPE they are stunned. Terran also doesnt need late game help vZ.

Basically it's never harder for the already really slow high Templar to pull back, and overall limits micro for Zerg and Protoss when there is no need for it
PartinG fanboy to the max, Rain/Squirtle/Dear/Scarlett/Bbyong are cool too. I don't always watch Dota2 but when I do I have no clue what's going on. GOGO POWER RANGERS
willstertben
Profile Joined May 2013
427 Posts
Last Edited: 2013-08-17 22:46:36
August 17 2013 22:44 GMT
#14062
dwf is right. you actually NEED 4 full base saturation for muta ling bling vs 3 base bio mine or you'll just get outproduced and die.
also you need a good bank for ultra transition, cause making 2-3 ultras is as good as making 0.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
August 17 2013 22:46 GMT
#14063
On August 18 2013 07:11 Dwayn wrote:
you don't get a lot out of saturating the 4 base fully, cause you really want the gas. 90 drones on 4 base just seems bad.


why?
In tvz, you trade units all the time. Bio/mine vs muta/ling/bane, its normal to trade alot
so why not have 90drones?
i as zerg love to have 90drones cuz you trade all the time, you keep attacking all the time

This is the mu as zerg, u want these many drones. Against protss thats a different story completely
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
August 17 2013 22:53 GMT
#14064
On August 18 2013 07:36 Wingblade wrote:
Show nested quote +
On August 18 2013 07:00 Grumbels wrote:
I had the following idea for the ghost:

Snipe stuns units for 0.5s

I thought it would be useful for occasionally catching some ultralisks, corruptors, mutalisks and brood lords. There is an apm and energy requirement for using snipe, so it's not like you can actually use it for crowd control, so I don't think it's abusable.

I'm proposing this in the context of terran having a slight lack of options in dealing with ultralisks. The ghost isn't used to much in TvZ and TvT, so it seemed like a fun change to me.


That is an absolutely awful idea... High Templar trying to retreat? NOPE they are stunned. Terran also doesnt need late game help vZ.

Basically it's never harder for the already really slow high Templar to pull back, and overall limits micro for Zerg and Protoss when there is no need for it

But snipe already kills high templar very quickly, and it's only a 0.5s stun.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
ChristianS
Profile Blog Joined March 2011
United States3252 Posts
August 17 2013 22:53 GMT
#14065
On August 18 2013 07:36 Wingblade wrote:
Show nested quote +
On August 18 2013 07:00 Grumbels wrote:
I had the following idea for the ghost:

Snipe stuns units for 0.5s

I thought it would be useful for occasionally catching some ultralisks, corruptors, mutalisks and brood lords. There is an apm and energy requirement for using snipe, so it's not like you can actually use it for crowd control, so I don't think it's abusable.

I'm proposing this in the context of terran having a slight lack of options in dealing with ultralisks. The ghost isn't used to much in TvZ and TvT, so it seemed like a fun change to me.


That is an absolutely awful idea... High Templar trying to retreat? NOPE they are stunned. Terran also doesnt need late game help vZ.

Basically it's never harder for the already really slow high Templar to pull back, and overall limits micro for Zerg and Protoss when there is no need for it

If your templar are being sniped they're not going to be able to retreat anyway. Any Terran who has the opportunity to snipe it once and run in to finish it off will just snipe it twice and not have to worry about it.

Certainly Terran doesn't really need lategame help TvZ, although since going for ghosts is a diversion from whatever else he'd be doing, it wouldn't necessarily make Terran late game more powerful. Right now ghosts are pretty much wasted money and supply late game TvZ. I'm not saying the change is great, or that it's likely to happen, but it's probably not game-breaking. Although shouldn't ultralisks be immune to an effect like that because of Frenzy anyway?
"Never attribute to malice that which is adequately explained by stupidity." -Robert J. Hanlon
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
August 17 2013 22:55 GMT
#14066
On August 18 2013 07:02 TheDwf wrote:
Show nested quote +
On August 18 2013 06:22 Decendos wrote:
just watched it:

Congratulations, it took you 12 minuts to watch a 32 minuts video!

Show nested quote +
- no 90 drones but 75

This is what I wrote:

Show nested quote +
On August 18 2013 05:48 TheDwf wrote:
Most of the time, when I face ultras, Zerg still has 15-25 mutas left.

I didn't say Zerg was necessarily on 90 drones when it happens. If they suffered some kind of eco damage, it can be lower. Still changes nothing to the fact your initial point—"mutas are always gone when ultras hatch, leaving Zerg helpless against drops"—is wrong. Zergs with good muta retention can retain some/most of them by the time ultras come into play. From the last Code S season, you can check SHINE vs KeeN, Star Station and Flash vs Soulkey, Whirlwind; or Mvp vs Dimaga, Star Station, WCS Europe; Polt vs IdrA, Daybreak, WCS America (peak at 107 drones!); ForGG vs Stephano, Star Station, WCS Europe; MMA vs TLO, Whirlwind, WCS Europe; YoDa vs Bboong, Derelict Watcher, GSTL; Bogus vs Soulkey, Newkirk, OSL; ...

See, the examples are not lacking in which Zerg gets some ultras (or broods) while still having a decent fleet of mutas, so how about you stop pretending it can never happen?

Show nested quote +
- 3 3 finishes for T once hive finishes (its about 4 min 3 3 vs 2 2 which is a long time)

So?

Show nested quote +
- Z has like 12 mutas leftover once ultras hatch

16:27 in the video time, I see 15 mutas with the first 6 ultras. But whatever, better waste time counting how many wings are beating rather than discussing the original point.

Show nested quote +
--> this is a "good game" muta and hivetech wise and even this game is much much worse than you make it look in your posts (no 90 drones, no 15-25 mutas leftover, no equal upgrades + some very obv. micro mistakes from flash that other top level Ts do better right now). now there are so many examples where its even much worse and Z has less drones and even much later hivetech to stay alive vs 4M.

As if hyvaa hadn't made dozens of mistakes too in this game. The level at which Flash played this game is still unmatched by 99.99% of the Terran players, and even at Code S level there are only a few Terrans who could do as well.

Generally speaking, when Z has mutas left when ultras pop it isnt because they "retained" mutas, its that they kept producing to stay at a certain number so that they have drop defense.

Also, why do people ignore me
"How many times do you see Z get 90 drones with mutaling bling? You say standard like it happens all the time, but I very rarely see it happen... Usually it is 3 base near saturation and then maybe the 4th has gas drones (and they pull drones from their main/nat to get minerals there as the main at least will be running out of minerals)."

And why is Z the only race that is making it supposedly standard to get 90 workers? Theoretically, T would be ideal for 90 workers. 4-5 bases worth of workers + mules and you can have 50+ supply army production every 35 seconds. Or even protoss warpgates.... pushing out 20 zealots on the front line. Every race benefits from higher income, but generally Z is the only one that uses it... why?
willstertben
Profile Joined May 2013
427 Posts
August 17 2013 22:58 GMT
#14067
because you will have more money than 90 drones zerg at 65 scvs thanks to mules + more army supply = even more cost efficient trades.
more income, more cost efficient.
dutchfriese
Profile Joined November 2012
2554 Posts
Last Edited: 2013-08-17 23:02:56
August 17 2013 23:00 GMT
#14068
On August 18 2013 07:11 Dwayn wrote:
you don't get a lot out of saturating the 4 base fully, cause you really want the gas. 90 drones on 4 base just seems bad.



you better be really good at injecting your hatcheries to make mass lings... that's for sure. 90 drones seems entirely unnecessary though especially in the end game.


On August 18 2013 07:46 Foxxan wrote:
Show nested quote +
On August 18 2013 07:11 Dwayn wrote:
you don't get a lot out of saturating the 4 base fully, cause you really want the gas. 90 drones on 4 base just seems bad.


why?
In tvz, you trade units all the time. Bio/mine vs muta/ling/bane, its normal to trade alot
so why not have 90drones?
i as zerg love to have 90drones cuz you trade all the time, you keep attacking all the time

This is the mu as zerg, u want these many drones. Against protss thats a different story completely


There's a timer on how good it is. I agree it can be good if you play super aggressive and inject well then it can be powerful, but after 3/3 finishes for the other opponent and he's not dead, it's probably prudent to get rid of 15-20 of those drones (if the other player hasn't already lol)
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
August 17 2013 23:00 GMT
#14069
On August 18 2013 07:58 willstertben wrote:
because you will have more money than 90 drones zerg at 65 scvs thanks to mules + more army supply = even more cost efficient trades.
more income, more cost efficient.

Should this be the case though? If you have 90 SCV's you can push the front and drop two locations at the same time and pretty much not even worry because your production will be sky high. And if the game goes even later you can sac SCV's.
dutchfriese
Profile Joined November 2012
2554 Posts
August 17 2013 23:03 GMT
#14070
On August 18 2013 08:00 TheRabidDeer wrote:
Show nested quote +
On August 18 2013 07:58 willstertben wrote:
because you will have more money than 90 drones zerg at 65 scvs thanks to mules + more army supply = even more cost efficient trades.
more income, more cost efficient.

Should this be the case though? If you have 90 SCV's you can push the front and drop two locations at the same time and pretty much not even worry because your production will be sky high. And if the game goes even later you can sac SCV's.



being able to play with 50 workers is one of terrans biggest advantages. Orbital commands are pretty, pretty good.
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
August 17 2013 23:05 GMT
#14071
On August 18 2013 08:03 dutchfriese wrote:
Show nested quote +
On August 18 2013 08:00 TheRabidDeer wrote:
On August 18 2013 07:58 willstertben wrote:
because you will have more money than 90 drones zerg at 65 scvs thanks to mules + more army supply = even more cost efficient trades.
more income, more cost efficient.

Should this be the case though? If you have 90 SCV's you can push the front and drop two locations at the same time and pretty much not even worry because your production will be sky high. And if the game goes even later you can sac SCV's.



being able to play with 50 workers is one of terrans biggest advantages. Orbital commands are pretty, pretty good.

So is being able to do more than the standard 15 marines/2 medivacs/2 marauders/2 mines. I mean, parade pushes are the standard, that would benefit the most from higher economy. It is like sauron zerg.
dutchfriese
Profile Joined November 2012
2554 Posts
Last Edited: 2013-08-17 23:06:55
August 17 2013 23:06 GMT
#14072
On August 18 2013 08:05 TheRabidDeer wrote:
Show nested quote +
On August 18 2013 08:03 dutchfriese wrote:
On August 18 2013 08:00 TheRabidDeer wrote:
On August 18 2013 07:58 willstertben wrote:
because you will have more money than 90 drones zerg at 65 scvs thanks to mules + more army supply = even more cost efficient trades.
more income, more cost efficient.

Should this be the case though? If you have 90 SCV's you can push the front and drop two locations at the same time and pretty much not even worry because your production will be sky high. And if the game goes even later you can sac SCV's.



being able to play with 50 workers is one of terrans biggest advantages. Orbital commands are pretty, pretty good.

So is being able to do more than the standard 15 marines/2 medivacs/2 marauders/2 mines. I mean, parade pushes are the standard, that would benefit the most from higher economy. It is like sauron zerg.



yes but mules cost 0 supply and mine minerals for efficiently. There's no reason not to have 4 orbitals while the parade push is commencing. 60ish workers is more ideal, but pro terrans play end game with 50 workers all the time. Past 20 minutes.. there is no reason not to have AT LEAST 5 orbitals
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
Last Edited: 2013-08-17 23:10:13
August 17 2013 23:06 GMT
#14073
it's all quite skill intensive anyway, contending creep spread or mutalisk count. i dont think there are glairng annoying things about the matchup if both sides play standard outside of zerg being slightly stronger or weaker at times. blizzard should know how to deal with it if they are competent.
On August 18 2013 07:53 ChristianS wrote:
Show nested quote +
On August 18 2013 07:36 Wingblade wrote:
On August 18 2013 07:00 Grumbels wrote:
I had the following idea for the ghost:

Snipe stuns units for 0.5s

I thought it would be useful for occasionally catching some ultralisks, corruptors, mutalisks and brood lords. There is an apm and energy requirement for using snipe, so it's not like you can actually use it for crowd control, so I don't think it's abusable.

I'm proposing this in the context of terran having a slight lack of options in dealing with ultralisks. The ghost isn't used to much in TvZ and TvT, so it seemed like a fun change to me.


That is an absolutely awful idea... High Templar trying to retreat? NOPE they are stunned. Terran also doesnt need late game help vZ.

Basically it's never harder for the already really slow high Templar to pull back, and overall limits micro for Zerg and Protoss when there is no need for it

If your templar are being sniped they're not going to be able to retreat anyway. Any Terran who has the opportunity to snipe it once and run in to finish it off will just snipe it twice and not have to worry about it.

Certainly Terran doesn't really need lategame help TvZ, although since going for ghosts is a diversion from whatever else he'd be doing, it wouldn't necessarily make Terran late game more powerful. Right now ghosts are pretty much wasted money and supply late game TvZ. I'm not saying the change is great, or that it's likely to happen, but it's probably not game-breaking. Although shouldn't ultralisks be immune to an effect like that because of Frenzy anyway?

yeah its probalby a bad idea, i posted it on reddit and people were even meaner than wingblade ^^

since frenzy should prevent ultralisks from being affected by this the ability has no reason to exist i guess
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Dwayn
Profile Joined October 2011
Germany949 Posts
August 17 2013 23:09 GMT
#14074
On August 18 2013 07:44 willstertben wrote:
dwf is right. you actually NEED 4 full base saturation for muta ling bling vs 3 base bio mine or you'll just get outproduced and die.
also you need a good bank for ultra transition, cause making 2-3 ultras is as good as making 0.

usually the ultra transition is limited by gas, not minerals.
Dwayn
Profile Joined October 2011
Germany949 Posts
August 17 2013 23:22 GMT
#14075
On August 18 2013 07:46 Foxxan wrote:
Show nested quote +
On August 18 2013 07:11 Dwayn wrote:
you don't get a lot out of saturating the 4 base fully, cause you really want the gas. 90 drones on 4 base just seems bad.


why?
In tvz, you trade units all the time. Bio/mine vs muta/ling/bane, its normal to trade alot
so why not have 90drones?
i as zerg love to have 90drones cuz you trade all the time, you keep attacking all the time

This is the mu as zerg, u want these many drones. Against protss thats a different story completely

because 2/2 lings don't 'trade' vs 3/3 mmmm, they just die. And more minerals don't help you to get more banes and mutas or transition better into hive. I'm sure there are people who can make it work and like playing like that, but I don't think it's standard.
Entirety
Profile Blog Joined April 2012
1423 Posts
August 18 2013 00:03 GMT
#14076
On August 18 2013 07:44 willstertben wrote:
dwf is right. you actually NEED 4 full base saturation for muta ling bling vs 3 base bio mine or you'll just get outproduced and die.
also you need a good bank for ultra transition, cause making 2-3 ultras is as good as making 0.


Well what about 2-3 ultras with heavy queen support? As long as you prevent the bio from retreating and kiting your ultras forever, even 3 ultras with 5-7 queens following is absolutely deadly to any bio force.

You can make this effective either through ling surrounds or fungals, locking the bio army in place.
IMMvp (정종현) | Fan Club: http://www.teamliquid.net/forum/viewmessage.php?topic_id=211431
CosmicSpiral
Profile Blog Joined December 2010
United States15275 Posts
August 18 2013 00:22 GMT
#14077
On August 18 2013 09:03 Entirety wrote:
Show nested quote +
On August 18 2013 07:44 willstertben wrote:
dwf is right. you actually NEED 4 full base saturation for muta ling bling vs 3 base bio mine or you'll just get outproduced and die.
also you need a good bank for ultra transition, cause making 2-3 ultras is as good as making 0.


Well what about 2-3 ultras with heavy queen support? As long as you prevent the bio from retreating and kiting your ultras forever, even 3 ultras with 5-7 queens following is absolutely deadly to any bio force.

You can make this effective either through ling surrounds or fungals, locking the bio army in place.


That's not the most effective use of ultras. Eventually you'll get kited to the point that the queens will lag behind the ultras. Ultras work best as frontline support for the speedling/bane army so the latter can get into the army without eating the initial damage.
WriterWovon man nicht sprechen kann, darüber muß man schweigen.
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
August 18 2013 00:37 GMT
#14078
90 drones on 4 bases? Ehem, last time i checked zerg does not need so many minerals. 90 drones is fine.... for 6 bases and more bases IMO
DeMoN pulls off a Miracle and Flies to the Moon
ETisME
Profile Blog Joined April 2011
12527 Posts
August 18 2013 04:39 GMT
#14079
So I wrote this on B.net addressing what I think is problematic in ZvT right now:
http://us.battle.net/sc2/en/forum/topic/9678948088

any thoughts would be great. (or correct me if I got some parts wrong/disagree with anything)
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
ReMinD_
Profile Joined May 2013
Croatia846 Posts
August 18 2013 07:19 GMT
#14080
I'm gonna steer this discussion to a different direction for a sec.

I've been playing this game for 3 months and last night I realized something. All those matches and I haven't made a single Nydus Network. Not once. I didn't even think about doing it. I also watch a lot of streams and I can't recall the last time someone made that building. Then I looked at Liquipedia.

Nydus Network - 150 minerals, 200 gas.
Nydus Worm - 100 minerals, 100 gas. Build time: 20 secs, HP: 200
'Upon completion of the Nydus Worm, a global sound effect will be heard from all players.'

That reminded me why it's so bad. An investment of 250 minerals and 300 gas that can be killed by workers. And the global sound effect that warns your opponent.

Would it be game-breaking to make Nydus Worm cost 150 or 200 minerals and no gas? It seems like an interesting tool, one that would make the game more dynamic while not really affecting the balance too much. It could always be limited in other ways, like adding a cooldown so you can't just build one after the other.
Parting: Well, even I can make better maps than these.
Prev 1 702 703 704 705 706 1266 Next
Please log in or register to reply.
Live Events Refresh
Replay Cast
23:00
WardiTV Mondays #60
CranKy Ducklings104
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft413
Nina 50
StarCraft: Brood War
NaDa 60
Sexy 29
yabsab 8
Dota 2
monkeys_forever113
NeuroSwarm60
Super Smash Bros
hungrybox309
AZ_Axe35
PPMD35
Other Games
Grubby4047
summit1g3844
C9.Mang0223
JimRising 204
Maynarde176
Trikslyr32
Organizations
Other Games
gamesdonequick773
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 20 non-featured ]
StarCraft 2
• Hupsaiya 81
• davetesta12
• Kozan
• sooper7s
• Migwel
• LaughNgamezSOOP
• AfreecaTV YouTube
• IndyKCrew
• intothetv
StarCraft: Brood War
• HerbMon 44
• Azhi_Dahaki29
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21231
League of Legends
• Doublelift2570
• Scarra959
Other Games
• imaqtpie1244
• WagamamaTV297
• Shiphtur232
Upcoming Events
ChoboTeamLeague
12m
WardiTV Korean Royale
11h 12m
BSL: GosuLeague
20h 12m
PiGosaur Cup
1d
The PondCast
1d 9h
Replay Cast
1d 22h
RSL Revival
2 days
herO vs Zoun
Classic vs Reynor
Maru vs SHIN
MaxPax vs TriGGeR
BSL: GosuLeague
2 days
RSL Revival
3 days
WardiTV Korean Royale
3 days
[ Show More ]
RSL Revival
4 days
WardiTV Korean Royale
4 days
IPSL
4 days
Julia vs Artosis
JDConan vs DragOn
RSL Revival
5 days
Wardi Open
5 days
IPSL
5 days
StRyKeR vs OldBoy
Sziky vs Tarson
Replay Cast
5 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2025-11-14
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
CSCL: Masked Kings S3
SLON Tour Season 2
RSL Revival: Season 3
META Madness #9
BLAST Rivals Fall 2025
IEM Chengdu 2025
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

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 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.