• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 04:14
CEST 10:14
KST 17:14
  • 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
[ASL22] Ro24 Preview: Summer's End7Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7
Community News
Weekly Cups (August 10-16): SHIN doubles2GSTL Returns in 2026!45Weekly Cups (Aug 3-9): Protoss get shut out7RSL goes to London! 2026 Offline Finals Nov 21-2212Weekly Cups (July 27-Aug 2): SHIN's big week0
StarCraft 2
General
GSTL Returns in 2026! SC4ALL II: SC2 Player Announcement 6/8 - Maru Balance hotfix patch 5.0.16b (July 16) Serral wins Maestros of the Game 2 Weekly Cups (August 10-16): SHIN doubles
Tourneys
2026 GSTL Announcement Master Swan Open (Global Bronze-Master 2) PIG STY FESTIVAL 8.0! (13 - 23 August) WardiTV Mondays 2026 KungFu Cup Announcement
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
The PondCast: SC2 News & Results Mutation # 539 Thunder Dome Mutation # 538 Media Blackout Mutation # 537 Hostile Territory
Brood War
General
BW General Discussion How Famous was FlaSh before his Debut? Are you ready for ASL 22? NEW HYPE VIDEO [ASL22] Ro24 Preview: Summer's End [Personal Project Share] Terran Defense v0.60
Tourneys
[ASL22] Ro24 Group B [ASL22] Ro24 Group C KCM Race Survival 2026 Season 3 [Megathread] Daily Proleagues
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Anyone here play Quakeworld back in the day? Stormgate/Frost Giant Megathread EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Artificial Intelligence Thread The Letting Off Steam Thread European Politico-economics QA Mega-thread
Fan Clubs
The Creator Fan Club MarineLorD Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently...
Sports
Football (Soccer) Thread MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
LOCKPICKING NOOB
LUCKY_NOOB
Chinese Gen Z: Between Dream…
TrAiDoS
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Hello guys!
LIN1s
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5341 users

Designated Balance Discussion Thread - Page 997

Forum Index > SC2 General
Post a Reply
Prev 1 995 996 997 998 999 1266 Next
Deleted User 137586
Profile Joined January 2011
7859 Posts
June 01 2014 22:05 GMT
#19921
Ok, I think I concur on all those points Big J.
Cry 'havoc' and let slip the dogs of war
CrayonSc2
Profile Joined August 2011
United States267 Posts
June 03 2014 22:08 GMT
#19922
reguarding Z's anti-air. Do you think a curruptor change of curruption to reducing 20% damage of the unit is well help out compared to taking 20% more damage.IMO the problem with the anti-air is that it just dies to quickly to make it cost effective.
Foreverkul
Profile Joined March 2014
United States1649 Posts
June 04 2014 09:00 GMT
#19923
So we all hear about "Terran dead race" "Toss OP" but perhaps its that this seasons map pool has revealed that Terran have a gap in tech that is easily exploited? Zerg are fast, and faster on creep, and Protoss have death ball, recall, and overcharge. Terran is conditionally fast and conditionally defensive, both at the cost of another tech while its a natural extension for other races with little sacrifice for huge benefits. What could help Terran when it comes to bigger maps?
Big J
Profile Joined March 2011
Austria16289 Posts
June 04 2014 09:02 GMT
#19924
On June 04 2014 18:00 Foreverkul wrote:
So we all hear about "Terran dead race" "Toss OP" but perhaps its that this seasons map pool has revealed that Terran have a gap in tech that is easily exploited? Zerg are fast, and faster on creep, and Protoss have death ball, recall, and overcharge. Terran is conditionally fast and conditionally defensive, both at the cost of another tech while its a natural extension for other races with little sacrifice for huge benefits. What could help Terran when it comes to bigger maps?


a nerf to mutalisks
WombaT
Profile Blog Joined May 2010
Northern Ireland27272 Posts
June 04 2014 09:19 GMT
#19925
On June 04 2014 07:08 CrayonSc2 wrote:
reguarding Z's anti-air. Do you think a curruptor change of curruption to reducing 20% damage of the unit is well help out compared to taking 20% more damage.IMO the problem with the anti-air is that it just dies to quickly to make it cost effective.

A short duration buff that protects vs bonus damage vs armoured targets. Could cast to prevent Voids annihilating Corruptors perhaps??

Just throwing something out there because corruption really could do with some level of re-evaluation.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
FaultyReDD
Profile Joined August 2012
25 Posts
June 04 2014 09:58 GMT
#19926
I dont know how you guys feel about this but some changes i was thinkin about was the neosteel frame upgrade being unlocked at engie bay level, makes terrans able to defend the all ins we get crushed by from the other races a little easier maybe. I also feel like terran needs static d that doesnt cost supply. Give us a perdition turret! Im just saying, we need a static d that doesnt cost supply. There should be an upgrade to have turrets do splash dmg albeit doesnt have to be much. Just to help defend mutas because mutas will fly in with no fux given. Maybe an upgrade to make reapers more effective in mid-late game i dont know.

I just feel that with overcharge/forcefields + queens/spines/transfuse all terran pressures/timings gets shut down ezpz but the opposite side of the spectrum is too difficult to hold and/or if u hold, no chance of making a comeback
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
June 04 2014 11:54 GMT
#19927
On June 04 2014 18:58 FaultyReDD wrote:
I dont know how you guys feel about this but some changes i was thinkin about was the neosteel frame upgrade being unlocked at engie bay level, makes terrans able to defend the all ins we get crushed by from the other races a little easier maybe. I also feel like terran needs static d that doesnt cost supply. Give us a perdition turret! Im just saying, we need a static d that doesnt cost supply. There should be an upgrade to have turrets do splash dmg albeit doesnt have to be much. Just to help defend mutas because mutas will fly in with no fux given. Maybe an upgrade to make reapers more effective in mid-late game i dont know.

I just feel that with overcharge/forcefields + queens/spines/transfuse all terran pressures/timings gets shut down ezpz but the opposite side of the spectrum is too difficult to hold and/or if u hold, no chance of making a comeback


Terrans are the only race with static D the gives supply in the Planetary Fortress.
Hark, what baseball through yonder window breaks?
Foreverkul
Profile Joined March 2014
United States1649 Posts
June 04 2014 21:18 GMT
#19928
On June 04 2014 20:54 Thieving Magpie wrote:
Show nested quote +
On June 04 2014 18:58 FaultyReDD wrote:
I dont know how you guys feel about this but some changes i was thinkin about was the neosteel frame upgrade being unlocked at engie bay level, makes terrans able to defend the all ins we get crushed by from the other races a little easier maybe. I also feel like terran needs static d that doesnt cost supply. Give us a perdition turret! Im just saying, we need a static d that doesnt cost supply. There should be an upgrade to have turrets do splash dmg albeit doesnt have to be much. Just to help defend mutas because mutas will fly in with no fux given. Maybe an upgrade to make reapers more effective in mid-late game i dont know.

I just feel that with overcharge/forcefields + queens/spines/transfuse all terran pressures/timings gets shut down ezpz but the opposite side of the spectrum is too difficult to hold and/or if u hold, no chance of making a comeback


Terrans are the only race with static D the gives supply in the Planetary Fortress.

Hes talking about bunkers, the only early game option for defense, but it requires units to be built and inside it to mean anything.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
June 04 2014 21:49 GMT
#19929
On June 05 2014 06:18 Foreverkul wrote:
Show nested quote +
On June 04 2014 20:54 Thieving Magpie wrote:
On June 04 2014 18:58 FaultyReDD wrote:
I dont know how you guys feel about this but some changes i was thinkin about was the neosteel frame upgrade being unlocked at engie bay level, makes terrans able to defend the all ins we get crushed by from the other races a little easier maybe. I also feel like terran needs static d that doesnt cost supply. Give us a perdition turret! Im just saying, we need a static d that doesnt cost supply. There should be an upgrade to have turrets do splash dmg albeit doesnt have to be much. Just to help defend mutas because mutas will fly in with no fux given. Maybe an upgrade to make reapers more effective in mid-late game i dont know.

I just feel that with overcharge/forcefields + queens/spines/transfuse all terran pressures/timings gets shut down ezpz but the opposite side of the spectrum is too difficult to hold and/or if u hold, no chance of making a comeback


Terrans are the only race with static D the gives supply in the Planetary Fortress.

Hes talking about bunkers, the only early game option for defense, but it requires units to be built and inside it to mean anything.


I know what he meant was being silly.
Hark, what baseball through yonder window breaks?
Sajaki
Profile Joined June 2011
Canada1135 Posts
Last Edited: 2014-06-04 23:18:44
June 04 2014 23:15 GMT
#19930
Hmm, do you think giving missile turrets the ZvZ treatment and buffing their damage vs bio would be a sufficient way of bringing mid/late tvz back in line? Currently they do 12 (x2) but perhaps doing 12+4(or+6)(x2) would help the terran defend a little easier whilst being active with their army?

EDIT: this is assuming that the latest patch is only a bandAid buff that gets figured out and the matchup returns to its slightly tilted state. If that patch equalizes the matchup via consistently slowing zerg gas income then this change would be unnecessary.
Inno pls...
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
June 05 2014 01:30 GMT
#19931
On June 05 2014 08:15 Sajaki wrote:
Hmm, do you think giving missile turrets the ZvZ treatment and buffing their damage vs bio would be a sufficient way of bringing mid/late tvz back in line? Currently they do 12 (x2) but perhaps doing 12+4(or+6)(x2) would help the terran defend a little easier whilst being active with their army?

EDIT: this is assuming that the latest patch is only a bandAid buff that gets figured out and the matchup returns to its slightly tilted state. If that patch equalizes the matchup via consistently slowing zerg gas income then this change would be unnecessary.


They could also increase the overall damage of the missiles but split its attack to 4-6 something like 8 (x4) or 5 (x6) to give them an overall buff vs all air play but whose damage becomes greatly diminished in the late game (+3 armor, for example, would reduce the damage by -12 to -18 per attack)

That way, you scare off early or midgame "muta deathballs" but still be able to employ that strategy as an uber late game tech switch.
Hark, what baseball through yonder window breaks?
Sajaki
Profile Joined June 2011
Canada1135 Posts
June 05 2014 01:50 GMT
#19932
On June 05 2014 10:30 Thieving Magpie wrote:
Show nested quote +
On June 05 2014 08:15 Sajaki wrote:
Hmm, do you think giving missile turrets the ZvZ treatment and buffing their damage vs bio would be a sufficient way of bringing mid/late tvz back in line? Currently they do 12 (x2) but perhaps doing 12+4(or+6)(x2) would help the terran defend a little easier whilst being active with their army?

EDIT: this is assuming that the latest patch is only a bandAid buff that gets figured out and the matchup returns to its slightly tilted state. If that patch equalizes the matchup via consistently slowing zerg gas income then this change would be unnecessary.


They could also increase the overall damage of the missiles but split its attack to 4-6 something like 8 (x4) or 5 (x6) to give them an overall buff vs all air play but whose damage becomes greatly diminished in the late game (+3 armor, for example, would reduce the damage by -12 to -18 per attack)

That way, you scare off early or midgame "muta deathballs" but still be able to employ that strategy as an uber late game tech switch.


In my opinion that change would go exactly in the opposite direction. Midgame mutas really aren't that big of a threat. They are a far bigger issue when you are pushing for 4 bases or more, when you cannot dedicate your army to defend so many locations AND attack/clear creep.
Inno pls...
FaultyReDD
Profile Joined August 2012
25 Posts
June 05 2014 04:40 GMT
#19933
Why do terran have to wait til next expansion to get fixed lol. We were hailed as best defensive race but why are we so easily broken D:
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
June 05 2014 06:07 GMT
#19934
On June 05 2014 10:50 Sajaki wrote:
Show nested quote +
On June 05 2014 10:30 Thieving Magpie wrote:
On June 05 2014 08:15 Sajaki wrote:
Hmm, do you think giving missile turrets the ZvZ treatment and buffing their damage vs bio would be a sufficient way of bringing mid/late tvz back in line? Currently they do 12 (x2) but perhaps doing 12+4(or+6)(x2) would help the terran defend a little easier whilst being active with their army?

EDIT: this is assuming that the latest patch is only a bandAid buff that gets figured out and the matchup returns to its slightly tilted state. If that patch equalizes the matchup via consistently slowing zerg gas income then this change would be unnecessary.


They could also increase the overall damage of the missiles but split its attack to 4-6 something like 8 (x4) or 5 (x6) to give them an overall buff vs all air play but whose damage becomes greatly diminished in the late game (+3 armor, for example, would reduce the damage by -12 to -18 per attack)

That way, you scare off early or midgame "muta deathballs" but still be able to employ that strategy as an uber late game tech switch.


In my opinion that change would go exactly in the opposite direction. Midgame mutas really aren't that big of a threat. They are a far bigger issue when you are pushing for 4 bases or more, when you cannot dedicate your army to defend so many locations AND attack/clear creep.


Oh, so you don't want for there to be a point where mutas can be threatening? I don't get it. The only thing different about my suggested buff is that *IF* zerg decided to go to +3/+3 mutas, only then would they be safer to hit bases.

I guess I like the idea of strong turrets keeping mutas at bay early, but requiring MASS turrets to fight mutas late. Do you prefer just a big anti-muta buff to turrets?
Hark, what baseball through yonder window breaks?
mCon.Hephaistas
Profile Joined May 2014
Netherlands891 Posts
June 05 2014 07:37 GMT
#19935
While I agree ZvT is currently Zerg favored it has something to do with the maps as well, the current mappool is just really good for us.
But yes mutalisk are very strong, but it's our only option in the midgame, and not to mention they are very important in zvp aswell, so I think a plain nerf is not an option.
A turret change might be a good idea, although turtle mech will become even more obnoxious if you are not even able to herras them with muta's anymore.
Big J
Profile Joined March 2011
Austria16289 Posts
June 05 2014 07:45 GMT
#19936
On June 05 2014 16:37 mCon.Hephaistas wrote:
While I agree ZvT is currently Zerg favored it has something to do with the maps as well, the current mappool is just really good for us.
But yes mutalisk are very strong, but it's our only option in the midgame, and not to mention they are very important in zvp aswell, so I think a plain nerf is not an option.
A turret change might be a good idea, although turtle mech will become even more obnoxious if you are not even able to herras them with muta's anymore.


Not everything that is being played is needed in the exact way it is being played. Mutalisks in ZvP are to a large degree only important to punish very greedy robotics play. Which would still be the case if they didn't regenerate as much since that is a plain issue of "here is air, you have nothing to deal with it"
FaultyReDD
Profile Joined August 2012
25 Posts
June 05 2014 07:47 GMT
#19937
Swarm hosts/vipers are redic on mech anyway, not like u even need mutas. But im not saying kill mutas or buff/nerf whatever to make mutas unconventional to use in the match up im just saying mutas tend to have a snowball effect and no matter if i spent 1k of minerals at each base in turrets it isnt enough and thats absurd, also terran needs an effective spellcaster next expansion!
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-06-05 07:57:39
June 05 2014 07:55 GMT
#19938
On June 05 2014 16:47 FaultyReDD wrote:
Swarm hosts/vipers are redic on mech anyway, not like u even need mutas. But im not saying kill mutas or buff/nerf whatever to make mutas unconventional to use in the match up im just saying mutas tend to have a snowball effect and no matter if i spent 1k of minerals at each base in turrets it isnt enough and thats absurd, also terran needs an effective spellcaster next expansion!


Well, that's kind of the thing, isn't? That you have to spend 1k at each base to make it mutaproof. That you have to make thors early and sometimes delay taking your third, but much more, you cannot take a 4th base at any reasonable time. You always have to stay 3base against 4base zerg if he has mutas. And that's why you lose to SH/Viper then, because Zerg is mining more and earlier.

And Terran has a ton of great spellcasters. OC, Medivac, Raven (vs Zerg and Terran), Ghost (vs Protoss).
Sajaki
Profile Joined June 2011
Canada1135 Posts
June 05 2014 07:58 GMT
#19939
On June 05 2014 15:07 Thieving Magpie wrote:
Show nested quote +
On June 05 2014 10:50 Sajaki wrote:
On June 05 2014 10:30 Thieving Magpie wrote:
On June 05 2014 08:15 Sajaki wrote:
Hmm, do you think giving missile turrets the ZvZ treatment and buffing their damage vs bio would be a sufficient way of bringing mid/late tvz back in line? Currently they do 12 (x2) but perhaps doing 12+4(or+6)(x2) would help the terran defend a little easier whilst being active with their army?

EDIT: this is assuming that the latest patch is only a bandAid buff that gets figured out and the matchup returns to its slightly tilted state. If that patch equalizes the matchup via consistently slowing zerg gas income then this change would be unnecessary.


They could also increase the overall damage of the missiles but split its attack to 4-6 something like 8 (x4) or 5 (x6) to give them an overall buff vs all air play but whose damage becomes greatly diminished in the late game (+3 armor, for example, would reduce the damage by -12 to -18 per attack)

That way, you scare off early or midgame "muta deathballs" but still be able to employ that strategy as an uber late game tech switch.


In my opinion that change would go exactly in the opposite direction. Midgame mutas really aren't that big of a threat. They are a far bigger issue when you are pushing for 4 bases or more, when you cannot dedicate your army to defend so many locations AND attack/clear creep.


Oh, so you don't want for there to be a point where mutas can be threatening? I don't get it. The only thing different about my suggested buff is that *IF* zerg decided to go to +3/+3 mutas, only then would they be safer to hit bases.

I guess I like the idea of strong turrets keeping mutas at bay early, but requiring MASS turrets to fight mutas late. Do you prefer just a big anti-muta buff to turrets?


Well, I prefer an anti-muta buff to turrets when its actually relevant for them to get buffed, at not at a time where they are still semi-effective. Mutas are a lot larger investment on the zergs part then the terrans, cost wise. However, mutas have the added benefit of being useful in that they can actually fight other units, prevent drops, actually move... Yeah, if a muta player is going to a-move into 10 turrets they should get punished for it. No, 10 turrets shouldn't kill a big flock of mutas (like 10 spores do*) but trading 1K minerals for 700-700 (I tested 10 turrets vs 40 mutas, 33 vs building armor/hisec), while still cost effective, is just not good when the zerg just ignore that area (or that angle), and now terran has blown 1K mins in structures that don't do anything else. 10 turrets isn't going to make you Muta-proof either. If you are going for mass turrets you have to put turrets EVERYWHERE. 20 to cover 4+ bases isn't unrealistic at all.

The worst thing about it all, is that if zerg was really dedicated, they can add in 2~ vipers and that cluster of turrets (and they do need to be clustered to be relevant late) is now useless. Literally zerg can kill most of this with next to 0 losses...)

Thats why I think an anti-muta buff for them is in order. It doesn't have to be that big and I'm A OK with it being a buyable upgrade so it doesn't disrupt the flow of the midgame. But lategame on a large map** its just ridiculous how mutas can keep terran cramped while zerg gobbles up the whole map unimpeded. Stronger static D would allow terran to be active on the map and contest zerg for map control while not rolling over and dying if mutas counter the second terran steps out of his base.

(* some test notes about muta efficiency vs static D, minimal micro)
40 (+3+3) mutas beats 10 turrets (hisec+armor) with 32~ mutas remaining
40 (+2 +0) mutas beats 10 turrets (0 ups) with 31~ mutas remaining
10 spores beats 40 (+2 +0) mutas with 6 spores remaining ....
10 spores beats 40 (+3 +3) with 4 spores remaining ....

I don't want turrets to be that godlike. But I don't want them to be as negligable lategame as they are currently, for sure.


Inno pls...
Sajaki
Profile Joined June 2011
Canada1135 Posts
Last Edited: 2014-06-05 08:12:40
June 05 2014 08:07 GMT
#19940
On June 05 2014 16:55 Big J wrote:
Show nested quote +
On June 05 2014 16:47 FaultyReDD wrote:
Swarm hosts/vipers are redic on mech anyway, not like u even need mutas. But im not saying kill mutas or buff/nerf whatever to make mutas unconventional to use in the match up im just saying mutas tend to have a snowball effect and no matter if i spent 1k of minerals at each base in turrets it isnt enough and thats absurd, also terran needs an effective spellcaster next expansion!


Well, that's kind of the thing, isn't? That you have to spend 1k at each base to make it mutaproof. That you have to make thors early and sometimes delay taking your third, but much more, you cannot take a 4th base at any reasonable time. You always have to stay 3base against 4base zerg if he has mutas. And that's why you lose to SH/Viper then, because Zerg is mining more and earlier.

And Terran has a ton of great spellcasters. OC, Medivac, Raven (vs Zerg and Terran), Ghost (vs Protoss).


LOL OC... Its true though, i;'ve seen them kill siege tanks before...
Inno pls...
Prev 1 995 996 997 998 999 1266 Next
Please log in or register to reply.
Live Events Refresh
Next event in 1h 46m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 141
ProTech62
StarCraft: Brood War
sorry 110
Killer 105
Aegong 58
Dewaltoss 17
NotJumperer 14
Dota 2
The International100719
Gorgc7761
singsing2407
resolut1ontv 22
KheZu6
League of Legends
JimRising 538
Counter-Strike
kRYSTAL_47
Super Smash Bros
Mew2King152
Other Games
summit1g5383
WinterStarcraft330
Happy178
Sick135
PiGStarcraft118
Trikslyr18
Organizations
Other Games
gamesdonequick473
BasetradeTV374
[ Show 13 non-featured ]
StarCraft 2
• Berry_CruncH346
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Light_VIP 19
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush872
• Jankos555
• Stunt393
Upcoming Events
The PondCast
1h 46m
KCM Race Survival
1h 46m
Replay Cast
15h 46m
Escore
1d 1h
PiG Sty Festival
1d 3h
Serral vs Reynor
HeRoMaRinE vs herO
CranKy Ducklings
2 days
PiG Sty Festival
2 days
Zoun vs Solar
SHIN vs Maru
Patches Events
2 days
Sparkling Tuna Cup
3 days
PiG Sty Festival
3 days
[ Show More ]
The Patches Monday
4 days
GSL
5 days
PiGosaur Cup
5 days
Replay Cast
5 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-08-19
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL Season 22: Qualifier 1
RSL Revival: Season 6
PiG Sty Festival 8.0
META DYMY #4
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

Escore Tournament S3: W8
CSL Season 22: Qualifier 2
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Big Dog Cup 2026 Div 1
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 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.