• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 01:12
CEST 07:12
KST 14:12
  • 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] Ro16 Preview: Rough Waters8[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244
Community News
Official StarCraft website teases new content ahead of BlizzCon?102Stellar Fest TWO the Moon (Dec 16-20)9Weekly Cups (August 24-30): Patches' balance mod takes over3New 3v3 BGH Ladder (and more) on ShieldBattery!46Weekly Cups (August 17-23): Zerg dominate the week6
StarCraft 2
General
Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game Balance hotfix patch 5.0.16b (July 16) SC4ALL: II Winner Will Earn a Spot at HSC 30! Weekly Cups (August 24-30): Patches' balance mod takes over September World Ranking: herO leads, Serral climbs
Tourneys
2026 GSTL Announcement Sparkling Tuna Cup - Weekly Open Tournament Stellar Fest TWO the Moon (Dec 16-20) IntoTheTV X SOOP SC2 League : Weekly & Monthly SC2 INu's Battles#20 [BO.9]
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 542 The Ascended Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This
Brood War
General
Official StarCraft website teases new content ahead of BlizzCon? New 3v3 BGH Ladder (and more) on ShieldBattery! ASL22 General Discussion BGH Auto Balance -> http://bghmmr.eu/ Pros React To: Calm's Big Brain Play Vs Mini
Tourneys
[ASL22] Ro16 Group A [ASL22] Ro16 Group B [ASL22] Ro24 Group F [Megathread] Daily Proleagues
Strategy
Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Replay Review Process - What do you do? Game Theory for Starcraft
Other Games
General Games
Nintendo Switch Thread Diablo IV EVE Corporation [Maplestory Hardcore] Let's Play~!! General RTS Discussion Thread
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
Things Aren’t Peaceful in Palestine US Politics Mega-thread UK Politics Mega-thread Russo-Ukrainian War Thread Artificial Intelligence Thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
F* the Children and Get Off …
TrAiDoS
Dreaming of BW patches (mod…
c3rberUs
Regacy Esports: The Bh…
regacyesports
LOCKPICKING NOOB
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7758 users

Another Neural Parasite Change. - Page 59

Forum Index > SC2 General
Post a Reply
Prev 1 57 58 59
0neder
Profile Joined July 2009
United States3733 Posts
September 21 2011 16:25 GMT
#1161
Lurkers anyone?
eRoN_
Profile Joined May 2010
91 Posts
September 21 2011 16:28 GMT
#1162
I loaded into my first game today and loading screen tip....

"Use Infestors neural parasite ability on dangerous units like siege tanks and colossus"

trolololololol blizzard
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
September 21 2011 16:30 GMT
#1163
On September 22 2011 01:28 eRoN_ wrote:
I loaded into my first game today and loading screen tip....

"Use Infestors neural parasite ability on dangerous units like siege tanks and colossus"

trolololololol blizzard



what no screenshot? That's fucking hilarious!

[image loading]

Blizz trolls hard
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
-BW-Map_God
Profile Joined May 2009
United States28 Posts
September 21 2011 16:33 GMT
#1164
If there nerfing the range to 7 they should let infestors neural parasite when burrowed. Thank god they got rid of that awful change of not letting neural parasite work vs massive units at least.
http://z14.invisionfree.com/Civ_World_League/
ch4ppi
Profile Joined July 2010
Germany802 Posts
September 21 2011 16:34 GMT
#1165
Are u serious? This is faked isnt it?
Jayjay54
Profile Blog Joined November 2010
Germany2296 Posts
September 21 2011 16:34 GMT
#1166
On September 19 2011 07:21 ShamTao wrote:
Show nested quote +
On September 19 2011 06:24 Reithan wrote:
EMP isn't even 100% of the problem. Terran just has more numerous, easier to use, easier to tech and more powerful Area-of-Effect crowd-control options than the other two races COMBINED

AoE for Toss:
1 Colossus
2 HT
3 Archon

Zerg
1 Baneling
2 Ultra (LOL)
3 Infestor

Terran
1 EMP
2 Nuke
3 HSM
4 Hellion
5 SeigeTank
6 Thor (AA)
7 PF

Check this out: Every single Factory unit has an AOE attack, The barracks has 2 AOE attacks available (from 1 unit), And thei freaking BASE can be upgraded with an AoE attack. The starport has an AoE available. And on top of that, all their units (Except the banshee and maruader?) have smart-fire which is about a hair away from being as good as AoE for crowd control.

Zerg has NO smart-fire units, mostly melee units and horrible AoE units.
Toss has melee and No smart fire, except for the immortal. Though, their AoE units are awesome.

So, anytime it turns into mass vs mass combat - which is almost any SC2 game...Terran SHOULD be at an advantage.


I would like to challenge this idea a little bit, because while the options are there, just consider that all of those splash damages are pretty conditional. For instance,

-How often are nukes used in your large engagements? Possibly more, but not that much
-How often are hunter seeker missiles used? High energy cost, high resource cost for its unit
-Hellions only do lots of good, splash damage to specific units, so I'd say they're a little more situational
-Planetary Fortresses rarely participate in large army-army conflicts

Don't get me wrong, I completely agree with the options you've presented but it's very rare that you're going to see A terran rushing an enemy with a simultaneous PF attack, EMP, nuke, Hunter seeker missile, sieged tank, hellion, thor mix. That's just not a practical application. I feel like you're moreso pointing out that Terran's AOE options are spread out through more tech routes, making AoE attacks more accessible in a greater variety of armies.


hmm nukes are highly gimmicky. I agree.

HSM would be used a lot more if there weren't already a million and one option. I personally would love to have this ability on one zerg unit.

I don't agree on your hellion. compare them to banelings. same deal. only they don't die. not to say banelings suck, they're ok, but hellions are a lot better, even after the blue flame nerf.

as the idea of all races have the same amount of AOE might not be right, they should at least offer somehow comparable option, which they don't. Zerg has so few AOE (ultras meh and mutas have tecnically AOE but like c'mon it's no collossus.
Things are laid back in Unidenland. And may the road ahead be lid with dreams and tomorrows. Which are lid with dreams. Also.
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
September 21 2011 16:35 GMT
#1167
On September 22 2011 01:34 ch4ppi wrote:
Are u serious? This is faked isnt it?


It's not, I couldn't believe it either.
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
FLuE
Profile Joined September 2010
United States1012 Posts
September 21 2011 16:36 GMT
#1168
On September 19 2011 06:24 Reithan wrote:
EMP isn't even 100% of the problem. Terran just has more numerous, easier to use, easier to tech and more powerful Area-of-Effect crowd-control options than the other two races COMBINED

AoE for Toss:
1 Colossus
2 HT
3 Archon

Zerg
1 Baneling
2 Ultra (LOL)
3 Infestor

Terran
1 EMP
2 Nuke
3 HSM
4 Hellion
5 SeigeTank
6 Thor (AA)
7 PF

Check this out: Every single Factory unit has an AOE attack, The barracks has 2 AOE attacks available (from 1 unit), And thei freaking BASE can be upgraded with an AoE attack. The starport has an AoE available. And on top of that, all their units (Except the banshee and maruader?) have smart-fire which is about a hair away from being as good as AoE for crowd control.

Zerg has NO smart-fire units, mostly melee units and horrible AoE units.
Toss has melee and No smart fire, except for the immortal. Though, their AoE units are awesome.

So, anytime it turns into mass vs mass combat - which is almost any SC2 game...Terran SHOULD be at an advantage.


This sums up basically the game and Terran no matter which game factor you are looking at.

I've said this for a while now, to the point that discussing some of these changes and the game is almost laughable. We are all playing a game that is probably about 75% complete. It is pretty obvious that because terran was the focus of the single player, that has trickled into the multiplayer and allowed terran to be the only really complete race currently. You can just tell by the sheer number of options terran has, from the number of units, to spells, to upgrades, to intricate details that deal with building placement a ton of energy went into developing Terran.

Then it was like "hey guys we need to release the game in 2 months, Terran and single player look good just bang out zerg and toss quick so we can get the game out and we'll worry about those races with the next expansions."

At least with broodwar, we are all playing partially complete races. With SC2 it is 1 complete and 2 half finished.

I mean look at all the Command Center alone can do... lift, pick up scvs, turn into a PF, drop mules, drop supply depots, scan. I mean that is one complete and awesome building right there. Someone put time into really thinking about a structure that Terran could use to its fullest. Look at the nexus. It is like, "Um... give it a thing to make it make things faster. Ok cool lets move on."

So we can talk about all this till we are blue in the face. Short of just flat out making all terran units worse across the board Terran is going to be ahead until we get the expansions. They just have more options, which lead to more creativity, more counters, it is tougher to scout, and they have an answer for anything.

I mean just look at how much terran game play has evolved from Beta to now. They've got SO many build orders, and tricks with positioning, and drop play, and timings with building switches.

Zerg it is like "hey we figured out to early expand and infestors are good. Take a 3rd fast. Maybe baneling drops will work." Toss has basically played the same nothing new at all. Both races are doing everything they can creatively but they just don't have all the tools.

The worse part of it is they keep trying to balance the game with the ZvP(NP change) and the PvP(4 gate changes and vision) meanwhile Terran just keeps pulling further ahead.

Game007
Profile Joined September 2010
United States7 Posts
September 21 2011 16:36 GMT
#1169
let's just make infestor's not auto-targeted YAY!
M1cha84
Profile Joined October 2010
Germany64 Posts
September 21 2011 16:48 GMT
#1170
On September 22 2011 01:36 FLuE wrote:
Show nested quote +
On September 19 2011 06:24 Reithan wrote:
EMP isn't even 100% of the problem. Terran just has more numerous, easier to use, easier to tech and more powerful Area-of-Effect crowd-control options than the other two races COMBINED

AoE for Toss:
1 Colossus
2 HT
3 Archon

Zerg
1 Baneling
2 Ultra (LOL)
3 Infestor

Terran
1 EMP
2 Nuke
3 HSM
4 Hellion
5 SeigeTank
6 Thor (AA)
7 PF

Check this out: Every single Factory unit has an AOE attack, The barracks has 2 AOE attacks available (from 1 unit), And thei freaking BASE can be upgraded with an AoE attack. The starport has an AoE available. And on top of that, all their units (Except the banshee and maruader?) have smart-fire which is about a hair away from being as good as AoE for crowd control.

Zerg has NO smart-fire units, mostly melee units and horrible AoE units.
Toss has melee and No smart fire, except for the immortal. Though, their AoE units are awesome.

So, anytime it turns into mass vs mass combat - which is almost any SC2 game...Terran SHOULD be at an advantage.


This sums up basically the game and Terran no matter which game factor you are looking at.

I've said this for a while now, to the point that discussing some of these changes and the game is almost laughable. We are all playing a game that is probably about 75% complete. It is pretty obvious that because terran was the focus of the single player, that has trickled into the multiplayer and allowed terran to be the only really complete race currently. You can just tell by the sheer number of options terran has, from the number of units, to spells, to upgrades, to intricate details that deal with building placement a ton of energy went into developing Terran.

Then it was like "hey guys we need to release the game in 2 months, Terran and single player look good just bang out zerg and toss quick so we can get the game out and we'll worry about those races with the next expansions."

At least with broodwar, we are all playing partially complete races. With SC2 it is 1 complete and 2 half finished.

I mean look at all the Command Center alone can do... lift, pick up scvs, turn into a PF, drop mules, drop supply depots, scan. I mean that is one complete and awesome building right there. Someone put time into really thinking about a structure that Terran could use to its fullest. Look at the nexus. It is like, "Um... give it a thing to make it make things faster. Ok cool lets move on."

So we can talk about all this till we are blue in the face. Short of just flat out making all terran units worse across the board Terran is going to be ahead until we get the expansions. They just have more options, which lead to more creativity, more counters, it is tougher to scout, and they have an answer for anything.

I mean just look at how much terran game play has evolved from Beta to now. They've got SO many build orders, and tricks with positioning, and drop play, and timings with building switches.

Zerg it is like "hey we figured out to early expand and infestors are good. Take a 3rd fast. Maybe baneling drops will work." Toss has basically played the same nothing new at all. Both races are doing everything they can creatively but they just don't have all the tools.

The worse part of it is they keep trying to balance the game with the ZvP(NP change) and the PvP(4 gate changes and vision) meanwhile Terran just keeps pulling further ahead.




Best post I've read so far! I'm thinking quite the same about the completion of the Terran race and the lack of designing the other two.
Especially the point that the other 2 races are doing all that they can and terran is just building every game the same things. Well, it's not true at all, but what is true is that especially Zerg has tried to use all their units and is struggling hard with the terran dominance. Have you seen the 'new' ghost play? Nearly unbeatable for Zergs and many Protoss too! I'm pretty sure as the ghost cost got decreased blizzards statement was: Well, ghosts are used less often, so we lowered the cost to make them more attractive!
Wow, I mean...what is that for a reason to lower the cost of the unit? Ghosts are frickin' awesome, they deserve to be damn expensive! Now 3 month or so after that patch, the terrans found out that ghosts are pretty 'good'! What did they took so long to find out? Well I tell you: Terrans can and could easily win without this unit! As Incontrol said in his last interview: Something isn't right, Terran is winning everything.... - And I'm sure this race has even more potential then the players are using right now, just saying....
Sm3agol
Profile Blog Joined September 2010
United States2055 Posts
September 21 2011 17:05 GMT
#1171
On September 19 2011 06:24 Reithan wrote:
EMP isn't even 100% of the problem. Terran just has more numerous, easier to use, easier to tech and more powerful Area-of-Effect crowd-control options than the other two races COMBINED

AoE for Toss:
1 Colossus
2 HT
3 Archon

Zerg
1 Baneling
2 Ultra (LOL)
3 Infestor

Terran
1 EMP
2 Nuke
3 HSM
4 Hellion
5 SeigeTank
6 Thor (AA)
7 PF

Check this out: Every single Factory unit has an AOE attack, The barracks has 2 AOE attacks available (from 1 unit), And thei freaking BASE can be upgraded with an AoE attack. The starport has an AoE available. And on top of that, all their units (Except the banshee and maruader?) have smart-fire which is about a hair away from being as good as AoE for crowd control.

Zerg has NO smart-fire units, mostly melee units and horrible AoE units.
Toss has melee and No smart fire, except for the immortal. Though, their AoE units are awesome.

So, anytime it turns into mass vs mass combat - which is almost any SC2 game...Terran SHOULD be at an advantage.

The funny thing is, Zerg DOES have a smart fire unit, the IT. And people call it OP.
Xanbatou
Profile Blog Joined February 2010
United States805 Posts
September 21 2011 17:15 GMT
#1172
On September 19 2011 06:24 Reithan wrote:
EMP isn't even 100% of the problem. Terran just has more numerous, easier to use, easier to tech and more powerful Area-of-Effect crowd-control options than the other two races COMBINED

AoE for Toss:
1 Colossus
2 HT
3 Archon

Zerg
1 Baneling
2 Ultra (LOL)
3 Infestor

Terran
1 EMP
2 Nuke
3 HSM
4 Hellion
5 SeigeTank
6 Thor (AA)
7 PF

Check this out: Every single Factory unit has an AOE attack, The barracks has 2 AOE attacks available (from 1 unit), And thei freaking BASE can be upgraded with an AoE attack. The starport has an AoE available. And on top of that, all their units (Except the banshee and maruader?) have smart-fire which is about a hair away from being as good as AoE for crowd control.

Zerg has NO smart-fire units, mostly melee units and horrible AoE units.
Toss has melee and No smart fire, except for the immortal.
Though, their AoE units are awesome.

So, anytime it turns into mass vs mass combat - which is almost any SC2 game...Terran SHOULD be at an advantage.


You have no idea what smart-fire is do you? There is no such thing as "smart-fire". All units will not waste shots on something if they know it will die. The only unit that has obvious smart fire is the siege-tank, because it does so much damage, is so long ranged, and its attack is instant. Anything with an instant attack "smart-fires". This includes banelings, by the way.
sanguin
Profile Joined June 2010
Hungary16 Posts
Last Edited: 2011-09-21 22:17:24
September 21 2011 22:15 GMT
#1173
On September 22 2011 01:36 FLuE wrote:
This sums up basically the game and Terran no matter which game factor you are looking at.

I've said this for a while now, to the point that discussing some of these changes and the game is almost laughable. We are all playing a game that is probably about 75% complete. It is pretty obvious that because terran was the focus of the single player, that has trickled into the multiplayer and allowed terran to be the only really complete race currently. You can just tell by the sheer number of options terran has, from the number of units, to spells, to upgrades, to intricate details that deal with building placement a ton of energy went into developing Terran.

Then it was like "hey guys we need to release the game in 2 months, Terran and single player look good just bang out zerg and toss quick so we can get the game out and we'll worry about those races with the next expansions."

At least with broodwar, we are all playing partially complete races. With SC2 it is 1 complete and 2 half finished.

I mean look at all the Command Center alone can do... lift, pick up scvs, turn into a PF, drop mules, drop supply depots, scan. I mean that is one complete and awesome building right there. Someone put time into really thinking about a structure that Terran could use to its fullest. Look at the nexus. It is like, "Um... give it a thing to make it make things faster. Ok cool lets move on."

So we can talk about all this till we are blue in the face. Short of just flat out making all terran units worse across the board Terran is going to be ahead until we get the expansions. They just have more options, which lead to more creativity, more counters, it is tougher to scout, and they have an answer for anything.

I mean just look at how much terran game play has evolved from Beta to now. They've got SO many build orders, and tricks with positioning, and drop play, and timings with building switches.

Zerg it is like "hey we figured out to early expand and infestors are good. Take a 3rd fast. Maybe baneling drops will work." Toss has basically played the same nothing new at all. Both races are doing everything they can creatively but they just don't have all the tools.

The worse part of it is they keep trying to balance the game with the ZvP(NP change) and the PvP(4 gate changes and vision) meanwhile Terran just keeps pulling further ahead.



pretty much sums up the story of sc2 balance, most of the "terran op TT" comes from theese reasons basically - /end of balance threads

so anyway i just don't get the reason behind np nerf. i think it was fine lol (toss/random here)

lets see a tvz for example: terran comes with bio + thor... u try to np thor wich is behind the bio (coz its slower)- stim, and infestor dead. only chance is if u can manage to get infestor behind the terran - wich is not reallyprobalbe: scan/air presence. and there's emp/snipe
Reithan
Profile Blog Joined February 2011
United States360 Posts
September 21 2011 22:20 GMT
#1174
On September 22 2011 02:15 Xanbatou wrote:You have no idea what smart-fire is do you? There is no such thing as "smart-fire". All units will not waste shots on something if they know it will die. The only unit that has obvious smart fire is the siege-tank, because it does so much damage, is so long ranged, and its attack is instant. Anything with an instant attack "smart-fires". This includes banelings, by the way.

You have no idea what we're talking about and haven't tested what you just said at all, have you?

Try this:

get a unit tester map, line up 5 burrowed lings. Set up EXACTLY enough marines to kill 5 lings in 1 volley. This will be 30 marines. 5lings * 6marines *6damage per marine = 36 damage (more than the ling's 35hp). Unburrow the lings. All die instantly in 1 volley.

Try this with stalkers and roaches, hydralisks, etc. They will tend to focus more shots than needed per ling and take 2 or even 3 volleys to kill what they could have killed in 1 volley.

This is what's meant by smart-fire. The units fire only as many shots as needed to kill the target by calculating damage as the shot is fired. All units that fire without spawning an actual projectile animation work this way. All units that fire a projectile animation do not (stalkers w/ lasers, roaches w/ acid, hydras w/ spines, etc), those units' damage is only calculated AFTER the projectile actually strikes the target. Just in case the target blinks away or otherwise blocks or reduces the projectile's damage before it strikes.
http://www.teamliquid.net/blog/Xanthus730 ***** http://www.twitch.tv/reithan
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
September 21 2011 22:22 GMT
#1175
On September 22 2011 07:15 sanguin wrote:
Show nested quote +
On September 22 2011 01:36 FLuE wrote:
This sums up basically the game and Terran no matter which game factor you are looking at.

I've said this for a while now, to the point that discussing some of these changes and the game is almost laughable. We are all playing a game that is probably about 75% complete. It is pretty obvious that because terran was the focus of the single player, that has trickled into the multiplayer and allowed terran to be the only really complete race currently. You can just tell by the sheer number of options terran has, from the number of units, to spells, to upgrades, to intricate details that deal with building placement a ton of energy went into developing Terran.

Then it was like "hey guys we need to release the game in 2 months, Terran and single player look good just bang out zerg and toss quick so we can get the game out and we'll worry about those races with the next expansions."

At least with broodwar, we are all playing partially complete races. With SC2 it is 1 complete and 2 half finished.

I mean look at all the Command Center alone can do... lift, pick up scvs, turn into a PF, drop mules, drop supply depots, scan. I mean that is one complete and awesome building right there. Someone put time into really thinking about a structure that Terran could use to its fullest. Look at the nexus. It is like, "Um... give it a thing to make it make things faster. Ok cool lets move on."

So we can talk about all this till we are blue in the face. Short of just flat out making all terran units worse across the board Terran is going to be ahead until we get the expansions. They just have more options, which lead to more creativity, more counters, it is tougher to scout, and they have an answer for anything.

I mean just look at how much terran game play has evolved from Beta to now. They've got SO many build orders, and tricks with positioning, and drop play, and timings with building switches.

Zerg it is like "hey we figured out to early expand and infestors are good. Take a 3rd fast. Maybe baneling drops will work." Toss has basically played the same nothing new at all. Both races are doing everything they can creatively but they just don't have all the tools.

The worse part of it is they keep trying to balance the game with the ZvP(NP change) and the PvP(4 gate changes and vision) meanwhile Terran just keeps pulling further ahead.



pretty much sums up the story of sc2 balance, most of the "terran op TT" comes from theese reasons basically - /end of balance threads

so anyway i just don't get the reason behind np nerf. i think it was fine lol (toss/random here)

lets see a tvz for example: terran comes with bio + thor... u try to np thor wich is behind the bio (coz its slower)- stim, and infestor dead. only chance is if u can manage to get infestor behind the terran - wich is not reallyprobalbe: scan/air presence. and there's emp/snipe


LOL worst try at a balance whine ever. Everything you said is completely a nonissue atm.
Prev 1 57 58 59
Please log in or register to reply.
Live Events Refresh
Next event in 4h 48m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft600
ProTech140
StarCraft: Brood War
Rain 2443
GuemChi 1643
Bale 72
Noble 46
Hm[arnc] 44
soO 23
Icarus 8
IntoTheRainbow 6
Dota 2
NeuroSwarm187
febbydoto25
League of Legends
JimRising 834
Other Games
summit1g6497
XaKoH 495
Sick114
Maynarde105
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH314
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Light_VIP 28
• RayReign 19
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2106
League of Legends
• Rush966
• Lourlo892
Upcoming Events
Afreeca Starleague
4h 48m
Leta vs ggaemo
Jaedong vs Queen
GSL
5h 48m
PiGosaur Cup
18h 48m
Kung Fu Cup
1d 5h
Replay Cast
1d 18h
The PondCast
2 days
KCM Race Survival
2 days
Escore
3 days
IntoTheTV X SOOP
3 days
CranKy Ducklings
4 days
[ Show More ]
Sparkling Tuna Cup
5 days
Shopify Rebellion Sundays
5 days
Spirit vs Mixu
Clem vs TBD
RSL Revival
5 days
Replay Cast
5 days
Afreeca Starleague
6 days
WardiTV Weekly
6 days
Liquipedia Results

Completed

Proleague 2026-09-02
PiG Sty Festival 8.0
Big Dog Cup 2026 Div 1

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
RSL Revival: Season 6
Calamity Invitational
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Escore Tournament S3: King of Kings
Acropolis #5 - GSA
Blizzard Classic Cup 2026
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
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
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.