• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 17:29
CEST 23:29
KST 06:29
  • 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 Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244
Community News
StarCraft open world shooter announced at BlizzCon32Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?158Stellar Fest TWO the Moon (Dec 16-20)9Weekly Cups (August 24-30): Patches' balance mod takes over3
StarCraft 2
General
StarCraft open world shooter announced at BlizzCon Balance hotfix patch 5.0.16b (July 16) Team Liquid Map Contest #22: Results and Winners Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism SC4ALL: II Winner will earn a spot at HSC 30!
Tourneys
RSL goes to London! 2026 Offline Finals Nov 21-22 KSL Week #92 IntoTheTV X SOOP SC2 League : Weekly & Monthly 2026 GSTL Announcement Sparkling Tuna Cup - Weekly Open Tournament
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? Broodwar Prediction Market BGH Auto Balance -> http://bghmmr.eu/ Practice Partners (Official) [D] Brainstorming a balance patch for Brood war
Tourneys
[ASL22] Ro16 Group A [ASL22] Ro16 Group B Escore Tournament - Season 3 Small VOD Thread 2.0
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Diablo IV Nintendo Switch Thread 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 Community Thread
Community
General
US Politics Mega-thread UK Politics Mega-thread Things Aren’t Peaceful in Palestine Trading/Investing Thread Russo-Ukrainian War Thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Diablo Animated Series on Netflix Movie Discussion!
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
LOCKPICKING NOOB
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7104 users

[D]Are mutalisks overpowered in WOL?? - Page 74

Forum Index > SC2 General
Post a Reply
Prev 1 72 73 74 75 76 103 Next
Big J
Profile Joined March 2011
Austria16289 Posts
November 11 2011 22:28 GMT
#1461
On November 12 2011 06:38 Acritter wrote:
Show nested quote +
On November 12 2011 06:14 Big J wrote:
On November 12 2011 05:47 Blasterion wrote:
On November 12 2011 05:12 Big J wrote:
On November 12 2011 04:37 Blasterion wrote:
On November 12 2011 04:10 Big J wrote:
On November 12 2011 01:34 -Archangel- wrote:
I am waiting for Terrans to finally start using Ravens against muta play. Mid/late game terrans seem to accumulate a lot of gas. Having at least 1 raven per base to drop PDD or fire off HSM is a great thing to do. Many zergs will not be able to get the right muta away from the flock before HSM hits. They would be able to run away with all mutas but in that case terran "won". Those mutas would not be attacking towers, workers or buildings.

Though I do see your point, I don't see why a highlevel terran would want to build a 200gas unit, when they can deal with anything that the raven provides with orbitals (scans-->detection, mules=marines-->mutaliskdefense). Just kidding with the marine-mule-imbaness . Ravens might be good, but I think right now the builds aren't tight enough for that level of play, and people just prefer to have 2more tanks and a little less marines (more scans, less mules) instead of a raven, which can be sniped rather "easily" on the current level of play, while marinecounts are still not that critical in your main army, as long as you have "a good amount".

On November 12 2011 01:15 eYeball wrote:
On November 12 2011 01:08 Feidspar wrote:
I'm no expert, but wouldn't aggressive stargate play be a good counter to fast mutas? Stargates hit before mutas come up. Something along the lines of FFE -> 2 stargates -> chronoing out several void rays and then reinforcing with phoenixes. I believe this hits before mutas or hydras come up, and phoenixes can handle either one of those in small numbers very well, while also pinning queens for voids.

yay/nay?


While you are correct low numbers of phoenix vs mutalisks favors towards phoenix, large numbers greatly favors mutalisks, unless of course you have the perfect phoenix micro or very high apm. Then phoenix will most likely win regardless of how many mutalisks, but that is not something that feels really possible due to the other things you have to do besides micro your phoenixes.

Yeah, it was Huskies great betamicro that let him win the 100 phoenix vs 100mutalisks battle of his unittest series.
100 Phoenix vs 100 Mutalisks-Test from the beta. Unitstats unchanged since then.
Are some of you people even thinking before you post such stuff? "Thors suck vs mutalisks", "phoenix lose vs mutalisks", "stalkers lose vs mutalisks", "storms suck vs mutalisks"... Just waiting to hear a zerg player complain that his mutalisks suck vs mutalisks... Honestly. Get your "facts" straight before you post them.

There is a lot of problems with going 2base phoenix vs 3base zerg, inefficentness vs mutalisks isn't one of them.

On November 12 2011 03:43 Deimos0 wrote:
Void Ray play seems like interesting option, but what when Z decides to counter it by Corruptors? Mutalisk harass as it is looks risky - especially in terms of timing push, when P can punish Z for trying to get mutas. I do think though, that mutas are too effective when P misses this timng

then you retreat your void rays to your army and expand or push him. Protoss players that go into heavy phoenix play have the problem that their vs ground army isn't good, guess which problem zerg players that go heavy into corruptors have. The difference is that void rays are still great vs ground, just be sure to focus the corruptors with your stalkers when you engage, void rays do the rest.

Meh Raven's are alright, they are really expensive, not very fast, and Mutas outrun HSM, It would be cool if HSM can catch up to mutas and pros have to split their death cloud to avoid utter destruction.

Despite what I said about thors and turrets, Mutas aren't OP, but there should be better ways to deal with them


But which sense would building mutalisks - hell even going spire before broodlords - make, if it was easy to shut down huge mutaflocks?
Small mutaliskflocks are shut down by a few turrets, canons and low tier units before the mutalisks pay off anyways. The spire is worthless as a reactionary antiair because there are no scourges in SC2 (and even if there were scourges, they would simply suck vs 9range vikings and phoenix, not to mention blink stalkers).
You can't even morph the mutalisks into guardians anymore, once they become useless.
And in the big numbers, there is your "easy way to deal with them", so you're not going to build more mutalisks anyway.

The only ways to make that work would be, to either make mutalisks some kind of zerg reaper unit (so it might do damage very early, unless the opponent scouts it and the investment isn't to big for you) - which is just bullshit design... we really don't need more units that have no mid-lategame use - or to ridicoulosly nerf early game units that can shoot mutalisks and turrets and canons and rebalance the whole game around that...

As you said, Mutalisks aren't OP. They are really hard to deal with, but that's true for every form of aggression in SC2, and though I would like to have a little less allin options for every matchup in the game, I think the only way to have a good variation of short-longlasting entertaining games is that SC2 is designed with the defender having the advantage, but with the aggressor having the options.

Well in a sense, the same way brood war players dealt with Irradiate tha costed 75 mana and is guarenteed to kill at least 1 mutalisk if not half/all of them, Mutas are still very popular in BW TvZ despite the way irradiate is instant and cheap

yeah, because in Broodwar mutalisks work like in the second way I described. Turrets, marines and canons are worse, dragoons don't have blink and the pathing of a drunken monkey that sees bananas in every direction but the one you clicked them, and mutalisks are limited to 12 in the first place. It is just a completly differently designed game in which actual "unit X beats unit Y" battles are less important than in SC2, because most of the time you're fighting against the AI to just make the units do what you want them to do. (I'm exaggerating... But I guess you can see the point I'm trying to make)
Also with units clumping so hard in SC2 and unit battles usually being fought at high supplies (so there is always a ball of units), things like irradiate get out of hand really quickly when implemented. That's why the HSM was designed as weak as it was and has only been buffed slightly. Blizzard really has to be extremly careful with it! (and other forms of splash... see all the templar nerfs, infestors first being designed as rather weak damage dealers, then redesigned, then nerfed..., ghost nerfs, tank nerfs - it's always been the splash that was the most problematic in SC2, due to bigger armies and more blobbing than in BW)


From what I see, this is more of an argument for STRONGER splash rather than weaker... force players to split up their units so the splash isn't as devastating. More small battles across the map, rather than Deathball Wars(TM). Sure, you'd see some lower-tier players complaining about their entire army evaporating, but if we make sure each race has access to great splash (or similar effects, see Dark Swarm and whatever the Disruption Web knockoff the Viper has is), then they'll just make battles at their level be splash damage wars, which is okay in and of itself. I'd really like to see situations where it's the best idea to NOT have your army all in the same general location. I'd like to see it be a really good idea to split off 20 supply and raid a base with it. Right now, though, you need all your units in one place, because there's no real penalty for having everything grouped up in one area (there are penalties for clumping, just not for having your army in one general area).

Anyway, slightly off-topic. About Mutas? I think they might actually be impossible to balance without the other races having access to really powerful splash, because otherwise it's possible to completely lock your opponent down with them, deal economic advantage, and get more bases up. End result is that you have way more Mutas than they have units, and even if they're not cost-effective, you can still wreck them because you're more mobile and just plain outnumber them.


I'm for anything that makes the game less big army play, as long as it doesn't mean that we go back in the stone age of strategy game control and as long as macro and decision making are still as important parts as unit control.
Yet I think that this ship has sailed and huge changes would have to be made to accomplish this. (less income and production per base, unit stat changes etc etc)
And I don't think that "just stronger splash" would provide this. It would just mean that players stop using low tier units, and go into power unit mode. And that would turn out in even more of a big army battles, as we see in Mech vs Mech battles (TvT) and colossus war of the worlds scenarios in PvP.

on the other thing. I think blizzard is doing a great job with the new units and abilities in HotS to prevent such "I'm gonna go unit X until the end of times" - scenarios in the first place, but I think it is too far offtopic and theorycraft that I want to explain what I'm talking about here. (PM me if you're interested)
also, to a certain point I want mass mutalisks to be useful, because it just feels so zergy to have a big amount of unit type X, while "I'm gonna have a medium roach/hydra main army + 2ultralisks, with zergling and mutalisk harass forces and 3swarm hosts somewhere and the ability to morph my zerglings to banelings so they can join my main army and for back up I'm gonna use that 1infestor and viper for a perfect spell X" just doesn't seem like a swarm to me.
Blasterion
Profile Blog Joined October 2010
China10272 Posts
Last Edited: 2011-11-11 22:34:47
November 11 2011 22:34 GMT
#1462
On November 12 2011 07:28 Big J wrote:
Show nested quote +
On November 12 2011 06:38 Acritter wrote:
On November 12 2011 06:14 Big J wrote:
On November 12 2011 05:47 Blasterion wrote:
On November 12 2011 05:12 Big J wrote:
On November 12 2011 04:37 Blasterion wrote:
On November 12 2011 04:10 Big J wrote:
On November 12 2011 01:34 -Archangel- wrote:
I am waiting for Terrans to finally start using Ravens against muta play. Mid/late game terrans seem to accumulate a lot of gas. Having at least 1 raven per base to drop PDD or fire off HSM is a great thing to do. Many zergs will not be able to get the right muta away from the flock before HSM hits. They would be able to run away with all mutas but in that case terran "won". Those mutas would not be attacking towers, workers or buildings.

Though I do see your point, I don't see why a highlevel terran would want to build a 200gas unit, when they can deal with anything that the raven provides with orbitals (scans-->detection, mules=marines-->mutaliskdefense). Just kidding with the marine-mule-imbaness . Ravens might be good, but I think right now the builds aren't tight enough for that level of play, and people just prefer to have 2more tanks and a little less marines (more scans, less mules) instead of a raven, which can be sniped rather "easily" on the current level of play, while marinecounts are still not that critical in your main army, as long as you have "a good amount".

On November 12 2011 01:15 eYeball wrote:
On November 12 2011 01:08 Feidspar wrote:
I'm no expert, but wouldn't aggressive stargate play be a good counter to fast mutas? Stargates hit before mutas come up. Something along the lines of FFE -> 2 stargates -> chronoing out several void rays and then reinforcing with phoenixes. I believe this hits before mutas or hydras come up, and phoenixes can handle either one of those in small numbers very well, while also pinning queens for voids.

yay/nay?


While you are correct low numbers of phoenix vs mutalisks favors towards phoenix, large numbers greatly favors mutalisks, unless of course you have the perfect phoenix micro or very high apm. Then phoenix will most likely win regardless of how many mutalisks, but that is not something that feels really possible due to the other things you have to do besides micro your phoenixes.

Yeah, it was Huskies great betamicro that let him win the 100 phoenix vs 100mutalisks battle of his unittest series.
100 Phoenix vs 100 Mutalisks-Test from the beta. Unitstats unchanged since then.
Are some of you people even thinking before you post such stuff? "Thors suck vs mutalisks", "phoenix lose vs mutalisks", "stalkers lose vs mutalisks", "storms suck vs mutalisks"... Just waiting to hear a zerg player complain that his mutalisks suck vs mutalisks... Honestly. Get your "facts" straight before you post them.

There is a lot of problems with going 2base phoenix vs 3base zerg, inefficentness vs mutalisks isn't one of them.

On November 12 2011 03:43 Deimos0 wrote:
Void Ray play seems like interesting option, but what when Z decides to counter it by Corruptors? Mutalisk harass as it is looks risky - especially in terms of timing push, when P can punish Z for trying to get mutas. I do think though, that mutas are too effective when P misses this timng

then you retreat your void rays to your army and expand or push him. Protoss players that go into heavy phoenix play have the problem that their vs ground army isn't good, guess which problem zerg players that go heavy into corruptors have. The difference is that void rays are still great vs ground, just be sure to focus the corruptors with your stalkers when you engage, void rays do the rest.

Meh Raven's are alright, they are really expensive, not very fast, and Mutas outrun HSM, It would be cool if HSM can catch up to mutas and pros have to split their death cloud to avoid utter destruction.

Despite what I said about thors and turrets, Mutas aren't OP, but there should be better ways to deal with them


But which sense would building mutalisks - hell even going spire before broodlords - make, if it was easy to shut down huge mutaflocks?
Small mutaliskflocks are shut down by a few turrets, canons and low tier units before the mutalisks pay off anyways. The spire is worthless as a reactionary antiair because there are no scourges in SC2 (and even if there were scourges, they would simply suck vs 9range vikings and phoenix, not to mention blink stalkers).
You can't even morph the mutalisks into guardians anymore, once they become useless.
And in the big numbers, there is your "easy way to deal with them", so you're not going to build more mutalisks anyway.

The only ways to make that work would be, to either make mutalisks some kind of zerg reaper unit (so it might do damage very early, unless the opponent scouts it and the investment isn't to big for you) - which is just bullshit design... we really don't need more units that have no mid-lategame use - or to ridicoulosly nerf early game units that can shoot mutalisks and turrets and canons and rebalance the whole game around that...

As you said, Mutalisks aren't OP. They are really hard to deal with, but that's true for every form of aggression in SC2, and though I would like to have a little less allin options for every matchup in the game, I think the only way to have a good variation of short-longlasting entertaining games is that SC2 is designed with the defender having the advantage, but with the aggressor having the options.

Well in a sense, the same way brood war players dealt with Irradiate tha costed 75 mana and is guarenteed to kill at least 1 mutalisk if not half/all of them, Mutas are still very popular in BW TvZ despite the way irradiate is instant and cheap

yeah, because in Broodwar mutalisks work like in the second way I described. Turrets, marines and canons are worse, dragoons don't have blink and the pathing of a drunken monkey that sees bananas in every direction but the one you clicked them, and mutalisks are limited to 12 in the first place. It is just a completly differently designed game in which actual "unit X beats unit Y" battles are less important than in SC2, because most of the time you're fighting against the AI to just make the units do what you want them to do. (I'm exaggerating... But I guess you can see the point I'm trying to make)
Also with units clumping so hard in SC2 and unit battles usually being fought at high supplies (so there is always a ball of units), things like irradiate get out of hand really quickly when implemented. That's why the HSM was designed as weak as it was and has only been buffed slightly. Blizzard really has to be extremly careful with it! (and other forms of splash... see all the templar nerfs, infestors first being designed as rather weak damage dealers, then redesigned, then nerfed..., ghost nerfs, tank nerfs - it's always been the splash that was the most problematic in SC2, due to bigger armies and more blobbing than in BW)


From what I see, this is more of an argument for STRONGER splash rather than weaker... force players to split up their units so the splash isn't as devastating. More small battles across the map, rather than Deathball Wars(TM). Sure, you'd see some lower-tier players complaining about their entire army evaporating, but if we make sure each race has access to great splash (or similar effects, see Dark Swarm and whatever the Disruption Web knockoff the Viper has is), then they'll just make battles at their level be splash damage wars, which is okay in and of itself. I'd really like to see situations where it's the best idea to NOT have your army all in the same general location. I'd like to see it be a really good idea to split off 20 supply and raid a base with it. Right now, though, you need all your units in one place, because there's no real penalty for having everything grouped up in one area (there are penalties for clumping, just not for having your army in one general area).

Anyway, slightly off-topic. About Mutas? I think they might actually be impossible to balance without the other races having access to really powerful splash, because otherwise it's possible to completely lock your opponent down with them, deal economic advantage, and get more bases up. End result is that you have way more Mutas than they have units, and even if they're not cost-effective, you can still wreck them because you're more mobile and just plain outnumber them.


I'm for anything that makes the game less big army play, as long as it doesn't mean that we go back in the stone age of strategy game control and as long as macro and decision making are still as important parts as unit control.
Yet I think that this ship has sailed and huge changes would have to be made to accomplish this. (less income and production per base, unit stat changes etc etc)
And I don't think that "just stronger splash" would provide this. It would just mean that players stop using low tier units, and go into power unit mode. And that would turn out in even more of a big army battles, as we see in Mech vs Mech battles (TvT) and colossus war of the worlds scenarios in PvP.

on the other thing. I think blizzard is doing a great job with the new units and abilities in HotS to prevent such "I'm gonna go unit X until the end of times" - scenarios in the first place, but I think it is too far offtopic and theorycraft that I want to explain what I'm talking about here. (PM me if you're interested)
also, to a certain point I want mass mutalisks to be useful, because it just feels so zergy to have a big amount of unit type X, while "I'm gonna have a medium roach/hydra main army + 2ultralisks, with zergling and mutalisk harass forces and 3swarm hosts somewhere and the ability to morph my zerglings to banelings so they can join my main army and for back up I'm gonna use that 1infestor and viper for a perfect spell X" just doesn't seem like a swarm to me.

I can't speak for PvP but I gotta tell you TvT Mech is an art, just because the way Siege Tank works, since you can't just a move your tanks it's something incredibly beautiful, that's the art of mech terran, Yeah I am a mech fan and bias against a-move bio play. (How I see it)
[TLNY]Mahjong Club Thread
Dakkon B
Profile Joined February 2011
United States60 Posts
November 11 2011 22:46 GMT
#1463
On November 12 2011 03:35 Feidspar wrote:
Show nested quote +
On November 12 2011 02:55 Dakkon B wrote:
but if you want I can post several videos where SG play was shut down by this same defense and the P is so far behind he couldn't recover?


I'd like to see it. Please do.


http://sc2casts.com/cast3131-Mondragon-vs-ZeeRax-Best-of-3-TSL-3-Round-of-32

good enough or do I need to find another one?
"I'm not crazy, everyone else is just sane"
Feidspar
Profile Joined December 2010
United States25 Posts
Last Edited: 2011-11-12 00:28:20
November 12 2011 00:26 GMT
#1464
On November 12 2011 07:46 Dakkon B wrote:
Show nested quote +
On November 12 2011 03:35 Feidspar wrote:
On November 12 2011 02:55 Dakkon B wrote:
but if you want I can post several videos where SG play was shut down by this same defense and the P is so far behind he couldn't recover?


I'd like to see it. Please do.


http://sc2casts.com/cast3131-Mondragon-vs-ZeeRax-Best-of-3-TSL-3-Round-of-32

good enough or do I need to find another one?


Not good at all, unfortunately. ZeeRax only ever built a single void ray, and he could've easily destroyed the expo he attacked if he didn't sit above multiple building spore crawlers quite literaly from start to finish. He was plinking away at overlords like a real pro.

You can see he clearly caught mondragon with his pants down and mondragon has absolutely zero to defend it but two queens. Fortunately ZeeRax derped pretty hard.
ZeromuS
Profile Blog Joined October 2010
Canada13419 Posts
November 12 2011 00:30 GMT
#1465
On November 12 2011 09:26 Feidspar wrote:
Show nested quote +
On November 12 2011 07:46 Dakkon B wrote:
On November 12 2011 03:35 Feidspar wrote:
On November 12 2011 02:55 Dakkon B wrote:
but if you want I can post several videos where SG play was shut down by this same defense and the P is so far behind he couldn't recover?


I'd like to see it. Please do.


http://sc2casts.com/cast3131-Mondragon-vs-ZeeRax-Best-of-3-TSL-3-Round-of-32

good enough or do I need to find another one?


Not good at all, unfortunately. ZeeRax only ever built a single void ray, and he could've easily destroyed the expo he attacked if he didn't sit above multiple building spore crawlers quite literaly from start to finish. He was plinking away at overlords like a real pro.

You can see he clearly caught mondragon with his pants down and mondragon has absolutely zero to defend it but two queens. Fortunately ZeeRax derped pretty hard.


Just go watch GSL Code A and S for the last 2 months and youll see more than enough examples. Or watch tournaments at all
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Dakkon B
Profile Joined February 2011
United States60 Posts
November 12 2011 02:23 GMT
#1466
On November 12 2011 09:30 ZeromuS wrote:
Show nested quote +
On November 12 2011 09:26 Feidspar wrote:
On November 12 2011 07:46 Dakkon B wrote:
On November 12 2011 03:35 Feidspar wrote:
On November 12 2011 02:55 Dakkon B wrote:
but if you want I can post several videos where SG play was shut down by this same defense and the P is so far behind he couldn't recover?


I'd like to see it. Please do.


http://sc2casts.com/cast3131-Mondragon-vs-ZeeRax-Best-of-3-TSL-3-Round-of-32

good enough or do I need to find another one?


Not good at all, unfortunately. ZeeRax only ever built a single void ray, and he could've easily destroyed the expo he attacked if he didn't sit above multiple building spore crawlers quite literaly from start to finish. He was plinking away at overlords like a real pro.

You can see he clearly caught mondragon with his pants down and mondragon has absolutely zero to defend it but two queens. Fortunately ZeeRax derped pretty hard.


Just go watch GSL Code A and S for the last 2 months and youll see more than enough examples. Or watch tournaments at all


What he said.
"I'm not crazy, everyone else is just sane"
EctoMimed
Profile Joined April 2011
United States38 Posts
November 12 2011 04:53 GMT
#1467
On November 12 2011 09:30 ZeromuS wrote:
Show nested quote +
On November 12 2011 09:26 Feidspar wrote:
On November 12 2011 07:46 Dakkon B wrote:
On November 12 2011 03:35 Feidspar wrote:
On November 12 2011 02:55 Dakkon B wrote:
but if you want I can post several videos where SG play was shut down by this same defense and the P is so far behind he couldn't recover?


I'd like to see it. Please do.


http://sc2casts.com/cast3131-Mondragon-vs-ZeeRax-Best-of-3-TSL-3-Round-of-32

good enough or do I need to find another one?


Not good at all, unfortunately. ZeeRax only ever built a single void ray, and he could've easily destroyed the expo he attacked if he didn't sit above multiple building spore crawlers quite literaly from start to finish. He was plinking away at overlords like a real pro.

You can see he clearly caught mondragon with his pants down and mondragon has absolutely zero to defend it but two queens. Fortunately ZeeRax derped pretty hard.


Just go watch GSL Code A and S for the last 2 months and youll see more than enough examples. Or watch tournaments at all

Quite possibly the worst counter statement to what he said possible... This guy actually analyzed the game and showed why it is a bad example, and you just say "go watch tournaments" name one GSL November game that a P player loses because of Muta being "overpowered" I'm sorry but you seem to just be unreasonably biased, like most of the people whining in this thread. At least try to argue with facts and ANALYSIS.

Just because X Protoss player lost against Muta or whatever you want to call OP, doesn't mean you can take statistics and throw out generalizations and have any valid point. If you actually analyze games in question, there is almost always a point that the Protoss player made a crucial mistake or a terrible counter to Muta. The introduction of the new popularity of Muta in ZvP is so unlearned that speculation or claims of imbalance are ridiculous assumptions without any pool of experience or metagame. Let the game develop, Protoss players that make good decisions are crushing Zergs consistently throughout many major tournaments. People simply need to adjust to the new unit composition Zergs have been using against Protoss.

In a 4v4 ladder match, me "hey you have a thor at 1 health exactly :o maybe you should repair it" mass thor guy "naaaaaww he's a trooper"
qui
Profile Joined October 2010
United Kingdom36 Posts
November 12 2011 08:20 GMT
#1468
The trouble with this reasoning (the OP) is that it completely ignores the fact that other units are also being added to the game.

For instance, based on Blizzcon I can make similar assertions:

Marines are overpowred in WoL because burrowed banelings and ultra-charge attack are being introduced.

Protoss sit on 2-3 base and mass a deathball is OP vs zerg because now zerg are being given T2 siege options.
willyallthewei
Profile Blog Joined October 2010
United States265 Posts
November 12 2011 17:43 GMT
#1469
What Protoss players really need is for someone in the community that has a lot of success against ZvP mutas to come out and make a comprehensive guide. As of right now it seems no one has figured out a standard procedure to dealing with mutas, I just watch player after player either break down completely against it or catch the zerg with a terrible mistake and use the low muta count moment to rush out units for an attack.

I don't like a situation where one side's ticket to victory is entirely dependent on capitalizing on the mistakes of their opponent because if both sides were to theoretically play perfect one side (Zerg) would win everytime.
"never give up, never surrender"
EctoMimed
Profile Joined April 2011
United States38 Posts
Last Edited: 2011-11-12 18:56:22
November 12 2011 18:40 GMT
#1470
On November 13 2011 02:43 willyallthewei wrote:
What Protoss players really need is for someone in the community that has a lot of success against ZvP mutas to come out and make a comprehensive guide. As of right now it seems no one has figured out a standard procedure to dealing with mutas, I just watch player after player either break down completely against it or catch the zerg with a terrible mistake and use the low muta count moment to rush out units for an attack.

I don't like a situation where one side's ticket to victory is entirely dependent on capitalizing on the mistakes of their opponent because if both sides were to theoretically play perfect one side (Zerg) would win everytime.

Says who? No one can make that assumption that if both sides play perfectly the Zerg will always win. That is just not true. I would see the opposite to be quite a stronger case to make. How do you make such an assumption? Protoss players never seem to be satisfied with letting the game develop itself instead they whine about balance.

EDIT: I agree with your first sentence and the second sentence until the comma though however
In a 4v4 ladder match, me "hey you have a thor at 1 health exactly :o maybe you should repair it" mass thor guy "naaaaaww he's a trooper"
IVN
Profile Joined October 2010
534 Posts
November 12 2011 18:54 GMT
#1471
On November 12 2011 17:20 qui wrote:
The trouble with this reasoning (the OP) is that it completely ignores the fact that other units are also being added to the game.

For instance, based on Blizzcon I can make similar assertions:

Marines are overpowred in WoL because burrowed banelings and ultra-charge attack are being introduced.

Protoss sit on 2-3 base and mass a deathball is OP vs zerg because now zerg are being given T2 siege options.

The difference being that Blizz didnt say, that they were adding those features/units for those reasons. On the other hand, they did say, that Tempest is being added because of too powerful mass mutas.
shockaslim
Profile Joined December 2010
United States1105 Posts
November 12 2011 18:58 GMT
#1472
On November 12 2011 13:53 EctoMimed wrote:
Show nested quote +
On November 12 2011 09:30 ZeromuS wrote:
On November 12 2011 09:26 Feidspar wrote:
On November 12 2011 07:46 Dakkon B wrote:
On November 12 2011 03:35 Feidspar wrote:
On November 12 2011 02:55 Dakkon B wrote:
but if you want I can post several videos where SG play was shut down by this same defense and the P is so far behind he couldn't recover?


I'd like to see it. Please do.


http://sc2casts.com/cast3131-Mondragon-vs-ZeeRax-Best-of-3-TSL-3-Round-of-32

good enough or do I need to find another one?


Not good at all, unfortunately. ZeeRax only ever built a single void ray, and he could've easily destroyed the expo he attacked if he didn't sit above multiple building spore crawlers quite literaly from start to finish. He was plinking away at overlords like a real pro.

You can see he clearly caught mondragon with his pants down and mondragon has absolutely zero to defend it but two queens. Fortunately ZeeRax derped pretty hard.


Just go watch GSL Code A and S for the last 2 months and youll see more than enough examples. Or watch tournaments at all

Quite possibly the worst counter statement to what he said possible... This guy actually analyzed the game and showed why it is a bad example, and you just say "go watch tournaments" name one GSL November game that a P player loses because of Muta being "overpowered" I'm sorry but you seem to just be unreasonably biased, like most of the people whining in this thread. At least try to argue with facts and ANALYSIS.

Just because X Protoss player lost against Muta or whatever you want to call OP, doesn't mean you can take statistics and throw out generalizations and have any valid point. If you actually analyze games in question, there is almost always a point that the Protoss player made a crucial mistake or a terrible counter to Muta. The introduction of the new popularity of Muta in ZvP is so unlearned that speculation or claims of imbalance are ridiculous assumptions without any pool of experience or metagame. Let the game develop, Protoss players that make good decisions are crushing Zergs consistently throughout many major tournaments. People simply need to adjust to the new unit composition Zergs have been using against Protoss.



You didn't watch game one of Hero and CrazyMoving did you? To say the least.....Mutas were being abusive and there was nothing Hero could do about it. And he made ALL of the proper moves to counter and it didn't work.
Dirty Deeds...DONE DIRT CHEAP!!!
IVN
Profile Joined October 2010
534 Posts
November 12 2011 18:58 GMT
#1473
On November 13 2011 03:40 EctoMimed wrote:
Show nested quote +
On November 13 2011 02:43 willyallthewei wrote:
What Protoss players really need is for someone in the community that has a lot of success against ZvP mutas to come out and make a comprehensive guide. As of right now it seems no one has figured out a standard procedure to dealing with mutas, I just watch player after player either break down completely against it or catch the zerg with a terrible mistake and use the low muta count moment to rush out units for an attack.

I don't like a situation where one side's ticket to victory is entirely dependent on capitalizing on the mistakes of their opponent because if both sides were to theoretically play perfect one side (Zerg) would win everytime.

Says who? No one can make that assumption that if both sides play perfectly the Zerg will always win. That is just not true. I would see the opposite to be quite a stronger case to make. How do you make such an assumption? Protoss players never seem to be satisfied with letting the game develop itself instead they whine about balance.

Ohhhhhhhhhhhhhhh pllllllllllllllllllllllllllllz!

Protoss players were quiet for over a year, while zergs were bitching about every single thing. And it turns out, zergs were never as underpowered, as protoss were the last quarter.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2011-11-12 19:12:31
November 12 2011 19:07 GMT
#1474
On November 13 2011 02:43 willyallthewei wrote:
What Protoss players really need is for someone in the community that has a lot of success against ZvP mutas to come out and make a comprehensive guide. As of right now it seems no one has figured out a standard procedure to dealing with mutas, I just watch player after player either break down completely against it or catch the zerg with a terrible mistake and use the low muta count moment to rush out units for an attack.

I don't like a situation where one side's ticket to victory is entirely dependent on capitalizing on the mistakes of their opponent because if both sides were to theoretically play perfect one side (Zerg) would win everytime.

Yeah, you mean like "If terrans would micro perfectly, marines would counter everything because a splash unit would never hit more than one marine, while the marine is a counter to every other unit in a cost vs cost fight." (except for perfectly controlled blink stalkers maybe, but I guess noone could tech up to blink stalkers if the opponent was to control marines perfectly)

On November 13 2011 03:54 IVN wrote:
Show nested quote +
On November 12 2011 17:20 qui wrote:
The trouble with this reasoning (the OP) is that it completely ignores the fact that other units are also being added to the game.

For instance, based on Blizzcon I can make similar assertions:

Marines are overpowred in WoL because burrowed banelings and ultra-charge attack are being introduced.

Protoss sit on 2-3 base and mass a deathball is OP vs zerg because now zerg are being given T2 siege options.

The difference being that Blizz didnt say, that they were adding those features/units for those reasons. On the other hand, they did say, that Tempest is being added because of too powerful mass mutas.

yeah and then they said that the battlehellion was added to be able to tank more damage and showed a video in which a protoss player was attacking up a ramp with zealots against sieged tanks and a handful of battlehellions...
Come on, those are teaser videos and should show what those units do and what they say is just something to justify adding a unit.
They could also have said: "The carrier sucked so we wanted to replace it with another flaggship. We hope that someone finds a use for it..." Guess how reactions to that would have been.


On November 13 2011 03:58 IVN wrote:
Show nested quote +
On November 13 2011 03:40 EctoMimed wrote:
On November 13 2011 02:43 willyallthewei wrote:
What Protoss players really need is for someone in the community that has a lot of success against ZvP mutas to come out and make a comprehensive guide. As of right now it seems no one has figured out a standard procedure to dealing with mutas, I just watch player after player either break down completely against it or catch the zerg with a terrible mistake and use the low muta count moment to rush out units for an attack.

I don't like a situation where one side's ticket to victory is entirely dependent on capitalizing on the mistakes of their opponent because if both sides were to theoretically play perfect one side (Zerg) would win everytime.

Says who? No one can make that assumption that if both sides play perfectly the Zerg will always win. That is just not true. I would see the opposite to be quite a stronger case to make. How do you make such an assumption? Protoss players never seem to be satisfied with letting the game develop itself instead they whine about balance.

Ohhhhhhhhhhhhhhh pllllllllllllllllllllllllllllz!

Protoss players were quiet for over a year, while zergs were bitching about every single thing. And it turns out, zergs were never as underpowered, as protoss were the last quarter.

Edit: Watch the international winrates... Right now we have 57:43 in favor of zerg in PvZ (which is the best winrate for zerg until now). The best winrate for protoss in february or january was something like 56:44. So it was pretty similar.
EctoMimed
Profile Joined April 2011
United States38 Posts
Last Edited: 2011-11-12 19:51:54
November 12 2011 19:43 GMT
#1475
On November 13 2011 03:58 shockaslim wrote:
Show nested quote +
On November 12 2011 13:53 EctoMimed wrote:
On November 12 2011 09:30 ZeromuS wrote:
On November 12 2011 09:26 Feidspar wrote:
On November 12 2011 07:46 Dakkon B wrote:
On November 12 2011 03:35 Feidspar wrote:
On November 12 2011 02:55 Dakkon B wrote:
but if you want I can post several videos where SG play was shut down by this same defense and the P is so far behind he couldn't recover?


I'd like to see it. Please do.


http://sc2casts.com/cast3131-Mondragon-vs-ZeeRax-Best-of-3-TSL-3-Round-of-32

good enough or do I need to find another one?


Not good at all, unfortunately. ZeeRax only ever built a single void ray, and he could've easily destroyed the expo he attacked if he didn't sit above multiple building spore crawlers quite literaly from start to finish. He was plinking away at overlords like a real pro.

You can see he clearly caught mondragon with his pants down and mondragon has absolutely zero to defend it but two queens. Fortunately ZeeRax derped pretty hard.


Just go watch GSL Code A and S for the last 2 months and youll see more than enough examples. Or watch tournaments at all

Quite possibly the worst counter statement to what he said possible... This guy actually analyzed the game and showed why it is a bad example, and you just say "go watch tournaments" name one GSL November game that a P player loses because of Muta being "overpowered" I'm sorry but you seem to just be unreasonably biased, like most of the people whining in this thread. At least try to argue with facts and ANALYSIS.

Just because X Protoss player lost against Muta or whatever you want to call OP, doesn't mean you can take statistics and throw out generalizations and have any valid point. If you actually analyze games in question, there is almost always a point that the Protoss player made a crucial mistake or a terrible counter to Muta. The introduction of the new popularity of Muta in ZvP is so unlearned that speculation or claims of imbalance are ridiculous assumptions without any pool of experience or metagame. Let the game develop, Protoss players that make good decisions are crushing Zergs consistently throughout many major tournaments. People simply need to adjust to the new unit composition Zergs have been using against Protoss.



You didn't watch game one of Hero and CrazyMoving did you? To say the least.....Mutas were being abusive and there was nothing Hero could do about it. And he made ALL of the proper moves to counter and it didn't work.

Obviously he did not make all the proper moves if it did not work..
First off, CrazyMoving was not the favorite going into this, so a lot of people are biased assessing this game as they want their favorite to win. The stargate opener was Hero's decision in this game that was his first gamble. (you are talking about game 1 correct?)

Here are a few critical points that are not related to Mutalisk that CrazyMoving had going for him:
-His 3rd around 4 minutes, around 7 minutes before Hero's
-He defended with spore crawlers thus taking no damage as Hero made only 1 voidray for the majority of his air pressure
-He did not overreact and make Hydras to defend the air pressure
-He was building up a bunch roaches the whole early game which he held onto into the late game (edit actually this point is bullshit idk what happened to those roaches lmao where did he suicide them?)


Some overall points from both players:
-Hero's blink stalker control was questionable and did not defend adequately it was downright painful to watch him around 15-17 minutes using his stalkers to blink over defend but as soon as the muta flew back he walked his stalkers back to the right... He really should have left at least a few of his stalkers by the natural
-Hero went on tilt and made a push that was a terrible decision. And he stormed himself as he pushed out, losing vital templars
-Hero over extended at 20 minutes and then pushed all the way back home.
-CrazyMoving dodged so many storms and really out played Hero
-Hero could have built more cannons or more phoenix, or built archons much earlier.

I agree it was a frustrating game to watch as a Hero fan, but he really could have dealt with CrazyMoving much more effectively. Mutaling is fragile and Hero could have handled it better in many aspects.
In a 4v4 ladder match, me "hey you have a thor at 1 health exactly :o maybe you should repair it" mass thor guy "naaaaaww he's a trooper"
Feidspar
Profile Joined December 2010
United States25 Posts
November 12 2011 19:48 GMT
#1476
On November 13 2011 03:58 shockaslim wrote:You didn't watch game one of Hero and CrazyMoving did you? To say the least.....Mutas were being abusive and there was nothing Hero could do about it. And he made ALL of the proper moves to counter and it didn't work.


Hero never built more than a single void ray, showed it right away, did pretty much nothing with his airforce, and only had one stargate.

I remain of the opinion that zerg has nothing to stop early void rays. Go double stargate into 3-4 void rays, and the rest can be phoenixes. Or just keep pumping void rays because, honestly, they're great against everything.

I want to see a replay of a zerg shutting down fast 2 stargate void ray play.
EctoMimed
Profile Joined April 2011
United States38 Posts
Last Edited: 2011-11-12 19:57:40
November 12 2011 19:56 GMT
#1477
On November 13 2011 04:48 Feidspar wrote:
Show nested quote +
On November 13 2011 03:58 shockaslim wrote:You didn't watch game one of Hero and CrazyMoving did you? To say the least.....Mutas were being abusive and there was nothing Hero could do about it. And he made ALL of the proper moves to counter and it didn't work.


Hero never built more than a single void ray, showed it right away, did pretty much nothing with his airforce, and only had one stargate.

I remain of the opinion that zerg has nothing to stop early void rays. Go double stargate into 3-4 void rays, and the rest can be phoenixes. Or just keep pumping void rays because, honestly, they're great against everything.

I want to see a replay of a zerg shutting down fast 2 stargate void ray play.

Zergs can definitely defend it, but it is really strong.
Honestly though 1 stargate with focused chrono boosts while building up gateway army is much better, and void rays not phoenix.

It seems that its a relatively uncommon strategy but when I see it, I notice it does way more for the protoss then the standard "I build 4-5 phoenix and one voidray which accomplishes nothing, then complain imbalance" build
In a 4v4 ladder match, me "hey you have a thor at 1 health exactly :o maybe you should repair it" mass thor guy "naaaaaww he's a trooper"
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
November 12 2011 19:59 GMT
#1478
On November 13 2011 04:48 Feidspar wrote:
Show nested quote +
On November 13 2011 03:58 shockaslim wrote:You didn't watch game one of Hero and CrazyMoving did you? To say the least.....Mutas were being abusive and there was nothing Hero could do about it. And he made ALL of the proper moves to counter and it didn't work.


Hero never built more than a single void ray, showed it right away, did pretty much nothing with his airforce, and only had one stargate.

I remain of the opinion that zerg has nothing to stop early void rays. Go double stargate into 3-4 void rays, and the rest can be phoenixes. Or just keep pumping void rays because, honestly, they're great against everything.

I want to see a replay of a zerg shutting down fast 2 stargate void ray play.


Please stop... Spore crawlers halt Voidrays down enough so that they can't do critical economic damage. Once you have assessed that the protoss does nothing but build Voidrays for quite some time, a Hydra push will CRUSH it utterly.

Of course the strawman arguement will be that he will just go collosus then. Well here's the thing, if you can just drone up while he is sort of fidgetting in the air wondering what damage to do aside from the occasional overlord killing and wait until you are quite saturated before you start flooding the map with hydralisks ( as in, not rush for them and attack with 15 but instead stock up gas and minerals and make a huge wave of them instantly ) then it is very easy to stop a protoss overcommitted to voidrays. Hell I can even go Roach-Ling and deny thirds for a hella long time and do damage that way. As long as I keep my third up and his third down, I'm happy with the situation.
Feidspar
Profile Joined December 2010
United States25 Posts
November 12 2011 20:01 GMT
#1479
On November 13 2011 04:59 Chaosvuistje wrote:
Show nested quote +
On November 13 2011 04:48 Feidspar wrote:I want to see a replay of a zerg shutting down fast 2 stargate void ray play.


Please stop... Spore crawlers halt Voidrays down enough so that they can't do critical economic damage. Once you have assessed that the protoss does nothing but build Voidrays for quite some time, a Hydra push will CRUSH it utterly.


Void rays don't need to fidget. 4 void rays melt spores like they're nothing.

Again, show me a replay.
Steel
Profile Blog Joined April 2010
Japan2283 Posts
November 12 2011 20:08 GMT
#1480
On November 12 2011 09:30 ZeromuS wrote:
Show nested quote +
On November 12 2011 09:26 Feidspar wrote:
On November 12 2011 07:46 Dakkon B wrote:
On November 12 2011 03:35 Feidspar wrote:
On November 12 2011 02:55 Dakkon B wrote:
but if you want I can post several videos where SG play was shut down by this same defense and the P is so far behind he couldn't recover?


I'd like to see it. Please do.


http://sc2casts.com/cast3131-Mondragon-vs-ZeeRax-Best-of-3-TSL-3-Round-of-32

good enough or do I need to find another one?


Not good at all, unfortunately. ZeeRax only ever built a single void ray, and he could've easily destroyed the expo he attacked if he didn't sit above multiple building spore crawlers quite literaly from start to finish. He was plinking away at overlords like a real pro.

You can see he clearly caught mondragon with his pants down and mondragon has absolutely zero to defend it but two queens. Fortunately ZeeRax derped pretty hard.


Just go watch GSL Code A and S for the last 2 months and youll see more than enough examples. Or watch tournaments at all


It's funny cause Protoss GSL players have been playing terribly.

Example 1: Hero vs Crazymoving Game 1: Hero went phoenixes, have a good amount. Crazymoving made mutalisk, and had a few more than the number of phoenixes. Somehow Hero lost ALL his Phoenixes to mutalisk. The next few times I played ZvP and scouted 1 stargate phoenix I went spire. Whenever I would make 10+ mutalisk vs 5 Phoenixes, he kept making phoenixes and followed my mutas around and killed them all and I barely touched them. I AM DIAMOND on the Korean server. Mutalisk get countered by Phoenix with good control WHICH SHOULDN'T BE A PROBLEM at pro level. Literally all you have to do is fly forward if they are flying away, or fly backwards if they fly towards you.

Example 2: Pretty much every game, the 2 stargate play was countered by chargelot archon. What did the zerg do? Roaches and hydras, A PRETTY STRONG COUNTER to this. The protoss player KNEW he made hydras to counter stargate, and that roaches have been pretty strong. Why not do maximal damage while keeping your stargate units alive, get a faster third with your map control (it's actually pretty easy to set up a tight defense on most maps currently) and then work your way to collosus? You already have air dominance. If you see him getting a spire, keep making some stargate units and keep your air dominance! Maybe even get +1 flying.

TL;DR Stargate plays do a lot of damage in GSL matches and protoss players follow it up with more than questionable decisions. Literally every chargelot archon follow up has failed. MAYBE it's too predictable and too easy to counter. MAYBE you should stop doing it. It's like going max zerglings against collosi. JUST NOT VIABLE. How about they don't do it? How about they start macro'ing instead of going for a two base all-in?
Try another route paperboy.
Prev 1 72 73 74 75 76 103 Next
Please log in or register to reply.
Live Events Refresh
OSC
20:30
Masters Cup #151
davetesta18
Liquipedia
AI Arena Tournament
17:00
Swiss - Round 1
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 620
Tasteless 476
SpeCial 70
CosmosSc2 60
Nina 58
ViBE51
StarCraft: Brood War
Britney 15981
Artosis 582
NaDa 15
Dota 2
monkeys_forever222
canceldota65
LuMiX1
League of Legends
Doublelift5675
JimRising 484
Counter-Strike
fl0m4809
Coldzera 1276
Super Smash Bros
hungrybox182
C9.Mang0135
Chillindude19
Heroes of the Storm
Liquid`Hasu1454
Trikslyr108
Other Games
summit1g9268
Grubby7084
B2W.Neo981
Mlord426
XaKoH 193
Dewaltoss38
Organizations
Heroes of the Storm
Heroes of the Storm4783
Other Games
EGCTV1118
StarCraft 2
StarCraft1052
StarCraft: Brood War
Afreeca ASL 517
Other Games
BasetradeTV200
angryscii24
[ Show 13 non-featured ]
StarCraft 2
• Hupsaiya 109
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• FirePhoenix9
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21296
Other Games
• imaqtpie844
• Shiphtur164
Upcoming Events
Sparkling Tuna Cup
12h 32m
WardiTV Invitational
13h 32m
ByuN vs Percival
Cure vs Classic
Shopify Rebellion Sundays
17h 32m
Spirit vs Mixu
Clem vs TBD
RSL Revival
18h 32m
Serral vs Rogue
BlizzCon
21h 2m
IdrA vs MC
Replay Cast
1d 2h
Afreeca Starleague
1d 12h
Light vs JyJ
Soulkey vs hero
WardiTV Weekly
1d 13h
Monday Night Weeklies
1d 18h
Afreeca Starleague
2 days
Snow vs Shinee
Shine vs EffOrt
[ Show More ]
GSL
2 days
PiGosaur Cup
3 days
The PondCast
3 days
Kung Fu Cup
3 days
Replay Cast
4 days
KCM Race Survival
4 days
IntoTheTV X SOOP
4 days
Replay Cast
5 days
IntoTheTV X SOOP
5 days
Replay Cast
6 days
GSL
6 days
Liquipedia Results

Completed

Acropolis #5 - TRS
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
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

Blizzard Classic Cup 2026
Acropolis #5 - GSA
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
Blizzard Classic Cup 2026
PGL Major Singapore 2026
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.