• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 07:20
CET 12:20
KST 20:20
  • 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
[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy5ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289
Community News
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool39Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12Blizzard Classic Cup - Tastosis announced as captains18
StarCraft 2
General
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Potential Updates Coming to the SC2 CN Server Weekly Cups (March 2-8): ByuN overcomes PvT block Weekly Cups (August 25-31): Clem's Last Straw? Weekly Cups (March 9-15): herO, Clem, ByuN win
Tourneys
World University TeamLeague (500$+) | Signups Open RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament WardiTV Team League Season 10 KSL Week 87
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 518 Radiation Zone The PondCast: SC2 News & Results Mutation # 517 Distant Threat Mutation # 516 Specter of Death
Brood War
General
Soulkey's decision to leave C9 JaeDong's form before ASL BGH Auto Balance -> http://bghmmr.eu/ [ASL21] Ro24 Preview Pt1: New Chaos ASL21 General Discussion
Tourneys
[ASL21] Ro24 Group A [Megathread] Daily Proleagues ASL Season 21 LIVESTREAM with English Commentary [BSL22] Open Qualifiers & Ladder Tours
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2
Other Games
General Games
General RTS Discussion Thread Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine YouTube Thread Canadian Politics Mega-thread Russo-Ukrainian War Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books Movie Discussion! [Manga] One Piece
Sports
2024 - 2026 Football Thread Cricket [SPORT] Formula 1 Discussion Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
U4GM Tips Counter Enemy Gadgets Fast in Black Ops rsvsr How to Keep Reward Chains Rolling in Monopol u4gm What to Do First in MLB The Show 26 Spring
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5559 users

Too Much Firepower, Not Enough Stalkers - Page 9

Forum Index > SC2 General
Post a Reply
Prev 1 7 8 9 10 11 22 Next All
taintmachine
Profile Joined May 2010
United States431 Posts
January 18 2012 17:53 GMT
#161
i think static defenses are fine. cannon vs. muta is fine until the mutas get in ridiculously high numbers. you should lose your cannons to mutas if they have invested a much larger sum of resources into their muta count vs. your cannon count. static d is situationally useful and should stay that way. this game would be very dull if static d was always the right choice.

if there's a problem with static defense, then it's probably a problem moreso with things like the mobility of a mutaflock and the damage of marauders vs. buildings. spores, cannons, turrets perform very well for stopping air harassment (not air armies necessarily). i don't want to see any of those buildings buffed.
wheelchairs
Profile Joined February 2010
United States145 Posts
January 18 2012 18:00 GMT
#162
my 2 cents, not meant to be trolling you, but i do disagree with some parts.

Too much damage? There is also much more health on most units than BW, which i assume is what you're comparing this game to in order to decide that damages are too high. damage is also high vs. certain unit types, while low vs others, which is adding an entirely new and important part of building your army now, which lies in compositions.

About static defenses, protoss standard in pvz is forge FE, with intent to get cannons if needed to defend the natural, which the cannons will do a fine job of vs. roach/lings. in TvZ the first wave of 6-10 mutas normally will do literally no damage if turrets are up in time, because turrets are good. spine crawlers are the #1 most popular way to defend your front as zerg vs hellions, and do a great job of it. Will a spine kill an upgraded marine w/ medivac support? i guess not. But should it? medivacs heal fast in sc2 and cost 100/100. Spore crawlers and turrets also have a huge detection range in sc2 which is nice also.

As for #4, units being too strong vs one thing and weak vs another. SC2 was developed with that specific intent in mind. Army composition options are now much much more open, and much much more important in order to win battles. I dont know if its just because BW didnt have armor and damage types, but It makes the game better imho. Your thoughts about why it is bad that hellions are good vs lings but bad vs roaches, i just dont understand. Whats the problem with it? it is made that way with all the units, so if my opponent builds 100 zerglings, i should get some hellions, if he has 25 roaches, i get marauders/tanks.

Idk i just dont get some the rants in the thread. If you dont like the game design, you dont have to play it, but i think some of your points are just random observations, suggesting something is wrong or needs fixed, when it is built the way blizzard intended it and each unit has a purpose.
Oreo7
Profile Blog Joined December 2010
United States1647 Posts
January 18 2012 18:02 GMT
#163
One day people are complaining with Day9 saying that you can't get ahead with micro, the next day people are complaining that micro is too hard and that micro mistakes make you lose the game. You can't have both.
Stork HerO and Protoss everywhere - redfive on bnet
Crakalaka
Profile Joined January 2012
United States31 Posts
January 18 2012 18:11 GMT
#164
I see these kinds of threads and always wonder, well, what about the exceptions(people who seem to pull it off)?

Those are what make the games good, the imperfections. Any 'competitive' game is always a cat'n'mouse game of 'who can abuse the glitch better, harder, faster', etc, so that they can win, no matter how dirty/glitchy/easy it looks. Probably all games that I can think of that had a pro-scene faced major 'patching' of the game, or 'sequels' disguised as patches or major buffs or nerfs.(Call of Duty, Super Smash Bros., Street Fighter, Counter Strike, Broodwar, DoTa, Warcraft, Halo).

Okay, but this thread isn't about the competitiveness of Starcraft2,..

To the OP, you mentioned that Stalkers require a lot of micro vs their hard counters(lings, mauds, too many marines, immortals, roaches), honestly though,

having prior knowledge of this event, like a true Starcraft player, would mean that, according to you, a person who made a lot of stalkers facing a big engagement of nothing but hard counters would have to micro(so he knows they suck) their ass off whereas a person who made the hard counters just sits back and kills off everything(because he knows stalkers suck vs certain unit compositions). Think of it like chess, when a master faces a grandmaster, the master usually is 20 moves ahead while the grandmaster is 200+ moves ahead.

So.. what am I getting at? Here's the big deal: visualization. Imagine 17 lings and 8 roaches vs 12 stalkers with no blink or zealot support, sounds scary? (This is just an example, I know you can micro the stalkers till there's only like 2 left running back up your ramp)

Well, two of three scenarios occur: If a master were handling those stalkers, he would immediately run, spilling his smell of fear all over the map, and the other player will smell the fear and take advantage. Any sort of micro would immediately put the stalker-user in position for a flank by lings and then they would get picked off by the roaches, essentially, because he knows the math, the hard-counter aspect of the game, etc. He knows how to win.

If a master were handling the roach/ling army, he would see the 12 stalkers and immediately RUN, abusing mobility and going back to homebase to 'secure' the army.

Note: [This is only if the players actually KNOW they are facing someone harder and stronger than themselves.]

The third scenario, and probably the whole POINT to my post, is the third scenario that occurs when there is an obvious situation in which one favors the other, but both players are oblivious to their own skill:

Okay, the 12 stalker vs 17 ling/8 roach army? Once again using that example, now imagine a grandmaster handling the 12 stalkers against another grandmaster handling the roach/ling army. Both are extremely robust players, but do not know of it, it's only a random game, and one GM decides to make a bunch of stalkers[EVEN WITH SCOUTING INFO], while the other GM, with the same scouting info, makes a small ling/roach army against the stalkers.

You following me? They both know what's going to happen, they both are predicting events 200+ moves in advance, they don't know that they are both GM, stalkers should just insta-die to a hard counter like roaches and lings, BUT

One GM goes against everything, scouts the roach/ling army, STILL makes stalkers and when he approaches the army, just the abuse of micro can change everything.

The math won't add up, the statistics are probably all wrong, but to this day, even in broodwar, the way I see people rise up and win against everyone is the fact that they know the game is broken, YET they still do things that are likely to make them lose. Why?

That's the whole point. To win like no other. The other person knows straight up, your strategy/unit is going to suck against his strategy/units, so they expect you not to do it.

There's the advantage. When you know for a fact that stalkers- against small, high damage and high-dps units like marines, Concussive shell Mauds, roaches, lings, immortals, even sentries and zealots with a little micro- are a bad counter to [counter-units], but you still make stalkers?

You obviously know something that the other person doesn't know, and you are going to abuse beautifully. Against all odds, you still go for it and, even better, you WIN with it. That, essentially, will make you sparkle as a player, the creativity that goes through a persons mind when they know stalkers will suck against that army, but still make stalkers anyways, is mind-boggling.

That's what makes a pro a PRO. "I know [this unit/strategy] sucks against pretty much everything, but I'm still going to do it."

More scientifically speaking, when you engage in a micro battle in which one army is weaker than the other, the right side of the brain instinctively takes over and it's all basic hand-eye coordination, muscle movement, mechanics, memorization, multi-tasking, and the left side of the brain is left cold because there is no room for creativity when you know something is going to lose to something else.

When you engage in a micro battle in which one army is weaker than the other, but you're not just any other scrub, you're actually skilled, the left side of the brain will light up like a christmas tree and you will instantly abuse every single hit point and every single shield point possible.

That is why you still see people making motherships, large amounts of stalkers, etc,
it's like using the pistol in counter strike, when you know the other guy has a carbine,
it's like using Luigi in Smash Bros. Melee, when you know he's low-tier and will probably face difficulties with higher tiers,
it's like using Scouts in Broodwar, when you know there's a better unit called a 'corsair',
it's like using the Needler in Halo 2, because you know there are WAY better weapons,

but why use it? Because the person won't expect it. The math and the statistics point to one answer, the pro-gamer finds another.
Kuni
Profile Blog Joined September 2010
Austria765 Posts
January 18 2012 18:14 GMT
#165
Play something else and gtfo with all those worthless whine threads -.-
bonus vir semper tiro
Micket
Profile Joined April 2011
United Kingdom2163 Posts
January 18 2012 18:21 GMT
#166
I'm pretty sure most Zergs have thought 'wtf stalkers too much dps and op' when facing MC after being 90 supply ahead.
Epoxxyy
Profile Joined September 2011
20 Posts
January 18 2012 18:25 GMT
#167
lolol, so this is why it's Starcraft 2 Not Starcraft: (Insert expansion name here) Starcraft 2 is not an expansion of sc bw it is it's own entity. If you want it more like broodwar than by all means go play broodwar because this game is not supposed to feel the same way. If you complain that your army is to weak and the dps is to high then your doing it wrong. You can infact micro your units very well infact. Hard Counters??? just scout at almost any point in the game lol. don't make them, yea no real seige units? Seige tank? lawl. all your points can easily be countered by saying one thing......play better
zEnVy
Profile Joined June 2011
United States446 Posts
January 18 2012 18:26 GMT
#168
I feel like units kill each other far too easy in SC2. I can fight a big engagement with 200/200 food and its all over in like 7 seconds. It's kind of empty to macro and scout and teach and defend for 18 minutes just to win/lose the game in a fight that spans just a few seconds. Everybody except late game Zerg has to deal with this. It's pretty dissatisfying, win or lose.

I still love this game and will play it for the next decade, but I think they just need to globally reduce the damage units do.
deadmau
Profile Joined September 2010
960 Posts
January 18 2012 18:26 GMT
#169
On January 19 2012 01:47 Destructicon wrote:
@ Zrana
I get the feeling you are too biassed against these so called "balance whines" to even try and consider they may have some legitimite concerns/ good points.

+ Show Spoiler +
1st Firepower is too big, when an entire army in TvP from either side can be destroyed in about 15 seconds you know something is wrong. When one small mistake (getting HT/Ghosts sniped/EMPed; getting colossus sniped/losing vikings) can cost you not only the engagement but possibly the entire game, then something is wrong.

In a way Blizz is tacitly admiting this by going forth and saying that they want less units in the deathball, thats how they talked about some of the HoTS units.

As for the faster player winning. I thought SC2 was a game about of strategy, not fast reactions, sure a fast player should be rewarded for being able to use his speed to micro/macro, but it shouldn't be the defining factor because battles last only seconds.

2nd Zooning is a real issue. There are currently few ways to for players to really put their stamp on a territory and declare it theirs. Terrans have it best, and its one of the reasons why it feels the most complete. It is important to have some ways to secure your territory so you can pull off a decisive thrust attack, or have enough time to reinforce your position.

Zoning units are also important for putting pressure on the enemy and contesting territory, this is where the game starts to resemble chess, as players try to out manuever themselves or devise ways to break the line in slow and methodical ways.

Again Blizz is addressing this issue in HoTS via Shredders, Swarm Hosts, and who knows what else they will think of.

3rd This is where you really start to seem thick. Static defenses are good in the early to mid game but start to become horrible towards the late game. And in a way it kind of builds on the problem of zoning.

Static defenses aren't even hard to buff. Just have them be upgradable. That way you can keep them resonable for the early game so that no one wants to cannon rush or bunker rush every single game. But it also keeps them as a valuable part of the of the game well into the later stages.

Overall I get the feeling that you're just basing the OP (and possibly a lot of other well thought out threads), because you're either sick and tired of them, or you legitimetly can't get your head around the problems/don't want to admit them.


I was planning a huge post, but no reason to add fuel, you already laid out exactly what i felt when i read Zyga post. Either he's ignorant, or tired of the same threads that he writes off these valid points. But probably a new generation SC2-only player that refuses to admit these points.
FlayedOne
Profile Joined June 2009
Poland47 Posts
January 18 2012 18:28 GMT
#170
On January 19 2012 03:00 wheelchairs wrote:
Will a spine kill an upgraded marine w/ medivac support? i guess not. But should it? medivacs heal fast in sc2 and cost 100/100.


A spine WILL kill a fully upgraded marine w/ medivac support. Just one though...
A drop of 8 fully upgraded marines will kill of 3 spines in mere seconds while losing only 2-3 marines.
At the beginning you do need 7 unupgraded marines to kill a spine though.

On January 19 2012 03:00 wheelchairs wrote:
I dont know if its just because BW didnt have armor and damage types, but It makes the game better imho.


BW DID have armor and damage types.(or rather unit sizes and damage types)
Kuskinator
Profile Joined June 2011
United Kingdom43 Posts
January 18 2012 19:02 GMT
#171
On January 19 2012 03:02 Oreo7 wrote:
One day people are complaining with Day9 saying that you can't get ahead with micro, the next day people are complaining that micro is too hard and that micro mistakes make you lose the game. You can't have both.

Exactly, people need to have a more open mind at look at things from other perspectives as opposed to just saying "I think x is bad because of y" - not thinking that y needs do z because of a etc etc.

Tight Marine ball counters Lings - Zerg complain.
Same Marines micro'd correctly counters Banes - Zerg complain.
Well micro'd Mutas one/two-"shot" units - no one really complains.
Thor splash negates this micro occurring requiring Mutas to be split (hi Marines/Banes) - Zerg complain.

People really need to learn to adapt micro in different situations. Even the pro's still have a lot of room for improvement with regards to micro.
Once upon a time all Terran's whined about Banes until they learned how to split.
Once upon a time (and to some extent, still do) Zerg/Terran's whined about storm - Terran have become used to dodging these from Bane splitting and so split or pre-split. Zerg's I have noticed are also finally beginning to anticipate where storms are and dodge them with Roaches - and to a lesser extent splitting when Banes are incoming.

Blink Stalker micro has improved greatly - Blinking only 1 or 2 at a time - and has become more widely seen.
Roach Burrow micro on the other hand, has not. I have yet to see a game where Roach burrow is used on individual Roach's to pull them back, unburrow, and resume attacking (just like Stalkers, just like using Medivacs to pickup weak units temporarily). There's only ever blanket burrowing.
Terran's are pre-splitting all their Bio army in nearly all situations where Tanks/Infestors/High Templar are concerned - there really is a lack of this going on from other races. The reason AoE splash damage is so prominent and unforgiving is not necessarily because of the unit pathing/balling, but people let their units ball. It's avoidable.
oxxo
Profile Joined February 2010
988 Posts
January 18 2012 19:04 GMT
#172
#4 has been discussed to death. It is essentially the SAME THING AS BW. It's just more transparent.
Tizer542
Profile Joined January 2012
United States3 Posts
January 18 2012 19:06 GMT
#173
This is a "I'm bad at scouting qq" thread. If everything was mediocre against everything then why create different units?
You make it seem like the game should be counter strike.... everyone should just be terran and build only marines and then it will be the true champion who luckily gets one extra hit in!

The beauty of this game is that through scouting you're able to counter your opponent and you're rewarded because counters are very strong in this game.

You take the time to see he's going mass tanks so you build a bunch of immortals. Should he be rewarded for having more tanks than you do immortals? I think not. He's done nothing other than go into a game and decide "hey I want this unit".

I understand that you're frustrated because countering and scouting is VERY VERY difficult and only pros can do it correctly. However, if you remove this aspect of the game by "rebalancing" units, you're going to turn it into a who can mine more minerals game and that just is not fun. I think that maybe they could change some things about the game (unit types).

For instance maybe make it so that workers aren't light units but just biological. This way you don't get decimated by banelings or hellions/reapers as easily. That's a possiblity!

I think sc2 has gone in a wonderful direction. Though everything is much faster, the interface for controlling units in my oppinion is much more enjoyable and feels more rewarding. Even the simple things like being able to rally your workers to minerals... you can't argue that it was a fun part of BW because it wasn't.

Sabu113
Profile Blog Joined August 2009
United States11076 Posts
Last Edited: 2012-01-18 19:30:18
January 18 2012 19:20 GMT
#174
I feel.... positively towards the op by in large though a few points confused me or I had reservations with.

My big question (and I saw one post on the first page mentioning this) is do you want a much slower game? At the crux it seems like you want to reduce the speed of the game slightly. Lower mobility, less firepower, longer battles, more reaction time.

The thread deviants into some unit design issues but at its core isn't this frenetic pace what we want? We want the 200/200 armies marauding around poking at expansions rather than locked behind walls of PFs/siege lines (use terran just for convenience) .
Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
Crypdos
Profile Joined December 2011
Netherlands110 Posts
January 18 2012 19:40 GMT
#175
I don't think you have made any good point. Why is there need to remove counter units from the game? This would remove a lot of depth from the game. I also don't think the stalker is a well designed unit, its more like a jack of all trades (mass stalker anyone? herpderp). You basically promote armies of 1 unit kind. I also don't think the game should be slowed down in any way ...
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
January 18 2012 19:43 GMT
#176
If only battles were less '3 seconds and done'; that would really add to the game imo.

Just that. If blizzard does 'everything' in their power to make death ball less attractive and make harass, multi attacks, etc. more attractive; the game would be more awesome.
I love.
GhostBusters
Profile Joined July 2010
United States198 Posts
January 18 2012 19:56 GMT
#177
I don't like how sc2 does seem to revolve around big clumps of units, but maybe the meta game could change to something else, who knows still?
Yut, bellybuttons.
MerciLess
Profile Joined September 2010
213 Posts
January 18 2012 19:58 GMT
#178
Decrease all damage in SC2 by about 20%. Adjust accordingly for balance units that do AOE, or extra damage. Voila, game isn't retarded anymore
RogerChillingworth
Profile Joined March 2010
Chad3127 Posts
Last Edited: 2012-01-18 20:06:45
January 18 2012 20:04 GMT
#179
On January 19 2012 01:59 TheButtonmen wrote:
Dear lord more design QQ.

If this is just as you said frustrated complaining then take it to blogs.
If you are seriously concerned then take it to the Blizzards forums for the off chance they will read it.
If you hate the design of Sc2 so much I've got this great game to recommend to you.

So tired of all these design qq threads recently, Team Liquid isn't Blizzard, we don't balance the game or design HotS why continually complain here?


It's called raising awareness.

People continuing to bring up their complaints about core design flaws is the best chance it'll ever have of being fixed. Esoecially if it's articulated well and a lot of people agree.

Eknoid4
Profile Joined October 2010
United States902 Posts
Last Edited: 2012-01-18 20:12:27
January 18 2012 20:10 GMT
#180
On January 18 2012 19:06 Tobberoth wrote:
Show nested quote +
On January 18 2012 18:58 slytown wrote:
If you don't like the game, go back to playing BW. Noone's stopping you. You're listing off complete design changes instead of specific issues.

I love BW and won't hate you for switching back.

The OP isn't about not liking the design of SC2 compared to BW, it's about flaws in the design which BW didn't have. Going back to BW won't remove those issues from SC2.

Nothing the OP says or does will remove those "issues" from SC2, though. Your first obstacle is to convince Blizzard that this really is a core design flaw and at that, one that takes higher priority than everything else they are working on for them to take any kind of near-future action toward it. (Even if you convinced them right now it was the most important thing in the world to change, it would still take months)
If you're mad that someone else is brazenly trumpeting their beliefs with ignorance, perhaps you should be mad that you are doing it too.
Prev 1 7 8 9 10 11 22 Next All
Please log in or register to reply.
Live Events Refresh
Afreeca Starleague
10:00
Ro24 Group A
Sharp vs Scan
Rain vs Mong
Afreeca ASL 12444
StarCastTV_EN236
LiquipediaDiscussion
Replay Cast
09:00
WardiTV Mondays #75
CranKy Ducklings148
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech148
MindelVK 11
StarCraft: Brood War
Calm 20666
Flash 6661
Bisu 5712
Horang2 2971
Jaedong 1667
BeSt 875
Hyuk 818
Pusan 353
Stork 331
Zeus 311
[ Show more ]
Light 214
Larva 169
Leta 161
PianO 79
Killer 65
ToSsGirL 59
Backho 47
NotJumperer 41
Shinee 32
Nal_rA 31
Bale 25
Hm[arnc] 22
Terrorterran 20
yabsab 19
Icarus 17
soO 16
Sea.KH 16
GoRush 12
Noble 12
Movie 9
Dota 2
Gorgc402
XcaliburYe372
Counter-Strike
olofmeister1563
fl0m900
zeus242
edward44
Super Smash Bros
Westballz10
Other Games
XBOCT524
ceh9493
B2W.Neo410
crisheroes236
shoxiejesuss234
Livibee105
Sick102
Mew2King44
ViBE35
Organizations
Other Games
gamesdonequick674
StarCraft: Brood War
UltimateBattle 276
Dota 2
PGL Dota 2 - Main Stream68
StarCraft: Brood War
lovetv 20
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• StrangeGG 31
• CranKy Ducklings SOOP4
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 3
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
Wardi Open
40m
Monday Night Weeklies
5h 40m
Sparkling Tuna Cup
22h 40m
Afreeca Starleague
22h 40m
Soulkey vs Ample
JyJ vs sSak
Replay Cast
1d 21h
Afreeca Starleague
1d 22h
hero vs YSC
Larva vs Shine
Kung Fu Cup
1d 23h
Replay Cast
2 days
KCM Race Survival
2 days
The PondCast
2 days
[ Show More ]
WardiTV Team League
3 days
Replay Cast
3 days
WardiTV Team League
4 days
RSL Revival
4 days
Cure vs Zoun
herO vs Rogue
WardiTV Team League
5 days
Platinum Heroes Events
5 days
BSL
5 days
RSL Revival
5 days
ByuN vs Maru
MaxPax vs TriGGeR
WardiTV Team League
6 days
BSL
6 days
Replay Cast
6 days
Afreeca Starleague
6 days
Light vs Calm
Royal vs Mind
Wardi Open
6 days
Liquipedia Results

Completed

Proleague 2026-03-22
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
Acropolis #4 - TS6
RSL Revival: Season 4
Nations Cup 2026
NationLESS Cup
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

2026 Changsha Offline CUP
CSL Season 20: Qualifier 2
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
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.