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Patch 1.4.3 - Preview Blog - Page 95

Forum Index > SC2 General
4449 CommentsPost a Reply
Prev 1 93 94 95 96 97 223 Next
Please DISCUSS the changes and the impact they will have on gameplay.

Straight up whining and bitching will get you a ban, no exceptions.
SnipedSoul
Profile Joined November 2010
Canada2158 Posts
February 10 2012 23:51 GMT
#1881
I just realized, why make it so snipe is only good against casters when ghosts already have emp? Why does ghost need 2 anti-caster abilities? Snipe should just be removed and replaced with something else.
Boiler Bandsman
Profile Joined February 2012
United States391 Posts
February 10 2012 23:51 GMT
#1882
Honest question...do we see more HS missiles vs Brood Lords given their clumping tendencies, or are vikings still the better option?
A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head.
Elyvilon
Profile Joined August 2008
United States13143 Posts
February 10 2012 23:51 GMT
#1883
On February 11 2012 08:46 Shantastic wrote:
Terran has both Ravens and Ghosts. Ravens have PDD, which is always effective vs late-game protoss, and Hunter Seeker Missile, which places constraints on the way Zerg controls and makes units, heavily punishing any kind of clumping. The dynamic of casters should work such that Ghosts and Ravens are individually less effective than Infestors and Templar late-game, but, since they cost more supply combined, are more effective than either of them when you combine them together, which I think is true, simply due to the lack of redundancy between the ways Ghosts and Ravens contribute. Ravens contribute towards forcing Zerg to look at mobility and positioning, while Ghosts are all-around good vs any lategame composition, with EMP, nuke (which is mostly great for map control, but also nifty for engagements if you're MouzThorzain =D), and snipes.

So even ignoring the rest, what are you using PDD against vs late-game protoss? Their 10 stalkers? it doesn't do anything against chargelots, archons, colossi, or templar
Liquipedia
Sackings
Profile Joined April 2011
Canada457 Posts
February 10 2012 23:51 GMT
#1884
so many problems with the infestor / broodlord deathball could be solved by making fungal slow instead of root, even most zerg players would agree it would be a good change. Its ridiculous that you can lose thousands of resources worth of units in seconds because they got caught in a chain fungal.
naniwa fighting!!!
NEXUS6
Profile Joined July 2011
United States413 Posts
February 10 2012 23:52 GMT
#1885
On February 11 2012 08:47 Ewic wrote:
I like this patch EXCEPT for the fact that Snipe never needed nerfing, and that TvP lategame is still unaddressed.

Lategame TvZ is insanely hard to pull off already. EMP radius only ever hits 3 Infestors MAX, and you're lucky if you can even get to them if they fungal you. Before this patch, Terrans could deal with Broodlords in 1 of 2 ways: Ghosts or Vikings. Also, to deal with Ultralisks, you could go Ghost or Marauder. With this patch, Ghosts are almost TWICE as bad against these units... So if you somehow manage to make 30+ Vikings to deal with the mass BL (even though mass Viking doesn't actually counter BL + Infestor + Corruptor), congratulations, you will now die to a remax of 8+ Ultralisks.

No.

Snipe absolutely had to be addressed. Ghosts dominated way to hard in the TvZ late game.
SnipedSoul
Profile Joined November 2010
Canada2158 Posts
Last Edited: 2012-02-10 23:53:46
February 10 2012 23:53 GMT
#1886
On February 11 2012 08:51 Sackings wrote:
so many problems with the infestor / broodlord deathball could be solved by making fungal slow instead of root, even most zerg players would agree it would be a good change. Its ridiculous that you can lose thousands of resources worth of units in seconds because they got caught in a chain fungal.


I agree, chain fungal on vikings is the main reason why infestor/BL is so good. A slow would at least let you attempt to get away if you get caught of position for 0.01s.
TheHova
Profile Blog Joined June 2010
United Kingdom2612 Posts
February 10 2012 23:53 GMT
#1887
On February 11 2012 08:51 Boiler Bandsman wrote:
Honest question...do we see more HS missiles vs Brood Lords given their clumping tendencies, or are vikings still the better option?


I think you'll see more Terrans try to consciously split their vikings up more. Ravens have to get really close to cast HS no? And are a lot more expensive/difficult to mass.
Shantastic
Profile Joined October 2011
United States435 Posts
February 10 2012 23:54 GMT
#1888
On February 11 2012 08:41 enigamI wrote:
Terran here, you can guess what I"m going to say... Most of the changes sound resonable, particularly nerfing mules on gold bases, and the buff to pheonix range... But the ghost snipe debuff hurts a lot. I've always found TvP to be a very frustrating matchup in the lategame, due to how reliant we are on scouting and perfecting our army composition based upon the protoss composition... I feel TvZ could become even worse in this sense. At least vs protoss, it is relatively easy to keep track of the protoss army composition. With Zerg's macro/larva mechanics, it's more difficult to rapidly scout BL/Ultra comp switches... I wish they would have at least nerfed the ghosts a bit more gently...


Well, as far as TvP goes, ghosts have been buffed They now 3-shot zealots, and snipe does additional hull-damage to Templar. Not too substantial, but it's not like Ghosts are super-weak in TvP, but every little bit helps, no?

If it's more difficult to scout a tech switch, the solution is to facilitate scouting the tech switch (that includes scouting through engagement), not to simply make the tech switch absolutely useless, which is what ghosts do right now. Ghosts should be good enough that you lose the engagement without losing the game, if scouting the tech switch is too hard, but they absolutely should not be good enough to win the engagement no matter what Zerg does, which is what Ghosts are right now, which I think Blizz has done a good job of addressing.
"My grandpa could have proxied better, and not only does he have arthritis, but he's also dead." -Sean "Day[9]" Plott
Talack
Profile Joined September 2010
Canada2742 Posts
February 10 2012 23:54 GMT
#1889
On February 11 2012 08:51 Boiler Bandsman wrote:
Honest question...do we see more HS missiles vs Brood Lords given their clumping tendencies, or are vikings still the better option?


Because ravens so slowly and need to get in so close to use HSM they will usually be fungaled and die.

The thing with HSM is that you're paying 100 minerals and 200 gas and the research not to do magic damage and come out ahead with efficiency, but when you use a HSM the raven "will" die. You are paying that money everytime to deal 100 damage. HSM is just not nearly effficient or easy enough to use to really use it when fungal is so damn good with such a long range.
miken
Profile Joined May 2010
Canada9 Posts
February 10 2012 23:54 GMT
#1890
On February 11 2012 08:40 shizna wrote:
Show nested quote +
On February 11 2012 08:34 c0ldfusion wrote:
Oh man, the comments on the BNET forum over this are hilarious.... So many tears everywhere...

I wonder why the number of terran players from master through gold dropped so much since patch 1.3. Just because of the nerfs? Terrans are still doing OK in GM.


imo that's because GM terran's aren't dumb I.E. they don't attempt macro games versus zerg and protoss that are even close to them skill-wise.

it makes sense.... why take it to lategame when you're far more likely to win with a 1 or 2 base timing attack?


Terran's have a 35% win rate against late game zerg? Better nerf Snipe. The recent TvZ metagame has really been lacking in SCV all-ins, thank god we can go back to the Golden days of all those one and two base timings like in GSL open seasons 1-3.....I loved watching those games; Riveting.

Win Rates by Race & Length of Game from MLG Providence:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=309042
http://i.imgur.com/8Wfcc.png

NNTP
Profile Joined September 2011
Canada47 Posts
February 10 2012 23:55 GMT
#1891
On February 11 2012 08:50 Roblin wrote:
Show nested quote +
On February 11 2012 08:06 Bagi wrote:
The reason I dislike this snipe change is because its probably the first time they are REMOVING the role an unit has in the army. To this date most balance changes have been small so that a certain unit would be a little more viable or a little weaker in its designated rule. With this change Blizzard is basically saying "you can only use the ghost against casters", which in my opinion is way too radical of a change and wrecks the entire metagame of this match-up.

I also have a problem with making snipe an anti-caster ability. The ghost already has EMP, that's about as anti-caster as you can get. Its completely redundant.

I think there are some fixed they could do to snipe that would be much more reasonable. Simply making the ability NOT ignore armor would be a decent nerf and help units like the ultralisk. Are there even zergs out there that are really struggling lategame ZvT?


I'll be honest, I have never ever seen a terran lose in TvZ if there are 30 ghosts on the map in any ladder game or tournament game.

snipe not ignore armor? oh my, so it deals, what? 39 damage instead of 45? an ultra dies of 13 snipes instead of 12? yay. big change.

I for one am happy about all the changes, it adresses 1 of my 3 annoying issues with SC2, which are:

1. the only unit in the game to have its dps reduced from BW to SC2 is the zergling, this bothers me but I know the zergling doesn't need a buff, but still, it bothers me.

2. there is no zerg counter to ghost. (fixed, zergling and )

3. there is no zerg counter to archon (broodlord is a soft counter)

2 and 3 can be summed up as: there are units in the game that do bonus damage to ALL ZERG UNITS but dont take bonus damage from any zerg unit themselves.

and to everyone claiming "just techswitch to zerglings!", heres some facts:

lets ignore for now the existence of tanks, lets say every single one of them died, the only thing you have in your army is 30 ghosts, nothing more.

lets say 50 larvae of zerglings attacks! (100 zerglings)

ghosts have instant attacks (no overkill)
ghosts 2-shot zerglings (10+10light damage= 20 damage/shot, 20*2 = 40 > 35)
which means 15 zerglings will die every volley.
after 7 volleys all zerglings are dead.
note, if 7 volleys are launched, we wait for 6 cooldowns.
6 * (cooldown = 1.5) = 9
30 ghosts kill 100 zerglings in literaly 9 ingame seconds.

then the question is: how many ghosts can you kill in 9 seconds?

not many assuming proper ghost claking and sniping possible overseers.

zerglings may be viable, but not in such small numbers as 100.


who lets terrans get 30 ghosts? assuming you have 10 rax with tech labs (which is unthinkable since most rax will have reactor cores that means 3 waves of reinforcing ghosts which means reduced numbers of marines which means once you kill the first 1-2 batch of ghosts there s no backbone to that terran army. i think 10-15 ghosts is more realistic, 30 ghosts the terran probably has more bases than the zerg and outplayed his the whole game with multiprongued attacks
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
February 10 2012 23:56 GMT
#1892
On February 11 2012 08:50 Roblin wrote:
Show nested quote +
On February 11 2012 08:06 Bagi wrote:
The reason I dislike this snipe change is because its probably the first time they are REMOVING the role an unit has in the army. To this date most balance changes have been small so that a certain unit would be a little more viable or a little weaker in its designated rule. With this change Blizzard is basically saying "you can only use the ghost against casters", which in my opinion is way too radical of a change and wrecks the entire metagame of this match-up.

I also have a problem with making snipe an anti-caster ability. The ghost already has EMP, that's about as anti-caster as you can get. Its completely redundant.

I think there are some fixed they could do to snipe that would be much more reasonable. Simply making the ability NOT ignore armor would be a decent nerf and help units like the ultralisk. Are there even zergs out there that are really struggling lategame ZvT?


I'll be honest, I have never ever seen a terran lose in TvZ if there are 30 ghosts on the map in any ladder game or tournament game.

snipe not ignore armor? oh my, so it deals, what? 39 damage instead of 45? an ultra dies of 13 snipes instead of 12? yay. big change.

I for one am happy about all the changes, it adresses 1 of my 3 annoying issues with SC2, which are:

1. the only unit in the game to have its dps reduced from BW to SC2 is the zergling, this bothers me but I know the zergling doesn't need a buff, but still, it bothers me.

2. there is no zerg counter to ghost. (fixed, zergling and )

3. there is no zerg counter to archon (broodlord is a soft counter)

2 and 3 can be summed up as: there are units in the game that do bonus damage to ALL ZERG UNITS but dont take bonus damage from any zerg unit themselves.

and to everyone claiming "just techswitch to zerglings!", heres some facts:

lets ignore for now the existence of tanks, lets say every single one of them died, the only thing you have in your army is 30 ghosts, nothing more.

lets say 50 larvae of zerglings attacks! (100 zerglings)

ghosts have instant attacks (no overkill)
ghosts 2-shot zerglings (10+10light damage= 20 damage/shot, 20*2 = 40 > 35)
which means 15 zerglings will die every volley.
after 7 volleys all zerglings are dead.
note, if 7 volleys are launched, we wait for 6 cooldowns.
6 * (cooldown = 1.5) = 9
30 ghosts kill 100 zerglings in literaly 9 ingame seconds.

then the question is: how many ghosts can you kill in 9 seconds?

not many assuming proper ghost claking and sniping possible overseers.

zerglings may be viable, but not in such small numbers as 100.

And a bc wins a zergling!

30 ghosts is 6000/3000. 100 zerglings is 2500/0. Morph those 100 zlings into blings(5000/2500) and you've got yourself a ton of dead ghosts and like 50 blings leftover
kKagari
Profile Joined June 2011
Australia84 Posts
February 10 2012 23:56 GMT
#1893
i was hoping for a snipe nerf but this is a bit...silly. two anti caster abilities? i thought blizzard was all about not creating redundancy by having roles that do the same thing. why not just apply the same nerf but for non massive units instead? and queens really ought to be massive >___> creates a way more strategic offensive, defensive use for the queens.

if the recent games between genius and nestea are anything to look for, the phoenix buff is unnecessary. and once they get that buff, tempests will become unnecessary...

a lot of redundancy going around this patch imo
Azide
Profile Joined March 2010
Canada566 Posts
February 10 2012 23:56 GMT
#1894
im mostly curious about how protech feels about the phoenix buff LOL
Azide and SuperNinja - Best Double Protoss 2v2 Team!
GreEny K
Profile Joined February 2008
Germany7312 Posts
February 10 2012 23:57 GMT
#1895
I like all of the changes, I really like the phoenix range upgrade. I felt like there needed to be a quicker counter to Muta than waiting for storm or blink.
Why would you ever choose failure, when success is an option.
Shantastic
Profile Joined October 2011
United States435 Posts
February 10 2012 23:57 GMT
#1896
On February 11 2012 08:51 Elyvilon wrote:
So even ignoring the rest, what are you using PDD against vs late-game protoss? Their 10 stalkers? it doesn't do anything against chargelots, archons, colossi, or templar


That's a great point, actually. PDDs are great for blink stalker heavy comps, but I guess you don't really see that anymore. I see TvP Ravens when Terrans are smart enough to realize that they get so much more marine production if they can build and protect a single Raven. Suddenly, that's so much energy you don't have to spend scanning for DTs or baneling bombs, depending on your matchup.
"My grandpa could have proxied better, and not only does he have arthritis, but he's also dead." -Sean "Day[9]" Plott
MrCash
Profile Joined October 2011
United States1504 Posts
Last Edited: 2012-02-10 23:58:27
February 10 2012 23:57 GMT
#1897
On February 11 2012 08:54 Shantastic wrote:
Show nested quote +
On February 11 2012 08:41 enigamI wrote:
Terran here, you can guess what I"m going to say... Most of the changes sound resonable, particularly nerfing mules on gold bases, and the buff to pheonix range... But the ghost snipe debuff hurts a lot. I've always found TvP to be a very frustrating matchup in the lategame, due to how reliant we are on scouting and perfecting our army composition based upon the protoss composition... I feel TvZ could become even worse in this sense. At least vs protoss, it is relatively easy to keep track of the protoss army composition. With Zerg's macro/larva mechanics, it's more difficult to rapidly scout BL/Ultra comp switches... I wish they would have at least nerfed the ghosts a bit more gently...


Well, as far as TvP goes, ghosts have been buffed They now 3-shot zealots, and snipe does additional hull-damage to Templar. Not too substantial, but it's not like Ghosts are super-weak in TvP, but every little bit helps, no?

If it's more difficult to scout a tech switch, the solution is to facilitate scouting the tech switch (that includes scouting through engagement), not to simply make the tech switch absolutely useless, which is what ghosts do right now. Ghosts should be good enough that you lose the engagement without losing the game, if scouting the tech switch is too hard, but they absolutely should not be good enough to win the engagement no matter what Zerg does, which is what Ghosts are right now, which I think Blizz has done a good job of addressing.


I don't think you understand the patch.
Snipe now will 6 shot zealots (nerf). It will only to 50 damage to psionic. Basically HTs and Infestors (also Queens, but meh). 2 shot before, 2 shot now. Only thing it helps tiny vs infestors if they regen.
Also their regular attack will do more damage with upgrades than snipe to anything light.
Sackings
Profile Joined April 2011
Canada457 Posts
February 10 2012 23:57 GMT
#1898
On February 11 2012 08:54 Shantastic wrote:
Show nested quote +
On February 11 2012 08:41 enigamI wrote:
Terran here, you can guess what I"m going to say... Most of the changes sound resonable, particularly nerfing mules on gold bases, and the buff to pheonix range... But the ghost snipe debuff hurts a lot. I've always found TvP to be a very frustrating matchup in the lategame, due to how reliant we are on scouting and perfecting our army composition based upon the protoss composition... I feel TvZ could become even worse in this sense. At least vs protoss, it is relatively easy to keep track of the protoss army composition. With Zerg's macro/larva mechanics, it's more difficult to rapidly scout BL/Ultra comp switches... I wish they would have at least nerfed the ghosts a bit more gently...


Well, as far as TvP goes, ghosts have been buffed They now 3-shot zealots, and snipe does additional hull-damage to Templar. Not too substantial, but it's not like Ghosts are super-weak in TvP, but every little bit helps, no?

If it's more difficult to scout a tech switch, the solution is to facilitate scouting the tech switch (that includes scouting through engagement), not to simply make the tech switch absolutely useless, which is what ghosts do right now. Ghosts should be good enough that you lose the engagement without losing the game, if scouting the tech switch is too hard, but they absolutely should not be good enough to win the engagement no matter what Zerg does, which is what Ghosts are right now, which I think Blizz has done a good job of addressing.


get your facts straight, zealots are not psionic units...
naniwa fighting!!!
Boiler Bandsman
Profile Joined February 2012
United States391 Posts
Last Edited: 2012-02-10 23:58:36
February 10 2012 23:57 GMT
#1899
On February 11 2012 08:54 Shantastic wrote:
Show nested quote +
On February 11 2012 08:41 enigamI wrote:
Terran here, you can guess what I"m going to say... Most of the changes sound resonable, particularly nerfing mules on gold bases, and the buff to pheonix range... But the ghost snipe debuff hurts a lot. I've always found TvP to be a very frustrating matchup in the lategame, due to how reliant we are on scouting and perfecting our army composition based upon the protoss composition... I feel TvZ could become even worse in this sense. At least vs protoss, it is relatively easy to keep track of the protoss army composition. With Zerg's macro/larva mechanics, it's more difficult to rapidly scout BL/Ultra comp switches... I wish they would have at least nerfed the ghosts a bit more gently...


Well, as far as TvP goes, ghosts have been buffed They now 3-shot zealots, and snipe does additional hull-damage to Templar. Not too substantial, but it's not like Ghosts are super-weak in TvP, but every little bit helps, no?


Zealots are not psionic, which I think is what you're assuming. It takes 6 shots now assuming no other damage or shield regen.

Edit: sniped....
A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head.
Bommes
Profile Joined June 2010
Germany1226 Posts
February 10 2012 23:58 GMT
#1900
On February 11 2012 08:50 Roblin wrote:
Show nested quote +
On February 11 2012 08:06 Bagi wrote:
The reason I dislike this snipe change is because its probably the first time they are REMOVING the role an unit has in the army. To this date most balance changes have been small so that a certain unit would be a little more viable or a little weaker in its designated rule. With this change Blizzard is basically saying "you can only use the ghost against casters", which in my opinion is way too radical of a change and wrecks the entire metagame of this match-up.

I also have a problem with making snipe an anti-caster ability. The ghost already has EMP, that's about as anti-caster as you can get. Its completely redundant.

I think there are some fixed they could do to snipe that would be much more reasonable. Simply making the ability NOT ignore armor would be a decent nerf and help units like the ultralisk. Are there even zergs out there that are really struggling lategame ZvT?


lets say 50 larvae of zerglings attacks! (100 zerglings)

ghosts have instant attacks (no overkill)
ghosts 2-shot zerglings (10+10light damage= 20 damage/shot, 20*2 = 40 > 35)
which means 15 zerglings will die every volley.
after 7 volleys all zerglings are dead.
note, if 7 volleys are launched, we wait for 6 cooldowns.
6 * (cooldown = 1.5) = 9
30 ghosts kill 100 zerglings in literaly 9 ingame seconds.


I don't want to argue about how strong ghosts are but I really don't see your point there.
30 Ghosts costs are 6000 minerals and 2000 gas.
100 zerglings costs are 2500 minerals.
Ghosts have bonus damage against zerglings.

What do you expect? What is your point with this?
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