• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 06:50
CEST 12:50
KST 19:50
  • 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
[ASL19] Finals Recap: Standing Tall9HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6
Community News
Flash Announces Hiatus From ASL54Weekly Cups (June 23-29): Reynor in world title form?13FEL Cracov 2025 (July 27) - $8000 live event16Esports World Cup 2025 - Final Player Roster16Weekly Cups (June 16-22): Clem strikes back1
StarCraft 2
General
RECLAIM STOLEN BTC HIRE BLOCKCHAIN CYBER RETRIEVE Weekly Cups (June 23-29): Reynor in world title form? The SCII GOAT: A statistical Evaluation PiG Sty Festival #5: Playoffs Preview + Groups Recap The GOAT ranking of GOAT rankings
Tourneys
Korean Starcraft League Week 77 Master Swan Open (Global Bronze-Master 2) RSL: Revival, a new crowdfunded tournament series [GSL 2025] Code S: Season 2 - Semi Finals & Finals $5,100+ SEL Season 2 Championship (SC: Evo)
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma Mutation # 477 Slow and Steady
Brood War
General
Player “Jedi” cheat on CSL BW General Discussion Flash Announces Hiatus From ASL BGH Auto Balance -> http://bghmmr.eu/ Unit and Spell Similarities
Tourneys
[Megathread] Daily Proleagues [BSL20] Grand Finals - Sunday 20:00 CET Small VOD Thread 2.0 [BSL20] GosuLeague RO16 - Tue & Wed 20:00+CET
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile What do you want from future RTS games? Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Trading/Investing Thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread The Games Industry And ATVI
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread
Sports
Formula 1 Discussion 2024 - 2025 Football Thread NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Blogs
Culture Clash in Video Games…
TrAiDoS
from making sc maps to makin…
Husyelt
Blog #2
tankgirl
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 674 users

Patch 1.4.3 - Preview Blog - Page 98

Forum Index > SC2 General
4449 CommentsPost a Reply
Prev 1 96 97 98 99 100 223 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.
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
February 11 2012 00:11 GMT
#1941
On February 11 2012 09:05 XiGua wrote:
Show nested quote +
On February 11 2012 08:58 Bommes wrote:
On February 11 2012 08:50 Roblin wrote:
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?

His point is to mindlessly whine about how his race is so much weaker than the others.

44% snipe nerf hurts the Terran heart... I won't use ghosts TvZ anymore.

It's a 67%/73% nerf against bl/ultra(though ultra might be a little less since stuff is most of the time helping the snipes unlike against BLs)
Jebusrocks
Profile Joined July 2010
Canada62 Posts
February 11 2012 00:11 GMT
#1942
I think it was obvious that ghost snipe needed to be nerfed, but i think this is a bit too harsh.
Would have perferred if they just reduced the range of snipe (i know that sorta destroys thepoint of snipe but ya..) the fact that the ghosts had the same range as brood lords made the main point of brood lords (to beable to force terran siege tanks out of position) almost pointless as ghosts could snipe safely under siege tanks.
anguyenm
Profile Joined January 2012
United States47 Posts
February 11 2012 00:13 GMT
#1943
I would say that protoss has way more "casters" than any race. They all have abilities. I would count blink, charge, storm, force field/guardian shield, and even the vortex.
VidyaYuropa
Profile Blog Joined March 2011
87 Posts
February 11 2012 00:13 GMT
#1944
As a Terran, I'm not too happy about the snipe change, but he, time to find a new counter to late game zerg.
Happy for the APM change though, wont miss the zero apm in the first 3 minutes.

One simple question, wouldnt it make much more sense to make snipe only less effective against massive? I mean, BL and Ultras would be save. Additionally with that change they kill all the possibilities for early game ghosts in TvT and snipe against banes. YES i used snipe against banes sometimes.

Nonetheless, definitely pumped for the changes.
420 smoke a blunt
Shantastic
Profile Joined October 2011
United States435 Posts
February 11 2012 00:13 GMT
#1945
On February 11 2012 09:05 aksfjh wrote:
Except they're much more expensive and fragile than any other form of detection. Sure, if you keep them around your ground units, they won't die to stupid sniping by blink stalkers or phoenixes, but they get 1 shotted by HTs. That's not very effective. For Zerg, you don't ever see hydras and muta threat isn't from attack damage, but instead from attacking where you're not. What a Raven ends up being in the long run isn't an investment at all, but rather a gamble, regardless of the non-mirror matchup.


Well, considering that you're only using them for detection, just keep putting down auto-turrets for no reason, and Feedback will become useless.

DTs and burrowed banelings either kill tons of stuff or force a good Terran to cut marine production rate by scanning. Getting a single Raven keeps your army safe from all cloak/burrowed play and lets you Rine up in the long run.
"My grandpa could have proxied better, and not only does he have arthritis, but he's also dead." -Sean "Day[9]" Plott
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
February 11 2012 00:13 GMT
#1946
On February 11 2012 09:05 Elp wrote:
Show nested quote +
On February 11 2012 09:00 Shiori wrote:
Not sure how Terran is supposed to deal with BL/Infestor now. Mass Viking/Thor? Lol...

I think we'll finally see the Raven-HSM / Viking combination where you fire HSM's on your own vikings and suicide them into the Broodlord / Corruptor ball. That'll fix the HSM range problem. It's gonna be epic!


omg this is actually hilarious and I want to see someone do this
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
Diomedes7
Profile Joined November 2011
67 Posts
February 11 2012 00:13 GMT
#1947
On February 11 2012 09:05 Ghostcom wrote:
Show nested quote +
On February 11 2012 08:58 shizna wrote:
On February 11 2012 08:46 Shantastic wrote:
Ravens and Ghosts are still really good vs late game zerg. You're looking at it wrong.

Each race has two casters.

Zerg has the Overseer, which is useless in engagements (as it should be) and good for scouting/just being annoying, and the Infestor, which is this really good, cost-effective unit with two incredibly powerful, versatile abilities that, for a large price, increase the cost-efficiency of your army composition.

Protoss has Templar, which are really great vs any composition involving bio, and solidly increase Protoss deathball efficiency. Protoss also has Sentries, which are great against heavy bio compositions, as well as vs heavy roach/ling compositions, the likes of which you see early-to-midgame. However, more than 2-3 sentries just aren't that good in late game, simply because of the range of EMP making FFs useless and the fact that in the late game, Zerg tends towards higher ranged, higher punch units, leaving Roaches as the "throwaway" late-game unit that costs only 25 gas and is designed to soak up the hurt, so to speak.

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.


hi i'm a high templar, i can deal 80 damage over 4 seconds to an entire area for 75 energy.

hi i'm an infestor, i can deal 30-40 damage and trap units in place for 4 seconds over an entire area for 75 energy

hi i'm a ghost, i'm more expensive than infestor and high templar, i can deal 75 damage over 1 second to a single biological unit for 75 energy. but at least in TvP i am actually useful!

:F


Yes, retarded comparisons are always the way to go in a balance thread. Especially comparing units across tech tiers - do the mothership, broodlord and scv comparison next please!

There is nothing at all "retarded" with those comparisons. Those casters are commonly regarded as equivalent for each of the races because of similar cost and tech.
KawaiiRice
Profile Blog Joined May 2007
United States2914 Posts
February 11 2012 00:14 GMT
#1948
On February 11 2012 09:13 KrazyTrumpet wrote:
Show nested quote +
On February 11 2012 09:05 Elp wrote:
On February 11 2012 09:00 Shiori wrote:
Not sure how Terran is supposed to deal with BL/Infestor now. Mass Viking/Thor? Lol...

I think we'll finally see the Raven-HSM / Viking combination where you fire HSM's on your own vikings and suicide them into the Broodlord / Corruptor ball. That'll fix the HSM range problem. It's gonna be epic!


omg this is actually hilarious and I want to see someone do this

Or the zerg could neural parasite the viking and fly it back into you. o,o
@KawaiiRiceLighT
ishkabibble
Profile Joined December 2010
Canada161 Posts
February 11 2012 00:14 GMT
#1949
I think a lot of players are taking this snipe thing totally out of proportion. The point is that ghosts aren't meant to be a hard counter to tier 3 zerg. infestor broodlord is not an easy composition to battle head on. Watch a late game PvZ, when Z gets infestor broodlord the best strategy toss has is to blink around sniping bases since infestor broodlord is so slow. Besides, range 9 vikings and EMP will still be quite effective.
Bagi
Profile Joined August 2010
Germany6799 Posts
February 11 2012 00:15 GMT
#1950
On February 11 2012 09:13 Shantastic wrote:
Show nested quote +
On February 11 2012 09:05 aksfjh wrote:
Except they're much more expensive and fragile than any other form of detection. Sure, if you keep them around your ground units, they won't die to stupid sniping by blink stalkers or phoenixes, but they get 1 shotted by HTs. That's not very effective. For Zerg, you don't ever see hydras and muta threat isn't from attack damage, but instead from attacking where you're not. What a Raven ends up being in the long run isn't an investment at all, but rather a gamble, regardless of the non-mirror matchup.


Well, considering that you're only using them for detection, just keep putting down auto-turrets for no reason, and Feedback will become useless.

DTs and burrowed banelings either kill tons of stuff or force a good Terran to cut marine production rate by scanning. Getting a single Raven keeps your army safe from all cloak/burrowed play and lets you Rine up in the long run.

That is, until your slow-ass raven gets picked off either the first engagement he gets in or just by stray mutalisks or blink stalkers.
nttea
Profile Blog Joined July 2008
Sweden4353 Posts
February 11 2012 00:15 GMT
#1951
Maybe higher cooldown and a minor increase in snipe manacost would have been better... it feels sort of ridiculous that the only counter to broodlords will be vikings now? especially since they are so weak to ultras and infestors, on the other hand i support the nerf because it's just absurd that ghost snipe can melt entire zerg armies of broodlords and ultras.
Elyvilon
Profile Joined August 2008
United States13143 Posts
February 11 2012 00:15 GMT
#1952
On February 11 2012 09:13 Shantastic wrote:
Show nested quote +
On February 11 2012 09:05 aksfjh wrote:
Except they're much more expensive and fragile than any other form of detection. Sure, if you keep them around your ground units, they won't die to stupid sniping by blink stalkers or phoenixes, but they get 1 shotted by HTs. That's not very effective. For Zerg, you don't ever see hydras and muta threat isn't from attack damage, but instead from attacking where you're not. What a Raven ends up being in the long run isn't an investment at all, but rather a gamble, regardless of the non-mirror matchup.


Well, considering that you're only using them for detection, just keep putting down auto-turrets for no reason, and Feedback will become useless.

DTs and burrowed banelings either kill tons of stuff or force a good Terran to cut marine production rate by scanning. Getting a single Raven keeps your army safe from all cloak/burrowed play and lets you Rine up in the long run.

fantastic, we can get a cloakless observer with a drawback for 100/200 if only we equip a tech lab to a starport.

I mean, I still do it, and I still think it's worth it, but only just barely and I can totally understand why someone better than me wouldn't.
Liquipedia
lachy89
Profile Joined November 2010
Australia264 Posts
Last Edited: 2012-02-11 00:16:55
February 11 2012 00:16 GMT
#1953
I wouldn't mind ghosts being really really strong vs Broodlords if they also were not so strong vs Ultras.

I would like to see ultras more often in ZvT. Say if ghosts only countered broodlords (as well as they do now), but ghosts where relatively useless vs ultras. This could bring really nice tech switches and might be interesting to see.

Marauders are still strong vs ultralisks, but with possibly tech switches between broods and ultras terran will need to switch between marauders and ghosts. Could be nice to see?
XiGua
Profile Blog Joined April 2010
Sweden3085 Posts
February 11 2012 00:16 GMT
#1954
On February 11 2012 09:15 nttea wrote:
Maybe higher cooldown and a minor increase in snipe manacost would have been better... it feels sort of ridiculous that the only counter to broodlords will be vikings now? especially since they are so weak to ultras and infestors, on the other hand i support the nerf because it's just absurd that ghost snipe can melt entire zerg armies of broodlords and ultras.

Buff BCs.

Problem; SOLVED.
ლ(ಠ益ಠლ) APM, Why u make me spam?
MrMotionPicture
Profile Joined May 2010
United States4327 Posts
February 11 2012 00:16 GMT
#1955
I wonder if with the ghost nerf, pros will move back to Vikings to counter Broodlords? I'm curious to see how this plays out!
"Elvis Presley" | Ret was looking at my post in the GSL video by Artosis. | MMA told me I look like Juanfran while we shared an elevator with Scarlett
dudeman001
Profile Blog Joined February 2010
United States2412 Posts
February 11 2012 00:17 GMT
#1956
I really appreciate how David gives an explanation behind each change and not just listing what they're planning the change. Thank's Blizzard
Sup.
Roblin
Profile Joined April 2010
Sweden948 Posts
February 11 2012 00:18 GMT
#1957
On February 11 2012 09:05 XiGua wrote:
Show nested quote +
On February 11 2012 08:58 Bommes wrote:
On February 11 2012 08:50 Roblin wrote:
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?

His point is to mindlessly whine about how his race is so much weaker than the others.

44% snipe nerf hurts the Terran heart... I won't use ghosts TvZ anymore.

my point is that some pages back (like page 80 or something, didn't check) someone claimed that if a terran gets a bunch of ghosts you should get zerglings as a zerg

I believe he said: "fight T3 with T1, as terrans fought everything with marines"

and he claimed that attacking with 100 zerglings would kill ghosts.

my point is that zerglings dont kill ghosts.
I'm better today than I was yesterday!
Warpath
Profile Joined April 2010
Canada1242 Posts
February 11 2012 00:18 GMT
#1958
As terran i agree that snipe needed to be nerfed, but this is a bit much.. Why not just nerf it against brood/ultra specifically? or just make it do less damage against armored.. that makes sense, armored things taking more of a punch.
I hope they at least raise the base damage a little bit before making this patch go live. enough to at least 1 shot lings and banes

The rest of the changes are OK. i like them.
UBavarice
Profile Joined November 2010
Sweden358 Posts
February 11 2012 00:18 GMT
#1959
Fucking great. This is was snipe is supposed to be about: Countering HT:s, not slaughtering a maxed zerg army. WD Blizz!
The Creator of the Universe, LG-IM.NesTea | The Gracken, IdrA | The Spoon Terran, "Big Papa" EG.ThorZaIN --- Fighting!!
GP
Profile Blog Joined September 2010
United States1056 Posts
February 11 2012 00:18 GMT
#1960
On February 11 2012 09:18 Roblin wrote:
Show nested quote +
On February 11 2012 09:05 XiGua wrote:
On February 11 2012 08:58 Bommes wrote:
On February 11 2012 08:50 Roblin wrote:
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?

His point is to mindlessly whine about how his race is so much weaker than the others.

44% snipe nerf hurts the Terran heart... I won't use ghosts TvZ anymore.

my point is that some pages back (like page 80 or something, didn't check) someone claimed that if a terran gets a bunch of ghosts you should get zerglings as a zerg

I believe he said: "fight T3 with T1, as terrans fought everything with marines"

and he claimed that attacking with 100 zerglings would kill ghosts.

my point is that zerglings dont kill ghosts.

Dude, he said banelings.
Prev 1 96 97 98 99 100 223 Next
Please log in or register to reply.
Live Events Refresh
RSL Revival
10:00
Season 1: Playoffs Day 3
ByuN vs ChamLIVE!
herO vs Reynor
Tasteless1105
Crank 913
IndyStarCraft 120
Rex102
3DClanTV 73
IntoTheiNu 36
LiquipediaDiscussion
CranKy Ducklings
10:00
Master Swan Open #93
CranKy Ducklings72
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Tasteless 1105
Crank 913
IndyStarCraft 120
Rex 102
ForJumy 8
StarCraft: Brood War
Horang2 1624
Larva 1250
Calm 958
Flash 920
Stork 368
actioN 201
Hyun 165
Jaedong 159
BeSt 128
Last 94
[ Show more ]
TY 89
sorry 85
Soulkey 72
Yoon 60
Mong 29
Shinee 29
Free 25
yabsab 22
GoRush 19
NaDa 19
Barracks 17
sSak 15
ivOry 6
SilentControl 5
Dota 2
XaKoH 689
XcaliburYe525
canceldota42
Counter-Strike
Stewie2K1632
Heroes of the Storm
Khaldor226
Other Games
DeMusliM172
SortOf108
Lowko66
B2W.Neo41
Organizations
StarCraft 2
ComeBackTV 548
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV310
League of Legends
• Lourlo2654
Upcoming Events
WardiTV European League
1h 10m
FEL
5h 10m
RSL Revival
23h 10m
Clem vs Classic
SHIN vs Cure
FEL
1d 1h
WardiTV European League
1d 1h
BSL: ProLeague
1d 7h
Dewalt vs Bonyth
Replay Cast
2 days
Sparkling Tuna Cup
2 days
WardiTV European League
3 days
The PondCast
3 days
[ Show More ]
Replay Cast
4 days
RSL Revival
4 days
Replay Cast
5 days
RSL Revival
5 days
RSL Revival
6 days
Liquipedia Results

Completed

BSL 2v2 Season 3
HSC XXVII
Heroes 10 EU

Ongoing

JPL Season 2
BSL Season 20
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025

Upcoming

2025 ACS Season 2: Qualifier
CSLPRO Last Chance 2025
2025 ACS Season 2
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #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 © 2025 TLnet. All Rights Reserved.