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Patch 1.4.3 21-27 February - Page 48

Forum Index > SC2 General
1362 CommentsPost a Reply
Prev 1 46 47 48 49 50 69 Next
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
February 22 2012 01:39 GMT
#941
On February 22 2012 10:36 YyapSsap wrote:
Show nested quote +
On February 22 2012 10:09 Shantastic wrote:
Well, obviously, a Terran can still win at any point, but I'm imagining a similar case to how PvZs used to be before Infestors became really popular. Unless the Zerg makes a mistake, he should not drop a ZvT if he gets to the midgame. In order to win, Terran players will have to rely on teh Zerg making a mistake, and IMHO, any time you have to rely on your opponent screwing up more than on just yourself playing solidly is a problem.


Welcome to the world of TvP.


I dont think that is the case, check out the Hero vs Thorzain bo9 in IPL fight club recently
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
BoxingKangaroo
Profile Blog Joined December 2011
Japan955 Posts
February 22 2012 01:39 GMT
#942
On February 22 2012 08:57 Chunhyang wrote:
Show nested quote +
On February 18 2012 12:49 Liquid`Jinro wrote:
--------- So they release the patch 1 day before Assembly AND MLG? Are they... I dont know, retarded?


Maybe someone whimsical in Blizzard wanted to see what havoc would be wreacked


Pro's should be able to deal with this. Despite having no PTR, the changes have been known for some time. Even if the patch is released days before an event, it's trivial to create custom maps with these changes implemented to practice on beforehand. At worst it penalises players who don't have the resources to create these maps or appropriate partners to practice with.
BoxingKangaroo
Profile Blog Joined December 2011
Japan955 Posts
February 22 2012 01:41 GMT
#943
On February 22 2012 10:23 shizna wrote:
i guess one good thing about the ghost nerf is that mass nuking will be less OP in ZvT, because ghost is now terrible in ZvT (except for nukes) there will be less ghosts, so ghosts will be a good indicator for zerg that nukes are coming.

still hate how ghost is unbelievably useless against zerg and terran though... you can counter queens, ravens, ghosts and infestors with your ghost... but it's dross against everything else... is there any other unit in the game with such a retarded role? (besides raven)

balance is cool.... but blizzard are still failing big time... thor, raven and ghost are now a complete and utter design failure. stupid bandaid units eagerly anticipating HOTS were they might be less dumb.



btw terran who want a buff from blizzard - refuse to use ghosts in TvZ altogether. play ignorant on purpose and blizzard will act... that's how their balancing system always works.


Corrupter has a pretty niche role as well.
s3rp
Profile Joined May 2011
Germany3192 Posts
Last Edited: 2012-02-22 01:49:57
February 22 2012 01:42 GMT
#944
On February 22 2012 10:35 Cyro wrote:
Show nested quote +
On February 22 2012 10:23 shizna wrote:
i guess one good thing about the ghost nerf is that mass nuking will be less OP in ZvT, because ghost is now terrible in ZvT (except for nukes) there will be less ghosts, so ghosts will be a good indicator for zerg that nukes are coming.

still hate how ghost is unbelievably useless against zerg and terran though... you can counter queens, ravens, ghosts and infestors with your ghost... but it's dross against everything else... is there any other unit in the game with such a retarded role? (besides raven)

balance is cool.... but blizzard are still failing big time... thor, raven and ghost are now a complete and utter design failure. stupid bandaid units eagerly anticipating HOTS were they might be less dumb.



btw terran who want a buff from blizzard - refuse to use ghosts in TvZ altogether. play ignorant on purpose and blizzard will act... that's how their balancing system always works.


Ghosts are amazing against hydras, infestors, mutalisks, queens, brood lords, ultralisks (and with correct control, or low numbers, also banelings) which means that the only zerg unit above tier 1 that is not countered by a ghost with a decent amount of energy is the roach.

In the end, vs a turtling terran with mech, the supply efficiency of ghosts and tanks (2 and 3 supply) vs roaches (2 supply) will destroy you when you are at supply cap for half the game but cannot engage, and then loose vital positioning during your remax and also loose that. With perfect control, 60 supply of ghosts can very near instantly kill 120-150 supply of roaches, and that is before tank shots etc.


Well a Meching Terran on most Map has a very hard time establishing more then 3 Bases without massively exposing themselves to Nydus , Drops , Runbys . Doesn't matter if you can't beat his army in 200/200 fights if he can't rebuild it and slowly gets whittled done.
s3rp
Profile Joined May 2011
Germany3192 Posts
February 22 2012 01:43 GMT
#945
On February 22 2012 10:41 BoxingKangaroo wrote:
Show nested quote +
On February 22 2012 10:23 shizna wrote:
i guess one good thing about the ghost nerf is that mass nuking will be less OP in ZvT, because ghost is now terrible in ZvT (except for nukes) there will be less ghosts, so ghosts will be a good indicator for zerg that nukes are coming.

still hate how ghost is unbelievably useless against zerg and terran though... you can counter queens, ravens, ghosts and infestors with your ghost... but it's dross against everything else... is there any other unit in the game with such a retarded role? (besides raven)

balance is cool.... but blizzard are still failing big time... thor, raven and ghost are now a complete and utter design failure. stupid bandaid units eagerly anticipating HOTS were they might be less dumb.



btw terran who want a buff from blizzard - refuse to use ghosts in TvZ altogether. play ignorant on purpose and blizzard will act... that's how their balancing system always works.


Corrupter has a pretty niche role as well.


At least he can still be morved into a Broodlord once you reach Hive/Greater Spire.
envisioN .
Profile Joined February 2011
United States552 Posts
February 22 2012 01:53 GMT
#946
I played a ZvT on Cloud Kingdom today, got to the late game and got 6 Broodlords up, then laughed as my terran opponent attempted to snipe them down, using all of his energy on 5 ghosts and only killing 2 Broodlords. I honestly feel bad for Terrans late-game now because Vikings will be their only answer to BLs and they die to fungal if they get clumped even once
"Good works do not make a good man, but a good man does good works" -Martin Luther ¯\_(ツ)_/¯
twndomn
Profile Joined September 2010
401 Posts
February 22 2012 01:54 GMT
#947
On February 22 2012 10:42 s3rp wrote:
Show nested quote +
On February 22 2012 10:35 Cyro wrote:
On February 22 2012 10:23 shizna wrote:
i guess one good thing about the ghost nerf is that mass nuking will be less OP in ZvT, because ghost is now terrible in ZvT (except for nukes) there will be less ghosts, so ghosts will be a good indicator for zerg that nukes are coming.

still hate how ghost is unbelievably useless against zerg and terran though... you can counter queens, ravens, ghosts and infestors with your ghost... but it's dross against everything else... is there any other unit in the game with such a retarded role? (besides raven)

balance is cool.... but blizzard are still failing big time... thor, raven and ghost are now a complete and utter design failure. stupid bandaid units eagerly anticipating HOTS were they might be less dumb.



btw terran who want a buff from blizzard - refuse to use ghosts in TvZ altogether. play ignorant on purpose and blizzard will act... that's how their balancing system always works.


Ghosts are amazing against hydras, infestors, mutalisks, queens, brood lords, ultralisks (and with correct control, or low numbers, also banelings) which means that the only zerg unit above tier 1 that is not countered by a ghost with a decent amount of energy is the roach.

In the end, vs a turtling terran with mech, the supply efficiency of ghosts and tanks (2 and 3 supply) vs roaches (2 supply) will destroy you when you are at supply cap for half the game but cannot engage, and then loose vital positioning during your remax and also loose that. With perfect control, 60 supply of ghosts can very near instantly kill 120-150 supply of roaches, and that is before tank shots etc.


Well a Meching Terran on most Map has a very hard time establishing more then 3 Bases without massively exposing themselves to Nydus , Drops , Runbys ( at least on most Maps ) . Doesn't matter if you can't beat his army in 200/200 fights if he can't rebuild it and slowly gets whittled done.


Have you seen successful Nydus in any major tournaments? No
Is a turtling Mech Terran afraid of being dropped? No

Of course it matters when you can't beat mech Terran's moving ball of death as it approaches your bases. You cannot out base-race mech Terran. The mech army destroys your base much faster than you can do it to this mech Terran, as he expand and rebuild at random places. You talk as if you are trading your army against mech army; reality is you don't even deal that much damage to it.
"If MC wins this, his name would not be SK MC, it would be ST MC, ST for Saint, performing miracles." - Artosis.
petrox
Profile Joined April 2011
Australia320 Posts
Last Edited: 2012-02-22 01:56:35
February 22 2012 01:56 GMT
#948

^
Have you seen successful Nydus in any major tournaments? No

IMMvp v Leenock
s3rp
Profile Joined May 2011
Germany3192 Posts
Last Edited: 2012-02-22 02:07:08
February 22 2012 02:00 GMT
#949
On February 22 2012 10:54 twndomn wrote:
Show nested quote +
On February 22 2012 10:42 s3rp wrote:
On February 22 2012 10:35 Cyro wrote:
On February 22 2012 10:23 shizna wrote:
i guess one good thing about the ghost nerf is that mass nuking will be less OP in ZvT, because ghost is now terrible in ZvT (except for nukes) there will be less ghosts, so ghosts will be a good indicator for zerg that nukes are coming.

still hate how ghost is unbelievably useless against zerg and terran though... you can counter queens, ravens, ghosts and infestors with your ghost... but it's dross against everything else... is there any other unit in the game with such a retarded role? (besides raven)

balance is cool.... but blizzard are still failing big time... thor, raven and ghost are now a complete and utter design failure. stupid bandaid units eagerly anticipating HOTS were they might be less dumb.



btw terran who want a buff from blizzard - refuse to use ghosts in TvZ altogether. play ignorant on purpose and blizzard will act... that's how their balancing system always works.


Ghosts are amazing against hydras, infestors, mutalisks, queens, brood lords, ultralisks (and with correct control, or low numbers, also banelings) which means that the only zerg unit above tier 1 that is not countered by a ghost with a decent amount of energy is the roach.

In the end, vs a turtling terran with mech, the supply efficiency of ghosts and tanks (2 and 3 supply) vs roaches (2 supply) will destroy you when you are at supply cap for half the game but cannot engage, and then loose vital positioning during your remax and also loose that. With perfect control, 60 supply of ghosts can very near instantly kill 120-150 supply of roaches, and that is before tank shots etc.


Well a Meching Terran on most Map has a very hard time establishing more then 3 Bases without massively exposing themselves to Nydus , Drops , Runbys ( at least on most Maps ) . Doesn't matter if you can't beat his army in 200/200 fights if he can't rebuild it and slowly gets whittled done.


Have you seen successful Nydus in any major tournaments? No
Is a turtling Mech Terran afraid of being dropped? No

Of course it matters when you can't beat mech Terran's moving ball of death as it approaches your bases. You cannot out base-race mech Terran. The mech army destroys your base much faster than you can do it to this mech Terran, as he expand and rebuild at random places. You talk as if you are trading your army against mech army; reality is you don't even deal that much damage to it.



When was the last time you actually saw someone of relevance play Mech TvZ in a tournament ? Honestly i don't remember a single Game that isn't at least 2 months old. And those allways had been played on smaller Maps where the Terran doesn't have to run like 10 minutes just to reache the Zergbase.And Yes on those smaller Maps Mech is good

On really big Maps Mech really struggles in general since you can't do anything against spread out bases and can't defend your bases against multipronged harass. Mech has 1 mobile unit and that unit sucks massively against non-light.
Bagi
Profile Joined August 2010
Germany6799 Posts
February 22 2012 02:01 GMT
#950
On February 22 2012 10:53 envisioN . wrote:
I played a ZvT on Cloud Kingdom today, got to the late game and got 6 Broodlords up, then laughed as my terran opponent attempted to snipe them down, using all of his energy on 5 ghosts and only killing 2 Broodlords. I honestly feel bad for Terrans late-game now because Vikings will be their only answer to BLs and they die to fungal if they get clumped even once

I think the only way to beat it is to snipe/EMP the infestors before the zerg can force the engagement. If the brood lords manage to get into attack range with infestors hiding safely behind them, you are now fucked as terran.
Shiori
Profile Blog Joined July 2011
3815 Posts
February 22 2012 02:13 GMT
#951
On February 22 2012 11:01 Bagi wrote:
Show nested quote +
On February 22 2012 10:53 envisioN . wrote:
I played a ZvT on Cloud Kingdom today, got to the late game and got 6 Broodlords up, then laughed as my terran opponent attempted to snipe them down, using all of his energy on 5 ghosts and only killing 2 Broodlords. I honestly feel bad for Terrans late-game now because Vikings will be their only answer to BLs and they die to fungal if they get clumped even once

I think the only way to beat it is to snipe/EMP the infestors before the zerg can force the engagement. If the brood lords manage to get into attack range with infestors hiding safely behind them, you are now fucked as terran.

Then you just barely hold the Infestor/Bl aggression, making a tonne of Vikings...only to have a bunch of Ultralisks and Lings stream into your now tattered siege lines.

I guess the pilots of the Vikings will get some sick polaroids for their families though. Macabre ones, yeah, but dramatic.
Lolly
Profile Joined October 2010
United States18 Posts
February 22 2012 02:23 GMT
#952
Not completely impressed, that's just because I'm terran though
Everybody dies, but not everybody lives.
thurst0n
Profile Blog Joined December 2010
United States611 Posts
February 22 2012 02:25 GMT
#953
Did you guys see this in the bug fixes section? THis might need it's own thread.. probably not though.

Fixed an issue that could cause ladder matches to sometimes start three seconds late.


I'm pretty sure this has happened to me before. The way the game starts has always seemed like it could be unfair if a computer is still loading at the first second. Maybe it should load the map with complete Fog of War, and then 321 real quick for the start..

Anyway this seems pretty big. Was it 3 seconds late for BOTH players? Anyone know more about this?
P.S. I'm nub. If you'd like you can follow me @xthurst but its not worth it ill be honest
Doodsmack
Profile Blog Joined August 2010
United States7224 Posts
February 22 2012 02:25 GMT
#954
Sorry if this has already been discussed but did Blizzard fuck up the EPM and APM? My EPM is higher than APM in replays. Also why isn't it called EAPM....
CyDe
Profile Blog Joined November 2011
United States1010 Posts
February 22 2012 02:26 GMT
#955
On February 22 2012 11:13 Shiori wrote:
Show nested quote +
On February 22 2012 11:01 Bagi wrote:
On February 22 2012 10:53 envisioN . wrote:
I played a ZvT on Cloud Kingdom today, got to the late game and got 6 Broodlords up, then laughed as my terran opponent attempted to snipe them down, using all of his energy on 5 ghosts and only killing 2 Broodlords. I honestly feel bad for Terrans late-game now because Vikings will be their only answer to BLs and they die to fungal if they get clumped even once

I think the only way to beat it is to snipe/EMP the infestors before the zerg can force the engagement. If the brood lords manage to get into attack range with infestors hiding safely behind them, you are now fucked as terran.

Then you just barely hold the Infestor/Bl aggression, making a tonne of Vikings...only to have a bunch of Ultralisks and Lings stream into your now tattered siege lines.

I guess the pilots of the Vikings will get some sick polaroids for their families though. Macabre ones, yeah, but dramatic.


Haha yeah. I think maybe what Blizz should do is have some sort of buff to Viking's landed mode. I mean, not enough to make them counter Ultras, because then we would have the same so-called problem that the ghosts had, but enough to make the useful. Because, honestly, when is the last time you saw landed Vikings used? Personally, I have never seen that as an actual strategy. Sometimes as a last ditch attempt to hold off a nydus worm, but never harassment or countering a tech switch.

With this new hypothetical buff, at least all those Vikings you overproduced when you saw BLs could be used to some extent.
youtube.com/GamingCyDe-- My totally abandoned youtube channel that I might revisit at some point
YyapSsap
Profile Joined September 2010
New Zealand1511 Posts
February 22 2012 02:27 GMT
#956
Maybe in ground mode, the ground weapons upgrades affect its attack? instead of both air/ground mode being tied to the ship weapons upgrade.
Tula
Profile Joined December 2010
Austria1544 Posts
February 22 2012 02:31 GMT
#957
On February 22 2012 11:26 CyDe wrote:
Show nested quote +
On February 22 2012 11:13 Shiori wrote:
On February 22 2012 11:01 Bagi wrote:
On February 22 2012 10:53 envisioN . wrote:
I played a ZvT on Cloud Kingdom today, got to the late game and got 6 Broodlords up, then laughed as my terran opponent attempted to snipe them down, using all of his energy on 5 ghosts and only killing 2 Broodlords. I honestly feel bad for Terrans late-game now because Vikings will be their only answer to BLs and they die to fungal if they get clumped even once

I think the only way to beat it is to snipe/EMP the infestors before the zerg can force the engagement. If the brood lords manage to get into attack range with infestors hiding safely behind them, you are now fucked as terran.

Then you just barely hold the Infestor/Bl aggression, making a tonne of Vikings...only to have a bunch of Ultralisks and Lings stream into your now tattered siege lines.

I guess the pilots of the Vikings will get some sick polaroids for their families though. Macabre ones, yeah, but dramatic.


Haha yeah. I think maybe what Blizz should do is have some sort of buff to Viking's landed mode. I mean, not enough to make them counter Ultras, because then we would have the same so-called problem that the ghosts had, but enough to make the useful. Because, honestly, when is the last time you saw landed Vikings used? Personally, I have never seen that as an actual strategy. Sometimes as a last ditch attempt to hold off a nydus worm, but never harassment or countering a tech switch.

With this new hypothetical buff, at least all those Vikings you overproduced when you saw BLs could be used to some extent.

or they could make marauders shoot air (and yes i am kidding).

Frankly the speed of Zerg techswitches is working as intended. The bigger problem is that you need to massively overproduce vikings to deal with broodlord/infestor/corrupter combinations and Vikings by definition suck on the ground.

I must admit i have never tried to play with upgraded vikings in mech mode, how badly do they suck against ultra/ling? I seem to remember them doing decently against lings.

Well i guess it's back to the drawing board (or back to the 2base all ins) for TvZ...
s3rp
Profile Joined May 2011
Germany3192 Posts
Last Edited: 2012-02-22 02:38:06
February 22 2012 02:33 GMT
#958
On February 22 2012 11:26 CyDe wrote:
Show nested quote +
On February 22 2012 11:13 Shiori wrote:
On February 22 2012 11:01 Bagi wrote:
On February 22 2012 10:53 envisioN . wrote:
I played a ZvT on Cloud Kingdom today, got to the late game and got 6 Broodlords up, then laughed as my terran opponent attempted to snipe them down, using all of his energy on 5 ghosts and only killing 2 Broodlords. I honestly feel bad for Terrans late-game now because Vikings will be their only answer to BLs and they die to fungal if they get clumped even once

I think the only way to beat it is to snipe/EMP the infestors before the zerg can force the engagement. If the brood lords manage to get into attack range with infestors hiding safely behind them, you are now fucked as terran.

Then you just barely hold the Infestor/Bl aggression, making a tonne of Vikings...only to have a bunch of Ultralisks and Lings stream into your now tattered siege lines.

I guess the pilots of the Vikings will get some sick polaroids for their families though. Macabre ones, yeah, but dramatic.


Haha yeah. I think maybe what Blizz should do is have some sort of buff to Viking's landed mode. I mean, not enough to make them counter Ultras, because then we would have the same so-called problem that the ghosts had, but enough to make the useful. Because, honestly, when is the last time you saw landed Vikings used? Personally, I have never seen that as an actual strategy. Sometimes as a last ditch attempt to hold off a nydus worm, but never harassment or countering a tech switch.

With this new hypothetical buff, at least all those Vikings you overproduced when you saw BLs could be used to some extent.


The only use i found with overproduced Vikings is suiciding them to kill Overlords to maybe massively supply the Zerg if he's stupid enough to have all/most of his Ovis in 1 space.


LavaLava
Profile Joined January 2012
United States235 Posts
February 22 2012 02:39 GMT
#959
On February 22 2012 10:35 Cyro wrote:

Ghosts are amazing against hydras, infestors, mutalisks, queens, brood lords, ultralisks (and with correct control, or low numbers, also banelings) which means that the only zerg unit above tier 1 that is not countered by a ghost with a decent amount of energy is the roach.

In the end, vs a turtling terran with mech, the supply efficiency of ghosts and tanks (2 and 3 supply) vs roaches (2 supply) will destroy you when you are at supply cap for half the game but cannot engage, and then loose vital positioning during your remax and also loose that. With perfect control, 60 supply of ghosts can very near instantly kill 120-150 supply of roaches, and that is before tank shots etc.



Did.... did you read the patch notes? This is a serious question.
Empirimancer
Profile Joined July 2011
Canada1024 Posts
February 22 2012 02:40 GMT
#960
On February 22 2012 11:25 thurst0n wrote:
Did you guys see this in the bug fixes section? THis might need it's own thread.. probably not though.

Show nested quote +
Fixed an issue that could cause ladder matches to sometimes start three seconds late.


I'm pretty sure this has happened to me before. The way the game starts has always seemed like it could be unfair if a computer is still loading at the first second. Maybe it should load the map with complete Fog of War, and then 321 real quick for the start..

Anyway this seems pretty big. Was it 3 seconds late for BOTH players? Anyone know more about this?


I know for a fact that my coworker's game often starts at least 2 seconds late when we play together, and I can't be mistaken because his screen is directly in my field of view. It's ridiculous.


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