• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 06:14
CEST 12:14
KST 19:14
  • 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
Classic Games #3: Rogue vs Serral at BlizzCon9[ASL20] Ro16 Preview Pt1: Ascent10Maestros of the Game: Week 1/Play-in Preview12[ASL20] Ro24 Preview Pt2: Take-Off7[ASL20] Ro24 Preview Pt1: Runway13
Community News
SC4ALL $6,000 Open LAN in Philadelphia7Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues23LiuLi Cup - September 2025 Tournaments3Weekly Cups (August 25-31): Clem's Last Straw?39Weekly Cups (Aug 18-24): herO dethrones MaxPax6
StarCraft 2
General
Classic Games #3: Rogue vs Serral at BlizzCon Team Liquid Map Contest #21 - Presented by Monster Energy #1: Maru - Greatest Players of All Time What happened to Singapore/Brazil servers? SC4ALL: A North American StarCraft LAN
Tourneys
SC4ALL $6,000 Open LAN in Philadelphia RSL: Revival, a new crowdfunded tournament series LANified! 37: Groundswell, BYOC LAN, Nov 28-30 2025 LiuLi Cup - September 2025 Tournaments Maestros of The Game—$20k event w/ live finals in Paris
Strategy
Custom Maps
External Content
Mutation # 490 Masters of Midnight Mutation # 489 Bannable Offense Mutation # 488 What Goes Around Mutation # 487 Think Fast
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ ASL20 General Discussion alas... i aint gon' lie to u bruh... BW General Discussion [ASL20] Ro16 Preview Pt1: Ascent
Tourneys
[ASL20] Ro16 Group B Small VOD Thread 2.0 [ASL20] Ro16 Group A [Megathread] Daily Proleagues
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Borderlands 3 Stormgate/Frost Giant Megathread The PlayStation 5 General RTS Discussion Thread Iron Harvest: 1920+
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
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread The Games Industry And ATVI UK Politics Mega-thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
BarCraft in Tokyo Japan for ASL Season5 Final The Automated Ban List
Blogs
The Personality of a Spender…
TrAiDoS
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1577 users

HotS MLG Info Updates - Page 138

Forum Index > SC2 General
Post a Reply
Prev 1 136 137 138 139 140 141 Next
teamhozac
Profile Joined April 2012
404 Posts
June 12 2012 20:28 GMT
#2741
On June 13 2012 03:00 Plansix wrote:
Show nested quote +
On June 12 2012 23:46 SarcasmMonster wrote:
"The widow mine really helps shut down attack path ways. These widow mines are like manually controlled spider mines from Starcraft 1." - Day[9] during the TvZ Battle Report

Does this mean that they only attack when commanded to? ie. Zerglings running over them won't force them to detonate? I hope so, that would make the unit quite good.


These are the things I want to know. If the mine will always attack if an enemy unit comes close enough, they are not that great. But if you can command to attack or just turn on the auto cast ability, they could be really deadly. You could plant them and set them off when a major engagement is taking place(not on the same screen) In late game, they could be used to deny expansions or be set in or behind the "future" mineral lines where players commonly take 4th bases. These could be set off during major battles to truely tax you opponent. I really hope that terrans can control when the mines attack.


I hope there is an option for auto cast/detonate... youre not always going to be able to monitor your mines, especially if you have a lot of them
TigerKarl
Profile Joined November 2010
1757 Posts
June 12 2012 20:31 GMT
#2742
On June 13 2012 05:28 teamhozac wrote:
Show nested quote +
On June 13 2012 03:00 Plansix wrote:
On June 12 2012 23:46 SarcasmMonster wrote:
"The widow mine really helps shut down attack path ways. These widow mines are like manually controlled spider mines from Starcraft 1." - Day[9] during the TvZ Battle Report

Does this mean that they only attack when commanded to? ie. Zerglings running over them won't force them to detonate? I hope so, that would make the unit quite good.


These are the things I want to know. If the mine will always attack if an enemy unit comes close enough, they are not that great. But if you can command to attack or just turn on the auto cast ability, they could be really deadly. You could plant them and set them off when a major engagement is taking place(not on the same screen) In late game, they could be used to deny expansions or be set in or behind the "future" mineral lines where players commonly take 4th bases. These could be set off during major battles to truely tax you opponent. I really hope that terrans can control when the mines attack.


I hope there is an option for auto cast/detonate... youre not always going to be able to monitor your mines, especially if you have a lot of them

actually it's the other way around, the game needs more things that can distinguish between skilled and less skilled players.
teamhozac
Profile Joined April 2012
404 Posts
June 12 2012 20:35 GMT
#2743
On June 13 2012 05:31 TigerKarl wrote:
Show nested quote +
On June 13 2012 05:28 teamhozac wrote:
On June 13 2012 03:00 Plansix wrote:
On June 12 2012 23:46 SarcasmMonster wrote:
"The widow mine really helps shut down attack path ways. These widow mines are like manually controlled spider mines from Starcraft 1." - Day[9] during the TvZ Battle Report

Does this mean that they only attack when commanded to? ie. Zerglings running over them won't force them to detonate? I hope so, that would make the unit quite good.


These are the things I want to know. If the mine will always attack if an enemy unit comes close enough, they are not that great. But if you can command to attack or just turn on the auto cast ability, they could be really deadly. You could plant them and set them off when a major engagement is taking place(not on the same screen) In late game, they could be used to deny expansions or be set in or behind the "future" mineral lines where players commonly take 4th bases. These could be set off during major battles to truely tax you opponent. I really hope that terrans can control when the mines attack.


I hope there is an option for auto cast/detonate... youre not always going to be able to monitor your mines, especially if you have a lot of them

actually it's the other way around, the game needs more things that can distinguish between skilled and less skilled players.


I agree, but not in this way. Removing auto cast from chargelots and reverting the last balance patch would be a start. Can you imagine trying to micro individually each mine while sieging/unsieging tanks, stimming, kiting, splitting, etc. That would be stupid. Terran is the only race that has to do all that stuff, micro for the other two races is basically non existant right now. Terran does not need any more difficulty in that department.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
June 12 2012 21:13 GMT
#2744
On June 13 2012 05:31 TigerKarl wrote:
Show nested quote +
On June 13 2012 05:28 teamhozac wrote:
On June 13 2012 03:00 Plansix wrote:
On June 12 2012 23:46 SarcasmMonster wrote:
"The widow mine really helps shut down attack path ways. These widow mines are like manually controlled spider mines from Starcraft 1." - Day[9] during the TvZ Battle Report

Does this mean that they only attack when commanded to? ie. Zerglings running over them won't force them to detonate? I hope so, that would make the unit quite good.


These are the things I want to know. If the mine will always attack if an enemy unit comes close enough, they are not that great. But if you can command to attack or just turn on the auto cast ability, they could be really deadly. You could plant them and set them off when a major engagement is taking place(not on the same screen) In late game, they could be used to deny expansions or be set in or behind the "future" mineral lines where players commonly take 4th bases. These could be set off during major battles to truely tax you opponent. I really hope that terrans can control when the mines attack.


I hope there is an option for auto cast/detonate... youre not always going to be able to monitor your mines, especially if you have a lot of them

actually it's the other way around, the game needs more things that can distinguish between skilled and less skilled players.


I think a little of both is the best. Let it have auto cast, but make it so a player can always pick a better time for the mine to go off. The better player can use them to great effect, or use the auto attack to if they want to control other units and just need the mine to their thing.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Falling
Profile Blog Joined June 2009
Canada11363 Posts
June 12 2012 21:46 GMT
#2745
It really depends how numerous these widow mines are supposed to be. They are a unit, so then they probably need some way to manually over ride an auto attack (if there is an auto attack) so you can target what you want or stop lurker hold until the right time. But if it was like the original mine, only have manual attack would be insane. The mechanical skill was laying them down. There's no way you'd have time to control their attack.
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
emc
Profile Joined September 2010
United States3088 Posts
June 12 2012 21:50 GMT
#2746
I think the warhound is actually going to diversify TvP mech. I bet the ideal composition will be a variety of siege tanks, warhounds, thors, hellions and vikings. Now that battlehellions can deal with zealots, I think siege tanks will still have place in mech armies. The range and aoe of the tank will still be necessary in dealing with large armies. Terran also has the viking which is a key unit for mech, so I don't understand why you also need another anti-air unit from the factory.

I think TvT will be fine as well, I'm betting that a warhound+siege tank player would do better against a pure warhound composition, I still think tanks and vikings will be valuable here. It will be interesting to see how widow mines will effect this match up.

We really need to just wait and see, the beta will give us answers.
Horseballs
Profile Joined July 2011
United States721 Posts
June 12 2012 21:55 GMT
#2747
I don't like the idea of mines being a unit as they are right now - why not give hellions spider mines like vultures? Seige tanks already were made to be 3 supply and less effective, and now we have to sink additional supply into our mines too? I thought this was supposed to make mech better.
Shiori
Profile Blog Joined July 2011
3815 Posts
June 12 2012 22:01 GMT
#2748
On June 13 2012 05:35 teamhozac wrote:
Show nested quote +
On June 13 2012 05:31 TigerKarl wrote:
On June 13 2012 05:28 teamhozac wrote:
On June 13 2012 03:00 Plansix wrote:
On June 12 2012 23:46 SarcasmMonster wrote:
"The widow mine really helps shut down attack path ways. These widow mines are like manually controlled spider mines from Starcraft 1." - Day[9] during the TvZ Battle Report

Does this mean that they only attack when commanded to? ie. Zerglings running over them won't force them to detonate? I hope so, that would make the unit quite good.


These are the things I want to know. If the mine will always attack if an enemy unit comes close enough, they are not that great. But if you can command to attack or just turn on the auto cast ability, they could be really deadly. You could plant them and set them off when a major engagement is taking place(not on the same screen) In late game, they could be used to deny expansions or be set in or behind the "future" mineral lines where players commonly take 4th bases. These could be set off during major battles to truely tax you opponent. I really hope that terrans can control when the mines attack.


I hope there is an option for auto cast/detonate... youre not always going to be able to monitor your mines, especially if you have a lot of them

actually it's the other way around, the game needs more things that can distinguish between skilled and less skilled players.


micro for the other two races is basically non existant right now. .

I wonder which race you play...
1st_Panzer_Div.
Profile Joined November 2010
United States621 Posts
June 12 2012 22:03 GMT
#2749
On June 13 2012 05:31 TigerKarl wrote:
Show nested quote +
On June 13 2012 05:28 teamhozac wrote:
On June 13 2012 03:00 Plansix wrote:
On June 12 2012 23:46 SarcasmMonster wrote:
"The widow mine really helps shut down attack path ways. These widow mines are like manually controlled spider mines from Starcraft 1." - Day[9] during the TvZ Battle Report

Does this mean that they only attack when commanded to? ie. Zerglings running over them won't force them to detonate? I hope so, that would make the unit quite good.


These are the things I want to know. If the mine will always attack if an enemy unit comes close enough, they are not that great. But if you can command to attack or just turn on the auto cast ability, they could be really deadly. You could plant them and set them off when a major engagement is taking place(not on the same screen) In late game, they could be used to deny expansions or be set in or behind the "future" mineral lines where players commonly take 4th bases. These could be set off during major battles to truely tax you opponent. I really hope that terrans can control when the mines attack.


I hope there is an option for auto cast/detonate... youre not always going to be able to monitor your mines, especially if you have a lot of them

actually it's the other way around, the game needs more things that can distinguish between skilled and less skilled players.


Yup. And banelings don't have auto-mine options now, not sure why terran mines should...
Manager, Team RIP ZeeZ
GinDo
Profile Blog Joined September 2010
3327 Posts
Last Edited: 2012-06-12 22:06:59
June 12 2012 22:05 GMT
#2750
On June 13 2012 06:55 Horseballs wrote:
I don't like the idea of mines being a unit as they are right now - why not give hellions spider mines like vultures? Seige tanks already were made to be 3 supply and less effective, and now we have to sink additional supply into our mines too? I thought this was supposed to make mech better.


I brought this up a few pages back.

I hope they play around with the idea that tanks can be two food. Personally I feel that this, and the Spidermine was what made mech work in BW in the first place.

Lowering the food count only makes tanks stronger in the late game, which is where Mech is suffering the most. Often in head to head confrontations, the Terran Mech comes out even with Protoss. This is bad. Since Protoss can instantly reinforce against the slow reinforcement Mech. A 2 food tank would make a more durable army.

I would also like them to, like you suggested, give Mines to the Hellion. But, I feel that the mines must still be purchased and then placed, much like scarabs in BW. maybe even give the hellion a 3 Mine storage limit.

Basically, I can purchase 3 mines off of my hellion, run around, drop one, and purchase another.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
Ghostcom
Profile Joined March 2010
Denmark4782 Posts
June 12 2012 22:07 GMT
#2751
There is a reason why allied mines were outlawed in BW - it is simply too retarded...
SarcasmMonster
Profile Joined October 2011
3136 Posts
June 12 2012 22:17 GMT
#2752
On June 13 2012 07:07 Ghostcom wrote:
There is a reason why allied mines were outlawed in BW - it is simply too retarded...


That's because Spider Mines are borderline OP even when you can't control their detonation.
MMA: The true King of Wings
GinDo
Profile Blog Joined September 2010
3327 Posts
June 12 2012 22:22 GMT
#2753
On June 13 2012 07:17 SarcasmMonster wrote:
Show nested quote +
On June 13 2012 07:07 Ghostcom wrote:
There is a reason why allied mines were outlawed in BW - it is simply too retarded...


That's because Spider Mines are borderline OP even when you can't control their detonation.


They were only OP to people in D league. Bunches of them could be mine dragged by zeals and Lings, and they could also be picked off by dragoons, tanks and hydras.

ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
EdSlyB
Profile Blog Joined September 2010
Portugal1621 Posts
June 12 2012 22:33 GMT
#2754
On June 12 2012 23:46 SarcasmMonster wrote:
"The widow mine really helps shut down attack path ways. These widow mines are like manually controlled spider mines from Starcraft 1." - Day[9] during the TvZ Battle Report

Does this mean that they only attack when commanded to? ie. Zerglings running over them won't force them to detonate? I hope so, that would make the unit quite good.


My understanding is that you can control where to deploy them. You produce them and then choose the location(s) you want to control the space. After deployment I think the process is automatic i.e. some poor ling runs near them, the mine then attaches to the ling and after a few second it explodes. I believe that you can change the location of your mines whanever you want but after they lock on some unit you loose all control on the mine.

At least makes sense to me? ^^
aka Wardo
Ghostcom
Profile Joined March 2010
Denmark4782 Posts
Last Edited: 2012-06-12 22:34:52
June 12 2012 22:34 GMT
#2755
On June 13 2012 07:22 GinDo wrote:
Show nested quote +
On June 13 2012 07:17 SarcasmMonster wrote:
On June 13 2012 07:07 Ghostcom wrote:
There is a reason why allied mines were outlawed in BW - it is simply too retarded...


That's because Spider Mines are borderline OP even when you can't control their detonation.


They were only OP to people in D league. Bunches of them could be mine dragged by zeals and Lings, and they could also be picked off by dragoons, tanks and hydras.



Yes, GGamoe probably agrees with you

A unit being OP is actually a good thing, but allied mines is bordering the stupid. The problem with widow mines is that if first it activates you have lost that unit - i.e. you can't minesweep like you could with 3 dragoons in BW.

EDIT: I think EdSlyb is correct, at least that was how I understood it as well...
Umpteen
Profile Blog Joined April 2010
United Kingdom1570 Posts
June 12 2012 22:34 GMT
#2756
On June 13 2012 07:05 GinDo wrote:
Show nested quote +
On June 13 2012 06:55 Horseballs wrote:
I don't like the idea of mines being a unit as they are right now - why not give hellions spider mines like vultures? Seige tanks already were made to be 3 supply and less effective, and now we have to sink additional supply into our mines too? I thought this was supposed to make mech better.


I brought this up a few pages back.

I hope they play around with the idea that tanks can be two food. Personally I feel that this, and the Spidermine was what made mech work in BW in the first place.

Lowering the food count only makes tanks stronger in the late game, which is where Mech is suffering the most. Often in head to head confrontations, the Terran Mech comes out even with Protoss. This is bad. Since Protoss can instantly reinforce against the slow reinforcement Mech. A 2 food tank would make a more durable army.

I would also like them to, like you suggested, give Mines to the Hellion. But, I feel that the mines must still be purchased and then placed, much like scarabs in BW. maybe even give the hellion a 3 Mine storage limit.

Basically, I can purchase 3 mines off of my hellion, run around, drop one, and purchase another.


Being able to replenish mines without replenishing the vulture (hellion) doesn't sound like a big change but it's actually huge.

In BW you got 3 mines per vulture, and each vulture took 30 seconds to produce. So 1 mine per 10 seconds per factory devoted to the task.

In HotS mines take 20 seconds to produce - and you can reactor them, so again it's 1 mine per 10 seconds per factory.

But if you can buy mines directly on your hellions, production is now only limited by hellion count, and doesn't consume factory time either. That's a pretty scary prospect
The existence of a food chain is inescapable if we evolved unsupervised, and inexcusable otherwise.
Trizz
Profile Joined June 2010
Netherlands1318 Posts
Last Edited: 2012-06-12 22:35:43
June 12 2012 22:35 GMT
#2757
On June 13 2012 06:55 Horseballs wrote:
I don't like the idea of mines being a unit as they are right now - why not give hellions spider mines like vultures? Seige tanks already were made to be 3 supply and less effective, and now we have to sink additional supply into our mines too? I thought this was supposed to make mech better.


the hellion alone is extremely cost efficient.
if they give them mines they need to remove splash.

edit; splash from regular attack obv.
nope
Horseballs
Profile Joined July 2011
United States721 Posts
June 12 2012 23:03 GMT
#2758
On June 13 2012 07:35 Trizz wrote:
Show nested quote +
On June 13 2012 06:55 Horseballs wrote:
I don't like the idea of mines being a unit as they are right now - why not give hellions spider mines like vultures? Seige tanks already were made to be 3 supply and less effective, and now we have to sink additional supply into our mines too? I thought this was supposed to make mech better.


the hellion alone is extremely cost efficient.
if they give them mines they need to remove splash.

edit; splash from regular attack obv.


hellions are just awful vs protoss, which is the matchup these mech buffs look to be aiming at. I'd be absolutely fine if not thrilled to give spider mines to hellions and getting rid of transformer hellions.
Amlitzer
Profile Joined August 2010
United States471 Posts
June 12 2012 23:23 GMT
#2759
On June 13 2012 05:35 teamhozac wrote:
Show nested quote +
On June 13 2012 05:31 TigerKarl wrote:
On June 13 2012 05:28 teamhozac wrote:
On June 13 2012 03:00 Plansix wrote:
On June 12 2012 23:46 SarcasmMonster wrote:
"The widow mine really helps shut down attack path ways. These widow mines are like manually controlled spider mines from Starcraft 1." - Day[9] during the TvZ Battle Report

Does this mean that they only attack when commanded to? ie. Zerglings running over them won't force them to detonate? I hope so, that would make the unit quite good.


These are the things I want to know. If the mine will always attack if an enemy unit comes close enough, they are not that great. But if you can command to attack or just turn on the auto cast ability, they could be really deadly. You could plant them and set them off when a major engagement is taking place(not on the same screen) In late game, they could be used to deny expansions or be set in or behind the "future" mineral lines where players commonly take 4th bases. These could be set off during major battles to truely tax you opponent. I really hope that terrans can control when the mines attack.


I hope there is an option for auto cast/detonate... youre not always going to be able to monitor your mines, especially if you have a lot of them

actually it's the other way around, the game needs more things that can distinguish between skilled and less skilled players.


I agree, but not in this way. Removing auto cast from chargelots and reverting the last balance patch would be a start. Can you imagine trying to micro individually each mine while sieging/unsieging tanks, stimming, kiting, splitting, etc. That would be stupid. Terran is the only race that has to do all that stuff, micro for the other two races is basically non existant right now. Terran does not need any more difficulty in that department.

Agreed, the skill level for the other two races really needs to be raised to that of Terran. It's absolutely astonishing at the number of players in code S with horrible micro and unit control. At that level there is no excuse for suiciding your infestors into your opponents army with every engagement due to putting them in the same control group as the rest of your army. Protoss and Zerg need to really step it up and have their skill ceiling raised.
"Not even justice, I want to get truth!"
GinDo
Profile Blog Joined September 2010
3327 Posts
June 12 2012 23:34 GMT
#2760
On June 13 2012 07:34 Umpteen wrote:
Show nested quote +
On June 13 2012 07:05 GinDo wrote:
On June 13 2012 06:55 Horseballs wrote:
I don't like the idea of mines being a unit as they are right now - why not give hellions spider mines like vultures? Seige tanks already were made to be 3 supply and less effective, and now we have to sink additional supply into our mines too? I thought this was supposed to make mech better.


I brought this up a few pages back.

I hope they play around with the idea that tanks can be two food. Personally I feel that this, and the Spidermine was what made mech work in BW in the first place.

Lowering the food count only makes tanks stronger in the late game, which is where Mech is suffering the most. Often in head to head confrontations, the Terran Mech comes out even with Protoss. This is bad. Since Protoss can instantly reinforce against the slow reinforcement Mech. A 2 food tank would make a more durable army.

I would also like them to, like you suggested, give Mines to the Hellion. But, I feel that the mines must still be purchased and then placed, much like scarabs in BW. maybe even give the hellion a 3 Mine storage limit.

Basically, I can purchase 3 mines off of my hellion, run around, drop one, and purchase another.


Being able to replenish mines without replenishing the vulture (hellion) doesn't sound like a big change but it's actually huge.

In BW you got 3 mines per vulture, and each vulture took 30 seconds to produce. So 1 mine per 10 seconds per factory devoted to the task.

In HotS mines take 20 seconds to produce - and you can reactor them, so again it's 1 mine per 10 seconds per factory.

But if you can buy mines directly on your hellions, production is now only limited by hellion count, and doesn't consume factory time either. That's a pretty scary prospect


But if you make mines a research, you force a techlab. So no reactored Hellions.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
Prev 1 136 137 138 139 140 141 Next
Please log in or register to reply.
Live Events Refresh
RSL Revival
10:00
Season 2: Playoffs Day 2
Classic vs TriGGeRLIVE!
ByuN vs Maru
Crank 555
Tasteless313
CranKy Ducklings45
Rex38
IndyStarCraft 31
3DClanTV 26
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Crank 555
Tasteless 313
OGKoka 141
Rex 38
IndyStarCraft 31
StarCraft: Brood War
Calm 3573
GuemChi 2166
Jaedong 616
Shuttle 518
BeSt 416
EffOrt 220
Hyuk 179
Pusan 172
Soma 149
Soulkey 143
[ Show more ]
sSak 137
Sexy 92
Rush 84
Dewaltoss 79
Light 76
ToSsGirL 68
Noble 66
Movie 44
Sharp 40
Liquid`Ret 37
zelot 28
Bale 19
Purpose 13
NaDa 8
Dota 2
The International98165
Gorgc7110
League of Legends
JimRising 405
Counter-Strike
olofmeister1205
Stewie2K470
shoxiejesuss428
Foxcn300
allub161
Super Smash Bros
Westballz6
Other Games
ceh9497
crisheroes283
hungrybox226
Happy169
DeMusliM28
NeuroSwarm28
Organizations
Other Games
gamesdonequick962
StarCraft: Brood War
UltimateBattle 35
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 2
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• Ler45
Upcoming Events
Online Event
1h 46m
Kung Fu Cup
1h 46m
BSL Team Wars
8h 46m
RSL Revival
23h 46m
Maestros of the Game
1d 3h
ShoWTimE vs Classic
Clem vs herO
Serral vs Bunny
Reynor vs Zoun
Cosmonarchy
1d 5h
Bonyth vs Dewalt
[BSL 2025] Weekly
1d 7h
RSL Revival
1d 23h
Maestros of the Game
2 days
BSL Team Wars
2 days
[ Show More ]
Afreeca Starleague
2 days
Snow vs Sharp
Jaedong vs Mini
Wardi Open
3 days
Sparkling Tuna Cup
3 days
Afreeca Starleague
3 days
Light vs Speed
Larva vs Soma
LiuLi Cup
5 days
The PondCast
6 days
Liquipedia Results

Completed

Copa Latinoamericana 4
SEL Season 2 Championship
HCC Europe

Ongoing

BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
RSL Revival: Season 2
Maestros of the Game
Chzzk MurlocKing SC1 vs SC2 Cup #2
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

Upcoming

2025 Chongqing Offline CUP
BSL Polish World Championship 2025
BSL Season 21
BSL 21 Team A
SC4ALL Open Lan
EC S1
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
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.