• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 21:42
CEST 03:42
KST 10:42
  • 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
TL.net Map Contest #21: Voting10[ASL20] Ro4 Preview: Descent11Team TLMC #5: Winners Announced!3[ASL20] Ro8 Preview Pt2: Holding On9Maestros of the Game: Live Finals Preview (RO4)5
Community News
Chinese SC2 server to reopen; live all-star event in Hangzhou19Weekly Cups (Oct 13-19): Clem Goes for Four3BSL Team A vs Koreans - Sat-Sun 16:00 CET7Weekly Cups (Oct 6-12): Four star herO85.0.15 Patch Balance Hotfix (2025-10-8)81
StarCraft 2
General
The New Patch Killed Mech! Chinese SC2 server to reopen; live all-star event in Hangzhou RotterdaM "Serral is the GOAT, and it's not close" Weekly Cups (Oct 13-19): Clem Goes for Four 5.0.15 Patch Balance Hotfix (2025-10-8)
Tourneys
Merivale 8 Open - LAN - Stellar Fest Lost Recovery Master -Bitcoin Recovery Experts Tenacious Turtle Tussle RSL Season 3 Qualifier Links and Dates $1,200 WardiTV October (Oct 21st-31st)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 496 Endless Infection Mutation # 495 Rest In Peace Mutation # 494 Unstable Environment Mutation # 493 Quick Killers
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Is there anyway to get a private coach? SnOw's Awful Building Placements vs barracks BW General Discussion BSL Team A vs Koreans - Sat-Sun 16:00 CET
Tourneys
[Megathread] Daily Proleagues [ASL20] Semifinal B 300$ 3D!Community Brood War Super Cup #4 Azhi's Colosseum - Anonymous Tournament
Strategy
[I] TvP Marine Usage Current Meta Roaring Currents ASL final BW - ajfirecracker Strategy & Training
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread Dawn of War IV ZeroSpace Megathread
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine YouTube Thread The Chess Thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
Korean Music Discussion Anime Discussion Thread Series you have seen recently... [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 Formula 1 Discussion NBA General Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
The Benefits Of Limited Comm…
TrAiDoS
Sabrina was soooo lame on S…
Peanutsc
Our Last Hope in th…
KrillinFromwales
Certified Crazy
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3817 users

[HOTS] Breaking up the Death Ball - Page 9

Forum Index > SC2 General
Post a Reply
Prev 1 7 8 9 10 11 27 Next All
rysecake
Profile Joined October 2010
United States2632 Posts
July 01 2012 23:07 GMT
#161
On July 02 2012 07:41 0neder wrote:
Show nested quote +
On July 02 2012 07:29 NukeD wrote:
On July 02 2012 07:22 Selkie wrote:
On July 02 2012 01:21 zezamer wrote:
On July 02 2012 01:12 mastergriggy wrote:
On July 02 2012 01:07 xsnac wrote:
I dont understand why ppl dont like deathball ? a big battle with high tier units is the worse thing you can ask for if you are a spectator .


Fixed. Death balls are boring to watch. Spread it out a bit and let the viewer be fully immersed with the battle raging around every side of the screen is so much more entertaining.


Best games are the ones where the observer can't keep up with everything ;9



In other words, TvT.

Nada V boxer was awesome for this. It got to the point where tastetosis were tracking 3 different things... and missed the banshee in the main.


And some of MMA's TvZ games where he drops 3 places at once constantly, like vs Losira at MLG. Definitely my favorite SC2 games.

Also, I wish someone had the balls to necro that Dynamic unit movement thread and put up a petition for implementing that into the game.

I can do it. It is pertinent to HotS beta right now, we've given things a year to see how they developed and the same shortcomings still exist. The long-term fate of the starcraft community and esports scene is on the line, IMO. Sure, if nothing is done SC2 will continue perhaps a few years past LotV, but what then? What will keep players and spectators coming back for a decade after that (or more) in spite of all the new flashy games?

However, maybe a new, more comprehensive thread is in order that includes the existing great resources like the Dynamic Spacing thread. What do you all think?

Although, I don't know if a petition is the best route. There are lots of players unfamiliar with BW that will just reject it as a BW movement because they don't understand the potential for improvement, and then the design team will just hide behind that stuff like they hide behind ladder stats when talking balance. I suggest we directly petition key community leaders for the changes, and get them to explain why the changes are fundamentally better for esports and a lasting, passionate player base.


i would absolutely love you to no end if you were able to start something like this. We need to make our voices heard!

unfortunately I work everyday and don't have time to write up something =(
The Notorious Winkles
Bommes
Profile Joined June 2010
Germany1226 Posts
Last Edited: 2012-07-01 23:26:32
July 01 2012 23:13 GMT
#162
On July 02 2012 07:10 pzea469 wrote:
Show nested quote +
On July 02 2012 06:56 emc wrote:
so what is this thread exactly? it's information we already know, it doesn't reveal anything new so I'm wondering, whats the point of this thread?

Bommes said that changing the formation Diameter in the map editor solves the clumping(at least to an extent). That's the type of stuff we need. If we can verify that this works and see how different movement is with and without this, maybe get some players to test out custom maps with this, then we would have something solid that we could ask blizzard to specifically change without telling them to make BW(since they hate anything BW related). If it's really something that specific that can be easily tweaked then that would be great. Even if it doesn't fix everything, if it really makes the movement much more fluid and much less clumpy then that's a good start. Again, a video of the differences in movement, before and after tweaking that number would be great.


Well, I could start clarifying what the value exactly does and maybe upload a little video and some pictures. But basically it just defines what it says, up to what distance a unit group stays in the formation that you issued the order to.


Lets say you have 3 Marines in a specific formation:

.........O................................
...........................................
...............O..........................
.....O...................................
..........................................

As far as I understand it as soon as you issue an order to them they get a personal region that defines the "inside" of this specific unit group. Now lets say Formation Diameter has a value of 6 (default value for melee maps), it means they will hold their specific formation (that means the distance and angles between themselves) as long as they get issued an order that is less than 6 range away from the center of their region.

So lets say you order them to a spot with range 3 away it will look like this with the formation holding:

.................O......................
.........................................
.......................O.................
.............O..........................
.........................................

Now you order them to move to a spot that has a distance of say 7 from their center point (with Formation Diameter set to 6):

.......................................................
......................................O..............
.......................................O............
......................................O.............
.......................................................

They clump up.

Now if you set Formation Diameter to a high value it just means that whatever happens every unit group that gets an order will always hold the formation. If they are clumped up before they will stay clumped up, and if they are spread out (which should be way more often the case) they will stay spread out.

If you issue an order to inside the region that defines the unit group (practically if you click in between the units) they will automatically all run to the point with no formation standing. I think thats similar to how SCBW units behave.

Of course that means that it is way more complicated to do difficult unit movements the more spread out the units are. Because they will stay in the formation they were before. So you will automatically have no choice but babysit your units way more and you can't have too many different unit types in the same control groups without messing all the positioning up. Which I personally think would be cool to see/use, but I'm not sure everyone would like it. And it could complicate a lot of things a lot, I haven't tested how it behaves if you use it in a serious melee match Should be tested.
pzea469
Profile Blog Joined September 2008
United States1520 Posts
July 01 2012 23:36 GMT
#163
On July 02 2012 08:13 Bommes wrote:
Show nested quote +
On July 02 2012 07:10 pzea469 wrote:
On July 02 2012 06:56 emc wrote:
so what is this thread exactly? it's information we already know, it doesn't reveal anything new so I'm wondering, whats the point of this thread?

Bommes said that changing the formation Diameter in the map editor solves the clumping(at least to an extent). That's the type of stuff we need. If we can verify that this works and see how different movement is with and without this, maybe get some players to test out custom maps with this, then we would have something solid that we could ask blizzard to specifically change without telling them to make BW(since they hate anything BW related). If it's really something that specific that can be easily tweaked then that would be great. Even if it doesn't fix everything, if it really makes the movement much more fluid and much less clumpy then that's a good start. Again, a video of the differences in movement, before and after tweaking that number would be great.


Well, I could start clarifying what the value exactly does and maybe upload a little video and some pictures. But basically it just defines what it says, up to what distance a unit group stays in the formation that you issued the order to.


Lets say you have 3 Marines in a specific formation:

.........O................................
...........................................
...............O..........................
.....O...................................
..........................................

As far as I understand it as soon as you issue an order to them they get a personal region that defines the "inside" of this specific unit group. Now lets say Formation Diameter has a value of 6 (default value for melee maps), it means they will hold their specific formation (that means the distance and angles between themselves) as long as they get issued an order that is less than 6 range away from the center of their region.

So lets say you order them to a spot with range 3 away it will look like this with the formation holding:

.................O......................
.........................................
.......................O.................
.............O..........................
.........................................

Now you order them to move to a spot that has a distance of say 7 from their center point (with Formation Diameter set to 6):

.......................................................
......................................O..............
.......................................O............
......................................O.............
.......................................................

They clump up.

Now if you set Formation Diameter to a high value it just means that whatever happens every unit group that gets an order will always hold the formation. If they are clumped up before they will stay clumped up, and if they are spread out (which should be way more often the case) they will stay spread out.

If you issue an order to inside the region that defines the unit group (practically if you click in between the units) they will automatically all run to the point with no formation standing. I think thats similar to how SCBW units behave.

Of course that means that it is way more complicated to do difficult unit movements the more spread out the units are. Because they will stay in the formation they were before. So you will automatically have no choice but babysit your units way more and you can't have too many different unit types in the same control groups without messing all the positioning up. Which I personally think would be cool to see/use, but I'm not sure everyone would like it. And it could complicate a lot of things a lot, I haven't tested how it behaves if you use it in a serious melee match Should be tested.


Thank you for clarifying this. As soon as I get some time I'll be playing around with this in the editor and maybe even try and play a match with it. It sounds very promising since from memory it seems to be similar to BW movement behavior.
Kill the Deathball
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
July 01 2012 23:39 GMT
#164
I wish that tanks had better damage and other races had less ways to make tanks obsolete in HoTS.
happyness
Profile Joined June 2010
United States2400 Posts
July 01 2012 23:45 GMT
#165
On July 02 2012 08:39 Chaggi wrote:
I wish that tanks had better damage and other races had less ways to make tanks obsolete in HoTS.


Yes I am pretty worried about this. Tanks are already sort of fading away in WoL. We have to remember that when tanks were nerfed, we were still on maps like Steppes of War *shudder*. I hope they are buffed for HotS
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
July 01 2012 23:59 GMT
#166
The solution isn't to make the pathfinding worse or add artificial difficulty, it's too buff splash.

Think of marines against banelings, and all the splits you have to do. That's fun and exciting. If tanks and storm were a bit better, deathballs would fix themselves at pro level because they'd just die.

Relating to HOTS, I think the blinding cloud is good against clumps, but ZvT was already the best matchup for breaking that up, thanks to baneling vs marine. The Tempest has the potential to be interesting, though, if only because it turns the one deathball into two (one ground, one clump of Tempests; it's silly to keep Tempests in your main deathball).
0neder
Profile Joined July 2009
United States3733 Posts
Last Edited: 2012-07-02 00:51:00
July 01 2012 23:59 GMT
#167
Yes, Browder looked at BW and instead of seeing an entire dynamic spatial paradigm built around the siege tank that made it exciting, he saw an imba unit that needed 4 hard counters per race, apparently...And also the fact that tanks were balanced around steppes of war....so many incorrect assumptions.
EggYsc2
Profile Blog Joined February 2011
620 Posts
July 02 2012 00:05 GMT
#168
discussing about a game that hasnt come out even in beta and will change drastically is really retarded imo.

User was temp banned for this post.
Zorgaz
Profile Joined June 2010
Sweden2951 Posts
Last Edited: 2012-07-02 00:14:01
July 02 2012 00:08 GMT
#169
On July 02 2012 05:00 0neder wrote:


SC2 needs this kind of spacing (taken from this thread Dynamic Unit Spacing), Then deathballs will dissipate and splash can get way stronger and have more variance in the result. It's also more exciting because armies feel bigger and battles more epic.
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]






I agree that would be awesome but Blizzard will never implement this =/.

Buff Tanks for HOTS!

Also do something with the collosi T_T, the Reaver is to this day so much better
Furthermore, I think the Collosi should be removed! (Zorgaz -Terran/AbrA-Random/Zorg-Dota2) Guineapigs <3
Darkman
Profile Joined April 2012
United States64 Posts
Last Edited: 2012-07-02 00:12:18
July 02 2012 00:10 GMT
#170
I truly believe they should make you unable to select more than 24 units (1 page) on the screen at a time. This is similar to brood war and will cause the use of micro and control groups to split up the deathball permanently, end of story. It may seem crazy to some but I think it's the best idea and the truly skilled players will excel at it.

Edit: Also the unit spacing is a great idea. Totally would support that as well.
-eXalt
Profile Blog Joined October 2010
United States462 Posts
July 02 2012 00:14 GMT
#171
On top of all this the Widow Mine encourages enemy players to break up their deathballs after the mine latches on a unit inside the deathball.

An issue I can foresee, is that because protoss units are in general extremely slow.. if you don't react in the first 1-2 seconds and instantly split off the unit that got hit, you will get your sentries/hts/stalkers etc blown up and lose the game instantly.

Just feels like an annoying game mechanic that will result in gimmicky wins for T (make a unit that can win you the game w/out even doing anything yourself)
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
July 02 2012 00:18 GMT
#172
On July 02 2012 00:58 BiG wrote:
I dont even think the deatball is a problem anymore. The whole thing was present like 1 year ago, but nowadays there is so much harass/drop involved in all races.
also i dont think those new units will change anything in that regard. yes there might be more harass, but in the end you need a fighting army.


I think people are confused about what a deathball really is.

A non-deathball army can still be a single army but is spread over a large area rather than in a ball.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
Darkman
Profile Joined April 2012
United States64 Posts
Last Edited: 2012-07-02 00:18:49
July 02 2012 00:18 GMT
#173
On July 02 2012 08:59 Ribbon wrote:
The solution isn't to make the pathfinding worse or add artificial difficulty, it's too buff splash.

Think of marines against banelings, and all the splits you have to do. That's fun and exciting. If tanks and storm were a bit better, deathballs would fix themselves at pro level because they'd just die.

Relating to HOTS, I think the blinding cloud is good against clumps, but ZvT was already the best matchup for breaking that up, thanks to baneling vs marine. The Tempest has the potential to be interesting, though, if only because it turns the one deathball into two (one ground, one clump of Tempests; it's silly to keep Tempests in your main deathball).


This would work too except Blizzard has moved in the opposite direction regarding splash, nerfing it instead. Storm, tanks, ghosts, have all been nerfed. Hopefully they will consider undoing some changes.
pzea469
Profile Blog Joined September 2008
United States1520 Posts
July 02 2012 00:23 GMT
#174
On July 02 2012 09:10 Darkman wrote:
I truly believe they should make you unable to select more than 24 units (1 page) on the screen at a time. This is similar to brood war and will cause the use of micro and control groups to split up the deathball permanently, end of story. It may seem crazy to some but I think it's the best idea and the truly skilled players will excel at it.

Edit: Also the unit spacing is a great idea. Totally would support that as well.


Test it out in SC2. Just put your army in different control groups like in bw. Watch them all still clump. It's not the selection limit, it's the ai/pathfinding/movement itself.

On July 02 2012 08:59 Ribbon wrote:
The solution isn't to make the pathfinding worse or add artificial difficulty, it's too buff splash.

Think of marines against banelings, and all the splits you have to do. That's fun and exciting. If tanks and storm were a bit better, deathballs would fix themselves at pro level because they'd just die.


In BW, even when there weren't any splash units present, units would still spread out and not clump up naturally like they do in SC2. Not that SC2 has to be BW, but I'd rather not see moving deathballs that split only once the battle starts. I'd rather have them naturally spread and increase splash to compensate. Looking at deathballs is ugly, whether it's during a battle or out of one, as the pictures above demonstrate. Splash radius can be increased to match BW assuming the spreading itself ever matches BW, since that's the whole reason the splash radius is smaller in SC2.
Kill the Deathball
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2012-07-02 00:26:24
July 02 2012 00:25 GMT
#175
On July 02 2012 09:18 Darkman wrote:
Show nested quote +
On July 02 2012 08:59 Ribbon wrote:
The solution isn't to make the pathfinding worse or add artificial difficulty, it's too buff splash.

Think of marines against banelings, and all the splits you have to do. That's fun and exciting. If tanks and storm were a bit better, deathballs would fix themselves at pro level because they'd just die.

Relating to HOTS, I think the blinding cloud is good against clumps, but ZvT was already the best matchup for breaking that up, thanks to baneling vs marine. The Tempest has the potential to be interesting, though, if only because it turns the one deathball into two (one ground, one clump of Tempests; it's silly to keep Tempests in your main deathball).


This would work too except Blizzard has moved in the opposite direction regarding splash, nerfing it instead. Storm, tanks, ghosts, have all been nerfed. Hopefully they will consider undoing some changes.


Why do people think making armies move more naturally is worse?

I have never seen an army formation where the marines are dry humping each other all the way to another base.

Second of all, its almost impossible to split your army up while moving forward. With "natural" pathfinding, it would be easy to do, but not with the current SC2 (IMO bad) pathfinding. Having powerful splash especially with smart cast would just be imbalanced without changing the pathfinding.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
Toadvine
Profile Joined November 2010
Poland2234 Posts
July 02 2012 00:27 GMT
#176
On July 02 2012 09:05 IOvEggY wrote:
discussing about a game that hasnt come out even in beta and will change drastically is really retarded imo.


Your post is an order of magnitude more retarded and useless than anything else posted in this thread. Just imo, try not to take it too personally.

User was temp banned for this post.
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
Falling
Profile Blog Joined June 2009
Canada11367 Posts
July 02 2012 00:31 GMT
#177
I wonder if adding magic box for ground units back into the game would fix some of the death ball problems. Perhaps I'm doing it wrong because I'm rubbish, but I was testing both BW and SC2 to see if you could the units would stay in formation, but it just doesn't work in SC2 without constantly giving more orders to separate.

BW could pack units pretty tight, but with magic box you could spread them out and keep them spread out. Once again, it's a fix that doesn't 'break' unit ai, but adds more options for the player. Pack them in tight it you want or separate them if you want. I still find the constant adjusting due to unit pushing rather irritating as it adds an element of unpredictability of where my units are going to be. But even if you kept unit pushing and shoving, ground magic box would be nice.

As for the Oracle being a fix for Deathball... I know that' it's intended purpose and we will have to see how it plays out; however, it doesn't really change the Protoss army does it? I think it was Tyler that saying that except for the Tempest the core of the Protoss army remains unchanged. So if there is or isn't a problem with deathball, the Oracle isn't going to change it as the composition remains unchanged. You'll just divert a small amount of supply to constantly debuffing the mineral line.
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...
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
July 02 2012 01:17 GMT
#178
On July 02 2012 09:31 Falling wrote:
I wonder if adding magic box for ground units back into the game would fix some of the death ball problems. Perhaps I'm doing it wrong because I'm rubbish, but I was testing both BW and SC2 to see if you could the units would stay in formation, but it just doesn't work in SC2 without constantly giving more orders to separate.

BW could pack units pretty tight, but with magic box you could spread them out and keep them spread out. Once again, it's a fix that doesn't 'break' unit ai, but adds more options for the player. Pack them in tight it you want or separate them if you want. I still find the constant adjusting due to unit pushing rather irritating as it adds an element of unpredictability of where my units are going to be. But even if you kept unit pushing and shoving, ground magic box would be nice.

As for the Oracle being a fix for Deathball... I know that' it's intended purpose and we will have to see how it plays out; however, it doesn't really change the Protoss army does it? I think it was Tyler that saying that except for the Tempest the core of the Protoss army remains unchanged. So if there is or isn't a problem with deathball, the Oracle isn't going to change it as the composition remains unchanged. You'll just divert a small amount of supply to constantly debuffing the mineral line.


Magic box exists but it is a much smaller radius, especially on ground.

Also the effect of the pathing in BW gives the illusion of a larger magic box. As units tend to drift apart in BW, sometimes you will want an army to stay spread out (for example against lurkers/tanks), its not that hard to quickly move adjacent to the enemy to split up your army and then turn 90 degrees and attack head-on over a short distance as that is what they will naturally wanna do anyway. In SC2 its the opposite.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
vesicular
Profile Blog Joined March 2010
United States1310 Posts
July 02 2012 01:42 GMT
#179
On July 02 2012 06:25 Stratos_speAr wrote:
You're not understanding the problem. SC2 players don't deathball because they're lazy; they deathball because it's the most efficient/best way to win due to the pathing/unit AI. This isn't the case in BW, and that's why you wouldn't see deathballing in BW, even with unlimited unit selection.


Not sure I buy this totally. Watch just about any game with ball vs ball and there will be several units in the back struggling to move forward to get in range to attack, doing nothing. That is certainly not efficient. I'm honestly surprised that more players don't put 16 units in a number groups and then create their own concaves on attack. Far too often I see them let the AI do it for them and it's slow and not as effective as it could be.

That said I do agree that pathing needs to spread out a bit more, and maps opened up a bit more as well (not larger). But I also still see a lot of room for improvement on the player side. I think it's still way too early in the metagame for even Blizz to be fiddling with it.
STX Fighting!
EggYsc2
Profile Blog Joined February 2011
620 Posts
July 02 2012 01:55 GMT
#180
On July 02 2012 09:27 Toadvine wrote:
Show nested quote +
On July 02 2012 09:05 IOvEggY wrote:
discussing about a game that hasnt come out even in beta and will change drastically is really retarded imo.


Your post is an order of magnitude more retarded and useless than anything else posted in this thread. Just imo, try not to take it too personally.



Why are you personally attacking me?
There really is no reason I started a opinion about the thread main subject.
If you dont like it, dont say anything.
I gave a legitamate response.

You just made yourself look like an asshole.
Prev 1 7 8 9 10 11 27 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 9h 18m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nathanias 205
Vindicta 39
StarCraft: Brood War
Artosis 702
NaDa 34
Dota 2
NeuroSwarm38
Counter-Strike
Stewie2K637
Other Games
summit1g5788
JimRising 549
C9.Mang0242
Skadoodle167
Maynarde124
Trikslyr53
ViBE47
fpsfer 2
Organizations
Other Games
gamesdonequick1105
Counter-Strike
PGL157
Other Games
BasetradeTV79
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Hupsaiya 77
• HeavenSC 45
• Kozan
• Migwel
• AfreecaTV YouTube
• sooper7s
• intothetv
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• Azhi_Dahaki18
• RayReign 2
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21134
League of Legends
• Doublelift4147
Other Games
• Scarra688
Upcoming Events
WardiTV Invitational
9h 18m
Online Event
14h 18m
RSL Revival
1d
RSL Revival
1d 8h
WardiTV Invitational
1d 9h
OSC
1d 13h
SKillous vs goblin
Spirit vs GgMaChine
ByuN vs MaxPax
Afreeca Starleague
2 days
Snow vs Soma
Sparkling Tuna Cup
2 days
WardiTV Invitational
2 days
CrankTV Team League
2 days
[ Show More ]
RSL Revival
2 days
Wardi Open
3 days
CrankTV Team League
3 days
Replay Cast
4 days
WardiTV Invitational
4 days
CrankTV Team League
4 days
Replay Cast
5 days
CrankTV Team League
5 days
Replay Cast
5 days
The PondCast
6 days
CrankTV Team League
6 days
Liquipedia Results

Completed

Acropolis #4 - TS2
WardiTV TLMC #15
HCC Europe

Ongoing

BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
C-Race Season 1
IPSL Winter 2025-26
EC S1
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025

Upcoming

SC4ALL: Brood War
BSL Season 21
BSL 21 Team A
BSL 21 Non-Korean Championship
RSL Offline Finals
RSL Revival: Season 3
Stellar Fest
SC4ALL: StarCraft II
CranK Gathers Season 2: SC II Pro Teams
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 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.