• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 10:23
CET 16:23
KST 00:23
  • 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
Behind the Blue - Team Liquid History Book7Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info4herO wins SC2 All-Star Invitational14
Community News
PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar)6Weekly Cups (Jan 26-Feb 1): herO, Clem, ByuN, Classic win2RSL Season 4 announced for March-April7Weekly Cups (Jan 19-25): Bunny, Trigger, MaxPax win3Weekly Cups (Jan 12-18): herO, MaxPax, Solar win0
StarCraft 2
General
Behind the Blue - Team Liquid History Book Clem wins HomeStory Cup 28 How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? Rongyi Cup S3 - Preview & Info HomeStory Cup 28 - Info & Preview
Tourneys
PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) WardiTV Mondays $21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) Sparkling Tuna Cup - Weekly Open Tournament $5,000 WardiTV Winter Championship 2026
Strategy
Custom Maps
Map Editor closed ? [A] Starcraft Sound Mod
External Content
The PondCast: SC2 News & Results Mutation # 511 Temple of Rebirth Mutation # 510 Safety Violation Mutation # 509 Doomsday Report
Brood War
General
Can someone share very abbreviated BW cliffnotes? StarCraft player reflex TE scores BW General Discussion Recent recommended BW games BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[Megathread] Daily Proleagues Escore Tournament StarCraft Season 1 Small VOD Thread 2.0 KCM Race Survival 2026 Season 1
Strategy
Zealot bombing is no longer popular? Simple Questions, Simple Answers Current Meta Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Diablo 2 thread Battle Aces/David Kim RTS Megathread EVE Corporation Nintendo Switch Thread Path of Exile
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
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread YouTube Thread The Games Industry And ATVI Things Aren’t Peaceful in Palestine
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
Play, Watch, Drink: Esports …
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
James Bond movies ranking - pa…
Topin
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1524 users

Modified Movement Test - Page 26

Forum Index > SC2 General
Post a Reply
Prev 1 24 25 26 27 28 34 Next All
There will obviously be balance shifts when gameplay values are changed. Nobody is claiming otherwise. This thread is about the effect these changes have on the clarity and spectator-friendliness of SC2.
Xiphos
Profile Blog Joined July 2009
Canada7507 Posts
July 05 2012 02:52 GMT
#501
On July 05 2012 11:49 larse wrote:
Show nested quote +
On July 05 2012 11:08 pzea469 wrote:
On July 05 2012 09:48 gawk wrote:
This looks way better than the normal pathing.

I uploaded some more ladder maps to EU:
MMAntigaShipyard
MMCondemnedRidge
MMEntombedValley
MMKorhalCompound
MMMetropolis
MMOhana
MMTaldarim
MMShakurasPlateau

I wanted to add some GSL/ESV maps too but don't know how to do that (e.g. whirlwind).


Thank you, I uploaded those to NA now to match.

Well, I'm glad this has gotten so much attention and that so many people do in fact feel the same way about the automatic and immediate balling up of armies. But we really need people to post their replays and make vods, especially big names in the community, or else this will die and any chance of having Blizzard reconsider looking at army clumping will be gone. If you like what MM does and you have any way of encouraging anyone to play on the maps and post a replay, please do so. 1 replay and 1 amateur vod isn't gonna cut it.


I completely agree that we need some big names to sustain this mod. Even the fewer resources per base mod is slowly dying out. But one thing of the fewer resources per base mod is not that good anymore--even the original author started to admit its fundamental problems. But I would say that this clump up issue will never change and this mod will have its validity in sc2 forever, if Blizzard doesn't do something similar instead.

And thank you for making this issue out there, pzea469, truly.


Fewers Resource + This =?
2014 - ᕙ( •̀ل͜•́) ϡ Raise your bows brood warriors! ᕙ( •̀ل͜•́) ϡ
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
July 05 2012 02:59 GMT
#502
On July 05 2012 01:27 Mr Cochese wrote:
I thought the OP was going to be a Luddite whinger begging for a return to the shonky pathing of Starcraft 1, where units used to endlessly bump into each and get stuck, so I was pleased to see that his proposition was to make units move in formation. I've been playing RTS (quite mediocrely) since the original Dune 2 and I've always thought that moving units in formation is a fantastic idea. You can actually take it even further and lock the speed of all units to the speed of the slowest in the group, but that is an issue for the individual need of each game.

What I don't understand is people wishing for a return to a maximum selection group size of 12. In the older games that was obviously down to some technical limitation, and resulted in many a hilarious session of marshalling large groups of fifty or more zerglings across the map by grabbing 12 at a time. In Dune 2, which I pointedly mentioned just before, the restriction was even greater - there were no control groups at all. So that's the bad old days. Going back to these limited control schemes is not the answer to creating better gameplay, it is wishing for a return to eating shit off the ground.

So I now see how the clumping in SC2 is not the same as formation movement, and as I say I have an existing favourable disposition towards stuff moving in formation. Formation creates strategical and tactical opportunities to those able to exploit it, which is exactly what this genre of games should be about. It's not just about APM to outproduce and outmaneouvre the opponent, though that is certainly (the R in RTS) part of the genre - control improvements expand what it is possible for a highly competent player to achieve, so there is no question that unlimited unit selection removes any skill from the game. Arguing for this to be added into the game as an artificial restriction is the hidebound view here, and against moving forward into the incredible potential of what control and pathing improvements can bring to RTS.


The technology was there, single building selection, unit cap selection, manual mining were design decisions. Coding such a thing is possibly one of the easiest changes one could make.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
Qwyn
Profile Blog Joined December 2010
United States2779 Posts
July 05 2012 03:18 GMT
#503
On July 05 2012 11:52 Xiphos wrote:
Show nested quote +
On July 05 2012 11:49 larse wrote:
On July 05 2012 11:08 pzea469 wrote:
On July 05 2012 09:48 gawk wrote:
This looks way better than the normal pathing.

I uploaded some more ladder maps to EU:
MMAntigaShipyard
MMCondemnedRidge
MMEntombedValley
MMKorhalCompound
MMMetropolis
MMOhana
MMTaldarim
MMShakurasPlateau

I wanted to add some GSL/ESV maps too but don't know how to do that (e.g. whirlwind).


Thank you, I uploaded those to NA now to match.

Well, I'm glad this has gotten so much attention and that so many people do in fact feel the same way about the automatic and immediate balling up of armies. But we really need people to post their replays and make vods, especially big names in the community, or else this will die and any chance of having Blizzard reconsider looking at army clumping will be gone. If you like what MM does and you have any way of encouraging anyone to play on the maps and post a replay, please do so. 1 replay and 1 amateur vod isn't gonna cut it.


I completely agree that we need some big names to sustain this mod. Even the fewer resources per base mod is slowly dying out. But one thing of the fewer resources per base mod is not that good anymore--even the original author started to admit its fundamental problems. But I would say that this clump up issue will never change and this mod will have its validity in sc2 forever, if Blizzard doesn't do something similar instead.

And thank you for making this issue out there, pzea469, truly.


Fewers Resource + This =?


Magic.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
Barbiero
Profile Blog Joined September 2010
Brazil5259 Posts
July 05 2012 03:26 GMT
#504
On July 05 2012 11:59 sluggaslamoo wrote:
Show nested quote +
On July 05 2012 01:27 Mr Cochese wrote:
I thought the OP was going to be a Luddite whinger begging for a return to the shonky pathing of Starcraft 1, where units used to endlessly bump into each and get stuck, so I was pleased to see that his proposition was to make units move in formation. I've been playing RTS (quite mediocrely) since the original Dune 2 and I've always thought that moving units in formation is a fantastic idea. You can actually take it even further and lock the speed of all units to the speed of the slowest in the group, but that is an issue for the individual need of each game.

What I don't understand is people wishing for a return to a maximum selection group size of 12. In the older games that was obviously down to some technical limitation, and resulted in many a hilarious session of marshalling large groups of fifty or more zerglings across the map by grabbing 12 at a time. In Dune 2, which I pointedly mentioned just before, the restriction was even greater - there were no control groups at all. So that's the bad old days. Going back to these limited control schemes is not the answer to creating better gameplay, it is wishing for a return to eating shit off the ground.

So I now see how the clumping in SC2 is not the same as formation movement, and as I say I have an existing favourable disposition towards stuff moving in formation. Formation creates strategical and tactical opportunities to those able to exploit it, which is exactly what this genre of games should be about. It's not just about APM to outproduce and outmaneouvre the opponent, though that is certainly (the R in RTS) part of the genre - control improvements expand what it is possible for a highly competent player to achieve, so there is no question that unlimited unit selection removes any skill from the game. Arguing for this to be added into the game as an artificial restriction is the hidebound view here, and against moving forward into the incredible potential of what control and pathing improvements can bring to RTS.


The technology was there, single building selection, unit cap selection, manual mining were design decisions. Coding such a thing is possibly one of the easiest changes one could make.


That's a very easy statement to be done 14 years later. Technology wasn't always like this, and it's very well possible that they were forced to those limitations due to the average computer at the time not being able to handle and process multiple units on the same selection at once. Even if they could patch the game later, it would be a really drastic change to be done.

Remember that we are talking about SC, a game that was supposed to run on Windows 98.
♥ The world needs more hearts! ♥
Qwyn
Profile Blog Joined December 2010
United States2779 Posts
Last Edited: 2012-07-05 03:43:59
July 05 2012 03:38 GMT
#505
Hey I think we should focus our efforts on getting the ideas in the Dynamic Unit Movements thread afloat. It contains all these ideas and more.

This change is a little too subtle which means not enough is being done to truly influence battles/negate deathballs. I would also argue that since it is so suble it is primarily cosmetic (especially w/ map design).

Rather I should say that more needs to be done than what is suggested in this thread, and that any better ideas should be tested accordingly.

I have no idea what settings were used in pg1 of the dynamic movement thread but I wish we could implement those (korean article translation...). That looks great.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
Kharnage
Profile Joined September 2011
Australia920 Posts
July 05 2012 03:48 GMT
#506
ROFL, people keep whinging about SC2 easy mode, but i can't think of anything mroe eazy mode than this.
So, i put my zealots at the front, then my archons, then immortals / stalkers and lastely colossus and 1A right?
with a nice spread of colossus and half a dozen extra zealots on the wings to flank

great, death ball gone, perfect engagements everytime. now the game is 'much' better.
Qwyn
Profile Blog Joined December 2010
United States2779 Posts
July 05 2012 03:53 GMT
#507
On July 05 2012 12:48 Kharnage wrote:
ROFL, people keep whinging about SC2 easy mode, but i can't think of anything mroe eazy mode than this.
So, i put my zealots at the front, then my archons, then immortals / stalkers and lastely colossus and 1A right?
with a nice spread of colossus and half a dozen extra zealots on the wings to flank

great, death ball gone, perfect engagements everytime. now the game is 'much' better.


Except that's not how it works.

Also...if it was that easy then why don't players do that already? Not much is changing, did you even try this mod? For the most part it's actually just cosmetic b/c there are more fundamental issues at work here (units slide around each other instead of sticking/resisting).

And the issues with SCII are manyfold, this is just one of them.

What you are describing is the Protoss deathball.

Which already happens.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
Xiphos
Profile Blog Joined July 2009
Canada7507 Posts
July 05 2012 03:53 GMT
#508
On July 05 2012 12:48 Kharnage wrote:
ROFL, people keep whinging about SC2 easy mode, but i can't think of anything mroe eazy mode than this.
So, i put my zealots at the front, then my archons, then immortals / stalkers and lastely colossus and 1A right?
with a nice spread of colossus and half a dozen extra zealots on the wings to flank

great, death ball gone, perfect engagements everytime. now the game is 'much' better.



Opponent doing the same -> oh shit -> what do I do? -> react -> opponent counter your moves -> longer battles -> better for spectators -> more people watching -> esport growing

Stop hurting it!
2014 - ᕙ( •̀ل͜•́) ϡ Raise your bows brood warriors! ᕙ( •̀ل͜•́) ϡ
BuddhaMonk
Profile Joined August 2010
781 Posts
Last Edited: 2012-07-05 04:17:14
July 05 2012 04:12 GMT
#509
You can already do this right now in game, no mods required. It just takes a little bit of skill (what we want right? no ez mode).

Set up your units in whatever formation, attack move on the mini-map in the farthest possible place in the same direction you want to attack and they will keep the formation. The farther away you attack move, the more closely they stay in formation and clump less.

It's quite useful.
Rkynick
Profile Joined December 2011
85 Posts
July 05 2012 04:19 GMT
#510
On July 05 2012 12:26 Zephirdd wrote:
Show nested quote +
On July 05 2012 11:59 sluggaslamoo wrote:
On July 05 2012 01:27 Mr Cochese wrote:
+ Show Spoiler +
I thought the OP was going to be a Luddite whinger begging for a return to the shonky pathing of Starcraft 1, where units used to endlessly bump into each and get stuck, so I was pleased to see that his proposition was to make units move in formation. I've been playing RTS (quite mediocrely) since the original Dune 2 and I've always thought that moving units in formation is a fantastic idea. You can actually take it even further and lock the speed of all units to the speed of the slowest in the group, but that is an issue for the individual need of each game.

What I don't understand is people wishing for a return to a maximum selection group size of 12. In the older games that was obviously down to some technical limitation, and resulted in many a hilarious session of marshalling large groups of fifty or more zerglings across the map by grabbing 12 at a time. In Dune 2, which I pointedly mentioned just before, the restriction was even greater - there were no control groups at all. So that's the bad old days. Going back to these limited control schemes is not the answer to creating better gameplay, it is wishing for a return to eating shit off the ground.

So I now see how the clumping in SC2 is not the same as formation movement, and as I say I have an existing favourable disposition towards stuff moving in formation. Formation creates strategical and tactical opportunities to those able to exploit it, which is exactly what this genre of games should be about. It's not just about APM to outproduce and outmaneouvre the opponent, though that is certainly (the R in RTS) part of the genre - control improvements expand what it is possible for a highly competent player to achieve, so there is no question that unlimited unit selection removes any skill from the game. Arguing for this to be added into the game as an artificial restriction is the hidebound view here, and against moving forward into the incredible potential of what control and pathing improvements can bring to RTS.


The technology was there, single building selection, unit cap selection, manual mining were design decisions. Coding such a thing is possibly one of the easiest changes one could make.


That's a very easy statement to be done 14 years later. Technology wasn't always like this, and it's very well possible that they were forced to those limitations due to the average computer at the time not being able to handle and process multiple units on the same selection at once. Even if they could patch the game later, it would be a really drastic change to be done.

Remember that we are talking about SC, a game that was supposed to run on Windows 98.


Uh, Total Annihilation had no unit-selection limit and overall an incredibly powerful interface.
And it came out a year before starcraft. The developers of starcraft, I'm convinced, were just incompetent. It's why the game was so great. Now we have SC2 and they've made smart pathing and everything sucks.

Anyways, back on topic, arguing for unit selection limits to be reinstated is stupid. Game mechanics should break up the deathball, not terrible interface design decisions. I don't see the unit selection limit making much of a difference. It would make players who are not as skilled have a more difficult time of moving their army around. That's it. I don't see it making any other difference.

Broodwar wasn't perfect. It was good, but not perfect. No automine and the unit selection limit are examples of BW flaws. They literally serve no design purpose, and are the results of design laziness. They should not be mistaken for design decisions. The only thing they do is force more tedious micro out of players, to overcome the design flaws of the game's interface.

Personally, I prefer a much more strategy-orientated approach to the game's design. You don't add any strategy or depth to the game by removing auto-mine or unlimited unit selection, so don't do it.
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2012-07-05 04:23:36
July 05 2012 04:21 GMT
#511
On July 05 2012 12:26 Zephirdd wrote:
Show nested quote +
On July 05 2012 11:59 sluggaslamoo wrote:
On July 05 2012 01:27 Mr Cochese wrote:
I thought the OP was going to be a Luddite whinger begging for a return to the shonky pathing of Starcraft 1, where units used to endlessly bump into each and get stuck, so I was pleased to see that his proposition was to make units move in formation. I've been playing RTS (quite mediocrely) since the original Dune 2 and I've always thought that moving units in formation is a fantastic idea. You can actually take it even further and lock the speed of all units to the speed of the slowest in the group, but that is an issue for the individual need of each game.

What I don't understand is people wishing for a return to a maximum selection group size of 12. In the older games that was obviously down to some technical limitation, and resulted in many a hilarious session of marshalling large groups of fifty or more zerglings across the map by grabbing 12 at a time. In Dune 2, which I pointedly mentioned just before, the restriction was even greater - there were no control groups at all. So that's the bad old days. Going back to these limited control schemes is not the answer to creating better gameplay, it is wishing for a return to eating shit off the ground.

So I now see how the clumping in SC2 is not the same as formation movement, and as I say I have an existing favourable disposition towards stuff moving in formation. Formation creates strategical and tactical opportunities to those able to exploit it, which is exactly what this genre of games should be about. It's not just about APM to outproduce and outmaneouvre the opponent, though that is certainly (the R in RTS) part of the genre - control improvements expand what it is possible for a highly competent player to achieve, so there is no question that unlimited unit selection removes any skill from the game. Arguing for this to be added into the game as an artificial restriction is the hidebound view here, and against moving forward into the incredible potential of what control and pathing improvements can bring to RTS.


The technology was there, single building selection, unit cap selection, manual mining were design decisions. Coding such a thing is possibly one of the easiest changes one could make.


That's a very easy statement to be done 14 years later. Technology wasn't always like this, and it's very well possible that they were forced to those limitations due to the average computer at the time not being able to handle and process multiple units on the same selection at once. Even if they could patch the game later, it would be a really drastic change to be done.

Remember that we are talking about SC, a game that was supposed to run on Windows 98.


Sigh, they were obviously design decisions.

Do you really think automining couldn't be done considering SCV's could automine-rally anyway?

Warcraft 3 has a similar size unit selection cap. Do you really think computers couldn't handle much more than that, when a 2001 game Cossacks allowed you to build up to 5000 units per player with up to 8 players, and allowed you to box select 5000 of those units at once and attack. It also had multiple building selection and there was 0 lag.

Also 1a2a3a4a5a6a7a8a9a0a uses more processing power than just being able to select 200 units and make them all move at once.

A lot of people mentioned about how backwards the mechanics were in SC1 during the time of its release, such as having to select buildings individually. Again something that would have been really trivial to code, and computers would have been able to handle that no problem.

In the end that design decision ended up improving the game.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
Rkynick
Profile Joined December 2011
85 Posts
Last Edited: 2012-07-05 04:23:35
July 05 2012 04:23 GMT
#512
On July 05 2012 13:21 sluggaslamoo wrote:
Show nested quote +
On July 05 2012 12:26 Zephirdd wrote:
On July 05 2012 11:59 sluggaslamoo wrote:
On July 05 2012 01:27 Mr Cochese wrote:
I thought the OP was going to be a Luddite whinger begging for a return to the shonky pathing of Starcraft 1, where units used to endlessly bump into each and get stuck, so I was pleased to see that his proposition was to make units move in formation. I've been playing RTS (quite mediocrely) since the original Dune 2 and I've always thought that moving units in formation is a fantastic idea. You can actually take it even further and lock the speed of all units to the speed of the slowest in the group, but that is an issue for the individual need of each game.

What I don't understand is people wishing for a return to a maximum selection group size of 12. In the older games that was obviously down to some technical limitation, and resulted in many a hilarious session of marshalling large groups of fifty or more zerglings across the map by grabbing 12 at a time. In Dune 2, which I pointedly mentioned just before, the restriction was even greater - there were no control groups at all. So that's the bad old days. Going back to these limited control schemes is not the answer to creating better gameplay, it is wishing for a return to eating shit off the ground.

So I now see how the clumping in SC2 is not the same as formation movement, and as I say I have an existing favourable disposition towards stuff moving in formation. Formation creates strategical and tactical opportunities to those able to exploit it, which is exactly what this genre of games should be about. It's not just about APM to outproduce and outmaneouvre the opponent, though that is certainly (the R in RTS) part of the genre - control improvements expand what it is possible for a highly competent player to achieve, so there is no question that unlimited unit selection removes any skill from the game. Arguing for this to be added into the game as an artificial restriction is the hidebound view here, and against moving forward into the incredible potential of what control and pathing improvements can bring to RTS.


The technology was there, single building selection, unit cap selection, manual mining were design decisions. Coding such a thing is possibly one of the easiest changes one could make.


That's a very easy statement to be done 14 years later. Technology wasn't always like this, and it's very well possible that they were forced to those limitations due to the average computer at the time not being able to handle and process multiple units on the same selection at once. Even if they could patch the game later, it would be a really drastic change to be done.

Remember that we are talking about SC, a game that was supposed to run on Windows 98.


Sigh, they were obviously design decisions.

Do you really think automining couldn't be done considering SCV's could automine-rally anyway?

Warcraft 3 has a similar size unit selection cap. Do you really think computers couldn't handle much more than that, when a 2001 game Cossacks allowed you to build up to 5000 units per player with up to 8 players, and allowed you to box select 5000 of those units at once and attack. It also had multiple building selection and there was 0 lag.

Also 1a2a3a4a5a6a7a8a9a0a uses more processing power than just being able to select 200 units and make them all move at once.

A lot of people mentioned about how backwards the mechanics were in SC1 during the time of its release, such as having to select buildings individually. Again something that would have been really trivial to code, and computers would have been able to handle that no problem..

In the end that design decision ended up improving the game.


I don't understand how these things could've possibly improved the game. Unnecessary tedium. It was design laziness, I say *fisticuffs*
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2012-07-05 04:34:23
July 05 2012 04:29 GMT
#513
On July 05 2012 13:23 Rkynick wrote:
Show nested quote +
On July 05 2012 13:21 sluggaslamoo wrote:
On July 05 2012 12:26 Zephirdd wrote:
On July 05 2012 11:59 sluggaslamoo wrote:
On July 05 2012 01:27 Mr Cochese wrote:
I thought the OP was going to be a Luddite whinger begging for a return to the shonky pathing of Starcraft 1, where units used to endlessly bump into each and get stuck, so I was pleased to see that his proposition was to make units move in formation. I've been playing RTS (quite mediocrely) since the original Dune 2 and I've always thought that moving units in formation is a fantastic idea. You can actually take it even further and lock the speed of all units to the speed of the slowest in the group, but that is an issue for the individual need of each game.

What I don't understand is people wishing for a return to a maximum selection group size of 12. In the older games that was obviously down to some technical limitation, and resulted in many a hilarious session of marshalling large groups of fifty or more zerglings across the map by grabbing 12 at a time. In Dune 2, which I pointedly mentioned just before, the restriction was even greater - there were no control groups at all. So that's the bad old days. Going back to these limited control schemes is not the answer to creating better gameplay, it is wishing for a return to eating shit off the ground.

So I now see how the clumping in SC2 is not the same as formation movement, and as I say I have an existing favourable disposition towards stuff moving in formation. Formation creates strategical and tactical opportunities to those able to exploit it, which is exactly what this genre of games should be about. It's not just about APM to outproduce and outmaneouvre the opponent, though that is certainly (the R in RTS) part of the genre - control improvements expand what it is possible for a highly competent player to achieve, so there is no question that unlimited unit selection removes any skill from the game. Arguing for this to be added into the game as an artificial restriction is the hidebound view here, and against moving forward into the incredible potential of what control and pathing improvements can bring to RTS.


The technology was there, single building selection, unit cap selection, manual mining were design decisions. Coding such a thing is possibly one of the easiest changes one could make.


That's a very easy statement to be done 14 years later. Technology wasn't always like this, and it's very well possible that they were forced to those limitations due to the average computer at the time not being able to handle and process multiple units on the same selection at once. Even if they could patch the game later, it would be a really drastic change to be done.

Remember that we are talking about SC, a game that was supposed to run on Windows 98.


Sigh, they were obviously design decisions.

Do you really think automining couldn't be done considering SCV's could automine-rally anyway?

Warcraft 3 has a similar size unit selection cap. Do you really think computers couldn't handle much more than that, when a 2001 game Cossacks allowed you to build up to 5000 units per player with up to 8 players, and allowed you to box select 5000 of those units at once and attack. It also had multiple building selection and there was 0 lag.

Also 1a2a3a4a5a6a7a8a9a0a uses more processing power than just being able to select 200 units and make them all move at once.

A lot of people mentioned about how backwards the mechanics were in SC1 during the time of its release, such as having to select buildings individually. Again something that would have been really trivial to code, and computers would have been able to handle that no problem..

In the end that design decision ended up improving the game.


I don't understand how these things could've possibly improved the game. Unnecessary tedium. It was design laziness, I say *fisticuffs*


I think I saw a statement a long time ago somewhere saying they did single building selection on purpose, even though they had the capacity to do MBS.

As for automining, Workers can automine with waypointing. For example, if I build a supply depot while holding shift and click the minerals, the SCV will start mining once it has finished building its supply depot. You just can't rally an SCV from a Command Center to automatically start mining.

Warcraft 3 also had a unit selection cap. Maybe it was something they felt was cultural to Blizzard games.

---

As for improving the game. Just think about things like stim/siege/burrow. Stim is so powerful in SC2 even though it has half the firepower. Your average player couldn't actually stim a whole army in BW, it was practically impossible, you were good if you could stim more than half a 60 supply bio army.

Even something as simple as stim a good player controlling his army may have up to 4x more firepower than a bad player with the exact same army.

With all these mechanics there is a law of diminishing returns. More gateways, more time spent on macro. More bases, more divided attention between bases. More units, diminished firepower per unit, more time needed to be spent on taking care of your army.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
chip789
Profile Joined June 2010
Canada199 Posts
July 05 2012 04:32 GMT
#514
Balance or not...better game experience.
Dude....I love Starcraft.
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
July 05 2012 04:35 GMT
#515
On July 05 2012 12:48 Kharnage wrote:
ROFL, people keep whinging about SC2 easy mode, but i can't think of anything mroe eazy mode than this.
So, i put my zealots at the front, then my archons, then immortals / stalkers and lastely colossus and 1A right?
with a nice spread of colossus and half a dozen extra zealots on the wings to flank

great, death ball gone, perfect engagements everytime. now the game is 'much' better.


Inb4 flanked by 250 lings.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
Rkynick
Profile Joined December 2011
85 Posts
July 05 2012 04:47 GMT
#516
On July 05 2012 13:29 sluggaslamoo wrote:
Show nested quote +
On July 05 2012 13:23 Rkynick wrote:
On July 05 2012 13:21 sluggaslamoo wrote:
On July 05 2012 12:26 Zephirdd wrote:
On July 05 2012 11:59 sluggaslamoo wrote:
On July 05 2012 01:27 Mr Cochese wrote:
I thought the OP was going to be a Luddite whinger begging for a return to the shonky pathing of Starcraft 1, where units used to endlessly bump into each and get stuck, so I was pleased to see that his proposition was to make units move in formation. I've been playing RTS (quite mediocrely) since the original Dune 2 and I've always thought that moving units in formation is a fantastic idea. You can actually take it even further and lock the speed of all units to the speed of the slowest in the group, but that is an issue for the individual need of each game.

What I don't understand is people wishing for a return to a maximum selection group size of 12. In the older games that was obviously down to some technical limitation, and resulted in many a hilarious session of marshalling large groups of fifty or more zerglings across the map by grabbing 12 at a time. In Dune 2, which I pointedly mentioned just before, the restriction was even greater - there were no control groups at all. So that's the bad old days. Going back to these limited control schemes is not the answer to creating better gameplay, it is wishing for a return to eating shit off the ground.

So I now see how the clumping in SC2 is not the same as formation movement, and as I say I have an existing favourable disposition towards stuff moving in formation. Formation creates strategical and tactical opportunities to those able to exploit it, which is exactly what this genre of games should be about. It's not just about APM to outproduce and outmaneouvre the opponent, though that is certainly (the R in RTS) part of the genre - control improvements expand what it is possible for a highly competent player to achieve, so there is no question that unlimited unit selection removes any skill from the game. Arguing for this to be added into the game as an artificial restriction is the hidebound view here, and against moving forward into the incredible potential of what control and pathing improvements can bring to RTS.


The technology was there, single building selection, unit cap selection, manual mining were design decisions. Coding such a thing is possibly one of the easiest changes one could make.


That's a very easy statement to be done 14 years later. Technology wasn't always like this, and it's very well possible that they were forced to those limitations due to the average computer at the time not being able to handle and process multiple units on the same selection at once. Even if they could patch the game later, it would be a really drastic change to be done.

Remember that we are talking about SC, a game that was supposed to run on Windows 98.


Sigh, they were obviously design decisions.

Do you really think automining couldn't be done considering SCV's could automine-rally anyway?

Warcraft 3 has a similar size unit selection cap. Do you really think computers couldn't handle much more than that, when a 2001 game Cossacks allowed you to build up to 5000 units per player with up to 8 players, and allowed you to box select 5000 of those units at once and attack. It also had multiple building selection and there was 0 lag.

Also 1a2a3a4a5a6a7a8a9a0a uses more processing power than just being able to select 200 units and make them all move at once.

A lot of people mentioned about how backwards the mechanics were in SC1 during the time of its release, such as having to select buildings individually. Again something that would have been really trivial to code, and computers would have been able to handle that no problem..

In the end that design decision ended up improving the game.


I don't understand how these things could've possibly improved the game. Unnecessary tedium. It was design laziness, I say *fisticuffs*


I think I saw a statement a long time ago somewhere saying they did single building selection on purpose, even though they had the capacity to do MBS.

As for automining, Workers can automine with waypointing. For example, if I build a supply depot while holding shift and click the minerals, the SCV will start mining once it has finished building its supply depot. You just can't rally an SCV from a Command Center to automatically start mining.

Warcraft 3 also had a unit selection cap. Maybe it was something they felt was cultural to Blizzard games.

---

As for improving the game. Just think about things like stim/siege/burrow. Stim is so powerful in SC2 even though it has half the firepower. Your average player couldn't actually stim a whole army in BW, it was practically impossible, you were good if you could stim more than half a 60 supply bio army.

Even something as simple as stim a good player controlling his army may have up to 4x more firepower than a bad player with the exact same army.

With all these mechanics there is a law of diminishing returns. More gateways, more time spent on macro. More bases, more divided attention between bases. More units, diminished firepower per unit, more time needed to be spent on taking care of your army.



In essence, when these designs decisions influence the gamplay meaningfully (and they rarely do), it is only because the player is untrained. That is, the game mechanics are not interesting enough to reward good control, these features merely keep you from accessing them until you can perform at a certain level.

Anyways, my point is that, between players of the same caliber, these things do not actually influence the game, but just get in the way. The design shouldn't be hurdles for the player to jump through. It should be tools for the player to use, to learn the vulnerabilities and limitations of and then master.

We might as well make it so that players are killed instantly if their APM drops below a certain level-- it would have the same effect as your suggestions!
Again I say the design should be based around adding strategy, not micromanagement. Micromanagement should come as a result of the added strategy. To give an example, with banelings comes marine-split micro. All of these old ideas-- the automine, the unit selection cap, etc-- are without cause. It is merely, "with micro comes micro" as opposed to "with [part of the game design] comes micro." I am opposed to adding micro for micro's sake.
Kharnage
Profile Joined September 2011
Australia920 Posts
July 05 2012 05:02 GMT
#517
I wouldn't mind if max units selected could be turned on in the ui options, to soething like 1 page of units.

That way scrubs like me can train themselves to use more than 1 hotkey for army. I broke my side scrolling habit by turning off side scrolling entirely and only using drag scrolling and mini map.
The other option I want is to turn off mouse clicks for buildings and probes, so all macro is done by hotkeys too.
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
July 05 2012 05:08 GMT
#518
On July 05 2012 13:47 Rkynick wrote:
Show nested quote +
On July 05 2012 13:29 sluggaslamoo wrote:
On July 05 2012 13:23 Rkynick wrote:
On July 05 2012 13:21 sluggaslamoo wrote:
On July 05 2012 12:26 Zephirdd wrote:
On July 05 2012 11:59 sluggaslamoo wrote:
On July 05 2012 01:27 Mr Cochese wrote:
I thought the OP was going to be a Luddite whinger begging for a return to the shonky pathing of Starcraft 1, where units used to endlessly bump into each and get stuck, so I was pleased to see that his proposition was to make units move in formation. I've been playing RTS (quite mediocrely) since the original Dune 2 and I've always thought that moving units in formation is a fantastic idea. You can actually take it even further and lock the speed of all units to the speed of the slowest in the group, but that is an issue for the individual need of each game.

What I don't understand is people wishing for a return to a maximum selection group size of 12. In the older games that was obviously down to some technical limitation, and resulted in many a hilarious session of marshalling large groups of fifty or more zerglings across the map by grabbing 12 at a time. In Dune 2, which I pointedly mentioned just before, the restriction was even greater - there were no control groups at all. So that's the bad old days. Going back to these limited control schemes is not the answer to creating better gameplay, it is wishing for a return to eating shit off the ground.

So I now see how the clumping in SC2 is not the same as formation movement, and as I say I have an existing favourable disposition towards stuff moving in formation. Formation creates strategical and tactical opportunities to those able to exploit it, which is exactly what this genre of games should be about. It's not just about APM to outproduce and outmaneouvre the opponent, though that is certainly (the R in RTS) part of the genre - control improvements expand what it is possible for a highly competent player to achieve, so there is no question that unlimited unit selection removes any skill from the game. Arguing for this to be added into the game as an artificial restriction is the hidebound view here, and against moving forward into the incredible potential of what control and pathing improvements can bring to RTS.


The technology was there, single building selection, unit cap selection, manual mining were design decisions. Coding such a thing is possibly one of the easiest changes one could make.


That's a very easy statement to be done 14 years later. Technology wasn't always like this, and it's very well possible that they were forced to those limitations due to the average computer at the time not being able to handle and process multiple units on the same selection at once. Even if they could patch the game later, it would be a really drastic change to be done.

Remember that we are talking about SC, a game that was supposed to run on Windows 98.


Sigh, they were obviously design decisions.

Do you really think automining couldn't be done considering SCV's could automine-rally anyway?

Warcraft 3 has a similar size unit selection cap. Do you really think computers couldn't handle much more than that, when a 2001 game Cossacks allowed you to build up to 5000 units per player with up to 8 players, and allowed you to box select 5000 of those units at once and attack. It also had multiple building selection and there was 0 lag.

Also 1a2a3a4a5a6a7a8a9a0a uses more processing power than just being able to select 200 units and make them all move at once.

A lot of people mentioned about how backwards the mechanics were in SC1 during the time of its release, such as having to select buildings individually. Again something that would have been really trivial to code, and computers would have been able to handle that no problem..

In the end that design decision ended up improving the game.


I don't understand how these things could've possibly improved the game. Unnecessary tedium. It was design laziness, I say *fisticuffs*


I think I saw a statement a long time ago somewhere saying they did single building selection on purpose, even though they had the capacity to do MBS.

As for automining, Workers can automine with waypointing. For example, if I build a supply depot while holding shift and click the minerals, the SCV will start mining once it has finished building its supply depot. You just can't rally an SCV from a Command Center to automatically start mining.

Warcraft 3 also had a unit selection cap. Maybe it was something they felt was cultural to Blizzard games.

---

As for improving the game. Just think about things like stim/siege/burrow. Stim is so powerful in SC2 even though it has half the firepower. Your average player couldn't actually stim a whole army in BW, it was practically impossible, you were good if you could stim more than half a 60 supply bio army.

Even something as simple as stim a good player controlling his army may have up to 4x more firepower than a bad player with the exact same army.

With all these mechanics there is a law of diminishing returns. More gateways, more time spent on macro. More bases, more divided attention between bases. More units, diminished firepower per unit, more time needed to be spent on taking care of your army.



In essence, when these designs decisions influence the gamplay meaningfully (and they rarely do), it is only because the player is untrained. That is, the game mechanics are not interesting enough to reward good control, these features merely keep you from accessing them until you can perform at a certain level.

Anyways, my point is that, between players of the same caliber, these things do not actually influence the game, but just get in the way. The design shouldn't be hurdles for the player to jump through. It should be tools for the player to use, to learn the vulnerabilities and limitations of and then master.

We might as well make it so that players are killed instantly if their APM drops below a certain level-- it would have the same effect as your suggestions!
Again I say the design should be based around adding strategy, not micromanagement. Micromanagement should come as a result of the added strategy. To give an example, with banelings comes marine-split micro. All of these old ideas-- the automine, the unit selection cap, etc-- are without cause. It is merely, "with micro comes micro" as opposed to "with [part of the game design] comes micro." I am opposed to adding micro for micro's sake.


I dunno about you but a lot of SC2 players are impressed by good creep spread. It is really the same thing, there are large differences even between top players on how they handle these mechanics. We are still impressed when Flash brings out army sizes that just shouldn't be possible in that time frame even after we thought iloveoov the cheater Terran had good macro which was 8 years ago. We are still impressed at how Bisu is still the only protoss that can keep his first probe scouting till lair tech, and how scourge are never able to hit his corsairs due to perfect use of chinese triangles.

We are still impressed by how Jangbi dismantled Flash by being able to macro off 30 gateways which he had to split between 2 mains because there wasn't enough space to fit all those buildings.

I am in no way advocating bringing back these mechanics as it will simply not happen. However I think there is a need to understand why these mechanics improved the game. Because these positive differences are currently missing in SC2, whether or not they were due to archaic mechanics.

I can make the same argument as yours as to how bad pathing in SC2 (the clumping) has produced a positive difference in the form of marine splitting vs banelings.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
Nazza
Profile Blog Joined August 2010
Australia1654 Posts
Last Edited: 2012-07-05 05:18:59
July 05 2012 05:14 GMT
#519
Ok, I haven't been following any of this at all but basically:

1) AoE can't be made strong because units clump too hard. If it is too strong, you can't "react" in time because your army melts instantly.

2) If units don't clump as hard, AoE can be made stronger. There is less of an excuse for the player to die to AoE, because we can all be like "omg why didn't u presplit".


On July 05 2012 13:47 Rkynick wrote:
Show nested quote +
On July 05 2012 13:29 sluggaslamoo wrote:
On July 05 2012 13:23 Rkynick wrote:
On July 05 2012 13:21 sluggaslamoo wrote:
On July 05 2012 12:26 Zephirdd wrote:
On July 05 2012 11:59 sluggaslamoo wrote:
On July 05 2012 01:27 Mr Cochese wrote:
I thought the OP was going to be a Luddite whinger begging for a return to the shonky pathing of Starcraft 1, where units used to endlessly bump into each and get stuck, so I was pleased to see that his proposition was to make units move in formation. I've been playing RTS (quite mediocrely) since the original Dune 2 and I've always thought that moving units in formation is a fantastic idea. You can actually take it even further and lock the speed of all units to the speed of the slowest in the group, but that is an issue for the individual need of each game.

What I don't understand is people wishing for a return to a maximum selection group size of 12. In the older games that was obviously down to some technical limitation, and resulted in many a hilarious session of marshalling large groups of fifty or more zerglings across the map by grabbing 12 at a time. In Dune 2, which I pointedly mentioned just before, the restriction was even greater - there were no control groups at all. So that's the bad old days. Going back to these limited control schemes is not the answer to creating better gameplay, it is wishing for a return to eating shit off the ground.

So I now see how the clumping in SC2 is not the same as formation movement, and as I say I have an existing favourable disposition towards stuff moving in formation. Formation creates strategical and tactical opportunities to those able to exploit it, which is exactly what this genre of games should be about. It's not just about APM to outproduce and outmaneouvre the opponent, though that is certainly (the R in RTS) part of the genre - control improvements expand what it is possible for a highly competent player to achieve, so there is no question that unlimited unit selection removes any skill from the game. Arguing for this to be added into the game as an artificial restriction is the hidebound view here, and against moving forward into the incredible potential of what control and pathing improvements can bring to RTS.


The technology was there, single building selection, unit cap selection, manual mining were design decisions. Coding such a thing is possibly one of the easiest changes one could make.


That's a very easy statement to be done 14 years later. Technology wasn't always like this, and it's very well possible that they were forced to those limitations due to the average computer at the time not being able to handle and process multiple units on the same selection at once. Even if they could patch the game later, it would be a really drastic change to be done.

Remember that we are talking about SC, a game that was supposed to run on Windows 98.


Sigh, they were obviously design decisions.

Do you really think automining couldn't be done considering SCV's could automine-rally anyway?

Warcraft 3 has a similar size unit selection cap. Do you really think computers couldn't handle much more than that, when a 2001 game Cossacks allowed you to build up to 5000 units per player with up to 8 players, and allowed you to box select 5000 of those units at once and attack. It also had multiple building selection and there was 0 lag.

Also 1a2a3a4a5a6a7a8a9a0a uses more processing power than just being able to select 200 units and make them all move at once.

A lot of people mentioned about how backwards the mechanics were in SC1 during the time of its release, such as having to select buildings individually. Again something that would have been really trivial to code, and computers would have been able to handle that no problem..

In the end that design decision ended up improving the game.


I don't understand how these things could've possibly improved the game. Unnecessary tedium. It was design laziness, I say *fisticuffs*


I think I saw a statement a long time ago somewhere saying they did single building selection on purpose, even though they had the capacity to do MBS.

As for automining, Workers can automine with waypointing. For example, if I build a supply depot while holding shift and click the minerals, the SCV will start mining once it has finished building its supply depot. You just can't rally an SCV from a Command Center to automatically start mining.

Warcraft 3 also had a unit selection cap. Maybe it was something they felt was cultural to Blizzard games.

---

As for improving the game. Just think about things like stim/siege/burrow. Stim is so powerful in SC2 even though it has half the firepower. Your average player couldn't actually stim a whole army in BW, it was practically impossible, you were good if you could stim more than half a 60 supply bio army.

Even something as simple as stim a good player controlling his army may have up to 4x more firepower than a bad player with the exact same army.

With all these mechanics there is a law of diminishing returns. More gateways, more time spent on macro. More bases, more divided attention between bases. More units, diminished firepower per unit, more time needed to be spent on taking care of your army.
a


In essence, when these designs decisions influence the gamplay meaningfully (and they rarely do), it is only because the player is untrained. That is, the game mechanics are not interesting enough to reward good control, these features merely keep you from accessing them until you can perform at a certain level.

Anyways, my point is that, between players of the same caliber, these things do not actually influence the game, but just get in the way. The design shouldn't be hurdles for the player to jump through. It should be tools for the player to use, to learn the vulnerabilities and limitations of and then master.

We might as well make it so that players are killed instantly if their APM drops below a certain level-- it would have the same effect as your suggestions!
Again I say the design should be based around adding strategy, not micromanagement. Micromanagement should come as a result of the added strategy. To give an example, with banelings comes marine-split micro. All of these old ideas-- the automine, the unit selection cap, etc-- are without cause. It is merely, "with micro comes micro" as opposed to "with [part of the game design] comes micro." I am opposed to adding micro for micro's sake.


I'm all for advocating strategies that require a large amount of mechanical skill. Think corsair/reaver in BW or iloveoov/fantasy build in TvP. You still have to think where your dropship goes, what places to mine up, where to harass, where to expand to in order to exploit the fact that your opponent has to play passively etc. but doing so requires a large amount of mechanical skill. Granted, not all strategies have to be played this way, some strategies can be played less mechanically, but the potential should always be there.
No one ever remembers second place, eh? eh? GIVE ME COMMAND
ClydeFrogSC2
Profile Joined December 2011
United States29 Posts
July 05 2012 08:14 GMT
#520
Ive been playing this in customs with friends all day, and holy shite it feels weird to split your units......AND THEY LISTEN!

Mad ups to the creator(s) of this mod. I really hope the community shoves this in blizzards face and makes this a part of HOtS
Prev 1 24 25 26 27 28 34 Next All
Please log in or register to reply.
Live Events Refresh
uThermal 2v2 Circuit
12:00
Monthly #2 - February
WardiTV1083
uThermal487
TKL 353
IndyStarCraft 313
SteadfastSC199
Shameless23
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
uThermal 487
TKL 353
IndyStarCraft 313
SteadfastSC 199
StarCraft: Brood War
Britney 55511
Calm 6219
ggaemo 637
Mini 583
GuemChi 569
Horang2 553
Soma 551
ZerO 340
actioN 323
Mind 274
[ Show more ]
Zeus 182
sorry 146
Hyun 142
Mong 127
Sharp 101
Last 93
Pusan 76
Yoon 66
Free 53
Shuttle 41
Movie 34
Backho 34
Aegong 32
910 31
Barracks 29
IntoTheRainbow 27
ToSsGirL 25
Shine 20
Rock 18
scan(afreeca) 17
zelot 16
Dota 2
Gorgc4739
singsing3208
qojqva2255
Fuzer 289
syndereN199
Counter-Strike
fl0m2395
Super Smash Bros
Mew2King76
Heroes of the Storm
Khaldor628
Liquid`Hasu230
Other Games
B2W.Neo3099
Hui .279
DeMusliM244
Mlord185
KnowMe113
oskar54
ZerO(Twitch)28
Organizations
Other Games
gamesdonequick1167
EGCTV776
BasetradeTV92
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• StrangeGG 87
• HeavenSC 17
• iHatsuTV 11
• AfreecaTV YouTube
• intothetv
• Kozan
• sooper7s
• IndyKCrew
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV311
• lizZardDota246
League of Legends
• Jankos5482
Upcoming Events
WardiTV Winter Champion…
38m
OSC
8h 38m
Replay Cast
17h 38m
Wardi Open
20h 38m
Monday Night Weeklies
1d 1h
Sparkling Tuna Cup
1d 18h
LiuLi Cup
1d 19h
Reynor vs Creator
Maru vs Lambo
PiGosaur Monday
2 days
LiuLi Cup
2 days
Clem vs Rogue
SHIN vs Cyan
The PondCast
3 days
[ Show More ]
KCM Race Survival
3 days
LiuLi Cup
3 days
Scarlett vs TriGGeR
ByuN vs herO
Online Event
4 days
LiuLi Cup
4 days
Serral vs Zoun
Cure vs Classic
LiuLi Cup
5 days
Sparkling Tuna Cup
6 days
LiuLi Cup
6 days
Liquipedia Results

Completed

CSL 2025 WINTER (S19)
Rongyi Cup S3
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Nations Cup 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8

Upcoming

Escore Tournament S1: W8
Acropolis #4
IPSL Spring 2026
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
WardiTV Winter 2026
LiuLi Cup: 2025 Grand Finals
CCT Season 3 Global Finals
FISSURE Playground #3
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
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 © 2026 TLnet. All Rights Reserved.