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Call to Action: Balance Testing (2012/11/20) - Page 87

Forum Index > SC2 General
1876 CommentsPost a Reply
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LuckoftheIrish
Profile Joined November 2011
United States4791 Posts
November 25 2012 22:18 GMT
#1721
On November 26 2012 07:14 Crosswind wrote:
Show nested quote +
On November 26 2012 07:03 LuckoftheIrish wrote:

To clarify, this depends entirely on the Viper being in-game to counter Collosus play, correct? So it's not a viable change for WoL?


Do any of these changes have anything to do with countering Colossus play?

To summarize the proposed changes:
Fungal doesn't hit air.
Lair-tech hydra speed upgrade.
Maybe bonus damage for hydras vs. light or air.

I'm not seeing how that requires vipers or any other HotS stuff to work.

-Cross


A Protoss making Collosi steamrolls a Zerg making Hydras. Unless the Viper is in there to pull them out of position.
On Twitter @GosuGamers_LotI | Grubby has a huge head!
Crosswind
Profile Joined May 2010
United States279 Posts
November 25 2012 22:22 GMT
#1722
On November 26 2012 07:11 Ziggitz wrote:
Show nested quote +
On November 26 2012 06:49 LuckoftheIrish wrote:
Maybe a halfway approach where Fungal damages air units but does not root them. That would give it at least some effectiveness against Phoenixes and especially lategame Vikings.


It wouldn't work, a single fungal against a phoenix is half of it's shield hitpoints. That means that the phoenixes would have to be under fungal for 4 seconds, get hit with it again, and then get hit with it again 4 seconds later to even start taking permanent damage, and they would be able to easily split up after the first fungal, to prevent them all from getting hit the second time. What would happen is you sit an infestor in a mineral line with a spore, the phoenixes show up, eat the fungal, pick up and kill the infestor, go to town on the drones and in the end one phoenix that got hit by the spore and the fungal takes a little bit of actual damage, i.e. pretty much what would happen with fungal couldn't hit air at all.

Show nested quote +
On November 26 2012 06:51 Crosswind wrote:
On November 26 2012 06:44 Ziggitz wrote:
This would make Phoenixes way way too strong against Zerg. Phoenixes already have a ton of hit points. 120hp and 60 shields, a group of 4-5 already pick off queens handily and they can all burn their full energy picking up and killing drones under constant fire from a spore without ever losing a single phoenix. They already beat hydras handily and there is nothing in the Zerg arsenal that can catch them. Without fungal, there is no reason a pro level protoss would ever lose a single phoenix. They would be able to pull the Zerg back for much less relative investment by harassing drone lines, force a ton of spores and hydras or corruptors at times Zergs really don't want to make them and the investment in those AA defenses that aren't guaranteed to kill a single phoenix and that aren't useful with the main army like phoenixes are also means that the Protoss can keep up on bases where they are stronger already.

It would be completely fucking broken. Phoenixes would need a massive hitpoint nerf and/or speed nerf to make it work. As the fast air unit in the game with a ton of hitpoints(That also tend to be forgiving, spore hits often count for nothing because they burned all their energy killing drones already and the shields regen) it SHOULD be susceptible to a snaring ability and it should discourage their numbers getting too large, especially as an air unit with a disabling ability. If anything Mutalisks need to be more like phoenixes, less investment to reach them, come out sooner, and powerful in small numbers but it should be very risky to make them in large numbers.

From a ZvT perspective it forces Zergs to go Mutaling every game because without fungal drops are an absolute nightmare if you don't have mutas. Given this is a very figured out style, especially when the meta game forces you into it, it would also be terrible.


First, I agree in principle that it would be good to buff the hydra a bit. I've suggested bonus damage against light, because I think that gives the hydra a good role in base defense, and anti-all-ins. Its weaknesses (sucks against AOE) are less present in base-defense, because, well, if you have a colossus army in your base, it isn't base defense any more. Maybe buff hydra's already-considerable on-creep speed, too?

I think I disagree about Phoenix, though. Everything you said is true in PvP. And yet phoenix openings end up roughly even with everything else, because you don't kill very many drones (50 mana per drone kill means you can't rack 'em up), and because it allows your opponent to be super-greedy. Good players (see: Hero in yesterday's Dreamhack) don't lose phoenixes.

Given the effect of phoenixes in ZvP and PvP now, I don't think that this would necessarily overpower phoenixes. In the current metagame, phoenixes are simply never used after about 11 minutes (when infestors come out) - and yet, in that time, it's not like they do overwhelming damage, or, really, that much damage at all. Spores and queens are more than enough to hold them off when you drone like a madman.

-Cross (Edit: I'd originally considered removing only the root against air, but that wouldn't have fixed carriers being trash because of interceptor fungal. I could be talked back into it.)


Bonus damage on the hydra to light wouldn't work. Phoenixes pick them up and kill them so fast that they rarely get to do any damage before dying. One of two things usually happen when hydras fight phoenixes head on.

1.) The hydras evaporate as they get picked up and picked off one by one extremely quickly.
2.) There are so many hydras that the phoenixes are dying before they can pick up and kill hydras and they evaporate.

There is no middle ground here. What adding +1 or 2 damage to light for them would do is reduce the amount of hydras need to evaporate phoenixes a little bit, but does not deter the protoss from massing phoenixes and forces the Zerg down a delaying tech path that won't actually do anything to defend against it because as soon as all those hydras are in one spot the phoenixes just go somewhere else. It's like paying 50 minerals and 25 gas for a stimless marine against mutas that are faster, do more damage and have 50% more hitpoints. But it doesn't mean that a decent group of phoenixes will ever trade badly with a number of hydras not big enough to wipe them all out. Which means if you can kill them, they can go elsewhere, and if you can't then all your hydras die. It's not like with marines where 10 stimmed marines will die to 10 mutas but the mutas will pay dearly, it's a fairly binary outcome instead, which is bad for the game.

The issue with what you're talking about has to do with talking that early game phoenix harrass and extending it into the late game with little to no additional risk or investment. We're talking about a phoenix that was designed to kill 4-5 drones and force a spore now killing 8 - 10 drones over the course of the game and forcing 2-3 spores each because the Zerg doesn't have infestors to deter it. That WILL break balance.


So I think you have a number of good points. If I could pick them out, they are:
Hydras vs. Phoenixes is a very snowbally matchup. Not enough phoenixes -> hydras kill all phoenixes, not enough hydras ->phoenixes kill all hydras.
Phoenixes right now kill 4-5 drones each (optimistic), and now they could kill 8-10 over the course of the game.
This gives protoss a way to transition seamlessly from harass to major army based on the stargate tech path.

To point 1: Let's agree - 0 people use Hydras vs. phoenixes. And 0 people use phoenixes vs. infestors, once infestors are out. So, my simple argument is - buff the hydra. Nobody uses it. It will never be an _amazing_ main army unit, because AOE demolishes it so badly, but it could totally be a great anti-harass unit. Let us buff it until it is. It probably won't break the game. =)

Also, you're sort of implying that protoss is going to make a LOT of phoenixes - because almost any number of hydras can crush the token 4 phoenixes that protoss make now. That's a big investment in harass that's going to mean they can't take a third as fast, etc.

To point 2: If Phoenixes kill another 4-5 drones each between minute 10 and 20, I really don't think that's going to change much. I guess we'll have a difference of opinion here?

To point 3: Yeah, it does - that's sort of the point. One of the reasons that Protoss (and Terran) have trouble is because there's no way for them to get to a good end-game composition using similar buildings/tech paths to their mid-game composition. Terrans can switch up buildings and add-ons to mitigate this a bit. Protoss, less so.

-Cross
Crosswind
Profile Joined May 2010
United States279 Posts
Last Edited: 2012-11-25 22:32:58
November 25 2012 22:26 GMT
#1723
On November 26 2012 07:18 LuckoftheIrish wrote:
Show nested quote +
On November 26 2012 07:14 Crosswind wrote:
On November 26 2012 07:03 LuckoftheIrish wrote:

To clarify, this depends entirely on the Viper being in-game to counter Collosus play, correct? So it's not a viable change for WoL?


Do any of these changes have anything to do with countering Colossus play?

To summarize the proposed changes:
Fungal doesn't hit air.
Lair-tech hydra speed upgrade.
Maybe bonus damage for hydras vs. light or air.

I'm not seeing how that requires vipers or any other HotS stuff to work.

-Cross


A Protoss making Collosi steamrolls a Zerg making Hydras. Unless the Viper is in there to pull them out of position.


Hydra Den is cheaper than stargate. I don't understand how a reactive hydra den, plus hydras (which do well against phoenixes for cheaper) puts a zerg player farther behind against a colossus follow up. He will have spent less resources, and will generally have more economy to spend at that point. What, exactly, is to stop him from building the exact same army as he would build previous, but with a few extra hydras, as 'toss has a few extra phoenixes?

-Cross
DusTerr
Profile Blog Joined January 2011
2520 Posts
November 25 2012 22:39 GMT
#1724
I like the idea of FG not rooting air (still doing damage - to stay on par with other spell casters).

Maybe other AA options need a buff... but I'm not sure. Hydras on creep have the same speed as stim marines (3.375) with equal range (before upgrade). Corruptors may not be as cost efficient as vikings, but being able to make them in mass means you shouldn't ever be in an even match.

My other suggestion would be limit the range of FG or nerf IT
Protosnake
Profile Joined September 2011
France295 Posts
November 25 2012 22:45 GMT
#1725
On November 26 2012 07:26 Crosswind wrote:
Show nested quote +
On November 26 2012 07:18 LuckoftheIrish wrote:
On November 26 2012 07:14 Crosswind wrote:
On November 26 2012 07:03 LuckoftheIrish wrote:

To clarify, this depends entirely on the Viper being in-game to counter Collosus play, correct? So it's not a viable change for WoL?


Do any of these changes have anything to do with countering Colossus play?

To summarize the proposed changes:
Fungal doesn't hit air.
Lair-tech hydra speed upgrade.
Maybe bonus damage for hydras vs. light or air.

I'm not seeing how that requires vipers or any other HotS stuff to work.

-Cross


A Protoss making Collosi steamrolls a Zerg making Hydras. Unless the Viper is in there to pull them out of position.


Hydra Den is cheaper than stargate. I don't understand how a reactive hydra den, plus hydras (which do well against phoenixes for cheaper) puts a zerg player farther behind against a colossus follow up. He will have spent less resources, and will generally have more economy to spend at that point. What, exactly, is to stop him from building the exact same army as he would build previous, but with a few extra hydras, as 'toss has a few extra phoenixes?

-Cross


One of the big reason why people pick infestor as the main AA is because they are not specialized, they are useful against everything
Let's say Hydra are buffed and are picked to be the main AA in the game, they'll be good against air, then protoss will switch colossi, push and they will be dead supply
Infestor on the other hand, hold their ground against pretty much anything, spine+fungal is a deadly defense

A zerg cannot reliably go for a heavy hydra comp then drop the spire and pop 10 corruptor to be somewhat safe against Colossi, they need the viper for it to be more than just a AA bot
Crosswind
Profile Joined May 2010
United States279 Posts
November 25 2012 22:50 GMT
#1726
On November 26 2012 07:45 Protosnake wrote:
Show nested quote +
On November 26 2012 07:26 Crosswind wrote:
On November 26 2012 07:18 LuckoftheIrish wrote:
On November 26 2012 07:14 Crosswind wrote:
On November 26 2012 07:03 LuckoftheIrish wrote:

To clarify, this depends entirely on the Viper being in-game to counter Collosus play, correct? So it's not a viable change for WoL?


Do any of these changes have anything to do with countering Colossus play?

To summarize the proposed changes:
Fungal doesn't hit air.
Lair-tech hydra speed upgrade.
Maybe bonus damage for hydras vs. light or air.

I'm not seeing how that requires vipers or any other HotS stuff to work.

-Cross


A Protoss making Collosi steamrolls a Zerg making Hydras. Unless the Viper is in there to pull them out of position.


Hydra Den is cheaper than stargate. I don't understand how a reactive hydra den, plus hydras (which do well against phoenixes for cheaper) puts a zerg player farther behind against a colossus follow up. He will have spent less resources, and will generally have more economy to spend at that point. What, exactly, is to stop him from building the exact same army as he would build previous, but with a few extra hydras, as 'toss has a few extra phoenixes?

-Cross


One of the big reason why people pick infestor as the main AA is because they are not specialized, they are useful against everything
Let's say Hydra are buffed and are picked to be the main AA in the game, they'll be good against air, then protoss will switch colossi, push and they will be dead supply
Infestor on the other hand, hold their ground against pretty much anything, spine+fungal is a deadly defense

A zerg cannot reliably go for a heavy hydra comp then drop the spire and pop 10 corruptor to be somewhat safe against Colossi, they need the viper for it to be more than just a AA bot


Hey, it seems like you're confusing "Make enough hydras to counter his harass" with "Make a hydra-heavy comp". If I see phoenix, I make a hydra den and roughly match the phoenix resources invested. We have micro wars between hydras and phoenix, to see whether or not the harass is successful. At the end, we've both expended roughly the same amount of resources, given equal micro.

So. If we're both X resources behind, how do I die to a colossus push? I'll still have infestors and whatever else I would have gotten out if I'd gone straight for infestors and he'd gone straight for colossi.

-Cross
Acritter
Profile Joined August 2010
Syria7637 Posts
November 25 2012 22:54 GMT
#1727
On November 26 2012 07:26 Crosswind wrote:
Show nested quote +
On November 26 2012 07:18 LuckoftheIrish wrote:
On November 26 2012 07:14 Crosswind wrote:
On November 26 2012 07:03 LuckoftheIrish wrote:

To clarify, this depends entirely on the Viper being in-game to counter Collosus play, correct? So it's not a viable change for WoL?


Do any of these changes have anything to do with countering Colossus play?

To summarize the proposed changes:
Fungal doesn't hit air.
Lair-tech hydra speed upgrade.
Maybe bonus damage for hydras vs. light or air.

I'm not seeing how that requires vipers or any other HotS stuff to work.

-Cross


A Protoss making Collosi steamrolls a Zerg making Hydras. Unless the Viper is in there to pull them out of position.


Hydra Den is cheaper than stargate. I don't understand how a reactive hydra den, plus hydras (which do well against phoenixes for cheaper) puts a zerg player farther behind against a colossus follow up. He will have spent less resources, and will generally have more economy to spend at that point. What, exactly, is to stop him from building the exact same army as he would build previous, but with a few extra hydras, as 'toss has a few extra phoenixes?

-Cross

As a Protoss, let me tell you this in no uncertain terms: Hydralisks are bad against Phoenix. 6 Phoenix will kill 6 Hydralisks without taking hull damage. 6 Phoenix will kill 8 Hydralisks and lose one or two Phoenix. 6 Phoenix will cripple a squad of 12 Hydralisks. This is assuming the Hydralisks are perfectly clumped. If the Protoss corners a small group of them moving across the map, they can kill them with no losses. A Zerg cannot produce much more than 12 Hydralisks without risking an autoloss to the first Colossus. Given that gas is the limiting factor at this point in the game, every Hydralisk the Zerg builds is two Roaches they do not. This means that when the attack comes, it will be a very small amount of Roaches and a few Hydralisks that can be picked off very quickly by the Phoenix. This is a serious problem with the Hydralisk, and it's why I'm never scared of them outside of some Ling/Hydra all-ins. In any other situation, seeing a Zerg build a Hydralisk Den means you've already won.
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
Protosnake
Profile Joined September 2011
France295 Posts
November 25 2012 22:58 GMT
#1728
On November 26 2012 07:50 Crosswind wrote:
Show nested quote +
On November 26 2012 07:45 Protosnake wrote:
On November 26 2012 07:26 Crosswind wrote:
On November 26 2012 07:18 LuckoftheIrish wrote:
On November 26 2012 07:14 Crosswind wrote:
On November 26 2012 07:03 LuckoftheIrish wrote:

To clarify, this depends entirely on the Viper being in-game to counter Collosus play, correct? So it's not a viable change for WoL?


Do any of these changes have anything to do with countering Colossus play?

To summarize the proposed changes:
Fungal doesn't hit air.
Lair-tech hydra speed upgrade.
Maybe bonus damage for hydras vs. light or air.

I'm not seeing how that requires vipers or any other HotS stuff to work.

-Cross


A Protoss making Collosi steamrolls a Zerg making Hydras. Unless the Viper is in there to pull them out of position.


Hydra Den is cheaper than stargate. I don't understand how a reactive hydra den, plus hydras (which do well against phoenixes for cheaper) puts a zerg player farther behind against a colossus follow up. He will have spent less resources, and will generally have more economy to spend at that point. What, exactly, is to stop him from building the exact same army as he would build previous, but with a few extra hydras, as 'toss has a few extra phoenixes?

-Cross


One of the big reason why people pick infestor as the main AA is because they are not specialized, they are useful against everything
Let's say Hydra are buffed and are picked to be the main AA in the game, they'll be good against air, then protoss will switch colossi, push and they will be dead supply
Infestor on the other hand, hold their ground against pretty much anything, spine+fungal is a deadly defense

A zerg cannot reliably go for a heavy hydra comp then drop the spire and pop 10 corruptor to be somewhat safe against Colossi, they need the viper for it to be more than just a AA bot


Hey, it seems like you're confusing "Make enough hydras to counter his harass" with "Make a hydra-heavy comp". If I see phoenix, I make a hydra den and roughly match the phoenix resources invested. We have micro wars between hydras and phoenix, to see whether or not the harass is successful. At the end, we've both expended roughly the same amount of resources, given equal micro.

So. If we're both X resources behind, how do I die to a colossus push? I'll still have infestors and whatever else I would have gotten out if I'd gone straight for infestors and he'd gone straight for colossi.

-Cross


I just said why, because Hydra get murdered by colossi
Protoss can just stream phoenix and since Hydra arent very good the zerg will have to respond with a pretty heavy Hydra comp, 10 wont do the job against 10 phoenix, especially considering the phoenix are 10 time more mobile

When the big push arive, Phoenix arent useless, they can harass, force the zerg out of position or even kill the Hydras
Hydra are slow, costly and will get destroyed by the colossus without being able to retaliate, they are cost inefficient, dead supply

This is obviously considering WoL state, where viper doesnt exist
Crosswind
Profile Joined May 2010
United States279 Posts
November 25 2012 23:08 GMT
#1729
On November 26 2012 07:54 Acritter wrote:
As a Protoss, let me tell you this in no uncertain terms: Hydralisks are bad against Phoenix. 6 Phoenix will kill 6 Hydralisks without taking hull damage. 6 Phoenix will kill 8 Hydralisks and lose one or two Phoenix. 6 Phoenix will cripple a squad of 12 Hydralisks. This is assuming the Hydralisks are perfectly clumped. If the Protoss corners a small group of them moving across the map, they can kill them with no losses. A Zerg cannot produce much more than 12 Hydralisks without risking an autoloss to the first Colossus. Given that gas is the limiting factor at this point in the game, every Hydralisk the Zerg builds is two Roaches they do not. This means that when the attack comes, it will be a very small amount of Roaches and a few Hydralisks that can be picked off very quickly by the Phoenix. This is a serious problem with the Hydralisk, and it's why I'm never scared of them outside of some Ling/Hydra all-ins. In any other situation, seeing a Zerg build a Hydralisk Den means you've already won.


Okay. So I wrote a post detailing the exaggeration going on here. Because you are exaggerating. A lot. But then I thought "Hey, Cross, you and this guy don't really disagree so much. You think that Hydras need a buff, and so does the rest of starcraft. Your last 5 posts say as much."

So instead, I say, as both a Zerg and Protoss player, that I agree with you! Hydras need a buff vs. air in general. But they're not super-far away. As Idra observed, a speed upgrade and maybe some damage would do fine.

-Cross
DusTerr
Profile Blog Joined January 2011
2520 Posts
November 25 2012 23:11 GMT
#1730
On November 26 2012 07:58 Protosnake wrote:
Show nested quote +
On November 26 2012 07:50 Crosswind wrote:
On November 26 2012 07:45 Protosnake wrote:
On November 26 2012 07:26 Crosswind wrote:
On November 26 2012 07:18 LuckoftheIrish wrote:
On November 26 2012 07:14 Crosswind wrote:
On November 26 2012 07:03 LuckoftheIrish wrote:

To clarify, this depends entirely on the Viper being in-game to counter Collosus play, correct? So it's not a viable change for WoL?


Do any of these changes have anything to do with countering Colossus play?

To summarize the proposed changes:
Fungal doesn't hit air.
Lair-tech hydra speed upgrade.
Maybe bonus damage for hydras vs. light or air.

I'm not seeing how that requires vipers or any other HotS stuff to work.

-Cross


A Protoss making Collosi steamrolls a Zerg making Hydras. Unless the Viper is in there to pull them out of position.


Hydra Den is cheaper than stargate. I don't understand how a reactive hydra den, plus hydras (which do well against phoenixes for cheaper) puts a zerg player farther behind against a colossus follow up. He will have spent less resources, and will generally have more economy to spend at that point. What, exactly, is to stop him from building the exact same army as he would build previous, but with a few extra hydras, as 'toss has a few extra phoenixes?

-Cross


One of the big reason why people pick infestor as the main AA is because they are not specialized, they are useful against everything
Let's say Hydra are buffed and are picked to be the main AA in the game, they'll be good against air, then protoss will switch colossi, push and they will be dead supply
Infestor on the other hand, hold their ground against pretty much anything, spine+fungal is a deadly defense

A zerg cannot reliably go for a heavy hydra comp then drop the spire and pop 10 corruptor to be somewhat safe against Colossi, they need the viper for it to be more than just a AA bot


Hey, it seems like you're confusing "Make enough hydras to counter his harass" with "Make a hydra-heavy comp". If I see phoenix, I make a hydra den and roughly match the phoenix resources invested. We have micro wars between hydras and phoenix, to see whether or not the harass is successful. At the end, we've both expended roughly the same amount of resources, given equal micro.

So. If we're both X resources behind, how do I die to a colossus push? I'll still have infestors and whatever else I would have gotten out if I'd gone straight for infestors and he'd gone straight for colossi.

-Cross


I just said why, because Hydra get murdered by colossi
Protoss can just stream phoenix and since Hydra arent very good the zerg will have to respond with a pretty heavy Hydra comp, 10 wont do the job against 10 phoenix, especially considering the phoenix are 10 time more mobile

When the big push arive, Phoenix arent useless, they can harass, force the zerg out of position or even kill the Hydras
Hydra are slow, costly and will get destroyed by the colossus without being able to retaliate, they are cost inefficient, dead supply

This is obviously considering WoL state, where viper doesnt exist

Hydras also cost half the gas of Phoenix...

A Terran that make too many Vikings vs colossi will get rolled by the quick archon/ht army... Why should Zerg get the only multi purpose AA with no downside?
kiklion
Profile Joined April 2011
99 Posts
Last Edited: 2012-11-25 23:18:01
November 25 2012 23:12 GMT
#1731
On November 26 2012 07:50 Crosswind wrote:
Show nested quote +
On November 26 2012 07:45 Protosnake wrote:
On November 26 2012 07:26 Crosswind wrote:
On November 26 2012 07:18 LuckoftheIrish wrote:
On November 26 2012 07:14 Crosswind wrote:
On November 26 2012 07:03 LuckoftheIrish wrote:

To clarify, this depends entirely on the Viper being in-game to counter Collosus play, correct? So it's not a viable change for WoL?


Do any of these changes have anything to do with countering Colossus play?

To summarize the proposed changes:
Fungal doesn't hit air.
Lair-tech hydra speed upgrade.
Maybe bonus damage for hydras vs. light or air.

I'm not seeing how that requires vipers or any other HotS stuff to work.

-Cross


A Protoss making Collosi steamrolls a Zerg making Hydras. Unless the Viper is in there to pull them out of position.


Hydra Den is cheaper than stargate. I don't understand how a reactive hydra den, plus hydras (which do well against phoenixes for cheaper) puts a zerg player farther behind against a colossus follow up. He will have spent less resources, and will generally have more economy to spend at that point. What, exactly, is to stop him from building the exact same army as he would build previous, but with a few extra hydras, as 'toss has a few extra phoenixes?

-Cross


One of the big reason why people pick infestor as the main AA is because they are not specialized, they are useful against everything
Let's say Hydra are buffed and are picked to be the main AA in the game, they'll be good against air, then protoss will switch colossi, push and they will be dead supply
Infestor on the other hand, hold their ground against pretty much anything, spine+fungal is a deadly defense

A zerg cannot reliably go for a heavy hydra comp then drop the spire and pop 10 corruptor to be somewhat safe against Colossi, they need the viper for it to be more than just a AA bot


Hey, it seems like you're confusing "Make enough hydras to counter his harass" with "Make a hydra-heavy comp". If I see phoenix, I make a hydra den and roughly match the phoenix resources invested. We have micro wars between hydras and phoenix, to see whether or not the harass is successful. At the end, we've both expended roughly the same amount of resources, given equal micro.

So. If we're both X resources behind, how do I die to a colossus push? I'll still have infestors and whatever else I would have gotten out if I'd gone straight for infestors and he'd gone straight for colossi.

-Cross


I would love to see a replay of zerg defending against phoenix's with equal number hydra's. You have 3 bases to defend, creep does not connect all three (you don't have the energy for it). As the other person said, in small numbers phoenix's destroy hydra's. Also, there is the issue of knowing how many phoenix's they made. You need to over produce hydralisks incase they continued to make phoenix's. If you have just 1 or 2 too few, the phoenix's kill all of your hydra's and take no hull damage unless they are also over a spore, in which case maybe you kill one.

After sinking so many resources into hydra's, they end up being useless against the collossus death ball. Phoenix's are still useful. The protoss is the attacker, they decide when to attack. Your phoenix's should have energy to lift for the fight. Every phoenix is one less unit for the zerg during the fight, all of your hydra's die before the force fields are down. If there was a lair upgrade to give hydralisks as base speed of something like 3.25, then hydra's may be useful but without that much of a speed upgrade, you just cannot engage in a good position as if P sees you in a good spot they can attack through another route and you can't re-position hydra's off creep.

If hydra's had that much speed off creep, they may upset balance in ZvT where half the map is covered in creep.

On November 26 2012 08:08 Crosswind wrote:
So instead, I say, as both a Zerg and Protoss player, that I agree with you! Hydras need a buff vs. air in general. But they're not super-far away. As Idra observed, a speed upgrade and maybe some damage would do fine.

-Cross


I think part of the disagreement is that there are many types of 'speed upgrades'. If Hydra is supposed to be the go to ground to air unit, it needs to be fast enough to remain relevant in the mid-late game. Especially because zerg only has positioning on it's side at that point, if a hydra cannot be positioned well it will melt.
Crosswind
Profile Joined May 2010
United States279 Posts
November 25 2012 23:17 GMT
#1732
On November 26 2012 08:12 kiklion wrote:
If hydra's had that much speed off creep, they may upset balance in ZvT where half the map is covered in creep.


So, there seems to be a common thread in non-pro comments here:

HEY, this thing that nobody uses ever might become overpowered.

Look, I'm all for theorycrafting. But generally, something is not used because it is underpowered. Powering it up is never, necessarily, a bad thing. I'm super-excited for the day that ZvT starts to involve Hydras.

To the bevy of phoenix v. hydra complainers - Yeah. We need to make hydras better. They are used in no professional non-ZvZ games now. If we make them better, they will do better versus phoenixes. This seems sorta straightforward?

-Cross
kiklion
Profile Joined April 2011
99 Posts
Last Edited: 2012-11-25 23:27:23
November 25 2012 23:26 GMT
#1733
On November 26 2012 08:17 Crosswind wrote:
Show nested quote +
On November 26 2012 08:12 kiklion wrote:
If hydra's had that much speed off creep, they may upset balance in ZvT where half the map is covered in creep.


So, there seems to be a common thread in non-pro comments here:

HEY, this thing that nobody uses ever might become overpowered.

Look, I'm all for theorycrafting. But generally, something is not used because it is underpowered. Powering it up is never, necessarily, a bad thing. I'm super-excited for the day that ZvT starts to involve Hydras.

To the bevy of phoenix v. hydra complainers - Yeah. We need to make hydras better. They are used in no professional non-ZvZ games now. If we make them better, they will do better versus phoenixes. This seems sorta straightforward?

-Cross


The issue also lies with the binary nature of grav beam. With smaller numbers where the hydra's can't kill the phoenix's before the spell goes off, the phoenix's can kill the hydras without taking damage (shield regens) since unit's can't attack while beamed.

I did not mean for the possible OP nature of speedy hydras in ZvT to be a negative, just wanted to see if anyone had a thought as to if it would affect the match up greatly, or if speed isn't the reason why zerg don't currentlly use hydra;s in ZvT.

I think that if the hydra speed buff makes it fast enough that they aren't a complete waste against collosus death balls, then using hydra's as a main ground to air unit for zerg can be done. Right now, you can go hydra to hold of phoenix's, but you are just delaying your death when the deathball comes as you cannot control the position when half of your army is fast and the squishy ones are slow.

So I do see speed making hydras useful in the mid-game, but I don't see how it will help fight off phoenix's when the issue is the binary nature of grav beam making it either one sided for phoenixs or one sided for hydralisks. If we consider Hydralisks to be the counter to phoenix's for zerg, like marines are to muta's, then phoenix's should not want to fight Hydra's unless they vastly out number the hydra's.
Acritter
Profile Joined August 2010
Syria7637 Posts
November 25 2012 23:26 GMT
#1734
On November 26 2012 08:08 Crosswind wrote:
Show nested quote +
On November 26 2012 07:54 Acritter wrote:
As a Protoss, let me tell you this in no uncertain terms: Hydralisks are bad against Phoenix. 6 Phoenix will kill 6 Hydralisks without taking hull damage. 6 Phoenix will kill 8 Hydralisks and lose one or two Phoenix. 6 Phoenix will cripple a squad of 12 Hydralisks. This is assuming the Hydralisks are perfectly clumped. If the Protoss corners a small group of them moving across the map, they can kill them with no losses. A Zerg cannot produce much more than 12 Hydralisks without risking an autoloss to the first Colossus. Given that gas is the limiting factor at this point in the game, every Hydralisk the Zerg builds is two Roaches they do not. This means that when the attack comes, it will be a very small amount of Roaches and a few Hydralisks that can be picked off very quickly by the Phoenix. This is a serious problem with the Hydralisk, and it's why I'm never scared of them outside of some Ling/Hydra all-ins. In any other situation, seeing a Zerg build a Hydralisk Den means you've already won.


Okay. So I wrote a post detailing the exaggeration going on here. Because you are exaggerating. A lot. But then I thought "Hey, Cross, you and this guy don't really disagree so much. You think that Hydras need a buff, and so does the rest of starcraft. Your last 5 posts say as much."

So instead, I say, as both a Zerg and Protoss player, that I agree with you! Hydras need a buff vs. air in general. But they're not super-far away. As Idra observed, a speed upgrade and maybe some damage would do fine.

-Cross

No. That's not it at all. That would probably hurt the Hydralisk more than help. Speed upgrade will mean that they just cut into the same niche as the Roach even more. The Roach is a seriously problematic unit already, that's part of a joint effort with the Sentry, the Colossus, the Infestor, and the Broodlord to make PvZ unplayable. If the Hydralisk received these buffs, it would either continue to be outshadowed by the Roach (nothing changes) or become better than the Roach (bad shit goes down). Damage buff does nothing to address the problem that Hydralisks melt to Colossi. They are worse against Colossi than Marines, because Marines have a lower cost/radius density and have Medivacs to heal them. All it does is make the Hydralisk even more of an all-in unit. No, the Hydralisk is fundamentally flawed as a short-ranged anti-air ground unit.

Let's look back at Broodwar for a minute. What were the primary anti-air options for each race? Terran used the Goliath and the Marine. The Goliath traded about equally with Carriers depending on the map, and the Marine was about acceptable against Mutalisks but needed significant Turret support. The first was a long-ranged option, and the second was barely passable with its huge DPS and large amounts of static defense (and the actual COUNTER to the Muta was the Science Vessel). Protoss used the Dragoon and the Corsair. The Dragoon was used as a primary army unit that you occasionally used to kill Dropships and Shuttles. The Corsair was a fast air unit. Zerg used Scourge. Hydralisks were an anti-ground option that occasionally killed Observers. Most significantly, they were USELESS against Mutalisks and Corsairs, even though the latter is even weaker against Hydralisks than the Phoenix. Scourge were the best option that Zerg had against air, as yet another fast air unit. Note: all the air counters are ones that can handle air's MOBILITY more than just being able to shoot up. The Marine was the worst at handling the Muta's mobility, and as such needed static support. It's probably the best thing to compare to the SC2 Hydralisk, but unfortunately Hydras are just too expensive and fragile to justify building a squad of them and then supporting them with static defense.

Similar trends hold up in SC2 with the Viking, Stalker (please remember Blink), Thor, Infestor (7-9 range on Fungal), and Phoenix. The Hydralisk simply cannot function in its current role, because that role is fundamentally flawed. That's all there is to say about it. Hydra needs to be T1 basic ranged, and Roach needs to be a T2 support/situational unit. Once that design is on the table, balance changes will start having an effect.
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
Acritter
Profile Joined August 2010
Syria7637 Posts
November 25 2012 23:29 GMT
#1735
On November 26 2012 08:12 kiklion wrote:
If hydra's had that much speed off creep, they may upset balance in ZvT where half the map is covered in creep.

Last I checked, the HotS upgrade gave Hydralisks equal speed on and off Creep. I still don't think it will help, but it's good to have the facts straight.
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
LuckoftheIrish
Profile Joined November 2011
United States4791 Posts
November 25 2012 23:32 GMT
#1736
On November 26 2012 07:26 Crosswind wrote:
Show nested quote +
On November 26 2012 07:18 LuckoftheIrish wrote:
On November 26 2012 07:14 Crosswind wrote:
On November 26 2012 07:03 LuckoftheIrish wrote:

To clarify, this depends entirely on the Viper being in-game to counter Collosus play, correct? So it's not a viable change for WoL?


Do any of these changes have anything to do with countering Colossus play?

To summarize the proposed changes:
Fungal doesn't hit air.
Lair-tech hydra speed upgrade.
Maybe bonus damage for hydras vs. light or air.

I'm not seeing how that requires vipers or any other HotS stuff to work.

-Cross


A Protoss making Collosi steamrolls a Zerg making Hydras. Unless the Viper is in there to pull them out of position.


Hydra Den is cheaper than stargate. I don't understand how a reactive hydra den, plus hydras (which do well against phoenixes for cheaper) puts a zerg player farther behind against a colossus follow up. He will have spent less resources, and will generally have more economy to spend at that point. What, exactly, is to stop him from building the exact same army as he would build previous, but with a few extra hydras, as 'toss has a few extra phoenixes?

-Cross


Sorry, I had to leave work, so I'm a bit late in responding. I was going to edit my post with a bit more detail, but didn't have time. Anyway, one of the things we're talking about is the Hydra speed upgrade. The one in HotS costs 150/150, the same as Grooved Spines. Both upgrades plus the Hydra Den is 400/400. Another 10 Hydras, which seems pretty reasonable, brings the total cost to 900 gas. Six hydras makes it 700. Five Phoenix plus a Stargate is 650. Of course, you probably aren't going to want just six Hydras if you have to get two upgrades for them. Plus, six Hydras really isn't enough to handle five Phoenixes - they're fast and can move to bases faster than you can. So you'll make a few more. But the more Hydralisks you make, the more Collosi are going to destroy them.

So the issue really is that with an upgradeable speed buff, you have to sink a lot of resources into your Hydralisks before they really become useful against the Phoenixes. Since you're putting so much into them, you want more of them in your army - it'd be like getting Baneling speed for five Banes otherwise. The more you have, the weaker your army is against the standard Protoss T3 compositions.

Vipers solve that issue quite nicely. Without the role they fill, Roach/Hydra/Corrupter will still have all the same problems against Sentry/Collosus it always did. Of course, the situation changes if you're talking about a passive speed boost. That, I think, is a different kettle of fish entirely.
On Twitter @GosuGamers_LotI | Grubby has a huge head!
kiklion
Profile Joined April 2011
99 Posts
November 25 2012 23:36 GMT
#1737
On November 26 2012 08:29 Acritter wrote:
Show nested quote +
On November 26 2012 08:12 kiklion wrote:
If hydra's had that much speed off creep, they may upset balance in ZvT where half the map is covered in creep.

Last I checked, the HotS upgrade gave Hydralisks equal speed on and off Creep. I still don't think it will help, but it's good to have the facts straight.


It brings them up to 2.75 off creep. It keeps their on creep speed the same at 3.375 (actually slightly less if liquipedia is to be trusted, but It's negligible). I also didn't realize that they were talking about the HotS speed upgrade just at the lair level, my apologies.
Protosnake
Profile Joined September 2011
France295 Posts
November 25 2012 23:37 GMT
#1738
On November 26 2012 08:11 DusTerr wrote:
Show nested quote +
On November 26 2012 07:58 Protosnake wrote:
On November 26 2012 07:50 Crosswind wrote:
On November 26 2012 07:45 Protosnake wrote:
On November 26 2012 07:26 Crosswind wrote:
On November 26 2012 07:18 LuckoftheIrish wrote:
On November 26 2012 07:14 Crosswind wrote:
On November 26 2012 07:03 LuckoftheIrish wrote:

To clarify, this depends entirely on the Viper being in-game to counter Collosus play, correct? So it's not a viable change for WoL?


Do any of these changes have anything to do with countering Colossus play?

To summarize the proposed changes:
Fungal doesn't hit air.
Lair-tech hydra speed upgrade.
Maybe bonus damage for hydras vs. light or air.

I'm not seeing how that requires vipers or any other HotS stuff to work.

-Cross


A Protoss making Collosi steamrolls a Zerg making Hydras. Unless the Viper is in there to pull them out of position.


Hydra Den is cheaper than stargate. I don't understand how a reactive hydra den, plus hydras (which do well against phoenixes for cheaper) puts a zerg player farther behind against a colossus follow up. He will have spent less resources, and will generally have more economy to spend at that point. What, exactly, is to stop him from building the exact same army as he would build previous, but with a few extra hydras, as 'toss has a few extra phoenixes?

-Cross


One of the big reason why people pick infestor as the main AA is because they are not specialized, they are useful against everything
Let's say Hydra are buffed and are picked to be the main AA in the game, they'll be good against air, then protoss will switch colossi, push and they will be dead supply
Infestor on the other hand, hold their ground against pretty much anything, spine+fungal is a deadly defense

A zerg cannot reliably go for a heavy hydra comp then drop the spire and pop 10 corruptor to be somewhat safe against Colossi, they need the viper for it to be more than just a AA bot


Hey, it seems like you're confusing "Make enough hydras to counter his harass" with "Make a hydra-heavy comp". If I see phoenix, I make a hydra den and roughly match the phoenix resources invested. We have micro wars between hydras and phoenix, to see whether or not the harass is successful. At the end, we've both expended roughly the same amount of resources, given equal micro.

So. If we're both X resources behind, how do I die to a colossus push? I'll still have infestors and whatever else I would have gotten out if I'd gone straight for infestors and he'd gone straight for colossi.

-Cross


I just said why, because Hydra get murdered by colossi
Protoss can just stream phoenix and since Hydra arent very good the zerg will have to respond with a pretty heavy Hydra comp, 10 wont do the job against 10 phoenix, especially considering the phoenix are 10 time more mobile

When the big push arive, Phoenix arent useless, they can harass, force the zerg out of position or even kill the Hydras
Hydra are slow, costly and will get destroyed by the colossus without being able to retaliate, they are cost inefficient, dead supply

This is obviously considering WoL state, where viper doesnt exist

Hydras also cost half the gas of Phoenix...

A Terran that make too many Vikings vs colossi will get rolled by the quick archon/ht army... Why should Zerg get the only multi purpose AA with no downside?


The viking are not that cost inefficient, first they are flying, with 9 range and faster than colossus, so they will most likely do the job (Kill the colossus) When hydralisk are slow, on ground and short ranged : They wont kill the phoenix, because the phoenix will never commit to an engagement they might lose, they are just here to fend them off
Acritter
Profile Joined August 2010
Syria7637 Posts
November 25 2012 23:37 GMT
#1739
On November 26 2012 08:36 kiklion wrote:
Show nested quote +
On November 26 2012 08:29 Acritter wrote:
On November 26 2012 08:12 kiklion wrote:
If hydra's had that much speed off creep, they may upset balance in ZvT where half the map is covered in creep.

Last I checked, the HotS upgrade gave Hydralisks equal speed on and off Creep. I still don't think it will help, but it's good to have the facts straight.


It brings them up to 2.75 off creep. It keeps their on creep speed the same at 3.375 (actually slightly less if liquipedia is to be trusted, but It's negligible). I also didn't realize that they were talking about the HotS speed upgrade just at the lair level, my apologies.

I could be wrong. I just assumed they were talking about the speed upgrade we know rather than one we don't.
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
LuckoftheIrish
Profile Joined November 2011
United States4791 Posts
November 25 2012 23:40 GMT
#1740
On November 26 2012 08:26 kiklion wrote:
Show nested quote +
On November 26 2012 08:17 Crosswind wrote:
On November 26 2012 08:12 kiklion wrote:
If hydra's had that much speed off creep, they may upset balance in ZvT where half the map is covered in creep.


So, there seems to be a common thread in non-pro comments here:

HEY, this thing that nobody uses ever might become overpowered.

Look, I'm all for theorycrafting. But generally, something is not used because it is underpowered. Powering it up is never, necessarily, a bad thing. I'm super-excited for the day that ZvT starts to involve Hydras.

To the bevy of phoenix v. hydra complainers - Yeah. We need to make hydras better. They are used in no professional non-ZvZ games now. If we make them better, they will do better versus phoenixes. This seems sorta straightforward?

-Cross


The issue also lies with the binary nature of grav beam. With smaller numbers where the hydra's can't kill the phoenix's before the spell goes off, the phoenix's can kill the hydras without taking damage (shield regens) since unit's can't attack while beamed.

I did not mean for the possible OP nature of speedy hydras in ZvT to be a negative, just wanted to see if anyone had a thought as to if it would affect the match up greatly, or if speed isn't the reason why zerg don't currentlly use hydra;s in ZvT.

I think that if the hydra speed buff makes it fast enough that they aren't a complete waste against collosus death balls, then using hydra's as a main ground to air unit for zerg can be done. Right now, you can go hydra to hold of phoenix's, but you are just delaying your death when the deathball comes as you cannot control the position when half of your army is fast and the squishy ones are slow.

So I do see speed making hydras useful in the mid-game, but I don't see how it will help fight off phoenix's when the issue is the binary nature of grav beam making it either one sided for phoenixs or one sided for hydralisks. If we consider Hydralisks to be the counter to phoenix's for zerg, like marines are to muta's, then phoenix's should not want to fight Hydra's unless they vastly out number the hydra's.


At least in my posts, I'm mostly thinking about Phoenix v Hydra as a harass unit v counter-harass unit, not as a straight fight. How do you make Hydras a viable counter to small numbers of Phoenixes harassing you without weakening Zerg against Collo pushes?
On Twitter @GosuGamers_LotI | Grubby has a huge head!
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