• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 10:49
CET 16:49
KST 00:49
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
TL.net Map Contest #21: Winners8Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
Starcraft, SC2, HoTS, WC3, returning to Blizzcon!33$5,000+ WardiTV 2025 Championship5[BSL21] RO32 Group Stage4Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly2Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win9
StarCraft 2
General
RotterdaM "Serral is the GOAT, and it's not close" TL.net Map Contest #21: Winners Starcraft, SC2, HoTS, WC3, returning to Blizzcon! 5.0.15 Patch Balance Hotfix (2025-10-8) Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament Constellation Cup - Main Event - Stellar Fest $5,000+ WardiTV 2025 Championship Merivale 8 Open - LAN - Stellar Fest Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace
Brood War
General
BW General Discussion [ASL20] Ask the mapmakers — Drop your questions [BSL21] RO32 Group Stage BGH Auto Balance -> http://bghmmr.eu/ SnOw's ASL S20 Finals Review
Tourneys
[Megathread] Daily Proleagues [ASL20] Grand Finals [BSL21] RO32 Group B - Sunday 21:00 CET [BSL21] RO32 Group A - Saturday 21:00 CET
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Stormgate/Frost Giant Megathread Dawn of War IV Nintendo Switch Thread ZeroSpace Megathread General RTS Discussion Thread
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
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine YouTube Thread Dating: How's your luck?
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Why we need SC3
Hildegard
Reality "theory" prov…
perfectspheres
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1624 users

Call to Action: June 14 Balance Testing - Page 23

Forum Index > SC2 General
625 CommentsPost a Reply
Prev 1 21 22 23 24 25 32 Next All
xPrimuSx
Profile Joined January 2012
95 Posts
June 15 2013 23:33 GMT
#441
On June 16 2013 06:35 Snowbear wrote:
Show nested quote +
On June 16 2013 06:03 Perdac Curall wrote:
With all due respect Blizzard you are not addressing the real problem with hellbats and are potentially creating a whole new set of banshee related problems.

The problem with Hellbats is simply that they can be healed with medivacs. It makes them overpowered vs units they should suck against (e.g: Stalkers) and it doesn't even really make sense. The Hellion drivers cannot be healed by medivacs but suddenly the hellbat's driver can be. And even if it can be healed, even if somehow you suspend disbelief that much, it still doesn't make any sense, because it is not Hellbat driver you are damaging when you're attacking it, it's the outer mechanical shell of the hellbat that is being damaged. The whole thing makes no sense whatsoever.

Save yourselves all the trouble and just make this one simple change and the almost balanced game we currently have will get even better, instead of flipping coins with these new unnecessary changes to so many matchups with changed cloaked banshees.


Exactly. I really wonder why they don't see it. Make healbats unhealable and everything is fine.

They do see it, and they reject it. Remember, Hellbats are supposed to be Mech's meat shields, hence why they can be healed. Blizzard opted to use the pre-existing Medivacs as the unit that helps you transition from some early bio to full mech so you don't lose their utility. If you remove their ability to be healed you need to do something else to give Mech a meat shield. That's why I like TheBorg's idea to replace the Servo upgrade with one to add the bio tag to Hellbats. This slows things down, but lets mech keep their meat shield, combined with the damage nerf from the blue flame change, early Hellbat drops would be quite nerfed.
DyEnasTy
Profile Blog Joined October 2009
United States3714 Posts
June 15 2013 23:38 GMT
#442
100/100 on cloak cost is quite drastic from 200/200. Im thinking that 100/200 would be much better.
Much better to die an awesome Terran than to live as a magic wielding fairy or a mindless sac of biological goop. -Manifesto7
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
June 16 2013 00:07 GMT
#443
On June 16 2013 08:33 xPrimuSx wrote:
Show nested quote +
On June 16 2013 06:35 Snowbear wrote:
On June 16 2013 06:03 Perdac Curall wrote:
With all due respect Blizzard you are not addressing the real problem with hellbats and are potentially creating a whole new set of banshee related problems.

The problem with Hellbats is simply that they can be healed with medivacs. It makes them overpowered vs units they should suck against (e.g: Stalkers) and it doesn't even really make sense. The Hellion drivers cannot be healed by medivacs but suddenly the hellbat's driver can be. And even if it can be healed, even if somehow you suspend disbelief that much, it still doesn't make any sense, because it is not Hellbat driver you are damaging when you're attacking it, it's the outer mechanical shell of the hellbat that is being damaged. The whole thing makes no sense whatsoever.

Save yourselves all the trouble and just make this one simple change and the almost balanced game we currently have will get even better, instead of flipping coins with these new unnecessary changes to so many matchups with changed cloaked banshees.


Exactly. I really wonder why they don't see it. Make healbats unhealable and everything is fine.

They do see it, and they reject it. Remember, Hellbats are supposed to be Mech's meat shields, hence why they can be healed. Blizzard opted to use the pre-existing Medivacs as the unit that helps you transition from some early bio to full mech so you don't lose their utility. If you remove their ability to be healed you need to do something else to give Mech a meat shield. That's why I like TheBorg's idea to replace the Servo upgrade with one to add the bio tag to Hellbats. This slows things down, but lets mech keep their meat shield, combined with the damage nerf from the blue flame change, early Hellbat drops would be quite nerfed.


You, along with blizzard seem to miss the fact that hellbats have already failed in their role of tanky healy mech unit. All the healing from the medivac really provides is increased, unnecessary resilience in drop harassment.

Removing the bio tag targets the units harassment potential in a much better way, and could actually be considered a buff in TvP when dealing with archons.

I think it is a missed opportunity caused by stubborn refusal to go back.
As it turns out, marines don't actually cost any money -Jinro
havok55
Profile Joined May 2013
United States276 Posts
Last Edited: 2013-06-16 00:22:01
June 16 2013 00:19 GMT
#444
On June 16 2013 06:03 Perdac Curall wrote:
With all due respect Blizzard you are not addressing the real problem with hellbats and are potentially creating a whole new set of banshee related problems.

The problem with Hellbats is simply that they can be healed with medivacs. It makes them overpowered vs units they should suck against (e.g: Stalkers) and it doesn't even really make sense. The Hellion drivers cannot be healed by medivacs but suddenly the hellbat's driver can be. And even if it can be healed, even if somehow you suspend disbelief that much, it still doesn't make any sense, because it is not Hellbat driver you are damaging when you're attacking it, it's the outer mechanical shell of the hellbat that is being damaged. The whole thing makes no sense whatsoever.

Save yourselves all the trouble and just make this one simple change and the almost balanced game we currently have will get even better, instead of flipping coins with these new unnecessary changes to so many matchups with changed cloaked banshees.


That was never the problem. Hellbats need to be healed or they are worthless as front line units. They were designed to tank/kill zealots for both bio and mech.

The actual problem is hellbats drops require very little micro on the attacker, and too much for their opponent. Changing them to 3-shot workers gives the opponent significantly more time to react compared to 2-shots.

And if you want to bring up THAT argument, marines are men in heavy mechanical suits very much like hellbats. Attacks against a marine would damage their suit first. How do you suppose a medivac heals a marine's suit? By that logic medivacs shouldnt be able to heal any Terran unit. BTW are you some kind of expert on magical healing beams?

Blizzard puts out some changes to be TESTED, and instantly people are crying like its the end of the world, like always.
havok55
Profile Joined May 2013
United States276 Posts
Last Edited: 2013-06-16 00:29:19
June 16 2013 00:28 GMT
#445
On June 16 2013 09:07 Jermstuddog wrote:
Show nested quote +
On June 16 2013 08:33 xPrimuSx wrote:
On June 16 2013 06:35 Snowbear wrote:
On June 16 2013 06:03 Perdac Curall wrote:
With all due respect Blizzard you are not addressing the real problem with hellbats and are potentially creating a whole new set of banshee related problems.

The problem with Hellbats is simply that they can be healed with medivacs. It makes them overpowered vs units they should suck against (e.g: Stalkers) and it doesn't even really make sense. The Hellion drivers cannot be healed by medivacs but suddenly the hellbat's driver can be. And even if it can be healed, even if somehow you suspend disbelief that much, it still doesn't make any sense, because it is not Hellbat driver you are damaging when you're attacking it, it's the outer mechanical shell of the hellbat that is being damaged. The whole thing makes no sense whatsoever.

Save yourselves all the trouble and just make this one simple change and the almost balanced game we currently have will get even better, instead of flipping coins with these new unnecessary changes to so many matchups with changed cloaked banshees.


Exactly. I really wonder why they don't see it. Make healbats unhealable and everything is fine.

They do see it, and they reject it. Remember, Hellbats are supposed to be Mech's meat shields, hence why they can be healed. Blizzard opted to use the pre-existing Medivacs as the unit that helps you transition from some early bio to full mech so you don't lose their utility. If you remove their ability to be healed you need to do something else to give Mech a meat shield. That's why I like TheBorg's idea to replace the Servo upgrade with one to add the bio tag to Hellbats. This slows things down, but lets mech keep their meat shield, combined with the damage nerf from the blue flame change, early Hellbat drops would be quite nerfed.


You, along with blizzard seem to miss the fact that hellbats have already failed in their role of tanky healy mech unit.


Uh I literally just watched mech games during Dreamhack with lots of hellbats in the main army, against Protoss.
HolyArrow
Profile Blog Joined August 2010
United States7116 Posts
June 16 2013 00:36 GMT
#446
On June 16 2013 05:36 Decendos wrote:
Show nested quote +
On June 16 2013 04:24 TheDwf wrote:
On June 16 2013 04:13 Decendos wrote:
just because something exists doesnt mean its usable. no pro uses burrowed infestors or roaches



or ovidrop




or nydus.




You're welcome.


thanks but:

game 1: mech game. roach hydra viper and therefore burrow movement viable.
game 2: roach hydra ovidrop...loses.
game 3: roach hydra nydus....loses.
game 4: 2 base nydus allin. thats NOT harrass thats a 100% super allin.

so even your picked out examples arent viable vs MMMM + hellbat and those where the examples that are pro that strats. and there are many many games where roach hydra failed in the last months on prolevel. the thing is zerg needs only two things to be fun to play again:

1. more viable lairtech army compositions that can compete with ling bane muta (with other up- and downsides). mainly SH + support, roach hydra and ling infestor which already would be 4 comps and enough to have fun and bring some variety in the ling bane muta only lairtech.

2. better non-allin yet possibly effective harrassment strats: thats where small buffs to nydus (faster maybe supplywise unload or make it cheaper) and ovidrop (faster overlords that are faster than HT...) and burrow movement (also just make it a bit faster) come into play. T and P already got way faster drops in HOTS because players of all races got better in defending drops so each race needs faster dropships.


To be fair, he countered exactly what you initially said ("no pro uses ___"). Furthermore, just because a pro lost using it doesn't mean it wasn't viable. The very fact that a pro used it means that someone at the top level thought it worked, and that means that it must have worked on ladder/in practice. I hiiiighly doubt a pro would just use an unviable strat willy nilly for shits and giggles.
Ansinjunger
Profile Joined November 2010
United States2451 Posts
Last Edited: 2013-06-16 02:22:41
June 16 2013 01:44 GMT
#447
I feel like the Banshee change will affect TvT more than any other match up, and for that reason, I don't really like the change or see the need. The research time really doesn't need to change, and I'd be happy with a 150/150 cost.

The Banshee thing really kind of makes sense, as Z and P can get detection much easier than before (and when in the last year of WoL were Banshees outright winning games regularly?), but so much so that I'm not sure that it will really help in those match ups. For Terran mirror it will cause a gigantic shift in play, imo, as it's yet another aggressive opener that changes early threats in TvT whether it's gas first; 12rax 13/14/15 gas, etc.

To restate, Banshee usage fell off a lot vs Z and P towards the end of WoL. Then HotS made detection easier to get for Z and P, and while this change makes cloaked banshees more of a threat, it'll probably still be handled relatively easily by Z and P. TvT, on the other hand, has fairly large windows of having not many units in early game, while getting add-ons and often an in base CC.

However, this change is an overall positive. Banshees take more skill on the side of the attacker and aren't able to overwhelm 6 marines simply by dropping on top of them.


P.S. It would be really sick if you could get out cloaked banshees in TvT vs a marine/scv all-in, but I'm not sure that it's that fast. Of course, I'm not saying that your response to marine/scv would be fast cloaked banshees, but if people were going those builds blind, it could be quite amusing.

P.P.S. It would be really sick to get an Armory and reactored factory, then switch it back to a tech lab after being scouted, and get a thor (if you felt banshees were coming).
phodacbiet
Profile Joined August 2010
United States1740 Posts
June 16 2013 02:03 GMT
#448
On June 15 2013 22:23 Baum wrote:
Show nested quote +
On June 15 2013 22:06 ETisME wrote:
On June 15 2013 20:34 Sapphire.lux wrote:
On June 15 2013 19:15 Tsubbi wrote:
On June 15 2013 19:11 Sissors wrote:
On June 15 2013 19:09 Big J wrote:
On June 15 2013 19:04 Sissors wrote:
On June 15 2013 18:59 Cokefreak wrote:
On June 15 2013 18:57 Foudzing wrote:
The spore got an enormous buff, it's logic that the banshee get a buff aswell.

I'm not sure with the warp prism buff, but I'm ok overall.

Spore only got a buff for ZvZ, this Cloak buff affects all match-ups.

And in which matchup exactly is it hard to counter banshees. Recently for example I considered doing a cloakshee rush in TvZ, I used to do that long time in the past in WoL. Then I realized since the queen range boost still exist, it is pretty pointless. Cheaper cloak isn't going to change that. (Yes I know the queen range was ground attack, however that resulted in more queens being produced, which make banshees fairly useless for their investment).


You Terrans can never let go about that patch, lol.
Seems like it did what it was supposed to do, as now not every random coinflip from Terran doesn't work anymore, yet the matchup is balanced because the real problems (infestors, lategame air armies) have been solved.

Yeah and we know you zerg like your queens to have siege tank range and splash damage.

However my point simply is that zerg still should have no problem with countering banshees.


why talk so much shit, we want a balanced game with several viable openings for both races, best player should win

right now terran has a few new openings and every hots unit is viable in the matchup, zerg has no new openings and both new units have hardly any use at all

on top, winrates so far have been at 55% every month

now terran gets a buff to banshee, why do u wonder zergs get upset?

The new Zerg units are so strong against mech that you barely see any mech at all.

nah, it's more because bio is way better than mech right now


Because Vipers make it really hard to make mech work. Also Vipers and the changed Ultra are the reasons that we don't see a lot of tanks anymore in TvZ. I think Zerg has a lot more 2/3 base options than Terran has to be honest.


Changed ultras still do the same damage to tanks now as they did before.
sage_francis
Profile Joined December 2006
France1823 Posts
June 16 2013 02:44 GMT
#449
Banshee change is silly. i dont get it....
MrSnuffy
Profile Joined May 2013
New Zealand2 Posts
June 16 2013 03:26 GMT
#450
Why does everyone think that terran HAVE to have 2 completely viable variants available to them with Mech and Bio? I have never understood the argument about needing mech to be completely viable by itself.
snakeeyez
Profile Joined May 2011
United States1231 Posts
Last Edited: 2013-06-16 03:39:17
June 16 2013 03:31 GMT
#451
I like their idea though about nerfing hellbat while as the same time buffing banshee to help compensate. Although I think it might be too big of a change maybe 50 instead of 100 is better.
snakeeyez
Profile Joined May 2011
United States1231 Posts
June 16 2013 03:36 GMT
#452
On June 16 2013 06:03 Perdac Curall wrote:
With all due respect Blizzard you are not addressing the real problem with hellbats and are potentially creating a whole new set of banshee related problems.

The problem with Hellbats is simply that they can be healed with medivacs. It makes them overpowered vs units they should suck against (e.g: Stalkers) and it doesn't even really make sense. The Hellion drivers cannot be healed by medivacs but suddenly the hellbat's driver can be. And even if it can be healed, even if somehow you suspend disbelief that much, it still doesn't make any sense, because it is not Hellbat driver you are damaging when you're attacking it, it's the outer mechanical shell of the hellbat that is being damaged. The whole thing makes no sense whatsoever.

Save yourselves all the trouble and just make this one simple change and the almost balanced game we currently have will get even better, instead of flipping coins with these new unnecessary changes to so many matchups with changed cloaked banshees.


I basically agree with this. Blizzard is careful about making changes to the metagame then out of the blue they want more banshees?
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
June 16 2013 03:40 GMT
#453
On June 16 2013 12:26 MrSnuffy wrote:
Why does everyone think that terran HAVE to have 2 completely viable variants available to them with Mech and Bio? I have never understood the argument about needing mech to be completely viable by itself.


Because the Terran upgrade path is divided into vehicles and barracks.
Unlike the PZ who are air/land and can continue to upgrade from the same building as long as the tech requirements are met as soon as the prior one is done.

A Terran who wishes to have ALL land units, such as marine and tanks, to have the same upgrade of 1/1
Must not only spend more and be significantly late due to having to spend on two upgrades to pursue (+1 bio & +1 mech Attack), build both armory AND engineering bay, the Terran is delayed because the armory is only available upon completion of the factory, equals more delays.
Cauterize the area
woopr
Profile Joined December 2012
United States112 Posts
June 16 2013 03:46 GMT
#454
--- Nuked ---
geokilla
Profile Joined May 2011
Canada8244 Posts
June 16 2013 03:54 GMT
#455
Just played a TvT on the normal ladder maps. Amazing how SCVs surrounding the Hellbats still resulted me in losing EVERYTHING in the early game. If Hellbat drop #1 with two Dropships designed to hit the main doesn't work, make 4 and drop them randomly! It'll work!
Sabu113
Profile Blog Joined August 2009
United States11075 Posts
Last Edited: 2013-06-16 04:01:16
June 16 2013 03:56 GMT
#456
They have no clue what the hell they're doing. Banshee cloak change. Nrgh. 150/150 but the timing is going to be a huge huge error if they let it go through. Lets see what the warp prism change does. The quality of WoL could be called from the end of beta same with HoTS. There's a reason why the pimpest plays aren't as plentiful nor as pimp.
Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
Rabiator
Profile Joined March 2010
Germany3948 Posts
June 16 2013 05:32 GMT
#457
On June 16 2013 12:54 geokilla wrote:
Just played a TvT on the normal ladder maps. Amazing how SCVs surrounding the Hellbats still resulted me in losing EVERYTHING in the early game. If Hellbat drop #1 with two Dropships designed to hit the main doesn't work, make 4 and drop them randomly! It'll work!

Get turrets and Vikings to kill the drop before it lands? Oh and scout your perimeter. If he can have Medivacs you can have Vikings ... two of them at least.
If you cant say what you're meaning, you can never mean what you're saying.
Trizz
Profile Joined June 2010
Netherlands1318 Posts
June 16 2013 05:44 GMT
#458
I can't see any TvT without a cloak banshee opening now, it's simply too fast and cost effecient
nope
Crownlol
Profile Blog Joined October 2011
United States3726 Posts
June 16 2013 06:06 GMT
#459
I think the Banshee change could turn out to be really positive, I like the idea of Terran having multiple, equally effective harass options- as opposed to "YOLO hellbat drops"
shaGuar :: elemeNt :: XeqtR :: naikon :: method
Decendos
Profile Joined August 2011
Germany1341 Posts
Last Edited: 2013-06-16 06:49:31
June 16 2013 06:48 GMT
#460
On June 16 2013 09:36 HolyArrow wrote:
Show nested quote +
On June 16 2013 05:36 Decendos wrote:
On June 16 2013 04:24 TheDwf wrote:
On June 16 2013 04:13 Decendos wrote:
just because something exists doesnt mean its usable. no pro uses burrowed infestors or roaches

http://www.youtube.com/watch?v=fq4yRpvJSRE

or ovidrop

http://www.youtube.com/watch?v=8TjZEcuwpNs
http://www.youtube.com/watch?v=-ELQSSFOEGI

or nydus.

http://www.youtube.com/watch?v=1gvEt4omx0A


You're welcome.


thanks but:

game 1: mech game. roach hydra viper and therefore burrow movement viable.
game 2: roach hydra ovidrop...loses.
game 3: roach hydra nydus....loses.
game 4: 2 base nydus allin. thats NOT harrass thats a 100% super allin.

so even your picked out examples arent viable vs MMMM + hellbat and those where the examples that are pro that strats. and there are many many games where roach hydra failed in the last months on prolevel. the thing is zerg needs only two things to be fun to play again:

1. more viable lairtech army compositions that can compete with ling bane muta (with other up- and downsides). mainly SH + support, roach hydra and ling infestor which already would be 4 comps and enough to have fun and bring some variety in the ling bane muta only lairtech.

2. better non-allin yet possibly effective harrassment strats: thats where small buffs to nydus (faster maybe supplywise unload or make it cheaper) and ovidrop (faster overlords that are faster than HT...) and burrow movement (also just make it a bit faster) come into play. T and P already got way faster drops in HOTS because players of all races got better in defending drops so each race needs faster dropships.


To be fair, he countered exactly what you initially said ("no pro uses ___"). Furthermore, just because a pro lost using it doesn't mean it wasn't viable. The very fact that a pro used it means that someone at the top level thought it worked, and that means that it must have worked on ladder/in practice. I hiiiighly doubt a pro would just use an unviable strat willy nilly for shits and giggles.


yeah you are right. "no pro uses it ever" was a bad argument. what i was trying to say is no pro uses roach hydra, ling infestor or SHs (vs MMMM + hellbat) or nydus or ovidrop or burrow moevement in a standard kind of way. standard doesnt mean it has to be used in every 2nd game but roach hydra is used like every 10-20th (in reality it maybe every 50th or so). game and the other stuff maybe every 100th-1000th game (not counting 2 base roach nydus all in since nydus needs to be a non-allin harrassment tool which zerg lacks a lot). so yeah it would be just more fun to watch and i also think to play for both T and Z if Z had more different viable compositions and harrassment options. if you are honest you know that pretty much every ZvT is muta or roach bane (semi) allin.
Prev 1 21 22 23 24 25 32 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 2h 11m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 598
BRAT_OK 86
Codebar 47
Livibee 11
StarCraft: Brood War
GuemChi 1753
Jaedong 1506
EffOrt 1284
Light 569
Stork 567
Larva 438
Mini 431
Snow 323
Barracks 247
Rush 201
[ Show more ]
Leta 117
sSak 116
hero 113
JYJ55
Sea.KH 48
Aegong 35
Backho 35
sorry 27
zelot 23
soO 20
scan(afreeca) 13
HiyA 12
Terrorterran 12
Bale 11
Dota 2
qojqva3285
420jenkins241
syndereN220
Counter-Strike
shoxiejesuss492
oskar145
Other Games
singsing2134
crisheroes402
Sick357
Hui .355
DeMusliM342
Lowko266
Liquid`VortiX139
KnowMe88
XcaliburYe70
QueenE27
Organizations
Counter-Strike
PGL199
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 2237
• WagamamaTV487
League of Legends
• Nemesis3588
• Jankos3327
• TFBlade660
Upcoming Events
LAN Event
2h 11m
Lambo vs Harstem
FuturE vs Maplez
Scarlett vs FoxeR
Gerald vs Mixu
Zoun vs TBD
Clem vs TBD
ByuN vs TBD
TriGGeR vs TBD
Korean StarCraft League
11h 11m
CranKy Ducklings
18h 11m
IPSL
1d 2h
dxtr13 vs OldBoy
Napoleon vs Doodle
LAN Event
1d 2h
BSL 21
1d 4h
Gosudark vs Kyrie
Gypsy vs Sterling
UltrA vs Radley
Dandy vs Ptak
Replay Cast
1d 7h
Sparkling Tuna Cup
1d 18h
WardiTV Korean Royale
1d 20h
IPSL
2 days
JDConan vs WIZARD
WolFix vs Cross
[ Show More ]
LAN Event
2 days
BSL 21
2 days
spx vs rasowy
HBO vs KameZerg
Cross vs Razz
dxtr13 vs ZZZero
Replay Cast
2 days
Wardi Open
2 days
WardiTV Korean Royale
3 days
Replay Cast
4 days
Kung Fu Cup
4 days
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
5 days
The PondCast
5 days
RSL Revival
5 days
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
5 days
WardiTV Korean Royale
5 days
RSL Revival
6 days
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
6 days
Liquipedia Results

Completed

BSL 21 Points
SC4ALL: StarCraft II
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
Stellar Fest: Constellation Cup
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

BSL Season 21
SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.