• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 14:23
CET 20:23
KST 04:23
  • 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
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 Championship6[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
5.0.15 Patch Balance Hotfix (2025-10-8) RotterdaM "Serral is the GOAT, and it's not close" TL.net Map Contest #21: Winners Starcraft, SC2, HoTS, WC3, returning to Blizzcon! Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win
Tourneys
$5,000+ WardiTV 2025 Championship Sparkling Tuna Cup - Weekly Open Tournament Constellation Cup - Main Event - Stellar Fest 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
[ASL20] Ask the mapmakers — Drop your questions BW General Discussion [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
Should offensive tower rushing be viable in RTS games? Path of Exile Stormgate/Frost Giant Megathread Dawn of War IV Nintendo Switch 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
Russo-Ukrainian War Thread US Politics Mega-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
[Manga] One Piece Anime Discussion Thread Movie Discussion! 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: 1614 users

Breaking 3 base - Establishing Asymmetrical Mining - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 Next All
FMPChaz
Profile Joined July 2012
United States4 Posts
October 25 2013 04:47 GMT
#21
...Could we please have some visuals? Like graphs?

Thanks!
Nothing is impossible, given a sufficient amount of dedication
Kyir
Profile Joined June 2011
United States1047 Posts
October 25 2013 05:00 GMT
#22
On October 25 2013 13:46 S1eth wrote:
Show nested quote +
On October 25 2013 13:34 Arco wrote:
On October 25 2013 12:53 mewo wrote:
You'd have to rebalance the whole game. Maybe for sc3, but for now isn't 16 on each base enough to make 4 base ideal?

Doesn't Riot do this every new season in League of Legends? What am I missing here? Has Blizzard dropped support for StarCraft 2? I was under the impression they wanted to make StarCraft 2 the best eSports game possible...

Sure, it might shake up the balance. It would also make the game way more interesting to watch, which greatly outweighs the negatives. Balance patches can come after the changes.


So naive. Give Blizzard a few million dollars, and maybe they will, 2 years after LotV is released.
I don't even know how you can ask a question as dumb as "has Blizzard dropped support for Starcraft 2" when they are developing an expansion at this very moment.

And never ever again compare SC2 to a f2p game.


You're overreacting I think. The question was meant to suggest the absurdity that Blizzard NOT continue making changes to improve the game, even if they're somewhat radical.
CrayonSc2
Profile Joined August 2011
United States267 Posts
October 25 2013 06:14 GMT
#23
the only problem with this is that if you change mining, the whole game is completly turnt upside down and more balances has to be made to stop early rushes. a good example is, if you slow down mining and a zerg 10 pools. vs a toss. the toss can never do a FFE because of the lack of minerals. unless he did a super safe something like 13 forge 13 cannon. even then its still not safe for a whole lot of stuff. also it changes the entire game and meta. to be honest i think you would see a boring 15 min macro light pressure and hit the 20 min mark where action will occur.i mean at that point the macro would kick in and mechanics and it will be a better all game, but you reduce all early pressure and nerfed all allins and buff some cheese. and when it is figured out, the first 16 min of the game would be the super safe macro style, then you will get the game you will enjoy. a lot of sacrifices indeed. you are basically going to put everyone in a platinum level until something is figured out for the next 3-6months.
Lobotomist
Profile Joined May 2010
United States1541 Posts
October 25 2013 06:31 GMT
#24
Increasing harvest time is an elegant solution to the "3-base problem" of worker saturation, much better than changing the worker AI (which would require huge effort). The game would certainly have to be re-balanced around this (seems like it would make zerg OP, as they're prone to expand faster).

A while ago, either lalush or sheth (or some other pro, zerg I believe) posted a pretty detailed analysis that would be good to include in the OP, at least to lend weight to the argument that 3-base optimal eco is a flaw. Some people don't seem to agree, in this thread.
Teching to hive too quickly isn't just a risk: it's an ultrarisk
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
Last Edited: 2013-10-25 06:36:20
October 25 2013 06:33 GMT
#25
On October 25 2013 12:42 The_Red_Viper wrote:
Show nested quote +
On October 25 2013 12:39 Rasera wrote:
No. I experimentally figured out how to recreate the Asymmetric mining effect from BW without dumbing down worker AI. If you look at the experimental results, you can see that spreading the workers across more bases gave an increase in mining, as opposed to current symmetrical effects. Therefore, increases the time it takes for them to mine reintroduces the asymmetrical mining effect.


well yeah its quite logical actually^^
Right now workers dont travel as much inbetween the minerals cause they mine at the "perfect speed".
If you slow them down they will travel more and you will get more income when you spread them out, so yeah ^^

Yeah this seems like something that should be obvious and there aren't really any arguments someone could make against it.

Of course what's important and already being mentioned is that if this was implemented, the game needing re-balance is likely true. Kind of impossible to determine whether that's the case or not without actually changing things and testing it though, cause who knows, maybe it would be balanced still (BOs, timings, etc would be different due to economy change).

So yeah, your hypothesis is correct, but what's the point? Unless there's good reason for something like this to get implemented it won't, and even if there is good reason, it's a large shot in the dark to make such an update as it would be a huge, unpredictable balance change to the game.

edit: reading the above post now (posted whiled I was writing this) could maybe classify as "good reason", though I haven't read the aforementioned post. Still would mean dragons ahead with balancing though :o
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
dcemuser
Profile Joined August 2010
United States3248 Posts
October 25 2013 06:36 GMT
#26
These are the type of drastic changes that need to be made in LotV. They need to make radical changes, even if there isn't a big point, as long as people believe it is a big issue.

For example, the community was really big on the "make units spread out when they walk instead of clumping" thing for a while, and Blizzard said "well, we tried that in testing and it didn't seem to matter..."

As Blizzard, for LotV, I'd revisit those type of ideas and implement them, even if it "doesn't seem to matter", since player perception of a game is equally important (if not more important) than the game itself.
WolfintheSheep
Profile Joined June 2011
Canada14127 Posts
October 25 2013 06:47 GMT
#27
On October 25 2013 15:36 dcemuser wrote:
These are the type of drastic changes that need to be made in LotV. They need to make radical changes, even if there isn't a big point, as long as people believe it is a big issue.

For example, the community was really big on the "make units spread out when they walk instead of clumping" thing for a while, and Blizzard said "well, we tried that in testing and it didn't seem to matter..."

As Blizzard, for LotV, I'd revisit those type of ideas and implement them, even if it "doesn't seem to matter", since player perception of a game is equally important (if not more important) than the game itself.


The thing about unit clumping is that people were saying it was the solution to deathballs...which doesn't even stand-up to theorycraft. You death ball might have a slightly larger radius, but they still get to where you want at the same time. See most other RTS games, like Dawn of War, where your units move in a spread out formation everywhere. It looks more less ballish, but it functions exactly the same.

What people really want, and will never get, is dumb/random AI pathing.
Average means I'm better than half of you.
Insoleet
Profile Joined May 2012
France1806 Posts
October 25 2013 06:53 GMT
#28
Would be cool to see blizzard experiment this for LotV.
hansonslee
Profile Blog Joined April 2011
United States2027 Posts
October 25 2013 07:09 GMT
#29
Asymmetrical mining sounds pretty cool! But still we have a lot of balancing issues to face when this design was implemented.

For example, Protoss wrapgate units lose their dominance pretty quickly. Once Terran has stim and medivacs, those units are at a huge disadvantage. As for Zerg, Lair tech with speed roaches and speedling crush Protoss t1 units.

As for Zerg, you need to stay 1 base ahead to have a fighting chance against the other races. But then again, maybe, if Zerg had 0.5 base advantage, Zerg would not be at a great disadvantage.

I think Terran is the one that is going to be least affected because those marines are pretty cost effective.

You should post this on bnet forums!
Seed's # 1 fan!!! #ForVengeance
Fizzy
Profile Joined March 2012
Sweden388 Posts
October 25 2013 13:48 GMT
#30
To all the people out there who think big changes are bad: Go out and see the world, do some traveling... pick up the ugliest chick at the party and try to live life.

Change is good (most of the time), we have all been watching the same SC2 matches for 3 years now. Make marines unable to shoot air and instead make banshees shoot like hellions! Fuck, do something to spice things up and make this shit interesting!

Sure i enjoy watching Starcraft 2 as it is just as much as anyone else, i dont play the game tho. And the only reason i enjoy watching it is because im such a huge fan of Naniwa, Mvp and Grubby. Would those 3 people leave this scene i would have absolutley no reason to keep watching. Why? Because its actually quite boring.
Mvp - Grubby - NaNiwa - Alliance DOTA2 <3
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
October 25 2013 13:55 GMT
#31
On October 25 2013 22:48 Fizzy wrote:
To all the people out there who think big changes are bad: Go out and see the world, do some traveling... pick up the ugliest chick at the party and try to live life.

Change is good (most of the time), we have all been watching the same SC2 matches for 3 years now. Make marines unable to shoot air and instead make banshees shoot like hellions! Fuck, do something to spice things up and make this shit interesting!

Sure i enjoy watching Starcraft 2 as it is just as much as anyone else, i dont play the game tho. And the only reason i enjoy watching it is because im such a huge fan of Naniwa, Mvp and Grubby. Would those 3 people leave this scene i would have absolutley no reason to keep watching. Why? Because its actually quite boring.

Dota 2 is full of interesting stuff, yet i find it boring and repetitive to watch even after 6.79.
BW for last 3 years of it was pretty much the same thing over and over again too.
As for economy changes. Yeah, it was repeated over and over again, there is no clear limit to income, there is limit to amount of workers one makes without actually ending up without sufficient army. Granted, i still take more and more bases even when sitting at something like 70-80 drones on whirlwind/frost. Why? Because for some strange reason everyone underrates the fact that income in late game actually starts to drop due to bases mining out and for me, as zerg, trading armies is like the best way to actually win the game without going full base-race. And for trading armies all game long, you better have some fucking consistent income.
DeMoN pulls off a Miracle and Flies to the Moon
Arcane86
Profile Blog Joined November 2011
United States68 Posts
Last Edited: 2013-10-25 14:05:37
October 25 2013 14:04 GMT
#32
Thanks for your work! I wonder, what would happen if you shortened the distance from the town hall to the mineral patches. We might see a similar effect with this less wonky perturbation.
There is no Cow Level
aka_star
Profile Blog Joined July 2007
United Kingdom1546 Posts
October 25 2013 14:07 GMT
#33
Just ask blizzard to limit worker saturation to 16 on minerals, thus promoting more than 3 base play or a stronger army. Alternatively increase the gas cost of everything and decrease the effectiveness of mineral only units.
FlashDave.999 aka Star
Dingodile
Profile Joined December 2011
4137 Posts
October 25 2013 14:14 GMT
#34
I like to know the income difference about 3 bases each 16 vs 4 bases each 12.
Grubby | ToD | Moon | Lyn | Sky
Nuclease
Profile Joined August 2011
United States1049 Posts
October 25 2013 14:29 GMT
#35
Wow, the data are very interesting. Will certainly have to sit and digest this whole study a little bit more at length sometime later today.

I feel like I'm in my Biology lab when I read this haha
Zealots, not zee-lots. | Never forget, KTViolet, Go)Space. | You will never be as good as By.Flash, and your drops will never be as sick as MMA.
LaLuSh
Profile Blog Joined April 2003
Sweden2358 Posts
Last Edited: 2013-10-25 14:43:13
October 25 2013 14:30 GMT
#36
This topic has been discussed and explored at great detail in the Starbow mod thread. Read the last 50 pages or so to get up to speed. I will try to do a summary:

  • Changing harvest time affects the max income rate, you've already figured this out. The other variable that affects it is Harvest Amount (yield per trip). Travel time does not affect max income rate, but it does affect the rate of growth on the income curve.
  • There's a harvest time "magical number" where workers will start wandering. It's about 5.4.
  • The problem with a 5.4 harvest time, is that the max income rate becomes considerably lower than both BW and SC2. Tread carefully.
  • In Starcraft 2, workers are coded to queue if a currently mining worker has less than about 1 second remaining before they finish mining.
  • In Brood War, workers are only coded to queue if all mineral patches are simultaneously occupied and being mined from (so BW workers will settle down at 3 workers per patch and mine at max possible income rate).
  • If you want worker wandering and diminishing returns from 1 worker per patch, you cannot go lower than 5.4 Harvest time in SC2 without using triggers that remove the workers' current queuing behavior. This is what Starbow does. And SC2BW has now replicated Starbow's work.
  • The reason BW's income curve couldn't be replicated is likely because of wonky and inefficient pathfinding, coupled with acceleration delays when bouncing off occupied patches, coupled with mineral patches probably being situated closer to the CC/Nex/Hatch (meaning wandering could be achieved with a lower harvest time).


The reason Blizzard went for 5 minerals per trip and a radically decreased Harvest Time, is because that solution was the best possible match you could achieve to BW mining rates in SC2. It's basically impossible to replicate the same income curve as BW in SC2 with 8 minerals per trip. So Blizzard actually did their homework. They just didn't realize the ramifications of their insistence on staying true to BW mining rates.


HeeroFX
Profile Blog Joined November 2010
United States2704 Posts
October 25 2013 14:33 GMT
#37
On October 25 2013 12:39 Rasera wrote:
No. I experimentally figured out how to recreate the Asymmetric mining effect from BW without dumbing down worker AI. If you look at the experimental results, you can see that spreading the workers across more bases gave an increase in mining, as opposed to current symmetrical effects. Therefore, increases the time it takes for them to mine reintroduces the asymmetrical mining effect.




So what you want is them to remake brood war in HD with shiny physics and what not? WOuld this solve all the problems of SC 2? No, BW had it's own problems. But yeah nice write up. I think the best way to change the whole 3 base every game, always, forever thing is for the meta game to change. Players should find a way to take advantage of someone going for fast 3 base. There has to be a way to do that without changing the game.
NicksonReyes
Profile Blog Joined May 2010
Philippines4431 Posts
October 25 2013 14:51 GMT
#38
On October 25 2013 23:33 HeeroFX wrote:
I think the best way to change the whole 3 base every game, always, forever thing is for the meta game to change. Players should find a way to take advantage of someone going for fast 3 base. There has to be a way to do that without changing the game.

There are cheeses and 2-base all-ins already though, the way to do that without changing even the meta game .
"Start yo" -FlaSh
LaLuSh
Profile Blog Joined April 2003
Sweden2358 Posts
Last Edited: 2013-10-25 15:02:19
October 25 2013 14:56 GMT
#39
On October 25 2013 23:33 HeeroFX wrote:
Show nested quote +
On October 25 2013 12:39 Rasera wrote:
No. I experimentally figured out how to recreate the Asymmetric mining effect from BW without dumbing down worker AI. If you look at the experimental results, you can see that spreading the workers across more bases gave an increase in mining, as opposed to current symmetrical effects. Therefore, increases the time it takes for them to mine reintroduces the asymmetrical mining effect.




So what you want is them to remake brood war in HD with shiny physics and what not? WOuld this solve all the problems of SC 2? No, BW had it's own problems. But yeah nice write up. I think the best way to change the whole 3 base every game, always, forever thing is for the meta game to change. Players should find a way to take advantage of someone going for fast 3 base. There has to be a way to do that without changing the game.


...

Consider this.

#1 All economical development in SC2 is heavily speeded up compared to Brood War. Macro mechanics (larva inject, chrono, mule) turn SC2 into Brood War on meth.

#2 A game which has much faster economic development at the same time imposes a much lower cap on max amount of bases. Isn't this contradictory? You reach max income much sooner, but you're capped much earlier?

#3 You propose that the "metagame" can fix what is essentially Brood War on meth limited to 3 max bases.

Good luck with that without turning the game into a complete lottery in the process. You can join the Kulas Ravine and Steppes of War fan-group, because that's what a "metagame" fix preventing people from reaching 3 bases would look like.

cptjibberjabber
Profile Joined November 2012
Netherlands87 Posts
October 25 2013 15:32 GMT
#40
On October 25 2013 23:56 LaLuSh wrote:
Show nested quote +
On October 25 2013 23:33 HeeroFX wrote:
On October 25 2013 12:39 Rasera wrote:
No. I experimentally figured out how to recreate the Asymmetric mining effect from BW without dumbing down worker AI. If you look at the experimental results, you can see that spreading the workers across more bases gave an increase in mining, as opposed to current symmetrical effects. Therefore, increases the time it takes for them to mine reintroduces the asymmetrical mining effect.




So what you want is them to remake brood war in HD with shiny physics and what not? WOuld this solve all the problems of SC 2? No, BW had it's own problems. But yeah nice write up. I think the best way to change the whole 3 base every game, always, forever thing is for the meta game to change. Players should find a way to take advantage of someone going for fast 3 base. There has to be a way to do that without changing the game.


...

Consider this.

#1 All economical development in SC2 is heavily speeded up compared to Brood War. Macro mechanics (larva inject, chrono, mule) turn SC2 into Brood War on meth.

#2 A game which has much faster economic development at the same time imposes a much lower cap on max amount of bases. Isn't this contradictory? You reach max income much sooner, but you're capped much earlier?

#3 You propose that the "metagame" can fix what is essentially Brood War on meth limited to 3 max bases.

Good luck with that without turning the game into a complete lottery in the process. You can join the Kulas Ravine and Steppes of War fan-group, because that's what a "metagame" fix preventing people from reaching 3 bases would look like.


well if you reach the optimum amount of income sooner then it is not weird that you reach the cap sooner. And if you can get more out of 1 base then it is IMO not weird that the necessary amount of bases decreases aswell...
Prev 1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
LAN Event
18:00
Stellar Fest: Day 1
Lambo vs Harstem
Gerald vs Mixu
Zoun vs TBD
Clem vs TBD
ByuN vs TBD
TriGGeR vs TBD
ComeBackTV 731
UrsaTVCanada506
IndyStarCraft 194
CranKy Ducklings135
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
White-Ra 200
IndyStarCraft 194
UpATreeSC 79
JuggernautJason67
MindelVK 39
StarCraft: Brood War
GuemChi 1000
Mini 249
Leta 98
Backho 55
scan(afreeca) 47
sas.Sziky 45
soO 18
Bale 9
HiyA 5
Dota 2
qojqva3588
League of Legends
Trikslyr39
Counter-Strike
ScreaM1362
byalli694
pashabiceps668
Other Games
Grubby2140
Beastyqt887
B2W.Neo332
KnowMe145
ToD109
Mlord106
C9.Mang097
QueenE56
OptimusSC22
Organizations
Counter-Strike
PGL153
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 20 non-featured ]
StarCraft 2
• Hupsaiya 16
• Kozan
• sooper7s
• AfreecaTV YouTube
• Migwel
• LaughNgamezSOOP
• intothetv
• IndyKCrew
StarCraft: Brood War
• HerbMon 12
• 80smullet 10
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 4715
• Noizen41
League of Legends
• Nemesis3526
• imaqtpie1618
• TFBlade795
Other Games
• Shiphtur229
• tFFMrPink 16
Upcoming Events
Korean StarCraft League
7h 37m
CranKy Ducklings
14h 37m
IPSL
22h 37m
dxtr13 vs OldBoy
Napoleon vs Doodle
LAN Event
22h 37m
BSL 21
1d
Gosudark vs Kyrie
Gypsy vs Sterling
UltrA vs Radley
Dandy vs Ptak
Replay Cast
1d 3h
Sparkling Tuna Cup
1d 14h
WardiTV Korean Royale
1d 16h
IPSL
1d 22h
JDConan vs WIZARD
WolFix vs Cross
LAN Event
1d 22h
[ Show More ]
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.