• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 05:27
CET 11:27
KST 19:27
  • 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
[ASL22] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win0Weekly Cups (October 19-25): Clem triples first in 5.0.175Evil Geniuses - shutting down23ISSL (IntoTheTV x SOOP SC2 League): Premier7Weekly Cups (October 12-18): 5.0.17 era begins1
StarCraft 2
General
No more SC2 streamers on team liquid? StarCraft open world shooter announced at BlizzCon [D] Hacker peak in sc2 ? Liquibets sc2 season 30 Evil Geniuses - shutting down
Tourneys
SC2 INu's Battles#22 SC4ALL: II Venue Change Announcement! Sparkling Tuna Cup - Weekly Open Tournament WardiTV Mondays ISSL (IntoTheTV x SOOP SC2 League): Premier
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
Starcraft 2 Advance [G] How to playtest arcade maps [D] the control group Simple Questions/Answers
External Content
Mutation # 551 Robotic Revival Mutation # 550 Graveyard Shift The PondCast: SC2 News & Results Mutation # 549 Endless Sparkles
Brood War
General
Rollback Netcode in Brood War List of top players active on ShieldBattery Sagi.gg Launcher Released BW General Discussion [Megathread] Daily Funny Videos
Tourneys
[$1250] International ShieldBattery League [Megathread] Daily Proleagues Small VOD Thread 2.0 KCM Race Survival 2026 Season 4
Strategy
50,000-Word Terran Builds Memo 2026-10-22 Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Path of Exile Stormgate/Frost Giant Megathread Stratus: Battle for the sky now on steam Early acc
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Trading/Investing Thread Dating: How's your luck? Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread
Fan Clubs
Fan Club Resource Thread Reynor Fan Club The Flash Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Manga] One Piece
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Playlenda
Playlendapro
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 11904 users

Depth of Micro - Page 31

Forum Index > SC2 General
Post a Reply
Prev 1 29 30 31 32 33 61 Next
bo1b
Profile Blog Joined August 2012
Australia12814 Posts
November 02 2013 01:08 GMT
#601
It just boggles my mind that there are so many people against having more microable units.
naastyOne
Profile Joined April 2012
491 Posts
November 02 2013 01:14 GMT
#602
My problem is, when you make a case about how SC2 can become a better game, you do not need to add comparisons to any other game. When you say that "i could micro units like this in SC, and can not in SC2", you are making a case based on nostalgia. The point of a video is not well integrated into SC2 meta. The point doesn`t try to solve any of SC2s own flaws with death ball, on contrary, the way vikings are microed in the video, and the way autor tries to make it would only make a problem of an deathball of units worse. You do not have a BW controll group limitation. Thus, a tight ball of air units would became the ultimate deathball, since you could cram in a max supply of air units. Imagine you would have a BW-esque mutalisks. So, you`re microing 150ish supply worth stack of mutas. It would be terribly overpowered. The way SC2 air units behave largely is a responce to the fact that such stacks would be ridiculously broken under what author of a video deems as microable units.
A3iL3r0n
Profile Blog Joined October 2002
United States2196 Posts
November 02 2013 01:17 GMT
#603
On November 02 2013 10:14 naastyOne wrote:
My problem is, when you make a case about how SC2 can become a better game, you do not need to add comparisons to any other game. When you say that "i could micro units like this in SC, and can not in SC2", you are making a case based on nostalgia. The point of a video is not well integrated into SC2 meta. The point doesn`t try to solve any of SC2s own flaws with death ball, on contrary, the way vikings are microed in the video, and the way autor tries to make it would only make a problem of an deathball of units worse. You do not have a BW controll group limitation. Thus, a tight ball of air units would became the ultimate deathball, since you could cram in a max supply of air units. Imagine you would have a BW-esque mutalisks. So, you`re microing 150ish supply worth stack of mutas. It would be terribly overpowered. The way SC2 air units behave largely is a responce to the fact that such stacks would be ridiculously broken under what author of a video deems as microable units.

Splash damage takes care of stacked flying units.
My psychiatrist says I have deep-seated Ragneuroses :(
bo1b
Profile Blog Joined August 2012
Australia12814 Posts
November 02 2013 01:17 GMT
#604
I'd be interested in seeing 150ish supply of mutas vs some thors/4 widow mines.
A3iL3r0n
Profile Blog Joined October 2002
United States2196 Posts
November 02 2013 01:22 GMT
#605
Micro is the flashiest part of the game. And I think SC2 has a real opportunity to be that type of game, on steroids. With powerful macro control built in to the UI, I think players could spend more time on micro. The "fun stuff" that Blizzard wants to emphasize.
My psychiatrist says I have deep-seated Ragneuroses :(
dutchfriese
Profile Joined November 2012
2554 Posts
November 02 2013 01:30 GMT
#606
On November 02 2013 10:08 bo1b wrote:
It just boggles my mind that there are so many people against having more microable units.


On November 02 2013 10:22 A3iL3r0n wrote:
Micro is the flashiest part of the game. And I think SC2 has a real opportunity to be that type of game, on steroids. With powerful macro control built in to the UI, I think players could spend more time on micro. The "fun stuff" that Blizzard wants to emphasize.



+1. I'm not even sure why this is being debated as it should be a no brainer.
naastyOne
Profile Joined April 2012
491 Posts
Last Edited: 2013-11-02 01:33:15
November 02 2013 01:30 GMT
#607
On November 02 2013 10:17 A3iL3r0n wrote:
Show nested quote +
On November 02 2013 10:14 naastyOne wrote:
My problem is, when you make a case about how SC2 can become a better game, you do not need to add comparisons to any other game. When you say that "i could micro units like this in SC, and can not in SC2", you are making a case based on nostalgia. The point of a video is not well integrated into SC2 meta. The point doesn`t try to solve any of SC2s own flaws with death ball, on contrary, the way vikings are microed in the video, and the way autor tries to make it would only make a problem of an deathball of units worse. You do not have a BW controll group limitation. Thus, a tight ball of air units would became the ultimate deathball, since you could cram in a max supply of air units. Imagine you would have a BW-esque mutalisks. So, you`re microing 150ish supply worth stack of mutas. It would be terribly overpowered. The way SC2 air units behave largely is a responce to the fact that such stacks would be ridiculously broken under what author of a video deems as microable units.

Splash damage takes care of stacked flying units.

Yes, the same way Storms did deal with Muta in BW(well, they didn`t).

In a battle of air units, ones with longer range/speed/splash will always win. in case of ground units splash wouldn`t be enought, as you will need a fire dencity to one-shot-kill a stack that is at maximum range from which an air unit stack can attack, and currently only thours are maybe close in case of fighting muta.

"the broodwar level controll level " would ensure that a stack of air units can avoid any castble spell, as they did in BW, if you id it right. So you have ground units. That have to have AA splash, and you should be capable to cram enought AA units in attack range of a stack, to vipe it out instantly, othervise air units would just avoid that and pick you`r units apart, hence such units would make Air useless altogather.

So, the author advocates for either ridiculously broken air units, or almost completely useless, and forcing a game to have a tonne of "archon-toilet style cases", where you`ll either get a great splash on enemy air stack and win,or you will not, and loose completely. Great thinking.
WombaT
Profile Blog Joined May 2010
Northern Ireland27478 Posts
November 02 2013 01:32 GMT
#608
Great OP, some silly divergence in the thread.

The strength (and weakness) of the video is that you don't have Lalush going BW < SC2 but is just him showcasing potentially cool unit interactions.

I for one am all for units being both more microable, but also for them to behave differently and need certain finesse to control correctly. Most micro in the game is the same, only with units that vary in effectiveness in terms of microability.

Again don't necessarily ripoff BW, but as is often pointed out SC2 was conceived as an E-sports vehicle. It has a predecessor which had elements that were conducive to a good spectator spectacle. Sc2 has its great games too, look at what made them thrilling, look at the players and play styles that thrilled the spectators.

Try and figure what are the good, exciting games and try to make the game more targeted towards those kind of players and skills.

Forget about competing with MOBAs too, there are elements worth looking at, even small things. I for one would like to ladder with a favoured team colour on, how many of you in customs always pick the same colour? It's the easiest customisation to implement ever.

Fucking fix Bnet 2.0, horrible.

Tbh my exodus from SC2 is more due to fatherhood and other commitments, but equally if I really enjoyed it I'd find the time. It's a bit monotonous and playing Protoss is especially annoying. I do love the race though, I am not allows to race switch 0
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
TL+ Member
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
Last Edited: 2013-11-02 01:33:43
November 02 2013 01:33 GMT
#609
I see a lot of re-occuring arguments.

Let me try to answer some of them in a single post.

First one brought up just by is:

Air Stacking: The author is by no means advocating air stacking like in BW.
Removing seperation radius from units means they do not separate on their own, it is the only way to fix the loss of momentum. The entire point is that units should keep their momentum after shooting regardless of being even the tiniest bit overlapped with another air unit.
When getting dirty and fighting battles it is hard to maintain perfect seperation for no dead stops upon attacking because ALL weapons have a small random delay in attack.

This means that if you have 5 perfectly seperated units, it will SOME TIMES by random chance dead stop some units due to random delays cause one unit to fire slightly faster(causing them to initiate deceleration) which leads them to overlap.

THIS IS UNACCEPTABLE.

Separation radius needs to be fixed, not set to 0 for everything. Units will still spread out.

Overkill prevent: Why does overkill prevention exist? So you don't waste 30 shots on a single unit. What is overkill prevention not supposed to do? Stop the units who don't kill the weakened unit.
Enough said. It is a bug. Even worse is that if you simply had only the unit with the killing blow selected, it wouldn't have stopped the others, why should selection cause this behavior?
It doesn't exactly open up new cool maneuvers, it gets in the way of game play. It isn't like muta micro where you have more options, it only randomly hurts current game play.


Balance vs Design:All tweaks or fixes here would have an impact on balance whether big or small.
Changing the design of the units for the better is a long term effect, but only a short term effect on balance.

Yes it will change the meta, but yes Blizzard can manage that effect. More micro opportunities, better handling units, these are good design choices that shouldn't be frowned upon because they might effect current balance.
Blizz is a damn good balance team. I have full faith in their ability to both incorporate these changes AND maintain balance. SC2 is probably the most balanced RTS title that has ever existed.

These changes will not drastically alter the game or save sc2, nor will it turn SC2 into BW
The video does however encourage blizz to look how the units are actually built, how they handle. The actual physical characteristics of units are largely ignored in favor of tweaking HP, damage, damage bonus, range. Has blizzard ever used these very raw unit handling stats to balance or tweak design?
Damage point being default across the board at an usually large number sugguest no. The non functional turret sugguests no.

This video helps to illuminate how the engine and sc2's current units don't go in depth. Hopefully the video communicates that Blizzard SHOULD look into this completely untapped potential pool of modification when building Legacy of the Void.

For instance, how less annoying would it be if drones were able to actually moving shot at a small range when probes are trying to block your hatchery?

What if the banshee were made slightly more maneuverable, but less incredible dps so that actually using the banshee is a bit more fun to play with?

I want to see a really fun SC2 when the last expansion comes out, the most fun SC2 possible.
naastyOne
Profile Joined April 2012
491 Posts
Last Edited: 2013-11-02 01:40:15
November 02 2013 01:39 GMT
#610
On November 02 2013 10:33 decemberscalm wrote:
Air Stacking: The author is by no means advocating air stacking like in BW.
Removing seperation radius from units means they do not separate on their own, it is the only way to fix the loss of momentum. The entire point is that units should keep their momentum after shooting regardless of being even the tiniest bit overlapped with another air unit.
When getting dirty and fighting battles it is hard to maintain perfect seperation for no dead stops upon attacking because ALL weapons have a small random delay in attack.

This means that if you have 5 perfectly seperated units, it will SOME TIMES by random chance dead stop some units due to random delays cause one unit to fire slightly faster(causing them to initiate deceleration) which leads them to overlap.

THIS IS UNACCEPTABLE.

Separation radius needs to be fixed, not set to 0 for everything. Units will still spread out.

In theory, BW had air stacking separation. However, since movement was a priority, it allow air unit stacking. You can not have both. Either unstacking get`s the priority over movement(SC2), or movement takes the priority over unstacking(BW).
WombaT
Profile Blog Joined May 2010
Northern Ireland27478 Posts
November 02 2013 01:40 GMT
#611
Exactly. If I recall from Nony's vid it forced Blizz to come out and say 'oh, we didn't realise that was how it worked.'

I may be wrong on this, but the impression I get is Blizzard don't seem to actually understand these high-level micro tricks/bug exploitation and why players and spectators like them. Similarly with whoever brought up the John Carmack/bunny hopping one.

If this does nothing else but make the devs go 'hmm' and actually look more at the issue it's done a job.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
TL+ Member
A3iL3r0n
Profile Blog Joined October 2002
United States2196 Posts
Last Edited: 2013-11-02 01:45:42
November 02 2013 01:43 GMT
#612
On November 02 2013 10:30 naastyOne wrote:
Show nested quote +
On November 02 2013 10:17 A3iL3r0n wrote:
On November 02 2013 10:14 naastyOne wrote:
My problem is, when you make a case about how SC2 can become a better game, you do not need to add comparisons to any other game. When you say that "i could micro units like this in SC, and can not in SC2", you are making a case based on nostalgia. The point of a video is not well integrated into SC2 meta. The point doesn`t try to solve any of SC2s own flaws with death ball, on contrary, the way vikings are microed in the video, and the way autor tries to make it would only make a problem of an deathball of units worse. You do not have a BW controll group limitation. Thus, a tight ball of air units would became the ultimate deathball, since you could cram in a max supply of air units. Imagine you would have a BW-esque mutalisks. So, you`re microing 150ish supply worth stack of mutas. It would be terribly overpowered. The way SC2 air units behave largely is a responce to the fact that such stacks would be ridiculously broken under what author of a video deems as microable units.

Splash damage takes care of stacked flying units.

Yes, the same way Storms did deal with Muta in BW(well, they didn`t).

In a battle of air units, ones with longer range/speed/splash will always win. in case of ground units splash wouldn`t be enought, as you will need a fire dencity to one-shot-kill a stack that is at maximum range from which an air unit stack can attack, and currently only thours are maybe close in case of fighting muta.

"the broodwar level controll level " would ensure that a stack of air units can avoid any castble spell, as they did in BW, if you id it right. So you have ground units. That have to have AA splash, and you should be capable to cram enought AA units in attack range of a stack, to vipe it out instantly, othervise air units would just avoid that and pick you`r units apart, hence such units would make Air useless altogather.

So, the author advocates for either ridiculously broken air units, or almost completely useless, and forcing a game to have a tonne of "archon-toilet style cases", where you`ll either get a great splash on enemy air stack and win,or you will not, and loose completely. Great thinking.

Assuming that Blizzard would implement such a drastic change to the way the game fundamentally plays, why wouldn't the game be re-balanced to provide the appropriate anti-air to every race as well?
My psychiatrist says I have deep-seated Ragneuroses :(
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
Last Edited: 2013-11-02 01:46:35
November 02 2013 01:45 GMT
#613
On November 02 2013 10:39 naastyOne wrote:
Show nested quote +
On November 02 2013 10:33 decemberscalm wrote:
Air Stacking: The author is by no means advocating air stacking like in BW.
Removing seperation radius from units means they do not separate on their own, it is the only way to fix the loss of momentum. The entire point is that units should keep their momentum after shooting regardless of being even the tiniest bit overlapped with another air unit.
When getting dirty and fighting battles it is hard to maintain perfect seperation for no dead stops upon attacking because ALL weapons have a small random delay in attack.

This means that if you have 5 perfectly seperated units, it will SOME TIMES by random chance dead stop some units due to random delays cause one unit to fire slightly faster(causing them to initiate deceleration) which leads them to overlap.

THIS IS UNACCEPTABLE.

Separation radius needs to be fixed, not set to 0 for everything. Units will still spread out.

In theory, BW had air stacking separation. However, since movement was a priority, it allow air unit stacking. You can not have both. Either unstacking get`s the priority over movement(SC2), or movement takes the priority over unstacking(BW).

Wrong.

BW had air unit seperation. It was constant, even when moving. Your units kept momentum upon firing.

Stacking only existed because the engine let you abuse the magic box to keep all units travelling to the same location.
Unlike BW you can click inside the magic box in between all of your units and units will all travel there. The more aggressive air separation of SC2 makes this less of a problem.

Look at SC2BW for an example of constant air stacking with a separation radius of 0.

Your argument is a flase dichotomy. Games do what they are programmed to. I call the overlapping attacking movement problem a bug in how the engine handles deceleration and momentum.
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
Last Edited: 2013-11-02 01:48:35
November 02 2013 01:48 GMT
#614
On November 02 2013 10:40 Wombat_NI wrote:
If this does nothing else but make the devs go 'hmm' and actually look more at the issue it's done a job.


Seriously this.

Consider how many people play and watch Starcraft 2 on a daily basis.

How many people have noticed the turrets and how awkward they work in Starcraft 2?
Think the dev's have?
A3iL3r0n
Profile Blog Joined October 2002
United States2196 Posts
November 02 2013 01:52 GMT
#615
On November 02 2013 10:48 decemberscalm wrote:
Show nested quote +
On November 02 2013 10:40 Wombat_NI wrote:
If this does nothing else but make the devs go 'hmm' and actually look more at the issue it's done a job.


Seriously this.

Consider how many people play and watch Starcraft 2 on a daily basis.

How many people have noticed the turrets and how awkward they work in Starcraft 2?
Think the dev's have?

+1

That turret footage in the video is ugly.
My psychiatrist says I have deep-seated Ragneuroses :(
WombaT
Profile Blog Joined May 2010
Northern Ireland27478 Posts
November 02 2013 01:56 GMT
#616
I hadn't and I whine all the time!

Hell, Blizz gave the Phoenix the auto-move shot, so at least they tacitly show that they like the concept.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
TL+ Member
NightOfTheDead
Profile Joined August 2009
Lithuania1711 Posts
Last Edited: 2013-11-02 02:02:15
November 02 2013 02:00 GMT
#617
On November 02 2013 10:08 bo1b wrote:
It just boggles my mind that there are so many people against having more microable units.


There's nothing wrong in 'fixing' bugs, dead stops and unresponsiveness. However, 'adding micro' to already solid units is equivalent of effectively "rebalancing" the game and perhaps introducing unwanted results.
RampancyTW
Profile Joined August 2010
United States577 Posts
November 02 2013 02:01 GMT
#618
On November 02 2013 10:48 decemberscalm wrote:
Show nested quote +
On November 02 2013 10:40 Wombat_NI wrote:
If this does nothing else but make the devs go 'hmm' and actually look more at the issue it's done a job.


Seriously this.

Consider how many people play and watch Starcraft 2 on a daily basis.

How many people have noticed the turrets and how awkward they work in Starcraft 2?
Think the dev's have?
I do agree with this.

The turret thing especially would be good to play around with. Tank might have 360 degree swivel capability, but Immortal only 180 degree etc. Could be cool for adding character to the units.

Similarly I think fixing inconsistencies in air unit behavior and perhaps adding more responsive micro units to the game with the next expansion would be things to look into. I do, however disagree with majorly changing existing unit behavior, because I think it would be too disruptive to the game with no guarantee of an actual gameplay payoff.
RampancyTW
Profile Joined August 2010
United States577 Posts
Last Edited: 2013-11-02 02:06:07
November 02 2013 02:02 GMT
#619
On November 02 2013 11:00 NightOfTheDead wrote:
Show nested quote +
On November 02 2013 10:08 bo1b wrote:
It just boggles my mind that there are so many people against having more microable units.


There's nothing wrong in 'fixing' bugs, dead stops and unresponsiveness. However, 'adding micro' to already solid units is equivalent of effectively "rebalancing" the game and perhaps introducing unwanted results.
This is 100% my concern.

Edit: Expanding on this, part of the reason why I like the turret suggestions is because it adds micro possibilities and character to units that are currently pretty bland on the micro front. I'm all for making currently unexciting units more exciting/usable in skilled hands, and I don't think that would break the game. I just don't think units that already have high utility and micro-ability need to be pushed any further in that direction.
WombaT
Profile Blog Joined May 2010
Northern Ireland27478 Posts
November 02 2013 02:05 GMT
#620
It'll be fun, shit works ATM but its not necessarily entertaining.

Nah, joking aside though non WC3 players probably think I'm exaggerating but they made a metric fuckton of changes to so many aspects of the game with TFT, it's hard to overstate how big an overhaul that was.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
TL+ Member
Prev 1 29 30 31 32 33 61 Next
Please log in or register to reply.
Live Events Refresh
Next event in 1h 33m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 211
ProTech163
StarCraft: Brood War
Britney 26837
Rain 3024
BeSt 414
Larva 349
ZerO 345
Leta 316
actioN 222
firebathero 178
Jaedong 145
Light 131
[ Show more ]
Rush 126
Stork 116
EffOrt 104
Pusan 95
Mini 82
Barracks 70
Shine 64
Yoon 63
910 47
Shinee 43
Bale 35
Free 34
ggaemo 27
Sharp 26
Aegong 18
sSak 14
HiyA 14
soO 14
ZergMaN 13
yabsab 12
Dota 2
monkeys_forever136
League of Legends
JimRising 383
Counter-Strike
olofmeister1051
Other Games
summit1g10678
ceh9600
XaKoH 297
Lowko227
Fuzer 173
dupreeh137
B2W.Neo118
KnowMe110
Sick64
NeuroSwarm62
Railgan21
ZerO(Twitch)13
Organizations
Counter-Strike
PGL115
[ Show 10 non-featured ]
StarCraft 2
• LUISG 23
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Stunt450
Upcoming Events
Ultimate Battle
1h 33m
Soma vs Royal
Replay Cast
12h 33m
Sparkling Tuna Cup
23h 33m
WardiTV Invitational
1d 1h
YoungYakov vs Lambo
SHIN vs TBD
Percival vs Shameless
Solar vs TBD
OSC
1d 12h
ByuN vs MaxPax
herO vs Krystianer
Percival vs Shameless
LetaleX vs YoungYakov
Nicoract vs Gerald
GgMaChine vs ArT
PiGosaur Cup
1d 14h
The PondCast
2 days
KCM Race Survival
2 days
WardiTV Invitational
3 days
CranKy Ducklings
4 days
[ Show More ]
IPSL
5 days
TerrOr vs IJ_Terran
rasowy vs Hazorath
Sparkling Tuna Cup
5 days
IPSL
6 days
Art_Of_Turtle vs KameZerg
Radley vs George
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-11-06
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
BSL Season 23
IPSL Winter 2026-27
Calamity Cup Div. A Season 8
IEM Beijing 2026
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026

Upcoming

Sector 951
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Underdog Cup 2026 Div 2-3
PGL Bucharest 2027
BLAST Bounty Winter 2027
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
TLPD

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

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.