• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:11
CEST 18:11
KST 01:11
  • 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 #22 - Voting & Ladder Map Selection1Code S Season 2 (2026) - RO8 Preview4[ASL21] Finals Preview: Two Legacies21Code S Season 2 (2026) - RO12 Preview2herO wins GSL Code S Season 1 (2026)7
Community News
StarCraft II 5.0.16 PTR Patch Notes may 26th83Weekly Cups (May 18-25): MaxPax wins doubles0Crank Gathers Season 4: BW vs SC2 Team League4Weekly Cups (May 11-17): Classic wins double1Code S Season 1 (2026) - RO8 Results2
StarCraft 2
General
Changing from 12 to 8 is just asking for StarCraft StarCraft II 5.0.16 PTR Patch Notes may 26th TL Poll: How do you feel about the 5.0.16 PTR balance changes? Weekly Cups (May 11-17): Classic wins double TL.net Map Contest #22 - Voting & Ladder Map Selection
Tourneys
GSL Code S Season 2 (2026) Sparkling Tuna Cup - Weekly Open Tournament Crank Gathers Season 4: BW vs SC2 Team League GSL Code S Season 1 (2026) Maestros of The Game 2 announcement and schedule !
Strategy
[G] Having the right mentality to improve
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Welcome to the External Content forum Mutation # 527 Hell Train The PondCast: SC2 News & Results Mutation # 526 Rubber and Glue
Brood War
General
FlaShFTW vs A.Alm Grudge Match Event BGH Auto Balance -> http://bghmmr.eu/ VPN experiences Every Matchup's Top 5 Winrates (all ASLs & KSLs) Pros React To: ASL S21 Finals
Tourneys
[ASL21] Grand Finals [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2 [BSL22] WB Final & LB Semis - Saturday 21:00 CEST
Strategy
Any training maps people recommend? Muta micro map competition [G] Hydra ZvZ: An Introduction Fighting Spirit mining rates
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread ZeroSpace Megathread Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Trading/Investing Thread Dating: How's your luck?
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
Customization Drives Loyalty…
TrAiDoS
Why RTS gamers make better f…
gosubay
ramps on octagon
StaticNine
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1843 users

Starbow - Page 110

Forum Index > SC2 General
Post a Reply
Prev 1 108 109 110 111 112 346 Next
Ljas
Profile Joined July 2012
Finland725 Posts
January 21 2014 17:21 GMT
#2181
On January 21 2014 18:38 Sikian wrote:
Show nested quote +
On January 21 2014 18:32 elmerpogs wrote:
Im just a Starter Edition player. Can we pick all 3 races when playing Starbow?


Sure, it will be completely free (and that means, complete access) with the new patch.

They can't get into the chat channel, though, which is a minor bump in the road for some.
Big-t
Profile Joined January 2011
Austria1350 Posts
January 21 2014 17:25 GMT
#2182
On January 22 2014 02:21 Ljas wrote:
Show nested quote +
On January 21 2014 18:38 Sikian wrote:
On January 21 2014 18:32 elmerpogs wrote:
Im just a Starter Edition player. Can we pick all 3 races when playing Starbow?


Sure, it will be completely free (and that means, complete access) with the new patch.

They can't get into the chat channel, though, which is a minor bump in the road for some.


So when someone has Starter Edition and has no other friends to play with, can he do something with Starbow? "Join game" never worked for me and with no chat he can´t inv anyone right?
monchi | IdrA | Flash
Ljas
Profile Joined July 2012
Finland725 Posts
January 21 2014 17:28 GMT
#2183
I'm sure chat with individuals works fine, so there's that, at least.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2014-01-21 17:50:13
January 21 2014 17:28 GMT
#2184
Patch uploaded

Bug fixes by Ahli:
>>>+ Show Spoiler +
- fixed Siege Tank (siege mode) bug that prevented firing
- fixed Lurker not immediatly being able to receive attack commands after the burrowing process started
- Arbiter's Recall:
- no units will be teleported, if the Arbiter dies within 2.5 seconds after casting
(before, units were destined to teleport after 1.5 seconds, but teleported after 2.5 seconds)
- reduced shield animation radius of the Arbiter Tribunal
<<<

Balance adjustements:
>>>+ Show Spoiler +
We use a lot of the balance from BW, as a base for Starbow. We found out that some of the core units values were off, which helps to explain why Bio seems so weak vs Z early, and why Goliaths seem weak overall.

-Medic healing rate from 7.5 to 10 (heals faster)
-Firebat damage point set to .05 (more microable)
-Goliath damage point set to 0, attack cooldown set to 1.373 from 1.6 sec
-Goliath starting range set to 5. Range upgrade gives +3.
-Zealot attack cooldown set to 1.373 sec
-Workers attack cooldown set to 1.373 from 1.6 sec
-Lurker attack cooldown set to 2.3 from 2.6 sec
-Ultralisk attack cooldown set to .936
-Reaver attack cooldown set to 3.7450 from 4.3350
-Reaver range reduced from 9 to 8

Apart from this, we also did the following balance adjustements:

- Medics now has Stimpack. Drains 10 energy and no life.
- Viking speed upgrade cost reduced from 150/150, BT 140 sec, to 100/100, BT 110 sec.
- Spider mine Detonate ability range reduced from 5.25 to 4.5

Bio now gains some extra mobility via Stimpack for Medics and can better escape from combats, especially vs Banelings.

Viking speed upgrade seemed very overpriced for the effect it provides.

Spider mine Detonate could outrange Hydras, Marines, and a few other units, which made it very hard to clear mine fields even with detection.
<<<

As usual, we will continue to look at areas to improve regarding balance, design & gameplay, in the near future.

A more well written explanation by Hider:
+ Show Spoiler +
One comment on how we balance the game: As long as there is no apparent reason for not using BW values, we will use BW values as closely as possible. The reason for this is that we do not have a huge statistical database w/ numbers and are not fulltimed employed w/ Starbow. So in order to make life as "easiest" as possible for us, we rely on BW numbers to balance the game.

That doesn't mean we are going into full BW-numbers for everything. For instance, Medi still heals slower than in BW, Stim is still worse than in BW, so bio won't be as cost-effective in all situations as in BW if you just a-move. However, we are attempting to balance bio here by making it more microable.
As we realized that the Firebats was kinda hard to micro (and a bit weak as well), we chose to reduce its damage point. We also thoughts that losing all your Medi's after a battle didn't create the correct incentives for bio as it created a high risk for moving out on the map/attacking, which often times resulted in slightly passive games. We hope that these changes will make bio TvZ a bit more balanced, a bit more aggressive and more microintensive as well.
Creator of Starbow
Big-t
Profile Joined January 2011
Austria1350 Posts
January 21 2014 17:35 GMT
#2185
Medic with Stimpack?^^ Faster healing or what :D
monchi | IdrA | Flash
HolydaKing
Profile Joined February 2010
21254 Posts
Last Edited: 2014-01-21 17:40:49
January 21 2014 17:35 GMT
#2186
interesting, patch during a tournament

mine range reduction was the most important one i think, very stupid how powerful that was!
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
January 21 2014 17:38 GMT
#2187
Stim on medic does not drain life, only 10 energy for a speed boost.
aka KanBan85. Working on Starbow.
Kabel
Profile Joined September 2009
Sweden1746 Posts
January 21 2014 17:38 GMT
#2188
interesting, patch during a tournament


It was supposed to be uploaded a bit earlier, but I had trouble getting access to battle.net.
Creator of Starbow
HolydaKing
Profile Joined February 2010
21254 Posts
January 21 2014 17:40 GMT
#2189
On January 22 2014 02:38 Xiphias wrote:
Stim on medic does not drain life, only 10 energy for a speed boost.

Oh yeah sorry, I actually read that as well but somehow I failed to realize that I typed it wrong.
dani`
Profile Joined January 2011
Netherlands2402 Posts
Last Edited: 2014-01-21 17:42:07
January 21 2014 17:40 GMT
#2190
On January 22 2014 02:28 Kabel wrote:
Patch uploaded

Bug fixes by Ahli:
>>>+ Show Spoiler +
- fixed Siege Tank (siege mode) bug that prevented firing
- fixed Lurker not immediatly being able to receive attack commands after the burrowing process started
- Arbiter's Recall:
- no units will be teleported, if the Arbiter dies within 2.5 seconds after casting
(before, units were destined to teleport after 1.5 seconds, but teleported after 2.5 seconds)
- reduced shield animation radius of the Arbiter Tribunal
<<<

Balance adjustements:
>>>+ Show Spoiler +
We use a lot of the balance from BW, as a base for Starbow. We found out that some of the core units values were off, which helps to explain why Bio seems so weak vs Z early, and why Goliaths seem weak overall.

-Medic healing rate from 7.5 to 10 (heals faster)
-Firebat damage point set to .05 (more microable)
-Goliath damage point set to 0, attack cooldown set to 1.373 from 1.6 sec
-Goliath starting range set to 5. Range upgrade gives +3.
-Zealot attack cooldown set to 1.373 sec
-Workers attack cooldown set to 1.373 from 1.6 sec
-Lurker attack cooldown set to 2.3 from 2.6 sec
-Ultralisk attack cooldown set to .936
-Reaver attack cooldown set to 3.7450 from 4.3350
-Reaver range reduced from 9 to 8

Apart from this, we also did the following balance adjustements:

- Medics now has Stimpack. Drains 10 energy.
- Viking speed upgrade cost reduced from cost 150/150, BT 140 sec, to cost 100/100, BT 110 sec.
- Spider mine Detonate ability range reduced from 5.25 to 4.5

Bio now gains some extra mobility via Stimpack for Medics and can better escape from combats, especially vs Banelings.

Viking speed upgrade seemed very overpriced for the effect it provides.

Spider mine Detonate could outrange Hydras, Marines, and a few other units, which made it very hard to clear mine fields even with detection.
<<<

As usual, we will continue to look at areas to improve regarding balance, design & gameplay, in the near future.

I hope you guys keep an eye on Carrier vs Goliath. It already felt heavily in favor of Goliath, and after the damage nerf for Carrier (2x5 -> 2x4) and the Goliath buff I can hardly imagine going Carriers is a good choice in lategame. Considering Terran will start mech upgrades for their early/mid game as well, it would not be unlikely to see +2 Armor Goliaths (= 3 total armor) vs unupgraded Carriers, which results in every Interceptor dealing just 1 (!!!!) damage per attack to a Goliath. Not sure how much harder of a counter you can get
saltis
Profile Joined September 2012
159 Posts
January 21 2014 17:41 GMT
#2191
Shame. how can somebody to log in to play starbow/starbow ESL tourney when Servers are OFF ?
[17]Purple
Profile Joined October 2011
United Kingdom3489 Posts
Last Edited: 2014-01-21 17:44:38
January 21 2014 17:42 GMT
#2192
Excuse my lack of knowledge in the technical terms but what does "damage point" mean what does it do?
"Turn Disadvantages into Disadvantages" and "Collect Telephones". The secrets of Chinese success.
dani`
Profile Joined January 2011
Netherlands2402 Posts
January 21 2014 17:42 GMT
#2193
On January 22 2014 02:41 saltis wrote:
Shame. how can somebody to log in to play starbow/starbow ESL tourney when Servers are OFF ?

Isn't it played on EU?
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
January 21 2014 17:42 GMT
#2194
On January 22 2014 02:40 dani` wrote:
I hope you guys keep an eye on Carrier vs Goliath. It already felt heavily in favor of Goliath, and after the damage nerf for Carrier (2x5 -> 2x4) and the Goliath buff I can hardly imagine going Carriers is a good choice in lategame. Considering Terran will start mech upgrades for their early/mid game as well, it would not be unlikely to see +2 Armor Goliaths (= 3 total armor) vs 0 attack Carriers, which results in every Interceptor dealing just 1 (!!!!) damage per attack to a Goliath. Not sure how much harder of a counter you can get


He forgot to mentioned this. We are keeping an eye on Goliath Vs Carriers. We'll see how this goes, but Carries might need a buff again.
aka KanBan85. Working on Starbow.
Jimmeh
Profile Blog Joined January 2010
United Kingdom908 Posts
Last Edited: 2014-01-21 17:44:45
January 21 2014 17:42 GMT
#2195
On January 22 2014 02:41 saltis wrote:
Shame. how can somebody to log in to play starbow/starbow ESL tourney when Servers are OFF ?


It's only NA that is down at the moment, but if you've patched to 2.1 then you can't access the other servers as they're still running 2.0.



On January 22 2014 02:28 Kabel wrote:
Patch uploaded

Bug fixes by Ahli:
>>>+ Show Spoiler +
- fixed Siege Tank (siege mode) bug that prevented firing
- fixed Lurker not immediatly being able to receive attack commands after the burrowing process started
- Arbiter's Recall:
- no units will be teleported, if the Arbiter dies within 2.5 seconds after casting
(before, units were destined to teleport after 1.5 seconds, but teleported after 2.5 seconds)
- reduced shield animation radius of the Arbiter Tribunal
<<<

Balance adjustements:
>>>+ Show Spoiler +
We use a lot of the balance from BW, as a base for Starbow. We found out that some of the core units values were off, which helps to explain why Bio seems so weak vs Z early, and why Goliaths seem weak overall.

-Medic healing rate from 7.5 to 10 (heals faster)
-Firebat damage point set to .05 (more microable)
-Goliath damage point set to 0, attack cooldown set to 1.373 from 1.6 sec
-Goliath starting range set to 5. Range upgrade gives +3.
-Zealot attack cooldown set to 1.373 sec
-Workers attack cooldown set to 1.373 from 1.6 sec
-Lurker attack cooldown set to 2.3 from 2.6 sec
-Ultralisk attack cooldown set to .936
-Reaver attack cooldown set to 3.7450 from 4.3350
-Reaver range reduced from 9 to 8

Apart from this, we also did the following balance adjustements:

- Medics now has Stimpack. Drains 10 energy and no life.
- Viking speed upgrade cost reduced from 150/150, BT 140 sec, to 100/100, BT 110 sec.
- Spider mine Detonate ability range reduced from 5.25 to 4.5

Bio now gains some extra mobility via Stimpack for Medics and can better escape from combats, especially vs Banelings.

Viking speed upgrade seemed very overpriced for the effect it provides.

Spider mine Detonate could outrange Hydras, Marines, and a few other units, which made it very hard to clear mine fields even with detection.
<<<

As usual, we will continue to look at areas to improve regarding balance, design & gameplay, in the near future.


Just a small annoyance, but could you have a consistent way of saying balance changes in the future please? It's a tiny bit awkward to read "Changed to A from B" for 95% of it, but have the last 5% being "Changed from B to A"
Jimmeh
Profile Blog Joined January 2010
United Kingdom908 Posts
Last Edited: 2014-01-21 17:44:33
January 21 2014 17:44 GMT
#2196
Quote != Edit
Hider
Profile Blog Joined May 2010
Denmark9436 Posts
Last Edited: 2014-01-21 18:35:04
January 21 2014 17:47 GMT
#2197
One comment on how we balance the game: As long as there is no apparent reason for not using BW values, we will use BW values as closely as possible. The reason for this is that we do not have a huge statistical database w/ numbers (as Blizzard has) and are not fulltimed employed w/ Starbow. So in order to make life as "easiest" as possible for us, we rely on BW as the core game for balance purposes.

That doesn't mean we are going into full BW-numbers for everything. For instance, Medi still heals slower than in BW, Stim is still worse than in BW, so bio won't be as cost-effective in all situations as in BW if you just a-move. However, we are attempting to balance bio here by making it more microable.
As we realized that the Firebats was kinda hard to micro (and a bit weak as well), we chose to reduce its damage point. We also thoughts that losing all your Medi's after a battle didn't create the correct incentives for bio as it created a high risk for moving out on the map/attacking, which often times resulted in slightly passive games. We hope that these changes will make bio TvZ a bit more balanced, a bit more aggressive and more microintensive as well.
dani`
Profile Joined January 2011
Netherlands2402 Posts
Last Edited: 2014-01-21 18:04:04
January 21 2014 17:59 GMT
#2198
On January 22 2014 02:28 Kabel wrote:
Patch uploaded

Bug fixes by Ahli:
>>>+ Show Spoiler +
- fixed Siege Tank (siege mode) bug that prevented firing
- fixed Lurker not immediatly being able to receive attack commands after the burrowing process started
- Arbiter's Recall:
- no units will be teleported, if the Arbiter dies within 2.5 seconds after casting
(before, units were destined to teleport after 1.5 seconds, but teleported after 2.5 seconds)
- reduced shield animation radius of the Arbiter Tribunal
<<<

Balance adjustements:
>>>+ Show Spoiler +
We use a lot of the balance from BW, as a base for Starbow. We found out that some of the core units values were off, which helps to explain why Bio seems so weak vs Z early, and why Goliaths seem weak overall.

-Medic healing rate from 7.5 to 10 (heals faster)
-Firebat damage point set to .05 (more microable)
-Goliath damage point set to 0, attack cooldown set to 1.373 from 1.6 sec
-Goliath starting range set to 5. Range upgrade gives +3.
-Zealot attack cooldown set to 1.373 sec
-Workers attack cooldown set to 1.373 from 1.6 sec
-Lurker attack cooldown set to 2.3 from 2.6 sec
-Ultralisk attack cooldown set to .936
-Reaver attack cooldown set to 3.7450 from 4.3350
-Reaver range reduced from 9 to 8

Apart from this, we also did the following balance adjustements:

- Medics now has Stimpack. Drains 10 energy and no life.
- Viking speed upgrade cost reduced from 150/150, BT 140 sec, to 100/100, BT 110 sec.
- Spider mine Detonate ability range reduced from 5.25 to 4.5

Bio now gains some extra mobility via Stimpack for Medics and can better escape from combats, especially vs Banelings.

Viking speed upgrade seemed very overpriced for the effect it provides.

Spider mine Detonate could outrange Hydras, Marines, and a few other units, which made it very hard to clear mine fields even with detection.
<<<

As usual, we will continue to look at areas to improve regarding balance, design & gameplay, in the near future.

A more well written explanation by Hider:
+ Show Spoiler +
One comment on how we balance the game: As long as there is no apparent reason for not using BW values, we will use BW values as closely as possible. The reason for this is that we do not have a huge statistical database w/ numbers and are not fulltimed employed w/ Starbow. So in order to make life as "easiest" as possible for us, we rely on BW numbers to balance the game.

That doesn't mean we are going into full BW-numbers for everything. For instance, Medi still heals slower than in BW, Stim is still worse than in BW, so bio won't be as cost-effective in all situations as in BW if you just a-move. However, we are attempting to balance bio here by making it more microable.
As we realized that the Firebats was kinda hard to micro (and a bit weak as well), we chose to reduce its damage point. We also thoughts that losing all your Medi's after a battle didn't create the correct incentives for bio as it created a high risk for moving out on the map/attacking, which often times resulted in slightly passive games. We hope that these changes will make bio TvZ a bit more balanced, a bit more aggressive and more microintensive as well.

Do those Goliath changes apply to both weapon types?

~ edit:
I just checked on Texas, apparently yes. Both weapons have 5 range and 1.37 attack speed now.
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
Last Edited: 2014-01-21 18:03:33
January 21 2014 18:03 GMT
#2199
On January 22 2014 02:47 Hider wrote:
One comment on how we balance the game: As long as there is no apparent reason for not using BW values, we will use BW values as closely as possible. The reason for this is that we do not have a huge statistical database w/ numbers and are not fulltimed employed w/ Starbow. So in order to make life as "easiest" as possible for us, we rely on BW as the core game to balance it.

That doesn't mean we are going into full BW-numbers for everything. For instance, Medi still heals slower than in BW, Stim is still worse than in BW, so bio won't be as cost-effective in all situations as in BW if you just a-move. However, we are attempting to balance bio here by making it more microable.
As we realized that the Firebats was kinda hard to micro (and a bit weak as well), we chose to reduce its damage point. We also thoughts that losing all your Medi's after a battle didn't create the correct incentives for bio as it created a high risk for moving out on the map/attacking, which often times resulted in slightly passive games. We hope that these changes will make bio TvZ a bit more balanced, a bit more aggressive and more microintensive as well.


This is a good philosophy. Emulate BW but try to improve on parts. So far so good with medic stim.
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
Aveng3r
Profile Joined February 2012
United States2411 Posts
January 21 2014 18:04 GMT
#2200
Its so nice to see changes that actually address imbalances or design flaws instead of the usual David Kim bullshit "oh the oracle isnt microable enough so we increased its speed"

I dont quite understand what the damage point change refers to though
I carve marble busts of assassinated world leaders - PM for a quote
Prev 1 108 109 110 111 112 346 Next
Please log in or register to reply.
Live Events Refresh
IPSL
16:00
Ro16 Group C
ZZZero vs WorsT
Julia vs eOnzErG
Liquipedia
uThermal 2v2 Circuit
15:00
Season 2: Warm Up Cup #3
mouzHeroMarine356
uThermal242
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Ryung 397
mouzHeroMarine 356
uThermal 242
ProTech83
BRAT_OK 59
StarCraft: Brood War
Britney 28871
Zeus 217
Last 125
JulyZerg 112
Sexy 37
Rock 30
Sacsri 27
ajuk12(nOOB) 15
Dota 2
Gorgc5855
qojqva1267
Dendi550
Counter-Strike
fl0m1190
Heroes of the Storm
Khaldor369
Liquid`Hasu252
Other Games
singsing3116
B2W.Neo502
Beastyqt273
DeMusliM128
Mew2King51
Trikslyr36
Organizations
Other Games
EGCTV525
BasetradeTV337
Counter-Strike
PGL195
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 14 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Airneanach21
• Michael_bg 11
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos2039
• TFBlade1079
Upcoming Events
BSL
2h 49m
TerrOr vs Dewalt
Bonyth vs eOnzErG
Replay Cast
7h 49m
RSL Revival
14h 49m
Lambo vs Rogue
Clem vs TBD
herO vs TBD
Maestros of the Game
20h 49m
SHIN vs Nicoract
Rogue vs Gerald
ByuN vs Shameless
Cure vs TriGGeR
OSC
20h 49m
IPSL
23h 49m
Dragon vs Artosis
dxtr13 vs Hawk
BSL
1d 2h
Wardi Open
1d 19h
Monday Night Weeklies
1d 23h
Replay Cast
2 days
[ Show More ]
Sparkling Tuna Cup
2 days
WardiTV Spring Champion…
2 days
Maestros of the Game
2 days
The PondCast
3 days
Kung Fu Cup
3 days
Maestros of the Game
3 days
Replay Cast
4 days
Replay Cast
4 days
WardiTV Spring Champion…
4 days
Maestros of the Game
4 days
Replay Cast
5 days
uThermal 2v2 Circuit
5 days
Maestros of the Game
5 days
Replay Cast
6 days
Solar vs Classic
uThermal 2v2 Circuit
6 days
Liquipedia Results

Completed

Escore Tournament S2: King of Kings
2026 GSL S1
Heroes Pulsing #1

Ongoing

2026 KK StarCraft Pro League
BSL Season 22
IPSL Spring 2026
KCM Race Survival 2026 Season 2
KK 2v2 League Season 1
Acropolis #4
CSCL: Masked Kings S4
YSL S3
SCTL 2026 Spring
WardiTV Spring 2026
Maestros of the Game 2
2026 GSL S2
RSL Revival: Season 5
Murky Cup 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026

Upcoming

BSL 22 Non-Korean Championship
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
uThermal 2v2 2026 Main Event
Heroes Pulsing #3
Heroes Pulsing #2
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 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.