• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:03
CEST 16:03
KST 23:03
  • 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
[ASL20] Ro24 Preview Pt1: Runway132v2 & SC: Evo Complete: Weekend Double Feature3Team Liquid Map Contest #21 - Presented by Monster Energy9uThermal's 2v2 Tour: $15,000 Main Event18Serral wins EWC 202549
Community News
Maestros of The Game—$20k event w/ live finals in Paris19Weekly Cups (Aug 11-17): MaxPax triples again!13Weekly Cups (Aug 4-10): MaxPax wins a triple6SC2's Safe House 2 - October 18 & 195Weekly Cups (Jul 28-Aug 3): herO doubles up6
StarCraft 2
General
Regent Seven Seas Cruises® CUSTOMER™ SUPPORT® USA Expedia® CUSTOMER™ SUPPORT® USA Phone List – Gener Full List Of Brussels® Customer™ Service® Usa Cont Full List of Expedia® Contacts – Call – for Fast ique shd wuie ajkshdk uqiwe jasd uwqe
Tourneys
Maestros of The Game—$20k event w/ live finals in Paris Sparkling Tuna Cup - Weekly Open Tournament Monday Nights Weeklies Master Swan Open (Global Bronze-Master 2) $5,100+ SEL Season 2 Championship (SC: Evo)
Strategy
Custom Maps
External Content
Mutation # 487 Think Fast Mutation # 486 Watch the Skies Mutation # 485 Death from Below Mutation # 484 Magnetic Pull
Brood War
General
GEMINI Wallet kontaktieren +®(⇠⟦+49⟧⇢ ⊹ 800 ⊹080 ⊹ BSL Polish World Championship 2025 20-21 September BW General Discussion Maps with Neutral Command Centers BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL20] Ro24 Group A [ASL20] Ro24 Group C [Megathread] Daily Proleagues [ASL20] Ro24 Group B
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates [G] Mineral Boosting Muta micro map competition
Other Games
General Games
Official T.R.U.S.T Wallet©️ +™ USA C.u.s.t.o.m.e.r GEMINI Wallet ® (gebührenfrei)©️ GEMINI Wallet ® H Nintendo Switch Thread General RTS Discussion Thread 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
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine The year 2050 European Politico-economics QA Mega-thread
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece [\m/] Heavy Metal Thread
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
High temperatures on bridge(s) Gtx660 graphics card replacement Installation of Windows 10 suck at "just a moment"
TL Community
The Automated Ban List TeamLiquid Team Shirt On Sale
Blogs
Evil Gacha Games and the…
ffswowsucks
Breaking the Meta: Non-Stand…
TrAiDoS
INDEPENDIENTE LA CTM
XenOsky
[Girl blog} My fema…
artosisisthebest
Sharpening the Filtration…
frozenclaw
ASL S20 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2062 users

Starbow - Page 243

Forum Index > SC2 General
Post a Reply
Prev 1 241 242 243 244 245 346 Next
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
March 03 2014 00:06 GMT
#4841
On March 03 2014 08:47 Big J wrote:
Show nested quote +
On March 03 2014 08:21 aZealot wrote:
@ Grumbels, not being required to take extra bases can also be a virtue though. It allows for comebacks from a player who is restricted to a lesser number of players than his opponent. I doubt it should be a hardwired necessity to have more bases.


Then this should go for all races, and no race should be forced to outexpand another out of strategical reasons. It makes for some races always having to play the punchbag, because the other race randomly decides that "right now I'd rather not make myself vulnurable by spreading out. I'll just do that after I did damage to my opponent who has been required to make himself vulnerable to the bullshit I can pull on him right now, since equal bases favor me."


I take it you mean Z? Good point. I had not considered that. Of course in SC2, T is most favoured in that respect.

I'll try to formulate what I meant a little better. It's difficult doing so from work. Might need to think about it a little more too.
KT best KT ~ 2014
bananafone
Profile Joined October 2011
68 Posts
Last Edited: 2014-03-03 00:50:03
March 03 2014 00:49 GMT
#4842
On March 03 2014 06:14 Grumbels wrote:
But don't you see that Starbow doesn't "mindlessly reward expanding"? You can't use your new base without having the worker numbers to back it up as there is no point in going from four to six bases if you only have ~45 workers. In my opinion this creates a more natural flow of the game.

What you're describing is also known as whack-a-mole, which is a kid's game. That's what happens when you make expanding extremely rewarding and riskless (i.e. not requiring any investment). If, for instance, you only care about gas then it's such a low investment to constantly place bases everywhere and benefit from it. It's no longer a strategy game then, just a mechanics exercise.


Actually in that specific case your income will be strictly higher as there is diminishing returns on gas income as well (3rd worker is slightly less effective). This means that a base is "soft saturated" at one pr mineral patch and 2 pr gas. 4 bases means 4 gases (often less) and you will then need a total of 37 mineral patches over 4 bases to not get more income from expanding again. No map in the current mappool has such a base layout if you discount middle bases. I'll stop being douchy now.

On March 03 2014 07:57 Grumbels wrote:
Show nested quote +
On March 03 2014 06:47 The_Red_Viper wrote:
On March 03 2014 06:14 Grumbels wrote:
On March 03 2014 06:02 bananafone wrote:
On March 03 2014 03:24 Grumbels wrote:
Keep in mind that mindlessly rewarding expanding is not good design. That's one of the reasons why I don't like the (proposed) concept for SC2 to make gas more significant so that your economic strength is mainly related to your gas income, which promotes expanding while not being punishing for having too much worker supply, because gas mining only takes six workers per base obviously. In that case you would have linear scaling for bases vs income, with worker numbers being unimportant. In that case it will be very difficult to come back if you're ever at a base deficit.


Not sure I agree with this. I think mindlessly rewarding expansions is very good design, exactly because it makes comebacks easier and games more dynamic. If you reward players for mindlessly expanding all over the place, they will have to do so. This comes with the exciting consequence of thinning their defenses because it requires more focus and more units to defend larger areas. This in turn makes it easier to make comebacks because you will probably be able to do damage somewhere. Also since base counts are likely to be higher if you reward mass expanding, expansion deficits are usually less significant (difference in 1base vs 2base is much more significant than 5base vs 7base).

Starbow is definitely a step in the right direction compared to Sc2. However if I was developing i would honestly like to try to reward expansions even more by decreasing either construction time or construction cost of bases (or both!).

But don't you see that Starbow doesn't "mindlessly reward expanding"? You can't use your new base without having the worker numbers to back it up as there is no point in going from four to six bases if you only have ~45 workers. In my opinion this creates a more natural flow of the game.

What you're describing is also known as whack-a-mole, which is a kid's game. That's what happens when you make expanding extremely rewarding and riskless (i.e. not requiring any investment). If, for instance, you only care about gas then it's such a low investment to constantly place bases everywhere and benefit from it. It's no longer a strategy game then, just a mechanics exercise.


I don't quite get your point here. You always need the worker numbers to expand and have a benefit. As long as you need workers to mine ofc.
So what is if you have "perfect effeciency saturation" for your 4 bases. You just build 8 (or whatever the mineral numer is) more workers and voila, you have another base "saturated".
The important part is that you only need ONE worker per mineral patch to have a benefit with more bases.

And what you say about the gas, i don't see why this wouldn't be the case in starbow also, as zerg for example you can always need more gas, i just don't really see your point here.
To have more bases is btw only riskless if you can EASILY defend them, that part is mostly defined by the maps though!

Depending on maps and harassment options to pressure mass-expanding, assuming that it was mostly riskless and didn't require worker investment and that it gave linear increases in income, would be horribly fragile, with strict constraints on map making and balance. This is what ZvX used to look like in SC2 before they switched to larger maps: inject gives you so many larva for drones that it forces your opponents to all-in just before the zerg can convert his economic lead to an army lead. It's too fragile because every time the zerg gets slightly better at defending all of a sudden they never lose.

Let's say that you divide all unit's mineral costs in half, so that gas would by far be the limiting resource, you'd get into a situations where: 1. workers don't matter because you only need 3(6) workers to saturate a base 2. setting up new bases is riskless because they only require a minor cost of a main building to build, the few workers you'd need to mine gas being cheap and irrelevant in the grand scheme of things 3. there's a linear increase in income with more bases, which strongly disadvantages any player that loses map control for even a moment. Every time that happens you will be on the clock with only a tiny window to punish your opponent for taking additional bases.


What I am hearing you say is that making economic decisions easier is bad because it takes away from the strategy of the game and turns it into a game of pure mechanics. There is more to it than that, but that is the gist of it and it's a very valid concern.

Now I completely agree that Sc2 zerg style worker production is bad. Especially if that style of production isn't given to all races. Once again Starbows model is much better!

However the bolded part is where we disagree. Setting up additional bases is never risk-free in my opinion. Even if the cost of workers and the actual base was set to 0 minerals you will still need to defend the base with something that would otherwise have been used to defend something else (or attack). Expanding is inherently risky. It's just the nature of things.

If we for a second continue the absurd thought experiment of making workers and bases free (noone is actually suggesting that!) I am still not convinced that it will somehow degrade into whack-a-mole with mechanics. Sure the economic part of the game becomes a no brainer. Once you have workers above the "soft saturation threshold" you expand, simple as that. However you still need to come up with a strategy to defend said bases and come up with one to deal damage to the opponents mineral line. Personally i find that to be the fun part of rtses.

On the flipside if we make "should I expand?" a strategically much harder question it actually has the potential to dumb down the overall strategy of the game. WoL ZvZ and PvP are good examples of this. In both cases the risk (and reward) associated with expanding was so high that one successful (or not successful) expand beyond the 4 minute mark more often than not decided the game. I think you would be hard pressed to define WoL ZvZ or PvP as strategically deep so i don't buy your "expansion whack-a-mole is bad!"-argument.

The reason i bring all of this up is that the invitational showcased a lot of sc2-style play, meaning "expand very safely to some amount of bases that can fuel a decent army while still being very easy to defend and then never expand again". Time will tell if that style of play is actually superior to mass expanding or whether the players we're just stuck in sc2 mentality. I just think it's something to keep an eye on.
LaLuSh
Profile Blog Joined April 2003
Sweden2358 Posts
Last Edited: 2014-03-03 02:14:23
March 03 2014 02:10 GMT
#4843
The different play styles in BW allowed races to switch between these expander/defender roles, which in my opinion is one of the big benefits of allowing for asymmetrical economies. You choose what sort of cost-efficiency you want to aim for by your strategy.

TvZ bio = terran aggressor. Zerg gas focused.
TvZ mech = zerg aggressor/outexpander.

PvT gateway centric = protoss outexpander by at least 2 bases
PvT arbiter centric = protoss can get by on equal or 1 base ahead
PvT carrier centric = protoss can win with equal or less bases

ZvP sauron zerg = outexpand by 2
ZvP lurker/tech centric = outexpand, but by less

Then there are loads and loads of variations with timing based strats. Like 3 base hydra into a muta switch to pick off templars. These sort of timing based strats are being used in Starbow as well. My favorite player in BW (Stork) favored playing like this. Big 3 vs 3 base busts before expanding further.

You can't expect every game to be a multibase macrofest. Especially not on most of the 2 player maps. If you played the entire tournament on circuit breaker you might get a higher proportion of those games.
rebuffering
Profile Joined December 2010
Canada2436 Posts
March 03 2014 03:47 GMT
#4844
Ok im recharged and ready for some ladder! http://www.twitch.tv/rebufferingg. Come watch some Terran funzies, or stop by for some sexy music. GG GL!
http://www.twitch.tv/rebufferingg
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2014-03-03 05:54:37
March 03 2014 05:54 GMT
#4845
Rest of the VOD's are up:

Group A and Play-off's:

http://www.youtube.com/playlist?list=PLyCGb0pwEr_Sxs_mxyES9uf7oKGB9F9TE

See OP of tournament thread or liquipedia page for all VOD's.

If someone want's to make a spoiler free VOD list by using http://www.reddit.com/r/SpoilerFreeSC or something similar then be my guest Let me know, ofc, so I can add it to OP / liquipedia.
aka KanBan85. Working on Starbow.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
March 03 2014 10:12 GMT
#4846
@bananafone,

It's mainly to caution people from oversimplifying the issue into "more expanding is good". I know I should be a bit careful with my hypotheticals, but I hope I got the point across.

A more general point is imo that linear growth (or even exponential growth) in effectiveness is typically bad because it removes comeback potential and makes any small advantage potentially gamewinning. BW had a lot of effects to counteract this (not going to list them as I'm writing on mobile, but one example is that having two times the worker count does not typically translate to two times the income).
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Ygg
Profile Joined September 2010
3 Posts
March 03 2014 11:02 GMT
#4847
Just watched the tournament - and seriously, THIS is what the starcraft scene has been waiting for! Good job Kabel and guys. Some comments, purely regarding the cool-factor of the mod. Not balance related in any way:

Viper abduct: Looks extremely lame, and has done so since introduction in HOTS. The defiance of physics makes my brain hurt everytime I see it used. Add the fact that there is no separate animation for pulled units and its pure nonsense: A sieged tank flying (sieged) through the air, and landing (still sieged) but unharmed in a new position? urgh...

Also, from pure gameplay perspective, it´s basically a "kill one unit for free" ability that only works if the viper is kept with an overwhelming army, thus promoting deathball play, and precluding use of the viper as stand-alone unit. I´ve never seen it generate even remotely interesting scenarios.

Battlecruiser: The laser-battery firing animation was one thing SC2 got right. The one-shot "pew ... pew" laser from BW and SB feels underwhelming on what is supposedly a heavily armed capital ship.

Nukes : Have been practically useless since BW, since any good player will move his army, and damage to structures is so low that its cost-inefficient to use on buildings. Everytime you see a nuke used, I get this "ooohhh a nuke! .... oh, nevermind nothing actually happened" feeling. Increasing damage to structures to actually enable base-sniping would make it a much more interesting ability. No idea about balance in this regard.

Lurkers : Both sound and animation of lurker spines is very subtle - in stark contrast to the effect. Increasing spine contrast colors, and adding a more BW-like sound would give more of a "spikes suddenly exploding from the ground" feeling, and less of a "soft wave of tentacles" feeling.

Firebats and marauders : First off - Marauder = stupidly generic name, with no hint to what the unit does. Why not rename to something more fitting? Secondly, both seem awkwardly big in clumps of tiny marines and medics. Decreasing model size would make bioballs look more coherent, and maybe make it easier for firebats to actually make it to the front where they are needed.

Air units: The only interesting thing about air combat, is the manouverability of the units. Thus muta-micro is fun, while HOTS viking-micro is not. Compare muta vs wraith from the old BW Leta games, to HOTS viking vs corruptor-everything-standing-still-midair, and you´ll know what I mean. SB takes many steps in the right direction, but esp vikings, banshees and carriers still play like hovering ground units. More speed, less hp would make air-air and air-ground battles a lot more fun to watch.

That´s all. More of this good stuff please!











labbe
Profile Joined October 2010
Sweden1456 Posts
Last Edited: 2014-03-03 11:15:40
March 03 2014 11:14 GMT
#4848
On March 03 2014 20:02 Ygg wrote:
Viper abduct: Looks extremely lame, and has done so since introduction in HOTS. The defiance of physics makes my brain hurt everytime I see it used. Add the fact that there is no separate animation for pulled units and its pure nonsense: A sieged tank flying (sieged) through the air, and landing (still sieged) but unharmed in a new position? urgh...


Agreed, I absolutely hate Abduct. I honestly can't believe that it made it out of Blizzard's "idea room" into the actual game; it's SO STUPID. How about removing it and replacing it with the "Spawn Broodling" spell that Queens in brood war used to have? It would somewhat fill the same purpose, and does not look totally retarded.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
Last Edited: 2014-03-03 11:22:17
March 03 2014 11:19 GMT
#4849
I don't like abduct either, it just looks dumb. When you pull an object that's much heavier than you, you actually pull yourself towards the object, not the other way around. Unless vipers are somehow massive, dwarfing even battlecruisers and the in-game model just happens to be scaled down. Or if vipers would be ground units that could tether themselves to the earth. But they're not, they're smallish flying unts that can pull tempests and motherships and battlecruisers.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
bluQ
Profile Blog Joined January 2011
Germany1724 Posts
Last Edited: 2014-03-03 11:48:13
March 03 2014 11:47 GMT
#4850
booting up my stream: www.twitch.tv/bluquh 2.8k zergie
www.twitch.tv/bluquh (PoE, Starbow, HS)
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
March 03 2014 12:31 GMT
#4851
--- Nuked ---
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
Last Edited: 2014-03-03 12:34:11
March 03 2014 12:33 GMT
#4852
On March 03 2014 20:19 Grumbels wrote:
I don't like abduct either, it just looks dumb. When you pull an object that's much heavier than you, you actually pull yourself towards the object, not the other way around. Unless vipers are somehow massive, dwarfing even battlecruisers and the in-game model just happens to be scaled down. Or if vipers would be ground units that could tether themselves to the earth. But they're not, they're smallish flying unts that can pull tempests and motherships and battlecruisers.

Lol, lets complain about realism where units cast Psionic Storms, Teleport around or Morph into big building in 30 seconds

BTW, I am +1 for a suggestion to let Lurkers burrow faster.
Rockmonsterdude
Profile Joined April 2010
Sweden169 Posts
March 03 2014 12:53 GMT
#4853
On March 03 2014 20:14 labbe wrote:
Show nested quote +
On March 03 2014 20:02 Ygg wrote:
Viper abduct: Looks extremely lame, and has done so since introduction in HOTS. The defiance of physics makes my brain hurt everytime I see it used. Add the fact that there is no separate animation for pulled units and its pure nonsense: A sieged tank flying (sieged) through the air, and landing (still sieged) but unharmed in a new position? urgh...


Agreed, I absolutely hate Abduct. I honestly can't believe that it made it out of Blizzard's "idea room" into the actual game; it's SO STUPID. How about removing it and replacing it with the "Spawn Broodling" spell that Queens in brood war used to have? It would somewhat fill the same purpose, and does not look totally retarded.


Yea I agree!! This should really be considered. I would approve of it!
Ardias
Profile Joined January 2014
Russian Federation610 Posts
Last Edited: 2014-03-03 13:02:10
March 03 2014 13:01 GMT
#4854
Leaving aside such thing as realism (which has nothing to do with Starcraft), what the problem with abduct? I think its much better ability than queen broodling, at least it isn't just insta-killing things (which will be too easy with smartcast).
Mess with the best or die like the rest.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
March 03 2014 13:12 GMT
#4855
On March 03 2014 22:01 Ardias wrote:
Leaving aside such thing as realism (which has nothing to do with Starcraft), what the problem with abduct? I think its much better ability than queen broodling, at least it isn't just insta-killing things (which will be too easy with smartcast).

every spell is too easy with smartcast, i think we should remove ALL spells
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
nkr
Profile Blog Joined November 2010
Sweden5451 Posts
Last Edited: 2014-03-03 13:22:36
March 03 2014 13:20 GMT
#4856
It's kinda sad that there are so few people playing, even when it's new and shiny. Or does no one use ladder?

I mean making a good game is great and all, but if there's no one to play it against, does it even matter in the end?
ESPORTS ILLUMINATI
Jawra
Profile Joined June 2011
Sweden146 Posts
March 03 2014 13:37 GMT
#4857
If you're trying to find a game at this hour, you're gonna have a bad time...Wait for the EU--->NA Primetime
Ardias
Profile Joined January 2014
Russian Federation610 Posts
March 03 2014 13:40 GMT
#4858
On March 03 2014 22:12 The_Red_Viper wrote:
every spell is too easy with smartcast, i think we should remove ALL spells

To clarify my position, I'm not against removing smartcast, it would be fine by my opinion. But devs decided it should be in the game for now at least, so spells should be balanced respectively, In this regard I believe abduct is better than broodlings.
Mess with the best or die like the rest.
Jawra
Profile Joined June 2011
Sweden146 Posts
March 03 2014 14:03 GMT
#4859
I too would prefer having smartcast be changed. =/ It's soo strong, even if spells are nerfed.

I don't like seeing storms being thrown around without any effort sooo fast. Neither do I like doing it myself. I can't really appreciate the skill behind the spellcasting at the moment.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
March 03 2014 14:22 GMT
#4860
On March 03 2014 23:03 Jawra wrote:
I too would prefer having smartcast be changed. =/ It's soo strong, even if spells are nerfed.

I don't like seeing storms being thrown around without any effort sooo fast. Neither do I like doing it myself. I can't really appreciate the skill behind the spellcasting at the moment.

So, you never used Storms in Sc2?
Prev 1 241 242 243 244 245 346 Next
Please log in or register to reply.
Live Events Refresh
SC Evo League
12:00
S2 Championship: Ro16 Day 1
SteadfastSC136
EnkiAlexander 69
IntoTheiNu 15
Liquipedia
WardiTV Summer Champion…
11:00
Group Stage 2 - Group D
Classic vs Percival
Spirit vs NightMare
WardiTV905
Liquipedia
CranKy Ducklings
10:00
Master Swan Open #95
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SteadfastSC 136
Codebar 54
SC2_NightMare 18
StarCraft: Brood War
Britney 43697
Rain 8269
Horang2 3141
Flash 3112
Larva 1350
BeSt 470
Zeus 324
Stork 300
EffOrt 291
Killer 247
[ Show more ]
ggaemo 179
Hyuk 155
hero 143
Hyun 142
Last 140
Rush 107
Light 93
JYJ32
Terrorterran 22
scan(afreeca) 15
Yoon 9
Dota 2
Gorgc8836
XcaliburYe423
syndereN153
League of Legends
Dendi758
Counter-Strike
ScreaM2539
zeus648
olofmeister634
byalli523
flusha210
edward66
Super Smash Bros
Mew2King56
Heroes of the Storm
Khaldor74
Other Games
singsing1998
B2W.Neo1132
Lowko334
FrodaN229
XaKoH 207
mouzStarbuck136
Hui .76
Trikslyr25
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• 3DClanTV 76
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Michael_bg 5
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 2172
League of Legends
• Nemesis2349
• Jankos1295
Upcoming Events
CSO Cup
1h 57m
[BSL 2025] Weekly
3h 57m
Sparkling Tuna Cup
19h 57m
SC Evo League
21h 57m
Replay Cast
1d 9h
Afreeca Starleague
1d 19h
Queen vs HyuN
EffOrt vs Calm
Wardi Open
1d 20h
RotterdaM Event
2 days
Replay Cast
2 days
Afreeca Starleague
2 days
Rush vs TBD
Jaedong vs Mong
[ Show More ]
Afreeca Starleague
3 days
herO vs TBD
Royal vs Barracks
Replay Cast
4 days
The PondCast
4 days
Replay Cast
5 days
LiuLi Cup
5 days
Cosmonarchy
6 days
OyAji vs Sziky
Sziky vs WolFix
WolFix vs OyAji
BSL Team Wars
6 days
Team Hawk vs Team Dewalt
BSL Team Wars
6 days
Team Hawk vs Team Bonyth
SC Evo League
6 days
Liquipedia Results

Completed

Jiahua Invitational
uThermal 2v2 Main Event
HCC Europe

Ongoing

Copa Latinoamericana 4
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
ASL Season 20
CSL Season 18: Qualifier 1
Acropolis #4 - TS1
CSLAN 3
SEL Season 2 Championship
WardiTV Summer 2025
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025

Upcoming

CSL Season 18: Qualifier 2
CSL 2025 AUTUMN (S18)
LASL Season 20
BSL Season 21
BSL 21 Team A
Chzzk MurlocKing SC1 vs SC2 Cup #2
RSL Revival: Season 2
Maestros of the Game
EC S1
Sisters' Call Cup
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
Roobet Cup 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
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.