• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 01:29
CEST 07:29
KST 14:29
  • 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
Team TLMC #5 - Finalists & Open Tournaments2[ASL20] Ro16 Preview Pt2: Turbulence10Classic Games #3: Rogue vs Serral at BlizzCon10[ASL20] Ro16 Preview Pt1: Ascent10Maestros of the Game: Week 1/Play-in Preview12
Community News
StarCraft II 5.0.15 PTR Patch Notes170BSL 2025 Warsaw LAN + Legends Showmatch2Weekly Cups (Sept 8-14): herO & MaxPax split cups4WardiTV TL Team Map Contest #5 Tournaments1SC4ALL $6,000 Open LAN in Philadelphia8
StarCraft 2
General
#1: Maru - Greatest Players of All Time StarCraft II 5.0.15 PTR Patch Notes SC4ALL: A North American StarCraft LAN Team TLMC #5 - Finalists & Open Tournaments Classic Games #3: Rogue vs Serral at BlizzCon
Tourneys
RSL: Revival, a new crowdfunded tournament series SC2's Safe House 2 - October 18 & 19 Stellar Fest KSL Week 80 StarCraft Evolution League (SC Evo Biweekly)
Strategy
Custom Maps
External Content
Mutation # 491 Night Drive Mutation # 490 Masters of Midnight Mutation # 489 Bannable Offense Mutation # 488 What Goes Around
Brood War
General
ASL ro8 Upper Bracket HYPE VIDEO Starcraft: Destruction expansion pack? StarCraft - Stratospace. Very rare expansion pack StarCraft Stellar Forces had bad maps BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL20] Ro16 Group D SC4ALL $1,500 Open Bracket LAN BSL 2025 Warsaw LAN + Legends Showmatch [ASL20] Ro16 Group C
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Borderlands 3 General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
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
Community
General
US Politics Mega-thread The Big Programming Thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine UK Politics Mega-thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
BarCraft in Tokyo Japan for ASL Season5 Final The Automated Ban List
Blogs
Too Many LANs? Tournament Ov…
TrAiDoS
i'm really bored guys
Peanutsc
I <=> 9
KrillinFromwales
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1525 users

[D] Athleticism for Athleticism's Sake in SC - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 Next All
WombaT
Profile Blog Joined May 2010
Northern Ireland25727 Posts
April 29 2014 10:41 GMT
#21
On April 29 2014 18:14 gillon wrote:
Show nested quote +
On April 29 2014 10:11 Wombat_NI wrote:
I like that aspect of the game personally and feel it is part of Starcraft's identity/heritage or whatever you want to call it.

Personally I don't really care particularly where the line is drawn in terms of what constitutes monotonous mechanics, as long as the relative level of chops in that regard stays roughly equivalent across the races, which i'm not really sure is the case at all, especially of late.



Are you inside my head?

Yeah apologies man should have at least asked permission beforehand
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2014-04-29 12:00:29
April 29 2014 11:55 GMT
#22
Well if we are going to compare and make fun of BW over SC2 (even though that horse was beaten to death)...

You could watch a "boring macro game" where two players just produce units and a-move them in BW and it would still be really interesting.

This is why SC2 shouldn't have MBS and "good pathing".



Flash had made so many units and spent so much time making units from barracks that he couldn't even stimhack them all SC2-style to the base, so they just marched on move command and still won because Flash's macro was just that good.

This is also the reason why smaller armies could win in BW more easily, because smaller armies were always more efficient as players would spend less time building units and more time microing and focusing on the battle.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
Ravomat
Profile Joined September 2010
Germany422 Posts
April 29 2014 12:12 GMT
#23
On April 29 2014 20:55 sluggaslamoo wrote:
Well if we are going to compare and make fun of BW over SC2 (even though that horse was beaten to death)...

You could watch a "boring macro game" where two players just produce units and a-move them in BW and it would still be really interesting.

This is why SC2 shouldn't have MBS and "good pathing".

+ Show Spoiler +
https://www.youtube.com/watch?v=UXH8eCcvQMI


Flash had made so many units and spent so much time making units from barracks that he couldn't even stimhack them all SC2-style to the base, so they just marched on move command and still won because Flash's macro was just that good.

This is also the reason why smaller armies could win in BW more easily, because smaller armies were always more efficient as players would spend less time building units and more time microing and focusing on the battle.


What is fun or interesting about spending most of your time making units? Wouldn't it be better if you could spend that time actually fighting your battles? I understand the appeal of pristine macro I just don't understand obsessing about it. Wouldn't you prefer actually seeing what a guy does more than the results of it?
Mahavishnu
Profile Joined August 2010
Canada396 Posts
April 29 2014 12:25 GMT
#24
Thought and neurology...

Let's pretend (really don't need to) starcraft is music.

No musician will play as mechanically adept as when they have "warmed up".
Warming up is being comfortable with something that is purely physical, there is a biological portion of the consideration of athleticism in any case!
Mechanically adept-itude-ness is a state of mind of the state of our physicality, the feedback of our attitude comes from the vigor that our physical impulses react to.

Now, Starcraft is a game. (for pretend ^_-)
Strategery, mindhaxgames, decisions-making, improvisation, these have been found to be seemingly at the heart of our brain in terms of natural adept-a-tud-inal respons-ical bits.

Anyways warm up, always, even in game, OBVIOUSLY. Mentally and physically at the same time, by s-APMming.
everything is gravity
Gowerly
Profile Blog Joined July 2011
United Kingdom916 Posts
April 29 2014 12:27 GMT
#25
I was hoping this would be a discussion on physical workout training as part of a progaming schedule and the impacts thereof. Am Sad. We need more of that.

The SupCom reference was interesting, as SupCom has a higher APM ceiling than any other RTS out there.
In SC2, at some point things stop being useful. Sure, you can micro your immortal in a warp prism to dodge Marauder shots, but you don't have many immortals.
In SupCom you have potentially 1000 units that you can micro to dodge the simulated shots of 1000 other units. Even 5000 APM wouldn't be enough. I think that pushes the micro requirement too far.

When discussing the resources for a game, one of them is, indeed, your ability to "think" for want of a better word.

How long it takes you to perform your actions impacts how many actions you can do in a timeframe. You can reduce the time it takes to do those actions by practicing them. It takes me a long time to lay tumours and do injects because
- I play random
- I'm not very good
If I were to practice and practice these until they were second nature, then I wouldn't need to think about them and the impact of doing them on my think bank would be greatly reduced.

All of these things, the macro, the micro, the decision making (army composition, choice of attack location, choosing what actions to prioritise over other actions) are what makes up a player.
Until we can quantify those (hur hur plugging my own work), it'll be difficult to show what brings people/games out on top and when it's just doing it for the sake of doing it/giving players something to do.
I will reduce you to a series of numbers.
shin_toss
Profile Joined May 2010
Philippines2589 Posts
April 29 2014 12:31 GMT
#26
the video may be intended for sarcasm but I kinda agree 3.5 / 5 of those.
AKMU / IU
And G
Profile Joined May 2012
Germany491 Posts
Last Edited: 2014-04-29 12:37:12
April 29 2014 12:36 GMT
#27
I think that StarCraft isn't (or shouldn't be) about "athleticism", or "decision making", but rather about the combination of those, and more importantly about playing against your opponent. If I box a worker when it comes out, I'm not playing against my opponent, just against the game (like a rallye driver drives against the track, not his opponent) and the only decision I make is whether this otherwise trivial chore is worth my time right now, which, as Gowerly already pointed out, is a decision that gets increasingly meaningless the higher my APM is. Perhaps it would be an interesting decision if everyone had the same APM, but since that is not the case the only thing it accomplishes is that players that can click/type faster are already better players for no other reason than their clicking/typing speed.

Theoretically, SC2 has this sort of "interesting" decisions with MULEs, chronoboost and injecting larvae all requiring energy. In practice however, there is no real decision there (outside of specific build orders) since banking up Nexus/Queen/OC energy is pretty much always bad, and it's up to the opponent to prevent a player from using that energy to bolster the economy by forcing scans/transfuses/etc.

Automining is good because there is no situation where you would want an SCV to sit idly besides the CC, and when you're sending that SCV to work, you're doing a chore. Being good at doing chores is not something that should be rewarded.

Basically, if I were to design a SC-like RTS, for everything a player needs to do that requires atheliticsm I would ask the following question:
Does it involve non-trivial decision-making that is directed against your opponent?
If no, then it needs to go, or at least the trivial parts need to be automated.

I realize that since SC2 has traditionally had a lot of chores, many people have come to enjoy this twitchiness and become uneasy when there's a second or two in the game where they don't actually need to click anything. To equate this twitchiness with RTS is a fallacy, though. RTS are not about fitting as many menial tasks as possible in a limited timeframe, RTS are about making limited-information decisions under time pressure and executing them as best as possible. To say that JaKaTaK misunderstands RTS is ludicrous.

Also, if you know anything about sports, you'll know that it requires money, and that this money comes from viewers (whether directly or indirectly via sponsors). This means that the large majority of viewers of the RTS of the future will not actually play that game at a high level. A game that aims to become that RTS of the future therefore requires on-screen action that is impressive (and exciting) to someone who has watched lots of games but doesn't play the game very often. Ling surrounds, tank positioning, burrowed banelings, DTs blocking floating OCs, these are the sort of things SC3 needs. Not players clicking 400 times per minute to do the most trivial menial tasks.
not a community mapmaker
Ravomat
Profile Joined September 2010
Germany422 Posts
April 29 2014 13:48 GMT
#28
On April 29 2014 21:27 Gowerly wrote:
In SupCom you have potentially 1000 units that you can micro to dodge the simulated shots of 1000 other units. Even 5000 APM wouldn't be enough. I think that pushes the micro requirement too far.

Actually the number of units changes nothing about the difficulty of micro. You'd just micro differently. The micro scales from single units to increasingly bigger groups of units. Mitigating damage is also not the only thing to achieve with micro, you can also maximize your own damage output by flanking the opponent. What you said about SC2 is also true here: keeping 1 unit alive when you have 1000 isn't useful. You don't try to keep every unit alive but rather as many as possible.

On April 29 2014 21:27 Gowerly wrote:
When discussing the resources for a game, one of them is, indeed, your ability to "think" for want of a better word.

You should try to clarify because I think this is wrong. You do not ever think in a game. You do whatever you decided to do until you have to react using responses you thought about beforehand. This is your strategy. The only thing to think about ingame is what tactics to employ given the information you have.

On April 29 2014 21:36 And G wrote:
I realize that since SC2 has traditionally had a lot of chores, many people have come to enjoy this twitchiness and become uneasy when there's a second or two in the game where they don't actually need to click anything. To equate this twitchiness with RTS is a fallacy, though. RTS are not about fitting as many menial tasks as possible in a limited timeframe, RTS are about making limited-information decisions under time pressure and executing them as best as possible.

I agree with your post I just want to add something. Sometimes when reading about what makes Brood War the superior game to SC2 it feels to me that Starcraft is the only RTS people know and the mere thought that a good game doesn't need to have a lot of tedious tasks is quite alien to them. Especially when MBS, auto-mine and size of control groups come up.

Gowerly
Profile Blog Joined July 2011
United Kingdom916 Posts
April 29 2014 14:07 GMT
#29
On April 29 2014 22:48 Ravomat wrote:
Show nested quote +
On April 29 2014 21:27 Gowerly wrote:
In SupCom you have potentially 1000 units that you can micro to dodge the simulated shots of 1000 other units. Even 5000 APM wouldn't be enough. I think that pushes the micro requirement too far.

Actually the number of units changes nothing about the difficulty of micro. You'd just micro differently. The micro scales from single units to increasingly bigger groups of units. Mitigating damage is also not the only thing to achieve with micro, you can also maximize your own damage output by flanking the opponent. What you said about SC2 is also true here: keeping 1 unit alive when you have 1000 isn't useful. You don't try to keep every unit alive but rather as many as possible.

If you can micro to keep one more unit alive than your opponent, then it's a victory, you've made a more cost efficient engagement. I know in SupCom it's less important because resources are infinite. However, it's still true. The fewer units die, the less time it will take to rebuild your army. This scales. If you can micro enough to keep 2 alive it's even better. 3 even more than that, all the way up to 1000. If you can dance your units around so that your units are hitting and your opponent's aren't, then you're going to win.
Sure, large army positioning is great, flanking and such, but when it comes down to it in SupCom: You can dodge bullets. As long as that's true, you can micro individual units (all the way to 1000) to win the fights, which will always beat positioning. With AoE units, beam units, etc, this is less true, but outside of Experimentals and maybe strat bombers, most units just have projectile weapons.

Show nested quote +
On April 29 2014 21:27 Gowerly wrote:
When discussing the resources for a game, one of them is, indeed, your ability to "think" for want of a better word.

You should try to clarify because I think this is wrong. You do not ever think in a game. You do whatever you decided to do until you have to react using responses you thought about beforehand. This is your strategy. The only thing to think about ingame is what tactics to employ given the information you have.

You won't win games by just blindly going in and doing what you set out to do. You modify your strategy based on what your opponent does. You don't ling/bling vs mech, you modify your game to match your opponent. This is thought. You can optimise thought by making it second nature, but it's still thought.
You use thought to:
- Position your army
- Perform "Automatic" tasks (such as placing tumours, building supply generators, using chronoboost, dropping mules, doing scans)
- Building/Composing your army
- Using "Micro" to move your army in fights, to use spells
How you prioritise where your thought goes and how effeciently you use your thought can determine how well you do in your game.
I will reduce you to a series of numbers.
Penguinator
Profile Joined December 2010
United States837 Posts
April 29 2014 14:11 GMT
#30
It's really hard to tell if this is satire or not, because there are actually people out there that would argue for every one of these points -__-
Towelie.635
TheoMikkelsen
Profile Joined June 2013
Denmark196 Posts
April 29 2014 14:11 GMT
#31
As much as this is both serious and fun, I actually believe there is a way to avoid "going back" and just go ahead instead to once again maximize the required skill so that the most skilled players can stand out in a "godly" fashion.

For instance, I believe you can use new information in the UI tab to really improve the skill level.

If you allow players to see their income, their units lost, their total units (and clickable/selectable through hotkeys by individual hotkeying) as well as tabs to show their upgrades, I think most players, also koreans, would see this kind of information as a drastic improvement to strategical gameplay.

Of course, with lots of new tabs we need transparency so we still maintain most of our overview of the game.

Also, if the "custom hotkeys and cameras" would be improved by increeasing camera location hotkeys to 20 as well as army hotkeys to 20, im sure stuff like "b+1, b+2, b+3, b+4, b+5" would be useful in some way. Personally I think you should be able to bind which unit type you wish to "select all army hotkey", so for each viking, ghost, templar, infestor, stalker, prism etc on the map, you select all of only that unit type. This can be done similarily by allowing alternative hotkey selection instead of only alt and shift. (g+1, g+2, g+3 etc.)

Having basically limitless possiblities for hotkeys and custom UI allows players to really outclass other players through handling more information which only helps you if you pay attention,.

I also think blizzard should make camera locations save each time you load the map.
Any sufficiently cheesy build is indistinguishable in skill
KingAce
Profile Joined September 2010
United States471 Posts
April 29 2014 14:26 GMT
#32
Athleticism for Athleticism's Sake.

Game design completely changes when you're designing a game for competition as opposed for entertainment.

I believe the reason Blizzard took the steps it took to make the game more CONVENIENT, has a lot less to do with efficiency and more to do with lowering the level of entrance for casual gamers.

Any changes that appeal to casual players usually piss off veteran players of most competitive franchises. It's a marketing strategy, and it usually undermines the competitive side of the game.

So as an Esport exclusively some of these changes were to me, a negative.

The higher the skill ceiling, the more complex the mechanics, the more entertaining the Esport.
"You're defined by the WORST of your group..." Bill Burr
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
April 29 2014 14:37 GMT
#33
--- Nuked ---
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
April 29 2014 15:03 GMT
#34
On April 29 2014 17:01 sertas wrote:
well sc2 replaced moving workers to mine and 12 unit selection with other artificial macro functions like injects. I prefered broodwars more straightforward gameplay. I think the limited unit selection helps make the game strategic, if your units dont clump as much and you can spread out squads of 12 you can place your untis strategically easier. This been talked to death ofc.

so if you had a choice of formation (clumped up or spaced via increased collision range) would you be happy?
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
April 29 2014 15:09 GMT
#35
On April 29 2014 23:37 Laertes wrote:
Someone mentioned Starbow in the thread. I think it's important that we understand what Starbow shows us compared to hots if we want to understand how APM affects esports. Starbow is down to its core, BW and SC2 mixed, the balance is primarily BW because BW proved itself more inherently balanced(Onegoal tried to base their balance on SC2 and failed horribly). Now I'm going to tell you a secret why starbow fails in some ways compared to SC2: The game is too hard. Even with some sc2 units and a clean UI and MBS and an economy that you don't have to babysit,the game is too strategically deep and no one wants to lose to someone light years better than them because no one wants to lose. If innovation faces theredbandit the top ranked player on the Starbow ladder in a Bo7, he will probably 4-0 him, such is the level of skill inherent in Starbow compared to SC2. So if Starbow is too hard for the average gamer and the average gamer won't play Starbow cause they don't like to lose, then I highly doubt any athleticism has place in esports because the easier a game is competitively (hearthstone) the more people will play it, inversely, the harder a game is the less people will play it.

I dont think Starbow is strategically deeper, it's just much less figured out.
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
April 29 2014 15:14 GMT
#36
--- Nuked ---
ClueClueClue
Profile Blog Joined December 2011
Sweden1203 Posts
April 29 2014 15:29 GMT
#37
For you. Or the game will totally be dead for you.

I, and many with me, like Starcraft 2 for what it is. An elitist video stating what's already been stated way too many times ain't gonna change my opinion.
Cogito, ergo toss.
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
April 29 2014 15:30 GMT
#38
soft counters bring less complexity to unit interactions, not the other way around.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
April 29 2014 15:34 GMT
#39
@ClueClueClue
I did specifically explain that it was satire. No one is trying to change your opinion. The video presents a perspective on an idea. From this people have been discussing for and against this perspective and others. It's not about who is right and who is wrong but what the truths are and what conclusions can be drawn from those truths.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Ravomat
Profile Joined September 2010
Germany422 Posts
Last Edited: 2014-04-29 17:27:44
April 29 2014 16:55 GMT
#40
On April 29 2014 23:07 Gowerly wrote:
Show nested quote +
On April 29 2014 22:48 Ravomat wrote:
On April 29 2014 21:27 Gowerly wrote:
In SupCom you have potentially 1000 units that you can micro to dodge the simulated shots of 1000 other units. Even 5000 APM wouldn't be enough. I think that pushes the micro requirement too far.

Actually the number of units changes nothing about the difficulty of micro. You'd just micro differently. The micro scales from single units to increasingly bigger groups of units. Mitigating damage is also not the only thing to achieve with micro, you can also maximize your own damage output by flanking the opponent. What you said about SC2 is also true here: keeping 1 unit alive when you have 1000 isn't useful. You don't try to keep every unit alive but rather as many as possible.

If you can micro to keep one more unit alive than your opponent, then it's a victory, you've made a more cost efficient engagement. I know in SupCom it's less important because resources are infinite. However, it's still true. The fewer units die, the less time it will take to rebuild your army. This scales. If you can micro enough to keep 2 alive it's even better. 3 even more than that, all the way up to 1000. If you can dance your units around so that your units are hitting and your opponent's aren't, then you're going to win.
Sure, large army positioning is great, flanking and such, but when it comes down to it in SupCom: You can dodge bullets. As long as that's true, you can micro individual units (all the way to 1000) to win the fights, which will always beat positioning. With AoE units, beam units, etc, this is less true, but outside of Experimentals and maybe strat bombers, most units just have projectile weapons.

I may have worded that poorly. Of course it's useful even beyond having a unit more since there is the reclaim mechanic which means additional resources for the one who can secure the position where the unit died. Everything else you said is true, too. You just missed my point. You said having a very high unit count would make micro too difficult but it's not any different to having just a few units. In a 200 vs 200 unit fight you wouldn't micro each unit individually you would always micro groups.

On April 29 2014 23:07 Gowerly wrote:
Show nested quote +
On April 29 2014 22:48 Ravomat wrote:
On April 29 2014 21:27 Gowerly wrote:
When discussing the resources for a game, one of them is, indeed, your ability to "think" for want of a better word.

You should try to clarify because I think this is wrong. You do not ever think in a game. You do whatever you decided to do until you have to react using responses you thought about beforehand. This is your strategy. The only thing to think about ingame is what tactics to employ given the information you have.

You won't win games by just blindly going in and doing what you set out to do. You modify your strategy based on what your opponent does. You don't ling/bling vs mech, you modify your game to match your opponent. This is thought. You can optimise thought by making it second nature, but it's still thought.
You use thought to:
- Position your army
- Perform "Automatic" tasks (such as placing tumours, building supply generators, using chronoboost, dropping mules, doing scans)
- Building/Composing your army
- Using "Micro" to move your army in fights, to use spells
How you prioritise where your thought goes and how effeciently you use your thought can determine how well you do in your game.

I didn't say that. Also you're arguing much more game-specific than I am. What you said is more about builds than actual strategy. Generally speaking a strategy does not dictate what units to use but it describes your overall gameplan which can have branches to account for various situations. Figuring out what units to use comes after you decided on your gameplan.

In your example the Zerg's strategy might be to get up to 3 bases quickly, make sure he doesn't die, scout for Terran's 3rd. If Terran didn't build a 3rd he builds purely units and defends because the lack of 3rd implies an imminent attack. If Terran did build a 3rd Zerg can either decide to go full units and try to do damage at the 3rd or try to secure 4th base and from then on prevent Terran taking any more bases.

See what I did there? A strategy doesn't include specifics. If you get specific it becomes a build which is what you modify if given a reason. Just because Ling/Bling doesn't work against Mech doesn't mean the overall strategy of out-expanding Terran and keeping him contained is flawed. It just means that Ling/Bling is not the way to do it.

To the thought part: I'd describe with attention but I agree with your explanation.

On April 29 2014 23:26 KingAce wrote:
The higher the skill ceiling, the more complex the mechanics, the more entertaining the Esport.

This isn't necessarily true. Complexity doesn't imply strategic depth or entertainment factor. This discussion came up in another thread but I can't remember which one. Ideally you want maximum depth for minimal complexity. Prime example: Go. There won't be getting any new people into a sport if they cannot figure out what the hell is going on. The sport might be entertaining for those who know what is happening but it won't become very popular.
Prev 1 2 3 4 Next All
Please log in or register to reply.
Live Events Refresh
OSC
21:00
OSC Elite Rising Star #16
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft436
StarCraft: Brood War
Movie 891
Icarus 15
League of Legends
JimRising 687
Counter-Strike
Stewie2K584
Super Smash Bros
hungrybox552
Heroes of the Storm
Khaldor100
Other Games
summit1g8851
ViBE199
XaKoH 185
NeuroSwarm138
Organizations
Other Games
BasetradeTV17
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• practicex 32
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• RayReign 36
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• HappyZerGling81
Upcoming Events
BSL Open LAN 2025 - War…
2h 31m
RSL Revival
4h 31m
Classic vs TBD
WardiTV Invitational
5h 31m
Online Event
10h 31m
Afreeca Starleague
1d 4h
Barracks vs Mini
Wardi Open
1d 5h
Monday Night Weeklies
1d 10h
Sparkling Tuna Cup
2 days
LiuLi Cup
3 days
The PondCast
4 days
[ Show More ]
CranKy Ducklings
5 days
Maestros of the Game
6 days
Clem vs Reynor
[BSL 2025] Weekly
6 days
[BSL 2025] Weekly
6 days
Liquipedia Results

Completed

Proleague 2025-09-18
Chzzk MurlocKing SC1 vs SC2 Cup #2
HCC Europe

Ongoing

BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
2025 Chongqing Offline CUP
BSL World Championship of Poland 2025
RSL Revival: Season 2
Maestros of the Game
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

IPSL Winter 2025-26
BSL Season 21
SC4ALL: Brood War
BSL 21 Team A
Stellar Fest
SC4ALL: StarCraft II
EC S1
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
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.