• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:56
CEST 18:56
KST 01:56
  • 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 Liquid Map Contest #22: Results and Winners5Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview5[ASL21] Finals Preview: Two Legacies21
Community News
[BSL22] Non-Korean Championship from 13 to 28 June2Weekly Cups (May 25-31): Clem doubles, 2v2 circuit heads toward finale0StarCraft II 5.0.16 PTR Patch Notes may 26th151Weekly Cups (May 18-24): MaxPax wins doubles0Crank Gathers Season 4: BW vs SC2 Team League6
StarCraft 2
General
Team Liquid Map Contest #22: Results and Winners TL.net Map Contest #22 - Voting & Ladder Map Selection Oliveira Would Have Returned If EWC Continued TL Poll: How do you feel about the 5.0.16 PTR balance changes? Code S Season 2 (2026): RO4 and Finals Preview
Tourneys
Douyu Cup 2026 Maestros of The Game 2 announcement and schedule ! GSL Code S Season 2 (2026) Sparkling Tuna Cup - Weekly Open Tournament WardiTV Mondays
Strategy
[G] Having the right mentality to improve
Custom Maps
[D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 529 Opportunities Unleashed Mutation # 528 Infection Detected Welcome to the External Content forum
Brood War
General
Data needed Quality of life changes in BW that you will like ? BGH Auto Balance -> http://bghmmr.eu/ BW fans in southern Sweden, look here! 25 Years Since Brood War Patch 1.08
Tourneys
[BSL22] Grand Finals - Sunday 21:00 CEST [ASL21] Grand Finals [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2
Strategy
Why doesn't anyone use restoration? Any training maps people recommend? Muta micro map competition [G] Hydra ZvZ: An Introduction
Other Games
General Games
Stormgate/Frost Giant Megathread PC Games Sales Thread Nintendo Switch Thread ZeroSpace Megathread Summer Games Done Quick 2026!
Dota 2
Looking for a Dota Mentor 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
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Trading/Investing Thread Things Aren’t Peaceful in Palestine YouTube Thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion [Manga] One Piece
Sports
NBA General Discussion 2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
How Streaming Impacts Game P…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Why RTS gamers make better f…
gosubay
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7920 users

Balance Status Update 4/29/14 - Page 27

Forum Index > SC2 General
697 CommentsPost a Reply
Prev 1 25 26 27 28 29 35 Next All
MstrJinbo
Profile Joined March 2011
United States1251 Posts
May 01 2014 14:23 GMT
#521
On May 01 2014 23:18 SirPinky wrote:
Show nested quote +
On May 01 2014 22:52 odem wrote:
Zerg can win lategame ZvT by 1-A deathball (muta,ling,bling,ultralisk,infestor) while only needing 1 control group to easily still use fungal growth.

Terran needs like how many control groups to effectively counter that shit? bio (stim), mines (burrow) vs bling clumps, raven (pdd/hsm) vs muta clumps, ghost (emp) vs infestor... [alternatively replace mines with tanks (siege) vs bling clumps]

--> thats like 4 control groups and absolutely impossible to micro even for the top world korean terrans

--> so u have to choose less caster units and will be in a disadvantage (OR U NEED 2 PLAYERS TO MICRO A TERRAN ARMY IN TVZ)

on the other hand mech just too fucking slow and doesnt really work on big maps

EXACTLY THIS is the reason there has never been successful terran foreigners (compared to zerg ez mode foreigners all over the place) + that is the reason why ZvT will always be fucked up.


not to mention in ZvZ or PvP a foreigner can always beat a korean but in TvT the foreigners get completely annihilated by koreans. guess what, terran takes actual skill to control.

so u either need to ensure terran has a way to effectively (!) counter muta clumps without needing 3 players to micro their army (by nerfig muta or buffing terran counters like dude above just said). or just ensure zerg actually needs to micro their own fucking units (f.e. bling friendly fire) to make it equal hard to play - not even speaking about protoss 1click early game defense.


I still love how Stephano only uses 4 Hotkeys. Why should he use more?? He doesn't need to! And, I even said this in WoL, I have no clue how pre-hotkeying larva should automatically roll into Zergs total army composition hotkey when they hatch. No other race can do this - P and T have to reselct all units coming out of their gates/rax/factories etc. This small, but significant, feature just adds to the mass 1a effect on Zerg meta.


Technically we pre hotkey eggs, not larva, in our 1 Ctrl group
matthy
Profile Joined January 2013
66 Posts
May 01 2014 14:24 GMT
#522
On May 01 2014 23:18 SirPinky wrote:
Show nested quote +
On May 01 2014 22:52 odem wrote:
Zerg can win lategame ZvT by 1-A deathball (muta,ling,bling,ultralisk,infestor) while only needing 1 control group to easily still use fungal growth.

Terran needs like how many control groups to effectively counter that shit? bio (stim), mines (burrow) vs bling clumps, raven (pdd/hsm) vs muta clumps, ghost (emp) vs infestor... [alternatively replace mines with tanks (siege) vs bling clumps]

--> thats like 4 control groups and absolutely impossible to micro even for the top world korean terrans

--> so u have to choose less caster units and will be in a disadvantage (OR U NEED 2 PLAYERS TO MICRO A TERRAN ARMY IN TVZ)

on the other hand mech just too fucking slow and doesnt really work on big maps

EXACTLY THIS is the reason there has never been successful terran foreigners (compared to zerg ez mode foreigners all over the place) + that is the reason why ZvT will always be fucked up.


not to mention in ZvZ or PvP a foreigner can always beat a korean but in TvT the foreigners get completely annihilated by koreans. guess what, terran takes actual skill to control.

so u either need to ensure terran has a way to effectively (!) counter muta clumps without needing 3 players to micro their army (by nerfig muta or buffing terran counters like dude above just said). or just ensure zerg actually needs to micro their own fucking units (f.e. bling friendly fire) to make it equal hard to play - not even speaking about protoss 1click early game defense.


I still love how Stephano only uses 4 Hotkeys. Why should he use more?? He doesn't need to! And, I even said this in WoL, I have no clue how pre-hotkeying larva should automatically roll into Zergs total army composition hotkey when they hatch. No other race can do this - P and T have to reselct all units coming out of their gates/rax/factories etc. This small, but significant, feature just adds to the mass 1a effect on Zerg meta.


P can just hotkey while it is warping in, so that leaves only T
Caas
Profile Joined November 2011
Sweden51 Posts
Last Edited: 2014-05-01 14:47:59
May 01 2014 14:46 GMT
#523
or keep bio in TvT with 35(65to armored) to we actually can fight against a Colossi storm zealot ball? and add shield dmg so a tank does more than 35 to an archon
without ruining ZvT
Dammit!
Big J
Profile Joined March 2011
Austria16289 Posts
May 01 2014 14:47 GMT
#524
On May 01 2014 22:52 odem wrote:
Zerg can win lategame ZvT by 1-A deathball (muta,ling,bling,ultralisk,infestor) while only needing 1 control group to easily still use fungal growth.

Terran needs like how many control groups to effectively counter that shit? bio (stim), mines (burrow) vs bling clumps, raven (pdd/hsm) vs muta clumps, ghost (emp) vs infestor... [alternatively replace mines with tanks (siege) vs bling clumps]

--> thats like 4 control groups and absolutely impossible to micro even for the top world korean terrans

--> so u have to choose less caster units and will be in a disadvantage (OR U NEED 2 PLAYERS TO MICRO A TERRAN ARMY IN TVZ)

on the other hand mech just too fucking slow and doesnt really work on big maps

EXACTLY THIS is the reason there has never been successful terran foreigners (compared to zerg ez mode foreigners all over the place) + that is the reason why ZvT will always be fucked up.


not to mention in ZvZ or PvP a foreigner can always beat a korean but in TvT the foreigners get completely annihilated by koreans. guess what, terran takes actual skill to control.

so u either need to ensure terran has a way to effectively (!) counter muta clumps without needing 3 players to micro their army (by nerfig muta or buffing terran counters like dude above just said). or just ensure zerg actually needs to micro their own fucking units (f.e. bling friendly fire) to make it equal hard to play - not even speaking about protoss 1click early game defense.


You are completely clueless.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
May 01 2014 14:54 GMT
#525
On May 01 2014 23:47 Big J wrote:
Show nested quote +
On May 01 2014 22:52 odem wrote:
Zerg can win lategame ZvT by 1-A deathball (muta,ling,bling,ultralisk,infestor) while only needing 1 control group to easily still use fungal growth.

Terran needs like how many control groups to effectively counter that shit? bio (stim), mines (burrow) vs bling clumps, raven (pdd/hsm) vs muta clumps, ghost (emp) vs infestor... [alternatively replace mines with tanks (siege) vs bling clumps]

--> thats like 4 control groups and absolutely impossible to micro even for the top world korean terrans

--> so u have to choose less caster units and will be in a disadvantage (OR U NEED 2 PLAYERS TO MICRO A TERRAN ARMY IN TVZ)

on the other hand mech just too fucking slow and doesnt really work on big maps

EXACTLY THIS is the reason there has never been successful terran foreigners (compared to zerg ez mode foreigners all over the place) + that is the reason why ZvT will always be fucked up.


not to mention in ZvZ or PvP a foreigner can always beat a korean but in TvT the foreigners get completely annihilated by koreans. guess what, terran takes actual skill to control.

so u either need to ensure terran has a way to effectively (!) counter muta clumps without needing 3 players to micro their army (by nerfig muta or buffing terran counters like dude above just said). or just ensure zerg actually needs to micro their own fucking units (f.e. bling friendly fire) to make it equal hard to play - not even speaking about protoss 1click early game defense.


You are completely clueless.

Typically you are not the kind of guy to make such posts...
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 |
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-05-01 15:04:16
May 01 2014 15:01 GMT
#526
On May 01 2014 23:54 The_Red_Viper wrote:
Show nested quote +
On May 01 2014 23:47 Big J wrote:
On May 01 2014 22:52 odem wrote:
Zerg can win lategame ZvT by 1-A deathball (muta,ling,bling,ultralisk,infestor) while only needing 1 control group to easily still use fungal growth.

Terran needs like how many control groups to effectively counter that shit? bio (stim), mines (burrow) vs bling clumps, raven (pdd/hsm) vs muta clumps, ghost (emp) vs infestor... [alternatively replace mines with tanks (siege) vs bling clumps]

--> thats like 4 control groups and absolutely impossible to micro even for the top world korean terrans

--> so u have to choose less caster units and will be in a disadvantage (OR U NEED 2 PLAYERS TO MICRO A TERRAN ARMY IN TVZ)

on the other hand mech just too fucking slow and doesnt really work on big maps

EXACTLY THIS is the reason there has never been successful terran foreigners (compared to zerg ez mode foreigners all over the place) + that is the reason why ZvT will always be fucked up.


not to mention in ZvZ or PvP a foreigner can always beat a korean but in TvT the foreigners get completely annihilated by koreans. guess what, terran takes actual skill to control.

so u either need to ensure terran has a way to effectively (!) counter muta clumps without needing 3 players to micro their army (by nerfig muta or buffing terran counters like dude above just said). or just ensure zerg actually needs to micro their own fucking units (f.e. bling friendly fire) to make it equal hard to play - not even speaking about protoss 1click early game defense.


You are completely clueless.

Typically you are not the kind of guy to make such posts...


yup, but I'm getting annoyed that this kind of stuff does not get warnings here. It's just a massive whine post based on made up "facts" like Terrans using ghosts to counter infestors or using ravens with their bio.
Not to mention what happens when you 1a banelings and mutalisks into a player that has mines set up and is using Thors and Marauders. Everything just blows up on the wrong stuff, takes massive splash hits and the marines stim forward and kill the 5remaining mutalisks and zerglings. It's such a disgusting way to dennounce a third of the playerbase, not to mention so many progamers.

Not to mention that it completely misses the mark on what the actual problems in ZvT are, which is Terran not being able to get the needed economy in the lategame and being stuck on a max of 4bases once the Zerg player gets enough mutas.
timchen1017
Profile Joined May 2014
37 Posts
Last Edited: 2014-05-01 15:05:37
May 01 2014 15:05 GMT
#527
On May 01 2014 22:52 odem wrote:
Zerg can win lategame ZvT by 1-A deathball (muta,ling,bling,ultralisk,infestor) while only needing 1 control group to easily still use fungal growth.

Terran needs like how many control groups to effectively counter that shit? bio (stim), mines (burrow) vs bling clumps, raven (pdd/hsm) vs muta clumps, ghost (emp) vs infestor... [alternatively replace mines with tanks (siege) vs bling clumps]

--> thats like 4 control groups and absolutely impossible to micro even for the top world korean terrans

--> so u have to choose less caster units and will be in a disadvantage (OR U NEED 2 PLAYERS TO MICRO A TERRAN ARMY IN TVZ)

on the other hand mech just too fucking slow and doesnt really work on big maps

EXACTLY THIS is the reason there has never been successful terran foreigners (compared to zerg ez mode foreigners all over the place) + that is the reason why ZvT will always be fucked up.


not to mention in ZvZ or PvP a foreigner can always beat a korean but in TvT the foreigners get completely annihilated by koreans. guess what, terran takes actual skill to control.

so u either need to ensure terran has a way to effectively (!) counter muta clumps without needing 3 players to micro their army (by nerfig muta or buffing terran counters like dude above just said). or just ensure zerg actually needs to micro their own fucking units (f.e. bling friendly fire) to make it equal hard to play - not even speaking about protoss 1click early game defense.


Actually, will it be a good idea to ask BZ to implement one extra kind of movement such that units will automatically try not to clump together (probably in a not too smart way so that good players can further micro)? One step further will be to enable kiting automatically. Frankly speaking kiting is just pretty standard in professional play anyway. This is probably the exact buff terran needs in TvZ mid to late game, as well as TvP late game.
TheDwf
Profile Joined November 2011
France19747 Posts
May 01 2014 15:09 GMT
#528
On May 02 2014 00:05 timchen1017 wrote:
Show nested quote +
On May 01 2014 22:52 odem wrote:
Zerg can win lategame ZvT by 1-A deathball (muta,ling,bling,ultralisk,infestor) while only needing 1 control group to easily still use fungal growth.

Terran needs like how many control groups to effectively counter that shit? bio (stim), mines (burrow) vs bling clumps, raven (pdd/hsm) vs muta clumps, ghost (emp) vs infestor... [alternatively replace mines with tanks (siege) vs bling clumps]

--> thats like 4 control groups and absolutely impossible to micro even for the top world korean terrans

--> so u have to choose less caster units and will be in a disadvantage (OR U NEED 2 PLAYERS TO MICRO A TERRAN ARMY IN TVZ)

on the other hand mech just too fucking slow and doesnt really work on big maps

EXACTLY THIS is the reason there has never been successful terran foreigners (compared to zerg ez mode foreigners all over the place) + that is the reason why ZvT will always be fucked up.


not to mention in ZvZ or PvP a foreigner can always beat a korean but in TvT the foreigners get completely annihilated by koreans. guess what, terran takes actual skill to control.

so u either need to ensure terran has a way to effectively (!) counter muta clumps without needing 3 players to micro their army (by nerfig muta or buffing terran counters like dude above just said). or just ensure zerg actually needs to micro their own fucking units (f.e. bling friendly fire) to make it equal hard to play - not even speaking about protoss 1click early game defense.


Actually, will it be a good idea to ask BZ to implement one extra kind of movement such that units will automatically try not to clump together (probably in a not too smart way so that good players can further micro)? One step further will be to enable kiting automatically. Frankly speaking kiting is just pretty standard in professional play anyway. This is probably the exact buff terran needs in TvZ mid to late game, as well as TvP late game.

More automation is really not what SC2 needs.
SirPinky
Profile Joined February 2011
United States525 Posts
May 01 2014 15:26 GMT
#529
On May 02 2014 00:01 Big J wrote:
Show nested quote +
On May 01 2014 23:54 The_Red_Viper wrote:
On May 01 2014 23:47 Big J wrote:
On May 01 2014 22:52 odem wrote:
Zerg can win lategame ZvT by 1-A deathball (muta,ling,bling,ultralisk,infestor) while only needing 1 control group to easily still use fungal growth.

Terran needs like how many control groups to effectively counter that shit? bio (stim), mines (burrow) vs bling clumps, raven (pdd/hsm) vs muta clumps, ghost (emp) vs infestor... [alternatively replace mines with tanks (siege) vs bling clumps]

--> thats like 4 control groups and absolutely impossible to micro even for the top world korean terrans

--> so u have to choose less caster units and will be in a disadvantage (OR U NEED 2 PLAYERS TO MICRO A TERRAN ARMY IN TVZ)

on the other hand mech just too fucking slow and doesnt really work on big maps

EXACTLY THIS is the reason there has never been successful terran foreigners (compared to zerg ez mode foreigners all over the place) + that is the reason why ZvT will always be fucked up.


not to mention in ZvZ or PvP a foreigner can always beat a korean but in TvT the foreigners get completely annihilated by koreans. guess what, terran takes actual skill to control.

so u either need to ensure terran has a way to effectively (!) counter muta clumps without needing 3 players to micro their army (by nerfig muta or buffing terran counters like dude above just said). or just ensure zerg actually needs to micro their own fucking units (f.e. bling friendly fire) to make it equal hard to play - not even speaking about protoss 1click early game defense.


You are completely clueless.

Typically you are not the kind of guy to make such posts...


yup, but I'm getting annoyed that this kind of stuff does not get warnings here. It's just a massive whine post based on made up "facts" like Terrans using ghosts to counter infestors or using ravens with their bio.
Not to mention what happens when you 1a banelings and mutalisks into a player that has mines set up and is using Thors and Marauders. Everything just blows up on the wrong stuff, takes massive splash hits and the marines stim forward and kill the 5remaining mutalisks and zerglings. It's such a disgusting way to dennounce a third of the playerbase, not to mention so many progamers.

Not to mention that it completely misses the mark on what the actual problems in ZvT are, which is Terran not being able to get the needed economy in the lategame and being stuck on a max of 4bases once the Zerg player gets enough mutas.


I guess you don't watch Avilo stream. He uses Ravens with Bio all the time and uses 6+ hotkeys. I don't see how that is a "made up" fact.
How much better to get wisdom than gold; to get insight rather than silver!
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
Last Edited: 2014-05-01 15:33:50
May 01 2014 15:33 GMT
#530
On May 02 2014 00:26 SirPinky wrote:
Show nested quote +
On May 02 2014 00:01 Big J wrote:
On May 01 2014 23:54 The_Red_Viper wrote:
On May 01 2014 23:47 Big J wrote:
On May 01 2014 22:52 odem wrote:
Zerg can win lategame ZvT by 1-A deathball (muta,ling,bling,ultralisk,infestor) while only needing 1 control group to easily still use fungal growth.

Terran needs like how many control groups to effectively counter that shit? bio (stim), mines (burrow) vs bling clumps, raven (pdd/hsm) vs muta clumps, ghost (emp) vs infestor... [alternatively replace mines with tanks (siege) vs bling clumps]

--> thats like 4 control groups and absolutely impossible to micro even for the top world korean terrans

--> so u have to choose less caster units and will be in a disadvantage (OR U NEED 2 PLAYERS TO MICRO A TERRAN ARMY IN TVZ)

on the other hand mech just too fucking slow and doesnt really work on big maps

EXACTLY THIS is the reason there has never been successful terran foreigners (compared to zerg ez mode foreigners all over the place) + that is the reason why ZvT will always be fucked up.


not to mention in ZvZ or PvP a foreigner can always beat a korean but in TvT the foreigners get completely annihilated by koreans. guess what, terran takes actual skill to control.

so u either need to ensure terran has a way to effectively (!) counter muta clumps without needing 3 players to micro their army (by nerfig muta or buffing terran counters like dude above just said). or just ensure zerg actually needs to micro their own fucking units (f.e. bling friendly fire) to make it equal hard to play - not even speaking about protoss 1click early game defense.


You are completely clueless.

Typically you are not the kind of guy to make such posts...


yup, but I'm getting annoyed that this kind of stuff does not get warnings here. It's just a massive whine post based on made up "facts" like Terrans using ghosts to counter infestors or using ravens with their bio.
Not to mention what happens when you 1a banelings and mutalisks into a player that has mines set up and is using Thors and Marauders. Everything just blows up on the wrong stuff, takes massive splash hits and the marines stim forward and kill the 5remaining mutalisks and zerglings. It's such a disgusting way to dennounce a third of the playerbase, not to mention so many progamers.

Not to mention that it completely misses the mark on what the actual problems in ZvT are, which is Terran not being able to get the needed economy in the lategame and being stuck on a max of 4bases once the Zerg player gets enough mutas.


I guess you don't watch Avilo stream. He uses Ravens with Bio all the time and uses 6+ hotkeys. I don't see how that is a "made up" fact.
Avilo is indeed the epitome of an excellent player with great mechanics.
Also, he plays obnoxious styles that usually only work because his opponent either hasn't ever faced it, or they just don't feel like playing verse somebody willing to turtle for literally 90 minutes and just troll and have fun.
Have I already said Avilo never loses a legitimate game, only to "fuckers who cheese and have no skill and all in and doom drop and amove because op"?

And he refers to people who criticize him as haters so he can ignore them instead of going for a confrontation. rofl. Nope, don't use Avilo as an example for anything.

Somebody that respectless to everybody for no real reason doesn't deserve to be respected either.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
TheDwf
Profile Joined November 2011
France19747 Posts
May 01 2014 15:35 GMT
#531
On May 02 2014 00:26 SirPinky wrote:
Show nested quote +
On May 02 2014 00:01 Big J wrote:
On May 01 2014 23:54 The_Red_Viper wrote:
On May 01 2014 23:47 Big J wrote:
On May 01 2014 22:52 odem wrote:
Zerg can win lategame ZvT by 1-A deathball (muta,ling,bling,ultralisk,infestor) while only needing 1 control group to easily still use fungal growth.

Terran needs like how many control groups to effectively counter that shit? bio (stim), mines (burrow) vs bling clumps, raven (pdd/hsm) vs muta clumps, ghost (emp) vs infestor... [alternatively replace mines with tanks (siege) vs bling clumps]

--> thats like 4 control groups and absolutely impossible to micro even for the top world korean terrans

--> so u have to choose less caster units and will be in a disadvantage (OR U NEED 2 PLAYERS TO MICRO A TERRAN ARMY IN TVZ)

on the other hand mech just too fucking slow and doesnt really work on big maps

EXACTLY THIS is the reason there has never been successful terran foreigners (compared to zerg ez mode foreigners all over the place) + that is the reason why ZvT will always be fucked up.


not to mention in ZvZ or PvP a foreigner can always beat a korean but in TvT the foreigners get completely annihilated by koreans. guess what, terran takes actual skill to control.

so u either need to ensure terran has a way to effectively (!) counter muta clumps without needing 3 players to micro their army (by nerfig muta or buffing terran counters like dude above just said). or just ensure zerg actually needs to micro their own fucking units (f.e. bling friendly fire) to make it equal hard to play - not even speaking about protoss 1click early game defense.


You are completely clueless.

Typically you are not the kind of guy to make such posts...


yup, but I'm getting annoyed that this kind of stuff does not get warnings here. It's just a massive whine post based on made up "facts" like Terrans using ghosts to counter infestors or using ravens with their bio.
Not to mention what happens when you 1a banelings and mutalisks into a player that has mines set up and is using Thors and Marauders. Everything just blows up on the wrong stuff, takes massive splash hits and the marines stim forward and kill the 5remaining mutalisks and zerglings. It's such a disgusting way to dennounce a third of the playerbase, not to mention so many progamers.

Not to mention that it completely misses the mark on what the actual problems in ZvT are, which is Terran not being able to get the needed economy in the lategame and being stuck on a max of 4bases once the Zerg player gets enough mutas.


I guess you don't watch Avilo stream. He uses Ravens with Bio all the time and uses 6+ hotkeys. I don't see how that is a "made up" fact.

Just like apm, the amount of hotkeys you use to control your army isn't particularly relevant. More doesn't always mean better control.
timchen1017
Profile Joined May 2014
37 Posts
May 01 2014 15:36 GMT
#532
On May 02 2014 00:09 TheDwf wrote:
Show nested quote +
On May 02 2014 00:05 timchen1017 wrote:
On May 01 2014 22:52 odem wrote:
Zerg can win lategame ZvT by 1-A deathball (muta,ling,bling,ultralisk,infestor) while only needing 1 control group to easily still use fungal growth.

Terran needs like how many control groups to effectively counter that shit? bio (stim), mines (burrow) vs bling clumps, raven (pdd/hsm) vs muta clumps, ghost (emp) vs infestor... [alternatively replace mines with tanks (siege) vs bling clumps]

--> thats like 4 control groups and absolutely impossible to micro even for the top world korean terrans

--> so u have to choose less caster units and will be in a disadvantage (OR U NEED 2 PLAYERS TO MICRO A TERRAN ARMY IN TVZ)

on the other hand mech just too fucking slow and doesnt really work on big maps

EXACTLY THIS is the reason there has never been successful terran foreigners (compared to zerg ez mode foreigners all over the place) + that is the reason why ZvT will always be fucked up.


not to mention in ZvZ or PvP a foreigner can always beat a korean but in TvT the foreigners get completely annihilated by koreans. guess what, terran takes actual skill to control.

so u either need to ensure terran has a way to effectively (!) counter muta clumps without needing 3 players to micro their army (by nerfig muta or buffing terran counters like dude above just said). or just ensure zerg actually needs to micro their own fucking units (f.e. bling friendly fire) to make it equal hard to play - not even speaking about protoss 1click early game defense.


Actually, will it be a good idea to ask BZ to implement one extra kind of movement such that units will automatically try not to clump together (probably in a not too smart way so that good players can further micro)? One step further will be to enable kiting automatically. Frankly speaking kiting is just pretty standard in professional play anyway. This is probably the exact buff terran needs in TvZ mid to late game, as well as TvP late game.

More automation is really not what SC2 needs.


Well, it's not about more automation but instead I think is to put the micro needed for each race to be at more similar levels. You don't want to see good terran players getting wrist injuries every now and then!
TheDwf
Profile Joined November 2011
France19747 Posts
May 01 2014 15:38 GMT
#533
On May 02 2014 00:36 timchen1017 wrote:
Show nested quote +
On May 02 2014 00:09 TheDwf wrote:
On May 02 2014 00:05 timchen1017 wrote:
On May 01 2014 22:52 odem wrote:
Zerg can win lategame ZvT by 1-A deathball (muta,ling,bling,ultralisk,infestor) while only needing 1 control group to easily still use fungal growth.

Terran needs like how many control groups to effectively counter that shit? bio (stim), mines (burrow) vs bling clumps, raven (pdd/hsm) vs muta clumps, ghost (emp) vs infestor... [alternatively replace mines with tanks (siege) vs bling clumps]

--> thats like 4 control groups and absolutely impossible to micro even for the top world korean terrans

--> so u have to choose less caster units and will be in a disadvantage (OR U NEED 2 PLAYERS TO MICRO A TERRAN ARMY IN TVZ)

on the other hand mech just too fucking slow and doesnt really work on big maps

EXACTLY THIS is the reason there has never been successful terran foreigners (compared to zerg ez mode foreigners all over the place) + that is the reason why ZvT will always be fucked up.


not to mention in ZvZ or PvP a foreigner can always beat a korean but in TvT the foreigners get completely annihilated by koreans. guess what, terran takes actual skill to control.

so u either need to ensure terran has a way to effectively (!) counter muta clumps without needing 3 players to micro their army (by nerfig muta or buffing terran counters like dude above just said). or just ensure zerg actually needs to micro their own fucking units (f.e. bling friendly fire) to make it equal hard to play - not even speaking about protoss 1click early game defense.


Actually, will it be a good idea to ask BZ to implement one extra kind of movement such that units will automatically try not to clump together (probably in a not too smart way so that good players can further micro)? One step further will be to enable kiting automatically. Frankly speaking kiting is just pretty standard in professional play anyway. This is probably the exact buff terran needs in TvZ mid to late game, as well as TvP late game.

More automation is really not what SC2 needs.


Well, it's not about more automation but instead I think is to put the micro needed for each race to be at more similar levels. You don't want to see good terran players getting wrist injuries every now and then!

The best way for that is to provide strong AoE to bio play so the Zerg and Protoss armies have to be more careful in their approach.
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
May 01 2014 15:38 GMT
#534
On May 02 2014 00:36 timchen1017 wrote:
Show nested quote +
On May 02 2014 00:09 TheDwf wrote:
On May 02 2014 00:05 timchen1017 wrote:
On May 01 2014 22:52 odem wrote:
Zerg can win lategame ZvT by 1-A deathball (muta,ling,bling,ultralisk,infestor) while only needing 1 control group to easily still use fungal growth.

Terran needs like how many control groups to effectively counter that shit? bio (stim), mines (burrow) vs bling clumps, raven (pdd/hsm) vs muta clumps, ghost (emp) vs infestor... [alternatively replace mines with tanks (siege) vs bling clumps]

--> thats like 4 control groups and absolutely impossible to micro even for the top world korean terrans

--> so u have to choose less caster units and will be in a disadvantage (OR U NEED 2 PLAYERS TO MICRO A TERRAN ARMY IN TVZ)

on the other hand mech just too fucking slow and doesnt really work on big maps

EXACTLY THIS is the reason there has never been successful terran foreigners (compared to zerg ez mode foreigners all over the place) + that is the reason why ZvT will always be fucked up.


not to mention in ZvZ or PvP a foreigner can always beat a korean but in TvT the foreigners get completely annihilated by koreans. guess what, terran takes actual skill to control.

so u either need to ensure terran has a way to effectively (!) counter muta clumps without needing 3 players to micro their army (by nerfig muta or buffing terran counters like dude above just said). or just ensure zerg actually needs to micro their own fucking units (f.e. bling friendly fire) to make it equal hard to play - not even speaking about protoss 1click early game defense.


Actually, will it be a good idea to ask BZ to implement one extra kind of movement such that units will automatically try not to clump together (probably in a not too smart way so that good players can further micro)? One step further will be to enable kiting automatically. Frankly speaking kiting is just pretty standard in professional play anyway. This is probably the exact buff terran needs in TvZ mid to late game, as well as TvP late game.

More automation is really not what SC2 needs.


Well, it's not about more automation but instead I think is to put the micro needed for each race to be at more similar levels. You don't want to see good terran players getting wrist injuries every now and then!

I'm pretty sure most people on TL would rather see Protoss and Zerg have to micro a ton more than have Terran control less.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
May 01 2014 15:39 GMT
#535
On May 02 2014 00:38 TheDwf wrote:
Show nested quote +
On May 02 2014 00:36 timchen1017 wrote:
On May 02 2014 00:09 TheDwf wrote:
On May 02 2014 00:05 timchen1017 wrote:
On May 01 2014 22:52 odem wrote:
Zerg can win lategame ZvT by 1-A deathball (muta,ling,bling,ultralisk,infestor) while only needing 1 control group to easily still use fungal growth.

Terran needs like how many control groups to effectively counter that shit? bio (stim), mines (burrow) vs bling clumps, raven (pdd/hsm) vs muta clumps, ghost (emp) vs infestor... [alternatively replace mines with tanks (siege) vs bling clumps]

--> thats like 4 control groups and absolutely impossible to micro even for the top world korean terrans

--> so u have to choose less caster units and will be in a disadvantage (OR U NEED 2 PLAYERS TO MICRO A TERRAN ARMY IN TVZ)

on the other hand mech just too fucking slow and doesnt really work on big maps

EXACTLY THIS is the reason there has never been successful terran foreigners (compared to zerg ez mode foreigners all over the place) + that is the reason why ZvT will always be fucked up.


not to mention in ZvZ or PvP a foreigner can always beat a korean but in TvT the foreigners get completely annihilated by koreans. guess what, terran takes actual skill to control.

so u either need to ensure terran has a way to effectively (!) counter muta clumps without needing 3 players to micro their army (by nerfig muta or buffing terran counters like dude above just said). or just ensure zerg actually needs to micro their own fucking units (f.e. bling friendly fire) to make it equal hard to play - not even speaking about protoss 1click early game defense.


Actually, will it be a good idea to ask BZ to implement one extra kind of movement such that units will automatically try not to clump together (probably in a not too smart way so that good players can further micro)? One step further will be to enable kiting automatically. Frankly speaking kiting is just pretty standard in professional play anyway. This is probably the exact buff terran needs in TvZ mid to late game, as well as TvP late game.

More automation is really not what SC2 needs.


Well, it's not about more automation but instead I think is to put the micro needed for each race to be at more similar levels. You don't want to see good terran players getting wrist injuries every now and then!

The best way for that is to provide strong AoE to bio play so the Zerg and Protoss armies have to be more careful in their approach.

#2014BuffSiegeTank
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Ramiz1989
Profile Joined July 2012
12124 Posts
Last Edited: 2014-05-01 15:43:57
May 01 2014 15:41 GMT
#536
On May 02 2014 00:33 SC2Toastie wrote:
Show nested quote +
On May 02 2014 00:26 SirPinky wrote:
On May 02 2014 00:01 Big J wrote:
On May 01 2014 23:54 The_Red_Viper wrote:
On May 01 2014 23:47 Big J wrote:
On May 01 2014 22:52 odem wrote:
Zerg can win lategame ZvT by 1-A deathball (muta,ling,bling,ultralisk,infestor) while only needing 1 control group to easily still use fungal growth.

Terran needs like how many control groups to effectively counter that shit? bio (stim), mines (burrow) vs bling clumps, raven (pdd/hsm) vs muta clumps, ghost (emp) vs infestor... [alternatively replace mines with tanks (siege) vs bling clumps]

--> thats like 4 control groups and absolutely impossible to micro even for the top world korean terrans

--> so u have to choose less caster units and will be in a disadvantage (OR U NEED 2 PLAYERS TO MICRO A TERRAN ARMY IN TVZ)

on the other hand mech just too fucking slow and doesnt really work on big maps

EXACTLY THIS is the reason there has never been successful terran foreigners (compared to zerg ez mode foreigners all over the place) + that is the reason why ZvT will always be fucked up.


not to mention in ZvZ or PvP a foreigner can always beat a korean but in TvT the foreigners get completely annihilated by koreans. guess what, terran takes actual skill to control.

so u either need to ensure terran has a way to effectively (!) counter muta clumps without needing 3 players to micro their army (by nerfig muta or buffing terran counters like dude above just said). or just ensure zerg actually needs to micro their own fucking units (f.e. bling friendly fire) to make it equal hard to play - not even speaking about protoss 1click early game defense.


You are completely clueless.

Typically you are not the kind of guy to make such posts...


yup, but I'm getting annoyed that this kind of stuff does not get warnings here. It's just a massive whine post based on made up "facts" like Terrans using ghosts to counter infestors or using ravens with their bio.
Not to mention what happens when you 1a banelings and mutalisks into a player that has mines set up and is using Thors and Marauders. Everything just blows up on the wrong stuff, takes massive splash hits and the marines stim forward and kill the 5remaining mutalisks and zerglings. It's such a disgusting way to dennounce a third of the playerbase, not to mention so many progamers.

Not to mention that it completely misses the mark on what the actual problems in ZvT are, which is Terran not being able to get the needed economy in the lategame and being stuck on a max of 4bases once the Zerg player gets enough mutas.


I guess you don't watch Avilo stream. He uses Ravens with Bio all the time and uses 6+ hotkeys. I don't see how that is a "made up" fact.
Avilo is indeed the epitome of an excellent player with great mechanics.
Also, he plays obnoxious styles that usually only work because his opponent either hasn't ever faced it, or they just don't feel like playing verse somebody willing to turtle for literally 90 minutes and just troll and have fun.
Have I already said Avilo never loses a legitimate game, only to "fuckers who cheese and have no skill and all in and doom drop and amove because op"?

And he refers to people who criticize him as haters so he can ignore them instead of going for a confrontation. rofl. Nope, don't use Avilo as an example for anything.

Somebody that respectless to everybody for no real reason doesn't deserve to be respected either.

I am reading these comments and I am like "did he really just use Avilo as an example of professional level Terran player?"
ROFL indeed. :D

On May 02 2014 00:01 Big J wrote:
Show nested quote +
On May 01 2014 23:54 The_Red_Viper wrote:
On May 01 2014 23:47 Big J wrote:
On May 01 2014 22:52 odem wrote:
Zerg can win lategame ZvT by 1-A deathball (muta,ling,bling,ultralisk,infestor) while only needing 1 control group to easily still use fungal growth.

Terran needs like how many control groups to effectively counter that shit? bio (stim), mines (burrow) vs bling clumps, raven (pdd/hsm) vs muta clumps, ghost (emp) vs infestor... [alternatively replace mines with tanks (siege) vs bling clumps]

--> thats like 4 control groups and absolutely impossible to micro even for the top world korean terrans

--> so u have to choose less caster units and will be in a disadvantage (OR U NEED 2 PLAYERS TO MICRO A TERRAN ARMY IN TVZ)

on the other hand mech just too fucking slow and doesnt really work on big maps

EXACTLY THIS is the reason there has never been successful terran foreigners (compared to zerg ez mode foreigners all over the place) + that is the reason why ZvT will always be fucked up.


not to mention in ZvZ or PvP a foreigner can always beat a korean but in TvT the foreigners get completely annihilated by koreans. guess what, terran takes actual skill to control.

so u either need to ensure terran has a way to effectively (!) counter muta clumps without needing 3 players to micro their army (by nerfig muta or buffing terran counters like dude above just said). or just ensure zerg actually needs to micro their own fucking units (f.e. bling friendly fire) to make it equal hard to play - not even speaking about protoss 1click early game defense.


You are completely clueless.

Typically you are not the kind of guy to make such posts...


yup, but I'm getting annoyed that this kind of stuff does not get warnings here. It's just a massive whine post based on made up "facts" like Terrans using ghosts to counter infestors or using ravens with their bio.
Not to mention what happens when you 1a banelings and mutalisks into a player that has mines set up and is using Thors and Marauders. Everything just blows up on the wrong stuff, takes massive splash hits and the marines stim forward and kill the 5remaining mutalisks and zerglings. It's such a disgusting way to dennounce a third of the playerbase, not to mention so many progamers.

Not to mention that it completely misses the mark on what the actual problems in ZvT are, which is Terran not being able to get the needed economy in the lategame and being stuck on a max of 4bases once the Zerg player gets enough mutas.

Spot on.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
Caas
Profile Joined November 2011
Sweden51 Posts
May 01 2014 15:47 GMT
#537
On May 02 2014 00:39 SC2Toastie wrote:
Show nested quote +
On May 02 2014 00:38 TheDwf wrote:
On May 02 2014 00:36 timchen1017 wrote:
On May 02 2014 00:09 TheDwf wrote:
On May 02 2014 00:05 timchen1017 wrote:
On May 01 2014 22:52 odem wrote:
Zerg can win lategame ZvT by 1-A deathball (muta,ling,bling,ultralisk,infestor) while only needing 1 control group to easily still use fungal growth.

Terran needs like how many control groups to effectively counter that shit? bio (stim), mines (burrow) vs bling clumps, raven (pdd/hsm) vs muta clumps, ghost (emp) vs infestor... [alternatively replace mines with tanks (siege) vs bling clumps]

--> thats like 4 control groups and absolutely impossible to micro even for the top world korean terrans

--> so u have to choose less caster units and will be in a disadvantage (OR U NEED 2 PLAYERS TO MICRO A TERRAN ARMY IN TVZ)

on the other hand mech just too fucking slow and doesnt really work on big maps

EXACTLY THIS is the reason there has never been successful terran foreigners (compared to zerg ez mode foreigners all over the place) + that is the reason why ZvT will always be fucked up.


not to mention in ZvZ or PvP a foreigner can always beat a korean but in TvT the foreigners get completely annihilated by koreans. guess what, terran takes actual skill to control.

so u either need to ensure terran has a way to effectively (!) counter muta clumps without needing 3 players to micro their army (by nerfig muta or buffing terran counters like dude above just said). or just ensure zerg actually needs to micro their own fucking units (f.e. bling friendly fire) to make it equal hard to play - not even speaking about protoss 1click early game defense.


Actually, will it be a good idea to ask BZ to implement one extra kind of movement such that units will automatically try not to clump together (probably in a not too smart way so that good players can further micro)? One step further will be to enable kiting automatically. Frankly speaking kiting is just pretty standard in professional play anyway. This is probably the exact buff terran needs in TvZ mid to late game, as well as TvP late game.

More automation is really not what SC2 needs.


Well, it's not about more automation but instead I think is to put the micro needed for each race to be at more similar levels. You don't want to see good terran players getting wrist injuries every now and then!

The best way for that is to provide strong AoE to bio play so the Zerg and Protoss armies have to be more careful in their approach.

#2014BuffSiegeTank


the man lasted 4games in starbow channel til he got banned
Dammit!
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
Last Edited: 2014-05-01 15:50:32
May 01 2014 15:48 GMT
#538
On May 02 2014 00:38 TheDwf wrote:
Show nested quote +
On May 02 2014 00:36 timchen1017 wrote:
On May 02 2014 00:09 TheDwf wrote:
On May 02 2014 00:05 timchen1017 wrote:
On May 01 2014 22:52 odem wrote:
Zerg can win lategame ZvT by 1-A deathball (muta,ling,bling,ultralisk,infestor) while only needing 1 control group to easily still use fungal growth.

Terran needs like how many control groups to effectively counter that shit? bio (stim), mines (burrow) vs bling clumps, raven (pdd/hsm) vs muta clumps, ghost (emp) vs infestor... [alternatively replace mines with tanks (siege) vs bling clumps]

--> thats like 4 control groups and absolutely impossible to micro even for the top world korean terrans

--> so u have to choose less caster units and will be in a disadvantage (OR U NEED 2 PLAYERS TO MICRO A TERRAN ARMY IN TVZ)

on the other hand mech just too fucking slow and doesnt really work on big maps

EXACTLY THIS is the reason there has never been successful terran foreigners (compared to zerg ez mode foreigners all over the place) + that is the reason why ZvT will always be fucked up.


not to mention in ZvZ or PvP a foreigner can always beat a korean but in TvT the foreigners get completely annihilated by koreans. guess what, terran takes actual skill to control.

so u either need to ensure terran has a way to effectively (!) counter muta clumps without needing 3 players to micro their army (by nerfig muta or buffing terran counters like dude above just said). or just ensure zerg actually needs to micro their own fucking units (f.e. bling friendly fire) to make it equal hard to play - not even speaking about protoss 1click early game defense.


Actually, will it be a good idea to ask BZ to implement one extra kind of movement such that units will automatically try not to clump together (probably in a not too smart way so that good players can further micro)? One step further will be to enable kiting automatically. Frankly speaking kiting is just pretty standard in professional play anyway. This is probably the exact buff terran needs in TvZ mid to late game, as well as TvP late game.

More automation is really not what SC2 needs.


Well, it's not about more automation but instead I think is to put the micro needed for each race to be at more similar levels. You don't want to see good terran players getting wrist injuries every now and then!

Just like apm, the amount of hotkeys you use to control your army isn't particularly relevant. More doesn't always mean better control.

Though i do find it heart breaking when i see even top pros using one or two controls. This shouldn't work in SC.
Head Coach Park: "They should buff tanks!"
TheDwf
Profile Joined November 2011
France19747 Posts
May 01 2014 15:51 GMT
#539
On May 02 2014 00:48 Sapphire.lux wrote:
Show nested quote +
On May 02 2014 00:38 TheDwf wrote:
On May 02 2014 00:36 timchen1017 wrote:
On May 02 2014 00:09 TheDwf wrote:
On May 02 2014 00:05 timchen1017 wrote:
On May 01 2014 22:52 odem wrote:
Zerg can win lategame ZvT by 1-A deathball (muta,ling,bling,ultralisk,infestor) while only needing 1 control group to easily still use fungal growth.

Terran needs like how many control groups to effectively counter that shit? bio (stim), mines (burrow) vs bling clumps, raven (pdd/hsm) vs muta clumps, ghost (emp) vs infestor... [alternatively replace mines with tanks (siege) vs bling clumps]

--> thats like 4 control groups and absolutely impossible to micro even for the top world korean terrans

--> so u have to choose less caster units and will be in a disadvantage (OR U NEED 2 PLAYERS TO MICRO A TERRAN ARMY IN TVZ)

on the other hand mech just too fucking slow and doesnt really work on big maps

EXACTLY THIS is the reason there has never been successful terran foreigners (compared to zerg ez mode foreigners all over the place) + that is the reason why ZvT will always be fucked up.


not to mention in ZvZ or PvP a foreigner can always beat a korean but in TvT the foreigners get completely annihilated by koreans. guess what, terran takes actual skill to control.

so u either need to ensure terran has a way to effectively (!) counter muta clumps without needing 3 players to micro their army (by nerfig muta or buffing terran counters like dude above just said). or just ensure zerg actually needs to micro their own fucking units (f.e. bling friendly fire) to make it equal hard to play - not even speaking about protoss 1click early game defense.


Actually, will it be a good idea to ask BZ to implement one extra kind of movement such that units will automatically try not to clump together (probably in a not too smart way so that good players can further micro)? One step further will be to enable kiting automatically. Frankly speaking kiting is just pretty standard in professional play anyway. This is probably the exact buff terran needs in TvZ mid to late game, as well as TvP late game.

More automation is really not what SC2 needs.


Well, it's not about more automation but instead I think is to put the micro needed for each race to be at more similar levels. You don't want to see good terran players getting wrist injuries every now and then!

The best way for that is to provide strong AoE to bio play so the Zerg and Protoss armies have to be more careful in their approach.

Though i do find it heart breaking when i see even top pros using one or two controls. This shouldn't work in SC.

There is no time for complex control groups when you can lose 75 supply in 5 seconds. In lategame TvP controlling 3 hotkeys of fragile units is already a nightmare with the short duration of battles.
Videoboysayscube
Profile Joined October 2010
51 Posts
May 01 2014 16:00 GMT
#540
On April 30 2014 11:56 Blargh wrote:


As a few others stated before, the MSC is still a totally shitty unit in terms of design and balance. It's pretty much the least skill-requiring unit out there, except for maybe, just maybe, timing recalls for optimization. Nexus cannon and time warp are pretty much the derpiest actions out there. Surely they can come up with something a bit more creative?


Yeah, aside from the Swarmhost, the MSC is the biggest problem with the game. I mean, just consider, what's the different between a bronze level Photon Overcharge and a GM level one? It's a gimmicky ability that requires no micro on the part of the user. SC is all about micro. Micro is what made BW so great. And now we have units like the SH and MSC that deal damage automatically and provide no entertainment from a spectator's perspective.
Prev 1 25 26 27 28 29 35 Next All
Please log in or register to reply.
Live Events Refresh
Maestros of the Game
15:00
Playoffs
Serral vs RogueLIVE!
herO vs SHIN
RotterdaM1368
ComeBackTV 1021
IntoTheiNu 1011
TaKeTV 507
LamboSC2254
Ryung 247
IndyStarCraft 188
SteadfastSC177
Rex154
EnkiAlexander 103
3DClanTV 94
CosmosSc2 65
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 1368
LamboSC2 254
Ryung 247
IndyStarCraft 188
SteadfastSC 177
Rex 154
CosmosSc2 65
ProTech55
UpATreeSC 43
elazer 39
StarCraft: Brood War
Sea 2871
Shuttle 579
firebathero 177
Snow 135
Rush 132
sorry 104
Sea.KH 63
ToSsGirL 45
Hyun 42
PianO 38
[ Show more ]
Sacsri 23
IntoTheRainbow 17
GoRush 16
yabsab 16
Shine 16
soO 12
Terrorterran 10
Dota 2
Gorgc7568
qojqva2445
Dendi949
Counter-Strike
fl0m9518
byalli388
zeus339
x6flipin225
Other Games
Grubby4047
singsing2716
FrodaN1152
B2W.Neo635
Beastyqt496
crisheroes293
Liquid`VortiX132
C9.Mang0120
ArmadaUGS118
Hui .117
Mew2King99
XaKoH 78
Trikslyr56
QueenE52
KnowMe50
MindelVK7
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 17 non-featured ]
StarCraft 2
• intothetv
• IndyKCrew
• sooper7s
• Migwel
• AfreecaTV YouTube
• LaughNgamezSOOP
• Kozan
StarCraft: Brood War
• Michael_bg 8
• blackmanpl 3
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• lizZardDota230
League of Legends
• Nemesis3086
• TFBlade795
Other Games
• WagamamaTV339
• Shiphtur200
Upcoming Events
OSC
5h 34m
Replay Cast
7h 4m
OSC
20h 4m
Maestros of the Game
21h 4m
Classic vs Maru
TBD vs Clem
Replay Cast
1d 7h
CranKy Ducklings
1d 17h
uThermal 2v2 Circuit
1d 22h
BSL22 NKC (BSL vs China)
2 days
eOnzErG vs Mihu
Messiah vs XuanXuan
Jaystar vs TerrOr
Dewalt vs Bonyth
eOnzErG vs XuanXuan
Mihu vs TerrOr
Messiah vs Bonyth
Sparkling Tuna Cup
2 days
uThermal 2v2 Circuit
2 days
[ Show More ]
BSL22 NKC (BSL vs China)
3 days
Jaystar vs Dewalt
eOnzErG vs TerrOr
XuanXuan vs Bonyth
Mihu vs Dewalt
Messiah vs Jaystar
eOnzErG vs Bonyth
TerrOr vs Dewalt
OSC
3 days
Wardi Open
3 days
Replay Cast
5 days
The PondCast
6 days
Liquipedia Results

Completed

BSL Season 22
2026 GSL S2
Heroes Pulsing #1

Ongoing

IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
CSCL: Masked Kings S4
YSL S3
Acropolis #4 - GSB
SCTL 2026 Spring
WardiTV Spring 2026
Maestros of the Game 2
uThermal 2v2 2026 Main Event
Murky Cup 2026
Heroes Pulsing #2
IEM Cologne Major 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
Douyu Cup 2026
Heroes Pulsing #3
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 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.