• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 07:50
CEST 13:50
KST 20:50
  • 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
Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun12[ASL21] Ro8 Preview Pt1: Inheritors16[ASL21] Ro16 Preview Pt2: All Star10Team Liquid Map Contest #22 - The Finalists22[ASL21] Ro16 Preview Pt1: Fresh Flow9
Community News
RSL Revival: Season 5 - Qualifiers and Main Event4Code S Season 1 (2026) - RO12 Results02026 GSL Season 1 Qualifiers25Maestros of the Game 2 announced92026 GSL Tour plans announced15
StarCraft 2
General
Code S Season 1 (2026) - RO12 Results Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun Team Liquid Map Contest #22 - The Finalists Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool MaNa leaves Team Liquid
Tourneys
RSL Revival: Season 5 - Qualifiers and Main Event GSL Code S Season 1 (2026) SC2 INu's Battles#15 <BO.9 2Matches> WardiTV Spring Cup SEL Masters #6 - Solar vs Classic (SC: Evo)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 523 Firewall Mutation # 522 Flip My Base Mutation # 521 Memorable Boss
Brood War
General
Missed out on ASL tickets - what are my options? Pros React To: Leta vs Tulbo (ASL S21, Ro.8) ASL21 General Discussion BGH Auto Balance -> http://bghmmr.eu/ [BSL22] RO16 Group A - Sunday 21:00 CEST
Tourneys
[Megathread] Daily Proleagues Escore Tournament StarCraft Season 2 [BSL22] RO16 Group Stage - 02 - 10 May [ASL21] Ro8 Day 2
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers What's the deal with APM & what's its true value Any training maps people recommend?
Other Games
General Games
Stormgate/Frost Giant Megathread Daigo vs Menard Best of 10 Nintendo Switch Thread Dawn of War IV Diablo IV
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread Russo-Ukrainian War Thread 3D technology/software discussion Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Sexual Health Of Gamers
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1794 users

Legacy of the Void Announced - Page 115

Forum Index > SC2 General
2977 CommentsPost a Reply
Prev 1 113 114 115 116 117 149 Next
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
November 11 2014 00:04 GMT
#2281
On November 11 2014 08:13 NovemberstOrm wrote:
Show nested quote +
On November 11 2014 08:08 DinoMight wrote:
On November 11 2014 07:44 NewSunshine wrote:
On November 11 2014 07:13 SatedSC2 wrote:
On November 11 2014 07:01 NewSunshine wrote:
On November 11 2014 04:47 SatedSC2 wrote:
On November 11 2014 04:30 OtherWorld wrote:
On November 11 2014 04:26 SatedSC2 wrote:
On November 11 2014 04:07 OtherWorld wrote:
On November 11 2014 03:55 SatedSC2 wrote:
[quote]
"Now they just need to get rid of fewer resources per base and 12 starting workers."

I don't want less minerals per base either. You're misunderstanding my argument. The HotS economy is fine how it is.

Hmm I think we're misunderstanding each other then. I was talking about your reaction to the "Efficiency is unchanged" part, because I feel changing mining efficiency would be good for SC2. Obviously, like The_Red_Viper is saying, Protoss would get changed as well based on this new, reduced saturation econ system

Protoss are being changed. WG weakened. MSC weakened. No new units or improved mobility for the current army. It's a massive nerf. I could not possibly overstate how much Protoss is getting dicked on here.

No new units/buffs yet. You know perfectly well Blizzard won't release a game with one race being obviously UP (I mean as UP as P looked during the showmatches)

They released WoL with one race being obviously OP. I don't see any reason why they couldn't possibly do the reverse. So no, I do not know perfectly well that Blizzard won't release a game with one race being obviously UP.

WoL was 4 years ago. I don't know what you think you've been contributing to the discussion here, but all I see is classic troll behavior. Not just this thread.

Thanks for the heads up. You definitely added to the discussion by making that post! I'll be sure to change absolutely nothing about how I voice my opinions based on your feedback.

The other person asked me to have faith in Blizzard. I explained why I don't. Seems pretty simple to me =/

I recommend you read this.
+ Show Spoiler +
The Sophist Troll. Sophist Trolls, or "philotrolls," fancy themselves Enlightened Philosophers or Learned Experts of the highest order. Often well educated, Philotrolls are capable of speaking intelligently on a number of topics, and when the spirit moves them they can be worthwhile forum participants. Unfortunately, Sophist Trolls are an extremely hostile and intolerant species.

When confronted by opinions with which they do not agree – particularly when they do not see any means of successfully arguing their contrary views – Sophists resort (repeatedly) to a variety of intellectually dishonest tactics. Most often, this is characterized by an overly snide, condescending, patronizing attitude. Philotrolls consider anyone with whom they do not agree to be "immature," and are fond of quoting that old saw that "A little knowledge is a dangerous thing."

When cornered they are quick to resort to personal attacks. A philotroll's bag of rhetorical tricks includes a variety of transparent ploys, such as willfully misinterpreting the opponent's words, committing Straw Man fallacies, accusing his or her opponents of engaging in the very tactics used by the philotroll, and so forth.

When engaging in their sophistry, philotrolls are among the most hypocritical and aggravating of trollkind.

And I suggest no one else responds to you.


I suggest that you stop acting like a fucking child and post things that are on topic rather than feuding with another user for no reason.

Everyone just calm down yo take it to pms if you cant converse civilly.

Last warning guys.
Administrator~ Spirit will set you free ~
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
November 11 2014 00:13 GMT
#2282
On November 11 2014 08:57 Garbels wrote:
I just realized that starting with 12 workers is like forgeting to move your overlord for 1:30min.


That's a really good point! Overlord scouting getting nerfed! Hoorah!
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
Last Edited: 2014-11-11 00:46:34
November 11 2014 00:40 GMT
#2283
On November 11 2014 09:13 mishimaBeef wrote:
Show nested quote +
On November 11 2014 08:57 Garbels wrote:
I just realized that starting with 12 workers is like forgeting to move your overlord for 1:30min.


That's a really good point! Overlord scouting getting nerfed! Hoorah!

Wow ZvZ will be fun :D

edit: false alarm boys
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 |
Daralii
Profile Joined March 2010
United States16991 Posts
November 11 2014 01:39 GMT
#2284
On November 11 2014 00:47 BaronVonOwn wrote:
Show nested quote +
On November 11 2014 00:28 Daralii wrote:
It also brings back quasi-reaver micro. Run a disruptor into a clump, let it detonate, pick it up with a prism, wait for cooldown, repeat. It has a very high cost(I realize it'll probably change) and will be very unforgiving, but I like it conceptually.

Yes, it will be unforgiving, but so was the reaver. The reaver had a pretty long attack cooldown, half the time it would only get off 1 scarab before being destroyed. Of course the reaver also only cost 200/100, if the disruptor costs anything like that it would be super OP.

300 gas, not sure about minerals. I'm completely fine with them being next to impossible to use without prism micro, but they're definitely very expensive for what's effectively a melee unit.
Fear is freedom! Subjugation is liberation! Contradiction is truth!
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
November 11 2014 03:38 GMT
#2285
Does anyone know what exactly cyclone lock-on does? Does it just give a range bonus versus the current target until the target dies or moves out of range?
vibeo gane,
Xiphos
Profile Blog Joined July 2009
Canada7507 Posts
November 11 2014 03:45 GMT
#2286
On November 11 2014 08:57 Garbels wrote:
I just realized that starting with 12 workers is like forgeting to move your overlord for 1:30min.


Can you share the math behind this calculation please?
2014 - ᕙ( •̀ل͜•́) ϡ Raise your bows brood warriors! ᕙ( •̀ل͜•́) ϡ
NewSunshine
Profile Joined July 2011
United States5938 Posts
November 11 2014 03:54 GMT
#2287
I also don't think 12 workers will change much in terms of openings. The biggest impact it's going to have is on scout timings, but in terms of macro vs. cheese things are probably going to be more or less the same. Both types of openers will be strengthened compared to a 6 worker start, but both will most likely still be viable, especially once timings get sorted out like they are now. I only really wonder whether it will make more open mains/naturals on maps viable. I really want to see the impact of this.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
November 11 2014 04:00 GMT
#2288
On November 11 2014 12:45 Xiphos wrote:
Show nested quote +
On November 11 2014 08:57 Garbels wrote:
I just realized that starting with 12 workers is like forgeting to move your overlord for 1:30min.


Can you share the math behind this calculation please?

There you go:

12 Supply workers in construction.
[image loading]

12 Supply workers get out of cocoon.
[image loading]


This in my opinion is one of the biggest issues with the 12 worker thingy, how it affects scouting not only for Zerg players, but for the other races as well, not to mention that the way it affects early game shenanigans, the early game dead time is an important part of Starcraft.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
Xiphos
Profile Blog Joined July 2009
Canada7507 Posts
November 11 2014 04:13 GMT
#2289
On November 11 2014 13:00 Uvantak wrote:
Show nested quote +
On November 11 2014 12:45 Xiphos wrote:
On November 11 2014 08:57 Garbels wrote:
I just realized that starting with 12 workers is like forgeting to move your overlord for 1:30min.


Can you share the math behind this calculation please?

There you go:

12 Supply workers in construction.
[image loading]

12 Supply workers get out of cocoon.
[image loading]


This in my opinion is one of the biggest issues with the 12 worker thingy, how it affects scouting not only for Zerg players, but for the other races as well, not to mention that the way it affects early game shenanigans, the early game dead time is an important part of Starcraft.


If I had a like button, this is the kind of post I would use it on.
2014 - ᕙ( •̀ل͜•́) ϡ Raise your bows brood warriors! ᕙ( •̀ل͜•́) ϡ
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
November 11 2014 04:20 GMT
#2290
"the early game dead time is an important part of Starcraft"

How so? Mind games?
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
November 11 2014 04:28 GMT
#2291
On November 11 2014 13:00 Uvantak wrote:
Show nested quote +
On November 11 2014 12:45 Xiphos wrote:
On November 11 2014 08:57 Garbels wrote:
I just realized that starting with 12 workers is like forgeting to move your overlord for 1:30min.


Can you share the math behind this calculation please?

There you go:

12 Supply workers in construction.
[image loading]

12 Supply workers get out of cocoon.
[image loading]


This in my opinion is one of the biggest issues with the 12 worker thingy, how it affects scouting not only for Zerg players, but for the other races as well, not to mention that the way it affects early game shenanigans, the early game dead time is an important part of Starcraft.


Could you please explain how what the pictures show is bad for the game?

Common sense suggests that if Overlords scout later, things that Overlords need to scout come later, too... so the net result is the same. You might be disproving that, but I don't follow.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
GenesisX
Profile Blog Joined February 2010
Canada4267 Posts
November 11 2014 04:51 GMT
#2292
On November 11 2014 13:28 pure.Wasted wrote:
Show nested quote +
On November 11 2014 13:00 Uvantak wrote:
On November 11 2014 12:45 Xiphos wrote:
On November 11 2014 08:57 Garbels wrote:
I just realized that starting with 12 workers is like forgeting to move your overlord for 1:30min.


Can you share the math behind this calculation please?

There you go:

12 Supply workers in construction.
[image loading]

12 Supply workers get out of cocoon.
[image loading]


This in my opinion is one of the biggest issues with the 12 worker thingy, how it affects scouting not only for Zerg players, but for the other races as well, not to mention that the way it affects early game shenanigans, the early game dead time is an important part of Starcraft.


Could you please explain how what the pictures show is bad for the game?

Common sense suggests that if Overlords scout later, things that Overlords need to scout come later, too... so the net result is the same. You might be disproving that, but I don't follow.


Sorry but isn't it the complete opposite? 12 worker start => rushes and opponent's units come out faster, while overlord is still lagging behind at the base
133 221 333 123 111
Daralii
Profile Joined March 2010
United States16991 Posts
November 11 2014 04:52 GMT
#2293
Though it would also be more likely that the opponent will have units to deter or at least inhibit the scout.
Fear is freedom! Subjugation is liberation! Contradiction is truth!
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
November 11 2014 04:57 GMT
#2294
On November 11 2014 13:51 GenesisX wrote:
Show nested quote +
On November 11 2014 13:28 pure.Wasted wrote:
On November 11 2014 13:00 Uvantak wrote:
On November 11 2014 12:45 Xiphos wrote:
On November 11 2014 08:57 Garbels wrote:
I just realized that starting with 12 workers is like forgeting to move your overlord for 1:30min.


Can you share the math behind this calculation please?

There you go:

12 Supply workers in construction.
[image loading]

12 Supply workers get out of cocoon.
[image loading]


This in my opinion is one of the biggest issues with the 12 worker thingy, how it affects scouting not only for Zerg players, but for the other races as well, not to mention that the way it affects early game shenanigans, the early game dead time is an important part of Starcraft.


Could you please explain how what the pictures show is bad for the game?

Common sense suggests that if Overlords scout later, things that Overlords need to scout come later, too... so the net result is the same. You might be disproving that, but I don't follow.


Sorry but isn't it the complete opposite? 12 worker start => rushes and opponent's units come out faster, while overlord is still lagging behind at the base


I see what you're saying. Which rushes does this apply to, though? Not every rush needs to be scouted the moment it starts to be held... especially not now that you have 12 workers to defend a rush with, no matter what. And Drone scouting hurts a lot less with 12 workers than it does with 6, so there's that.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Kharnage
Profile Joined September 2011
Australia920 Posts
November 11 2014 05:00 GMT
#2295
will 12 worker have any noticable effect on creep spread? Will it have any impact on when zerg first have a queen available to put down a tumor ?
Daralii
Profile Joined March 2010
United States16991 Posts
Last Edited: 2014-11-11 05:25:45
November 11 2014 05:23 GMT
#2296
On November 11 2014 12:38 -NegativeZero- wrote:
Does anyone know what exactly cyclone lock-on does? Does it just give a range bonus versus the current target until the target dies or moves out of range?

Lets them move while shooting, like a phoenix. Ends if the target dies or moves out of range(5 on the LotV site, was 6 and upgradable to 9 at Blizzcon), would assume there's also a duration but I'm not sure. There's no mention of it on the official site, so it might've been removed.
Fear is freedom! Subjugation is liberation! Contradiction is truth!
SmileZerg
Profile Joined March 2012
United States543 Posts
November 11 2014 05:29 GMT
#2297
On November 11 2014 14:23 Daralii wrote:
Show nested quote +
On November 11 2014 12:38 -NegativeZero- wrote:
Does anyone know what exactly cyclone lock-on does? Does it just give a range bonus versus the current target until the target dies or moves out of range?

Lets them move while shooting, like a phoenix. Ends if the target dies or moves out of range(5 on the LotV site, was 6 and upgradable to 9 at Blizzcon), would assume there's also a duration but I'm not sure. There's no mention of it on the official site, so it might've been removed.

Not quite correct, it works like this:

The Cyclone has a lock-on range of 5 or 6, which the target must be within to initiate the lock-on. Once lock-on is active, the Cyclone automatically fires at that target, even while moving, as long as it stays within 13 range. There is an upgrade which increases the initial lock range to 9.
"Show me your teeth."
Seed
Profile Joined March 2012
Korea (South)17 Posts
November 11 2014 05:34 GMT
#2298
RIProtoss
yoyo!
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
November 11 2014 05:40 GMT
#2299
On November 11 2014 14:29 SmileZerg wrote:
Show nested quote +
On November 11 2014 14:23 Daralii wrote:
On November 11 2014 12:38 -NegativeZero- wrote:
Does anyone know what exactly cyclone lock-on does? Does it just give a range bonus versus the current target until the target dies or moves out of range?

Lets them move while shooting, like a phoenix. Ends if the target dies or moves out of range(5 on the LotV site, was 6 and upgradable to 9 at Blizzcon), would assume there's also a duration but I'm not sure. There's no mention of it on the official site, so it might've been removed.

Not quite correct, it works like this:

The Cyclone has a lock-on range of 5 or 6, which the target must be within to initiate the lock-on. Once lock-on is active, the Cyclone automatically fires at that target, even while moving, as long as it stays within 13 range. There is an upgrade which increases the initial lock range to 9.

Hmm, watching the VODs it looks like lock-on also increases the rate of fire, it seems like this might be part of what really makes it OP. Its standard dps of 18 is normal for its cost.
vibeo gane,
SmileZerg
Profile Joined March 2012
United States543 Posts
November 11 2014 05:54 GMT
#2300
On November 11 2014 14:40 -NegativeZero- wrote:
Show nested quote +
On November 11 2014 14:29 SmileZerg wrote:
On November 11 2014 14:23 Daralii wrote:
On November 11 2014 12:38 -NegativeZero- wrote:
Does anyone know what exactly cyclone lock-on does? Does it just give a range bonus versus the current target until the target dies or moves out of range?

Lets them move while shooting, like a phoenix. Ends if the target dies or moves out of range(5 on the LotV site, was 6 and upgradable to 9 at Blizzcon), would assume there's also a duration but I'm not sure. There's no mention of it on the official site, so it might've been removed.

Not quite correct, it works like this:

The Cyclone has a lock-on range of 5 or 6, which the target must be within to initiate the lock-on. Once lock-on is active, the Cyclone automatically fires at that target, even while moving, as long as it stays within 13 range. There is an upgrade which increases the initial lock range to 9.

Hmm, watching the VODs it looks like lock-on also increases the rate of fire, it seems like this might be part of what really makes it OP. Its standard dps of 18 is normal for its cost.

Yes, it does, they have something around 30 dps with lock-on active.

I'm pretty sure that is the first thing that's going to get nerfed. I also wouldn't mind a slight HP nerf on the Cyclone as well.
"Show me your teeth."
Prev 1 113 114 115 116 117 149 Next
Please log in or register to reply.
Live Events Refresh
WardiTV Invitational
11:00
Wardi Spring Cup
Percival vs Shameless
ByuN vs YoungYakov
WardiTV270
LiquipediaDiscussion
RSL Revival
10:00
Season 5: Group A
Classic vs GgMaChine
Rogue vs Maru
Ryung 972
Tasteless806
IntoTheiNu 559
IndyStarCraft 166
Rex118
3DClanTV 105
LiquipediaDiscussion
Replay Cast
09:00
uThermal 2v2 Circuit S2 Apr
CranKy Ducklings87
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Ryung 972
Tasteless 806
Lowko359
IndyStarCraft 166
Rex 118
MindelVK 11
StarCraft: Brood War
Britney 29236
Calm 5079
Sea 3204
Horang2 1461
firebathero 564
Shuttle 553
Larva 332
Mini 301
EffOrt 280
Hyuk 255
[ Show more ]
Soma 240
Zeus 142
HiyA 141
ggaemo 139
actioN 128
Rush 108
hero 101
Aegong 91
ZerO 84
Leta 74
Hm[arnc] 70
Soulkey 67
ToSsGirL 66
Sharp 64
Killer 63
PianO 59
JulyZerg 48
Hyun 45
sorry 39
[sc1f]eonzerg 38
910 30
Bonyth 29
Nal_rA 24
IntoTheRainbow 14
Barracks 14
GoRush 13
SilentControl 12
Movie 8
Dota 2
XcaliburYe325
monkeys_forever252
ODPixel252
Counter-Strike
zeus738
edward107
Heroes of the Storm
Khaldor140
Other Games
singsing1976
B2W.Neo767
DeMusliM297
Sick273
crisheroes244
ZerO(Twitch)14
Organizations
Dota 2
PGL Dota 2 - Main Stream70
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• StrangeGG 73
• CranKy Ducklings SOOP27
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• blackmanpl 16
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1544
• Stunt606
Upcoming Events
SC Evo League
2h 10m
IPSL
4h 10m
Ret vs Art_Of_Turtle
Radley vs TBD
BSL
7h 10m
Replay Cast
12h 10m
RSL Revival
22h 10m
herO vs TriGGeR
NightMare vs Solar
uThermal 2v2 Circuit
1d 2h
BSL
1d 7h
IPSL
1d 7h
eOnzErG vs TBD
G5 vs Nesh
Patches Events
1d 12h
Replay Cast
1d 21h
[ Show More ]
Wardi Open
1d 22h
Afreeca Starleague
1d 22h
Jaedong vs Light
Monday Night Weeklies
2 days
Replay Cast
2 days
Sparkling Tuna Cup
2 days
Afreeca Starleague
2 days
Snow vs Flash
WardiTV Invitational
2 days
GSL
3 days
Classic vs Cure
Maru vs Rogue
GSL
4 days
SHIN vs Zoun
ByuN vs herO
OSC
4 days
Replay Cast
5 days
Escore
5 days
The PondCast
5 days
WardiTV Invitational
5 days
Replay Cast
6 days
CranKy Ducklings
6 days
RSL Revival
6 days
SHIN vs Bunny
ByuN vs Shameless
WardiTV Invitational
6 days
Liquipedia Results

Completed

Escore Tournament S2: W5
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
KK 2v2 League Season 1
Acropolis #4
SCTL 2026 Spring
RSL Revival: Season 5
2026 GSL S1
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026

Upcoming

BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 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.