• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 08:42
CET 14:42
KST 22:42
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
TL.net Map Contest #21: Winners7Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
Starcraft, SC2, HoTS, WC3, returning to Blizzcon!29$5,000+ WardiTV 2025 Championship5[BSL21] RO32 Group Stage4Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly2Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win9
StarCraft 2
General
Starcraft, SC2, HoTS, WC3, returning to Blizzcon! TL.net Map Contest #21: Winners 5.0.15 Patch Balance Hotfix (2025-10-8) RotterdaM "Serral is the GOAT, and it's not close" Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win
Tourneys
Constellation Cup - Main Event - Stellar Fest $5,000+ WardiTV 2025 Championship Merivale 8 Open - LAN - Stellar Fest Sea Duckling Open (Global, Bronze-Diamond) $3,500 WardiTV Korean Royale S4
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace
Brood War
General
BW General Discussion [ASL20] Ask the mapmakers — Drop your questions [BSL21] RO32 Group Stage BGH Auto Balance -> http://bghmmr.eu/ SnOw's ASL S20 Finals Review
Tourneys
[ASL20] Grand Finals [Megathread] Daily Proleagues [BSL21] RO32 Group B - Sunday 21:00 CET [BSL21] RO32 Group A - Saturday 21:00 CET
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Stormgate/Frost Giant Megathread Dawn of War IV Nintendo Switch Thread ZeroSpace Megathread General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine YouTube Thread Dating: How's your luck?
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Why we need SC3
Hildegard
Reality "theory" prov…
perfectspheres
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1493 users

[D] LotV Economy Discussion - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 29 30 31 Next All
Foxxan
Profile Joined October 2004
Sweden3427 Posts
November 08 2014 21:10 GMT
#21
On November 09 2014 06:06 Big J wrote:
Show nested quote +
On November 09 2014 06:04 Foxxan wrote:
The intention with changing the economy is to make it so that building more bases allows a mobile player to be costinefficient in battle because he has more income. While the immobile player gets to have an easier time to harass/attack because the mobile player spreads out more.

Why cant expanding matter with a mobile armee vs a mobile armee also?
Wouldnt this provide a ton more decisions for all players. Would this not add tons of variation, strategy and even open up tactics?

Pardon, I don't really understand the question.
Do you mean that expanding a lot and having both players play with mobile armies is what we should be looking for? Sry, really don't understand what you ask in the context of what you quote.

Mobile vs immobile armee. A better economy than sc2 would be alot better for the gameplay.
So what iam asking is, even if it is a mobile armee vs a mobile armee. A better economy would still provide ton better gameplay?

Hope iam clear now.
TheoMikkelsen
Profile Joined June 2013
Denmark196 Posts
Last Edited: 2014-11-08 21:21:17
November 08 2014 21:13 GMT
#22
I like your points, but I think you should ignore the now very isolated definition of "bases" and instead see the new economy system as a way to spread out units and structures on the maps rather than sitting on the same base.

I believe the 12 worker system can accomplish a lot of the things you desire in sc2. Since faster-paced expanding becomes ideal and maybe have up to 4 or 5 active bases at ones even with minerals, the loss of losing a base will currently be much lower. I am of course talking about going from 3 base to 2 rather than 4 to 3.

Basically, the main base will mine out around the time u take a 4th or 5th, so there will obviously be a punishment in loosing mineral-active bases, but at the same time you will be able to take bases faster more inexpensively and lose them at less expense.

If you saw the archon exhibition matches, it is very likely for pro players to instantly go active with units while taking even a base-before unit producing facilities.

I disagree that more bases will mean less unit activity. I think more bases will increase harass potential which, in my opinion, is the most exiciting thing about starcraft 2 to date. And mostly harass which is a back and forth micro-scenario between units in multiple skirmishes rather than a widow mine drop that just forces a worker pull and is the same every time, and is very polarized.

I would strongly suggest people avoid thinking about isolated concepts that they currently know from BW or SC2 (that bases has some sort of meaning) - to me bases is just a source of income, and it is indeniable that 12 worker start will eventually beat the 6 worker start sheely due to the fact there is less punishment in early worker utility as well as more reward in taking bases and harassing. Also, this economical system will promote intense macro and micro in the individual games.

Let me do an example, compared to original hots games:

In a normal 3 base protoss vs 3 base terran, and the terran sucessfully does a 4 medivac bio drop and snipes a nexus for free, polt style. This is almost instanttaenously a massive lead for the terran, more than 80% of the time resulting in a win. At the very highest level, however, the best players knows that some trades means a counter-attack and win is possible due to the loss of base sniping.

Since multiple bases means multiple sources of income, losing bases suddenly becomes less punishing, but losing workers become more punishing due to the fact there will be more area to cover (air units and mobile units becomes good at harassing.)

Once a certain base number is achieved, workers can be replenished almost instantaenously and will just account for regular loses with minimal loss in the worker resources collection rate.

I like this concept since it allows multiple, small-unit skirmishes to unfold the first 15 minutes and post that see the greater fights where base and worker losses become minimal.

So for instance, in a 5 vs 5 base TVP scenario, siniping a natural or a main does not have to mean that much for the game outcome, varying on scenarioes.

For the early game, this means that we will have an increased amount of early-unit activity mostly for map control and scouting, and most definitely more worker activity on the map, while using "agressive expanding" as a replacement for "timings", in my opinion. I think people should see fast expanding as a way of playing agressively since I do not see a reason why mass-expanding is necessarily bad.

Concludingly, 12 worker count at start will achieve the same as the OP suggests with the right balance adjustments - less punishment in losing bases, and more reward in multitasking and intense unit control.

I agree that the faster minin-out is a problem that could make some games occur in the way OP predicts, but I think if we boost minerals back to 1500 the game will actually be even better when there is not a "timer" on your expanding skills, if you will.

I definitely think minerals and gas should, at start, be kept where they currently are in HotS. (2500 and 1500 i believe)

Of course a 100/80/60 system is doable, but I would really like to see something similar to what HotS and LOTV has suggested, with 1500 minerals per patch and 12 worker count while keeping active 4-5 bases with gas and mineral a standard way of playing. 5x 16 workers for mineral patches is a lot of supply unfortuantely, but I guess if we make all bases "gold bases" with 7 mineral per patch and then either start with 6 or even 12 workers for optimal saturation, things could be achieve the way most desire.

I don´t like punishing worker replenishment. I would like workers to have almost equal loss to units in smaller numbers, but if you lose mane (20-30+) then it has a greater impact, This is better for gameplay and comebacks. We would like as many actions as possible to win the games rather than small. A widow mine drop that kills 10 workers sohuld not be gamechanging in any major way.

Any sufficiently cheesy build is indistinguishable in skill
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-11-08 21:18:21
November 08 2014 21:16 GMT
#23
On November 09 2014 06:10 Foxxan wrote:
Show nested quote +
On November 09 2014 06:06 Big J wrote:
On November 09 2014 06:04 Foxxan wrote:
The intention with changing the economy is to make it so that building more bases allows a mobile player to be costinefficient in battle because he has more income. While the immobile player gets to have an easier time to harass/attack because the mobile player spreads out more.

Why cant expanding matter with a mobile armee vs a mobile armee also?
Wouldnt this provide a ton more decisions for all players. Would this not add tons of variation, strategy and even open up tactics?

Pardon, I don't really understand the question.
Do you mean that expanding a lot and having both players play with mobile armies is what we should be looking for? Sry, really don't understand what you ask in the context of what you quote.

Mobile vs immobile armee. A better economy than sc2 would be alot better for the gameplay.
So what iam asking is, even if it is a mobile armee vs a mobile armee. A better economy would still provide ton better gameplay?

Hope iam clear now.


yes, I think the economy should be proportional to the area that you can acquire and defend. If both players are mobile I think you will always inherently have that problem that both sides are good at denying each others expansions. So it's not quite the same as in mobile vs immobile for a mobile player.
But I agree, if we can have a 5base vs 5base standard it is just better than having a 2base vs 2base standard, even if the incomes are the same. Because as you say, there are more dynamics then. More room to outmaneuver, outharass, outattack...
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
November 08 2014 21:18 GMT
#24
On November 09 2014 06:13 TheoMikkelsen wrote:
Concludingly, 12 worker count at start will achieve the same as the OP suggests with the right balance adjustments - less punishment in losing bases, and more reward in multitasking and intense unit control.

To be clear, I currently like the 12 worker start count, as it removes early game redundancy when doing nothing but making workers. However, I feel that has little effect on the issues I'm talking about. If Blizzard only introduced that change, I might not have even been incentivized to make this discussion thread in the first place.
Twitter: @iamcaustic
Hider
Profile Blog Joined May 2010
Denmark9407 Posts
Last Edited: 2014-11-08 21:51:15
November 08 2014 21:19 GMT
#25
On November 09 2014 06:04 Foxxan wrote:
Show nested quote +
The intention with changing the economy is to make it so that building more bases allows a mobile player to be costinefficient in battle because he has more income. While the immobile player gets to have an easier time to harass/attack because the mobile player spreads out more.

Why cant expanding matter with a mobile armee vs a mobile armee also?
Wouldnt this provide a ton more decisions for all players. Would this not add tons of variation, strategy and even open up tactics?


In battles with mobile armies vs mobile armies, such as 4M vs Muta/bling, the amount of action isn't strongly related to the amount of bases you have. It's very easy for both races to go out on the middle of the map, and there also isn't any terrible unit design such as the Collosus that makes it difficult for the terran to start an engagement. Moreover as long as escape-mechanics are strong, then the cost of losing a battle is limited, which changes the risk/reward in favor of more action.

When one player is much more immobile, it changes the dynamic. If you move out on the map while being immobile, your much more vulnerable to some type basetrade or just a counterattack to one of your bases. Moreover, if you move out before you have the strongest army, you probably lose the game/get a lot behind as you cannot escape.
Thus, the immobile race is unlikely to move out before it has critical mass, and untill the immobile player has lots of bases, the mobile player can typically not really attack him into him, and thus action in the midgame needs to come from harass (instead of straight-up engagement).

If we look at harass potential of the immobile race, it is clear that it becomes stronger if the enemy is more spread out. However, for the Hellion specifically, it gets hardcountered by static defense, and thus it won't benefit very much from the enemy taking extra bases. Instead, it's more likely that the terran mech player will spend his minerals on building extra bases faster and invest into units that can defend the extra bases (which hellions aren't as good as).

I think the same concept can be applied to how protoss works, perhaps it will be even worse as it's very difficult for protoss to secure bases fast.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
November 08 2014 21:23 GMT
#26
On November 09 2014 06:04 LaLuSh wrote:
It has major potential to completely backfire.


I highly doubt it'll be any worse then it is now where players can just sit on 3 bases and that's it for 20 minutes, that is no longer a possibility. Only time will tell, but I just don't see how it could be any worse then the current economic situation.
When I think of something else, something will go here
Hider
Profile Blog Joined May 2010
Denmark9407 Posts
Last Edited: 2014-11-08 21:43:18
November 08 2014 21:27 GMT
#27
On November 09 2014 06:23 blade55555 wrote:
Show nested quote +
On November 09 2014 06:04 LaLuSh wrote:
It has major potential to completely backfire.


I highly doubt it'll be any worse then it is now where players can just sit on 3 bases and that's it for 20 minutes, that is no longer a possibility. Only time will tell, but I just don't see how it could be any worse then the current economic situation.


It can backfire in 3 ways:

(1) Immobile race goes Avilo-level of turtle every game as it needs to focus on taking and defending additional level of bases. If it defends well enough, then there will be no action. Perhaps if every single harass unit is super super strong, then we will still see action, but in that scenario, there would also be lots of action with the Sc2-econ.

(2) Snowball-effect is without a doubt much higher in this econ than what it was in BW and SC2 since the punishment for losing a base is really really high. Thus, there will be fewer back-and-fourth games.

(3) Any type of immobile playstyle will be unviable as the economy heavily favors mobility.

Also, which games are you watching where both players sit on 3 bases for 20 minutes? From my experience, the 4th is typically taken prior to that.
Big J
Profile Joined March 2011
Austria16289 Posts
November 08 2014 21:37 GMT
#28
On November 09 2014 06:27 Hider wrote:
Also, which games are you watching where both players sit on 3 bases for 20 minutes? From my experience, the 4th is typically taken prior to that.

I don't think his point was about both players.
Fyodor
Profile Blog Joined September 2010
Canada971 Posts
November 08 2014 21:38 GMT
#29
I don't like the OP.

"LotV is bad because it's not like Brood War"

like... ok?
llllllllllllllllllllllllllllllllllllllllllll
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
November 08 2014 21:43 GMT
#30
I think lowering minerals per patch and increasing number of starting workers and decreasing max saturation all at once was too much for this build of LotV.

With max saturation at the start of the game, the main already will get mined out faster, not even including the lowered minerals per patch. Faster expansions from this means that those will get mined out faster too. With lowered minerals per patch, mining out becomes way too fast and expanding becomes way too frantic.

Lowered minerals per patch will have to go. Lowered max saturation count and increased starting workers are better concepts that I'd like to see stay and tested more.
ㅇㅅㅌㅅ
Foxxan
Profile Joined October 2004
Sweden3427 Posts
November 08 2014 21:46 GMT
#31
I think some people might have got some things wrong.
The mining is not changed in Lotv at all.

Its the same as in hots.
Big J
Profile Joined March 2011
Austria16289 Posts
November 08 2014 21:49 GMT
#32
On November 09 2014 06:46 Foxxan wrote:
I think some people might have got some things wrong.
The mining is not changed in Lotv at all.

Its the same as in hots.


So far not, true that. Though maybe it is really just that they either didn't have any solid maps for it or didn't want to throw pros on maps with weird economics. I do trust in the rumours that say 16 maximum saturation instead of 24.
BuddhaMonk
Profile Joined August 2010
781 Posts
November 08 2014 21:51 GMT
#33
Not convinced at all by OP.

I regularly see pro level games that mine out the entire map, in every matchup.

I regularly see pro level games where a one-base aggressive builds punish opponents who expand.

I regularly see pro level games that have constant back and forth action.

I regularly see pro level games where losing one base while preserving your workers does not mean the end of the game.

BW had it's share of deathball style games, stale matchups. and imbalances.

I don't subscribe to the myths that HotS is deathball-only, or that BW was a perfect game.
Hider
Profile Blog Joined May 2010
Denmark9407 Posts
Last Edited: 2014-11-08 22:01:33
November 08 2014 21:52 GMT
#34
On November 09 2014 06:49 Big J wrote:
Show nested quote +
On November 09 2014 06:46 Foxxan wrote:
I think some people might have got some things wrong.
The mining is not changed in Lotv at all.

Its the same as in hots.


So far not, true that. Though maybe it is really just that they either didn't have any solid maps for it or didn't want to throw pros on maps with weird economics. I do trust in the rumours that say 16 maximum saturation instead of 24.


I also saw some rumours that said they will have 6 mineral patches on new maps instead of 8.

On November 09 2014 06:51 BuddhaMonk wrote:
Not convinced at all by OP.

I regularly see pro level games that mine out the entire map, in every matchup.

I regularly see pro level games where a one-base aggressive builds punish opponents who expand.

I regularly see pro level games that have constant back and forth action.

I regularly see pro level games where losing one base while preserving your workers does not mean the end of the game.

BW had it's share of deathball style games, stale matchups. and imbalances.

I don't subscribe to the myths that HotS is deathball-only, or that BW was a perfect game.


OP definitely is not pointing out the essence with the problem of the Sc2-econ. It's completley irrelevant in itself whenever players take bases. Instead, what matters is whether the economy can reward more action and strategic diversity. Therefore the focus on the discussion of the problem with various econs should be on what the effects on incentiveis are.

If we look at the SC2-econ, the problem is the following:

--> The immobile can theoretically have a similar econ in the late game as the mobile race.
--> This means that cost-ineffective army-trading is less rewarded for the mobile race
--> Instead both players try to beat each other with the most cost-effective deathball

I do however, think that the negative consequences of the Sc2-econ are overstated and you can still incentive non-deathball harass play by making multitask-oriented play in the late game insanely strong. It is however easier with the BW.
econ. But when you see stale lategameplay in Sc2, it's much more related to terrible unit-design where it's unpractical for one player to engage another player.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
November 08 2014 21:53 GMT
#35
On November 09 2014 06:38 Fyodor wrote:
I don't like the OP.

"LotV is bad because it's not like Brood War"

like... ok?


Hmmm...

On November 09 2014 05:08 iamcaustic wrote:
(Author’s Note: this isn’t meant to be a SC2 vs. BW thing, but a more abstract discussion on the role of economy in an economic-based RTS).


This is about taking Blizzard's design goals and discussing how to best achieve the result. My personal take is that there are lessons to be learned from BW, but still encourage in the OP alternate thoughts and discussion regarding LotV's economy.
Twitter: @iamcaustic
SnareSpectre
Profile Joined January 2011
United States25 Posts
November 08 2014 21:57 GMT
#36
I for one absolutely love the economy change. I feel like SC2 is plagued with too many cheap and effective early strategies, and starting out with 12 workers nips most of them in the bud.

I never expected to see a change like this from Blizzard, but I think it's EXACTLY what this game needs.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
November 08 2014 21:58 GMT
#37
On November 09 2014 06:49 Big J wrote:
Show nested quote +
On November 09 2014 06:46 Foxxan wrote:
I think some people might have got some things wrong.
The mining is not changed in Lotv at all.

Its the same as in hots.


So far not, true that. Though maybe it is really just that they either didn't have any solid maps for it or didn't want to throw pros on maps with weird economics. I do trust in the rumours that say 16 maximum saturation instead of 24.

In the "legacy of the void annouced" thread, it says its unchanged.
purakushi
Profile Joined August 2012
United States3300 Posts
November 08 2014 21:58 GMT
#38
Upvoted on reddit and sc2 forums. Don't have anything else to say that hasn't already been said, though.

Hoping Blizzard really looks at this, Starbow, BW, and all the other community evaluations of Starcraft economy.

I implore Blizzard to not make a better/larger change just because 'it will be confusing'.
T P Z sagi
Espers
Profile Joined August 2009
United Kingdom606 Posts
Last Edited: 2014-11-08 22:28:36
November 08 2014 22:23 GMT
#39
On November 09 2014 06:38 Fyodor wrote:
I don't like the OP.

"LotV is bad because it's not like Brood War"

like... ok?


did you even read it? he clearly explains the differences of worker efficiency and their ramifications and why he believes it can lead to a less interesting game by comparison..

On November 09 2014 06:51 BuddhaMonk wrote:
Not convinced at all by OP.

I regularly see pro level games that mine out the entire map, in every matchup.

I regularly see pro level games where a one-base aggressive builds punish opponents who expand.

I regularly see pro level games that have constant back and forth action.

I regularly see pro level games where losing one base while preserving your workers does not mean the end of the game.

BW had it's share of deathball style games, stale matchups. and imbalances.

I don't subscribe to the myths that HotS is deathball-only, or that BW was a perfect game.


it's no myth that BW's economy system added a whole lot more depth to the game than SC2. there's clearly a higher frequency of death ball play, stale lategames and snowballyness in SC2 than BW. unit-design is probably the bigger reason, but the differences in economy is a factor.
Big J
Profile Joined March 2011
Austria16289 Posts
November 08 2014 22:25 GMT
#40
On November 09 2014 06:58 Foxxan wrote:
Show nested quote +
On November 09 2014 06:49 Big J wrote:
On November 09 2014 06:46 Foxxan wrote:
I think some people might have got some things wrong.
The mining is not changed in Lotv at all.

Its the same as in hots.


So far not, true that. Though maybe it is really just that they either didn't have any solid maps for it or didn't want to throw pros on maps with weird economics. I do trust in the rumours that say 16 maximum saturation instead of 24.

In the "legacy of the void annouced" thread, it says its unchanged.


oh wow, now it says so. It previously said something like
maximum saturation to 12 workers maximum saturation to 16 workers instead of 24
Prev 1 2 3 4 5 29 30 31 Next All
Please log in or register to reply.
Live Events Refresh
OSC
12:00
King of the Hill #230
WardiTV520
iHatsuTV 8
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko310
RotterdaM 229
Codebar 13
StarCraft: Brood War
GuemChi 1579
Jaedong 1462
EffOrt 845
Light 702
Stork 509
Larva 490
Mini 447
actioN 274
Barracks 259
Snow 258
[ Show more ]
BeSt 243
Rush 177
hero 168
Leta 140
sSak 120
JYJ64
Aegong 63
Sea.KH 58
PianO 51
sas.Sziky 38
Noble 36
Backho 34
sorry 32
zelot 32
soO 23
Movie 19
Sharp 16
scan(afreeca) 16
Shine 13
NaDa 12
HiyA 9
Bale 9
Terrorterran 5
Dota 2
Gorgc6597
qojqva1350
XcaliburYe164
420jenkins104
League of Legends
Reynor108
Counter-Strike
zeus833
allub281
edward76
oskar56
Other Games
singsing1724
B2W.Neo726
DeMusliM424
Sick333
crisheroes321
Happy212
XaKoH 149
Hui .54
Organizations
Other Games
gamesdonequick556
Counter-Strike
PGL213
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• StrangeGG 50
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 1790
• WagamamaTV296
League of Legends
• Jankos4004
Upcoming Events
LAN Event
1h 18m
Lambo vs Harstem
FuturE vs Maplez
Scarlett vs FoxeR
Gerald vs Mixu
Zoun vs TBD
Clem vs TBD
ByuN vs TBD
TriGGeR vs TBD
Korean StarCraft League
13h 18m
CranKy Ducklings
20h 18m
LAN Event
1d 1h
IPSL
1d 4h
dxtr13 vs OldBoy
Napoleon vs Doodle
BSL 21
1d 6h
Gosudark vs Kyrie
Gypsy vs Sterling
UltrA vs Radley
Dandy vs Ptak
Replay Cast
1d 9h
Sparkling Tuna Cup
1d 20h
WardiTV Korean Royale
1d 22h
LAN Event
2 days
[ Show More ]
IPSL
2 days
JDConan vs WIZARD
WolFix vs Cross
BSL 21
2 days
spx vs rasowy
HBO vs KameZerg
Cross vs Razz
dxtr13 vs ZZZero
Replay Cast
2 days
Wardi Open
2 days
WardiTV Korean Royale
3 days
Replay Cast
4 days
Kung Fu Cup
4 days
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
5 days
The PondCast
5 days
RSL Revival
5 days
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
5 days
WardiTV Korean Royale
5 days
RSL Revival
6 days
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
6 days
Liquipedia Results

Completed

BSL 21 Points
SC4ALL: StarCraft II
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
Stellar Fest: Constellation Cup
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

BSL Season 21
SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
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.