• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 08:51
CET 14:51
KST 22:51
  • 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
Sparkling Tuna Cup - Weekly Open Tournament Constellation Cup - Main Event - Stellar Fest $5,000+ WardiTV 2025 Championship Merivale 8 Open - LAN - Stellar Fest Sea Duckling Open (Global, Bronze-Diamond)
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: 1609 users

HotS Balance Thoughts - April 17 - Page 4

Forum Index > SC2 General
176 CommentsPost a Reply
Prev 1 2 3 4 5 6 7 8 9 Next All
[PkF] Wire
Profile Joined March 2013
France24233 Posts
April 17 2015 22:08 GMT
#61
I really think we need to wait longer. Swarm hosts in their current form of long range rather quick harassers have potential and I would like Blizzard to give people time to think about ways to use it in the various match-ups. If something has to be done quickly, make the swoop animation shorter so that flying locusts have more opportunity to deal their craaaazy damage.
KingAlphard
Profile Blog Joined August 2012
Italy1705 Posts
Last Edited: 2015-04-17 22:09:48
April 17 2015 22:09 GMT
#62
I actually think that the new swarm hosts are stronger than before in the midgame, against Protoss.
Liquid`Snute
Profile Blog Joined July 2010
Norway839 Posts
April 17 2015 22:11 GMT
#63
it took ages for players to adapt to the old host and people couldn't even use that one properly after the longest time. i think waiting for a bit is completely sensible.

it's also funny how the swarm host as a harassment unit is getting so much attention when overlord drop has been overlooked for ages maybe zerg drop would be more usable if 5 overlords could actually make it inside a base without getting roasted by 1 voidray. reduce the cost of ventral sacs to 100/100 and buff the pneumatized caparace speed by 10-20% or something like that, or give overlords a turbo boost unlocked on ventral sacs (lol). i'm completely against buffing burrowed claw roaches, they are pretty strong as they are, focus on the high tech units instead, like the Ultralisk imo.

also if Zerg starts underperforming there's a lot of minor fixes available that could benefit Zerg and the host:

- more intelligent locust AI, reduce the time of the landing lag and reduce their scan radius (?) so they're more likely to attack buildings instead of pointlessly chasing units and forcing a hold position command all the time, or the best fix: buff their ground speed
- one button to cast ground locust, one to cast flying locust (so that you don't have to land them all the time after upg, i suggested this to psione but it didn't make it) ... we're talking 60 seconds in between every cast here, so it's not a mechanics button press problem.

other possibilities to increase zerg utility would be ...
- slightly faster fungal projectile
- slight speed buff to brood lords
- higher acceleration on corruptors
- increase infested terran cast range by 0.5-1
- let ITs benefit from upgrades again


supply wise and cd wise i think the swarmhost is just fine ... going above 60 seconds cooldown would just be pretty dull ...

i think most zergs know that the current problems lie in the 66drone vs 66probe mid to early lategame, not the super lategame, so you probably wanna focus on stuff like infestor, corruptor, swarm host and ultralisk.
i don't have enough experiences with zvt super late game yet but from my own testing it doesn't seem impossible just yet, i think some of the initial whining is premature
Team Liquid
Charoisaur
Profile Joined August 2014
Germany16007 Posts
April 17 2015 22:43 GMT
#64
On April 18 2015 04:24 Big J wrote:
Show nested quote +
On April 18 2015 03:52 Charoisaur wrote:
LOL buffing zerg without any statistics that suggest they are doing worse than before.
That is maybe the worst suggestion I have ever seen. plz david kim, don't do any changes because of low level zergs that are crying. Wait for high level matches. After the widow mine buff every zerg was crying imba and look where we are now. 2 terrans in SSL.
If you don't like the affect of the new patch; just revert it. The new SHs are completely broken. Just spawn locusts somewhere on the map and kill a base for free without anything the terran can do vs it. They just have no counterplay.
Wait until the koreans learn to properly abuse them and mech won't be played anymore before LotV.
The old SH was infinitely easier to deal with than the new one, the new one is the most broken unit I've ever seen.
I almost never lost games vs the old SH but once the zerg builds the new SH the game is over. mech has no answer to them.
That was your solution to long SH games. remove mech from the game so zerg doesn't build them anymore. brilliant.
Now we see bio all game every game again. so exciting.



This must be one of the weirdest posts I have ever seen.
a) you are saying that you almost never lost to the old swarm host
b) you are saying that they shouldn't be buffing zerg without evidence

but you also say
contradiction to a): the swarm host was buffed and you are not ok with it, despite you saying that they weren't sufficient
contradiction to b): they buffed zerg, while admitting you don't have evidence because noone is using them


mech was rarely played at the pro level. I almost never lost to the old SHs because of my outstanding skill not because SHs were to weak.
Now that swarmhosts have been buffed not even I can do something vs them.
There is just no counterplay to them. If I leave units there to deal with the locusts he trades with them for free and if I don't leave units there he kills a base for free. I can't chase the new imbahosts because mech is to slow.


User was warned for this post
Many of the coolest moments in sc2 happen due to worker harassment
[PkF] Wire
Profile Joined March 2013
France24233 Posts
Last Edited: 2015-04-17 22:49:15
April 17 2015 22:48 GMT
#65
On April 18 2015 07:11 Liquid`Snute wrote:
it took ages for players to adapt to the old host and people couldn't even use that one properly after the longest time. i think waiting for a bit is completely sensible.

A very sensible post overall. I agree with all your points except the buffs proposed for ovie drops that seem a bit crazy ^^
BartCraft
Profile Joined March 2015
Netherlands45 Posts
April 17 2015 22:53 GMT
#66
Snute is a hero!

I really hope blizzard will read your comment! Hopefully teamliquid can for once stop whining!
I'm looking forward to see the new tvz and tvp match-up :D
Charoisaur
Profile Joined August 2014
Germany16007 Posts
April 17 2015 22:54 GMT
#67
On April 18 2015 07:53 BartCraft wrote:
Snute is a hero!

I really hope blizzard will read your comment! Hopefully teamliquid can for once stop whining!
I'm looking forward to see the new tvz and tvp match-up :D


new tvz? there is nothing new, just bio mine vs ling bane muta.
nobody will mech anymore after this brilliant patch
Many of the coolest moments in sc2 happen due to worker harassment
Circumstance
Profile Blog Joined March 2014
United States11403 Posts
April 17 2015 22:58 GMT
#68
I'd say patience is the way to go in this case. 've seen a lot of inventive play from Zergs recently in terms of the late game, and I think the solution is out there.

On a side note: Roach Burrow movement is the Bunker build time of Zerg. I've seen so many goddamn Roach Burrow balance suggestions from Blizzard in HotS.
The world is better when every background has a chance.
lunareaping
Profile Joined February 2015
Canada16 Posts
April 17 2015 23:03 GMT
#69
I think that the main issue, at least what I face with swarm host, are simply they are not cost effective. If you think of the investment they take in minerals and gas, and then the supply on top, you can just build a bunch of mutas to harass. The one advantage of going sh is you are closer to hive tech, but the viper and/or ultra is not a fair trade off to the past swarm host design .
I do like to use them for harassment with the flying locust upgrade, but the mutalisk offer more mobility, and as far as engagements go, neither are able to directly engage. For approaching late game mech armies, or protoss death balls, zerg is really left to go roach hydra viper, maybe mix in some ultras or broodloords with corruptors. There is not really any other option then this, and swarmhost just become useless supply that are dead supply a great deal of time. The truth is, I feel that swarmhost have lost their role in the game, which would be fine if other options were introduced. There is the option of going into broodlords, but vs terran they cannot outrun seeker missiles, and 20s pdd is enough to get off the seeker missiles. I think the best thing in regards to the swarmhost maybe, change their tech path, maybe require hive or something to push it more to a late game timing, change a bit of the unit cost/supply even leave it to what it is currently at now as this change alone is enough to discourage mass swarmhost. Swarmhost games can be boring, we all agree, but swarmhost are used as really the only option for zerg to engage late game mech or protoss. You go in with the waves, back off and go in again. Zerg would much rather just swarm in.I know someone also said, get 8+vipers. Yes 8 is better then the 3 or 4 you would normally have, but the reality is, proper tank spread is enough to deal with this, as the tanks are to far back and spread out to get efficient blinding clouds, and your vipers must expose themselves to cast spells. Vs toss, high templar can easily feedback vipers. Even if you land blinding clouds, the army can move, and if you do abduct, you no longer have locust waves to contend the army, and toss can just a move forward. The roach burrow speed increase, would be nice irregardless but a slight speed buff doesn't replace the sh. swarmhost have assumed a role of providing buffer so zerg units can close the distance to attack and or cast spells. It was hard enough with free units to win late game, I think that either new units or spells will need to be introduced, or, nerf the units that cause swarmhost games in the first place. Did the chicken come before the egg? Did the swarmhost come before the terran mech lol? I support the direction that is wanting to be taken, but if you were to take one of the most effective units out of the other two armies and render them useless, there would be alot of heart ache
BartCraft
Profile Joined March 2015
Netherlands45 Posts
Last Edited: 2015-04-17 23:37:16
April 17 2015 23:11 GMT
#70
iMrising
Profile Blog Joined March 2012
United States1099 Posts
April 17 2015 23:42 GMT
#71
anyone see curious vs bravo? bravo tried to mech 2-3 times and lost all three. Curious has some masterful late game and knows how to deal with a meching player. I think its probably too early, people have always learned to adapt. only a select few are whining anyway
$O$ | soO
[PkF] Wire
Profile Joined March 2013
France24233 Posts
April 17 2015 23:46 GMT
#72
On April 18 2015 08:42 iMrising wrote:
anyone see curious vs bravo? bravo tried to mech 2-3 times and lost all three. Curious has some masterful late game and knows how to deal with a meching player. I think its probably too early, people have always learned to adapt. only a select few are whining anyway

You just gave me a reason to catch up the series. I find strange that BravO tried to go mech since he showed quite solid bio play vs Life on MGR, maybe he thought like a lot of people here that mech was broken now. I need to see Curious' stance on lategame ZvMech.
Ramiz1989
Profile Joined July 2012
12124 Posts
Last Edited: 2015-04-18 00:01:54
April 17 2015 23:53 GMT
#73
On April 18 2015 08:46 [PkF] Wire wrote:
Show nested quote +
On April 18 2015 08:42 iMrising wrote:
anyone see curious vs bravo? bravo tried to mech 2-3 times and lost all three. Curious has some masterful late game and knows how to deal with a meching player. I think its probably too early, people have always learned to adapt. only a select few are whining anyway

You just gave me a reason to catch up the series. I find strange that BravO tried to go mech since he showed quite solid bio play vs Life on MGR, maybe he thought like a lot of people here that mech was broken now. I need to see Curious' stance on lategame ZvMech.

The thing is, Curios's ZvT is much much better than Bravo's TvZ. Bravo went for Bio in game 1, and did Mech in game 2 and 3.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2015-04-18 00:16:02
April 17 2015 23:56 GMT
#74
Have people had any success with nydus worm swarm host attacks, or does it just seem better to run them around taking advantage of the flying locusts upgrade?
Considering that they can deploy locusts without having to burrow, that would make them really quick to deploy locusts after popping out of the nydus without too much of an investment for the attack. It'd be somewhat similar to nuclear strikes but not really (speaking of which, I practically forgot that even exists in SC2 considering how little it's used).

On April 18 2015 08:03 lunareaping wrote:
I think that the main issue, at least what I face with swarm host, are simply they are not cost effective. If you think of the investment they take in minerals and gas, and then the supply on top, you can just build a bunch of mutas to harass. The one advantage of going sh is you are closer to hive tech, but the viper and/or ultra is not a fair trade off to the past swarm host design .
I do like to use them for harassment with the flying locust upgrade, but the mutalisk offer more mobility, and as far as engagements go, neither are able to directly engage. For approaching late game mech armies, or protoss death balls, zerg is really left to go roach hydra viper, maybe mix in some ultras or broodloords with corruptors. There is not really any other option then this, and swarmhost just become useless supply that are dead supply a great deal of time. The truth is, I feel that swarmhost have lost their role in the game, which would be fine if other options were introduced. There is the option of going into broodlords, but vs terran they cannot outrun seeker missiles, and 20s pdd is enough to get off the seeker missiles. I think the best thing in regards to the swarmhost maybe, change their tech path, maybe require hive or something to push it more to a late game timing, change a bit of the unit cost/supply even leave it to what it is currently at now as this change alone is enough to discourage mass swarmhost. Swarmhost games can be boring, we all agree, but swarmhost are used as really the only option for zerg to engage late game mech or protoss. You go in with the waves, back off and go in again. Zerg would much rather just swarm in.I know someone also said, get 8+vipers. Yes 8 is better then the 3 or 4 you would normally have, but the reality is, proper tank spread is enough to deal with this, as the tanks are to far back and spread out to get efficient blinding clouds, and your vipers must expose themselves to cast spells. Vs toss, high templar can easily feedback vipers. Even if you land blinding clouds, the army can move, and if you do abduct, you no longer have locust waves to contend the army, and toss can just a move forward. The roach burrow speed increase, would be nice irregardless but a slight speed buff doesn't replace the sh. swarmhost have assumed a role of providing buffer so zerg units can close the distance to attack and or cast spells. It was hard enough with free units to win late game, I think that either new units or spells will need to be introduced, or, nerf the units that cause swarmhost games in the first place. Did the chicken come before the egg? Did the swarmhost come before the terran mech lol? I support the direction that is wanting to be taken, but if you were to take one of the most effective units out of the other two armies and render them useless, there would be alot of heart ache

I don't know which part of your post t quite so I'll just quote all of it.

Regarding mutas, I somewhat agree, but am mixed. Mutalisks are more vulnerable to turrets and other AA (THORS) in SC2 which are much stronger. If locusts could jump like reapers without being hit by AA, it could be useful, otherwise it seems like missile turrets from terran might make them only particularly useful vs protoss at which point they'd have to potentially deal with phoenixes which could counter both the locusts AND the swarm hosts very well.

What I'd really love is the return of one of the flying queen mechanics from SC1, spawn broodling. The queen could Spawn 2 locusts from an enemy unit. It would be a great siege breaker, as well as a great economic harass. I've never been a fan of the guardians in SC2, then again I've never been a fan of the swarm host either, but by having some unit cast a spell on an enemy to spawn locusts I would like.

For a longer time, I've actually been a fan of having corruptors cast a spell that deals a DoT to the enemy, Even an instant heal with DoT after-effect (or the opposite) would be good.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
Noocta
Profile Joined June 2010
France12578 Posts
April 17 2015 23:58 GMT
#75
On April 18 2015 03:13 Big J wrote:

I think an interesting change could be if the Ultralisk Ram Attack against buildings was brought back in a strong version, to give zerg a more efficient tool to deal with such walls in the later stages of the game. This wouldn't interact a lot with other strategies besides late- and endgame turtling of Terrans or Protoss players.


You know the Ram attack was doing overall less damage against building than a normal attack do ?
" I'm not gonna fight you. I'm gonna kick your ass ! "
ShambhalaWar
Profile Joined August 2013
United States930 Posts
April 18 2015 00:05 GMT
#76
On April 18 2015 03:41 SetGuitarsToKill wrote:
How about some effective late game? Ultras are terrible, Brood Lords are too situational. No? Too much to ask? Okay


I know right?

On April 18 2015 03:12 TheDwf wrote:
Pffft... We tested a change for months, we still don't know what it does, and we don't know what to do with that ignorance.


Blizzard pls read this article, what you are doing has clearly not been working, for a long time.

http://www.teamliquid.net/forum/legacy-of-the-void/482697-razzia-of-the-blizzsters

The "nerf" this, "buff" that strategy has basically failed imo.

TheDwf, you make great arguments against "hard counters" as solution. It's time to look for some other options, the eco change was a good start imo.

I love how people always make it seem like zerg players LOVED to go mass SH. I play zerg, and let me tell you... I played SH not because I LOVED to, but because there was really no other legitimate late game option in hots...
arch_punk
Profile Joined April 2015
8 Posts
April 18 2015 00:05 GMT
#77
Dadid Kim hold your breath because Zerg must be given a chance to adopt and then after a month or two you might consider a nerf to the point defense drone or some Zerg buff.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2015-04-18 00:21:56
April 18 2015 00:21 GMT
#78
On April 18 2015 08:58 Noocta wrote:
Show nested quote +
On April 18 2015 03:13 Big J wrote:

I think an interesting change could be if the Ultralisk Ram Attack against buildings was brought back in a strong version, to give zerg a more efficient tool to deal with such walls in the later stages of the game. This wouldn't interact a lot with other strategies besides late- and endgame turtling of Terrans or Protoss players.


You know the Ram attack was doing overall less damage against building than a normal attack do ?


"in a strong version"
Noocta
Profile Joined June 2010
France12578 Posts
April 18 2015 00:44 GMT
#79
On April 18 2015 09:21 Big J wrote:
Show nested quote +
On April 18 2015 08:58 Noocta wrote:
On April 18 2015 03:13 Big J wrote:

I think an interesting change could be if the Ultralisk Ram Attack against buildings was brought back in a strong version, to give zerg a more efficient tool to deal with such walls in the later stages of the game. This wouldn't interact a lot with other strategies besides late- and endgame turtling of Terrans or Protoss players.


You know the Ram attack was doing overall less damage against building than a normal attack do ?


"in a strong version"


Still doesn't matter, because Ram didn't cleave like the normal attack does, and the cleave is way stronger to kill walls.
If you tune Ram to do more damage than that, Ram would one shot supply depots.
" I'm not gonna fight you. I'm gonna kick your ass ! "
batatm
Profile Joined June 2014
Israel116 Posts
April 18 2015 00:56 GMT
#80
I have to say, I saw it coming from a mile back:
SH were changed not because they were OP and needed to ne nerfed,
but because they produces boring and un-eventfull games.
We need to remember that originally the SH changes were supposed to only take place in LotV,
along with a whole bunch of other changes, mainly the introduction of new siege options for the zerg:
the lurker, and to a lesser degree the ravager.
By taking this single change from Lotv and implementing it in HotS blizz created a gap in the zerg arsenal,
who found themselves with no real alternative to the old SH role as the core unit against protoss and meching terran alike,
from the mid game and onwards.
Acknowledging this issue leads us to the conclusion that buffing roaches,
a unit that loses it's value very quickly in the mid game, will solve nothing,
and can only cause balance issues in the early and mid game, further prompting zerg players to go for all-in builds.
As for a SH buff, it's completely irrelevent to the issue at hand, since blizz clearly stated that they want to preserve the SH new role as a harassment unit, so while reducing it's supply or gas cost may or may not be needed,
it still won't change the zerg problem of dealing with late game mech and protoss.
So what CAN be done? well, if the zerg problem is mainly with late game scenarios why not buff zerg's late game units,
such as brood lords and ultralisks?
While potentialy can serve as a solution, buffing either of this units will create many shifts in the game balance,
resulting in a long proccess of examinating the changes, trying out several options thorugh test maps etc...
But this might take a couple of months, and while addressing issues through this proccess is good in general,
with LotV, which will completely renovate the balance system, looming over the horizon this is a waste of efforts.
Blizz is focused on testing LotV, as they should, and for the time being we just need a quick, undrastic solution,
just enough to carry us the (reletively) short way to LotV.
So, if the problem was created by carrying a change from LotV to HotS, why not carry more changes to fix it?
As said before, lurker and ravager takes the SH role is siege units in LotV, but introducing them to HotS
poses the same problems with buffing ultras or brood lords.
Moving down the list, roaches and corrupters changes doesn't address the zerg's late game problem,
as is the case with the viper new ability.
And this brings us to the new Nydus Worm, which in LotV will become invulnerable while constructing.
First, let's test it's relevance to dealing with mech and protoss:
While not filling in the gap of a siege unit like SH, it can force the immobile mech or protoss player
to split it's army to deal swiftly with this new threat, which in turn might allow for the less cost effective zerg army
to trade more evenly with the now smaller, but still superior, main force of the terran/protoss army.
This can also help the zerg get a surround on it's enemy, again helping it negate it's lower cost-efficiency.
Next is balance issues: well, nydus worm isn't really a unit, so there should be no "unit to unit" balance effects.
Of course, this does not mean that the new nydus worm won't pose a threat-
players will have to pay extra attention to the nydus emergence sound and quickly mobilize units to it's location.
But no other buffs/nerfs to other units are needed in order maintain the delicate balance between unit compositions.
Nydus worms require lair, and are not cheap, both factors preventing the zerg from freely using it in the early game.
In short, the new nydus worm is potentially a powerfull tool that might help zerg players overcome the loss of a no less powerfull unit, without any need to additional balance tweaks.
Covering several options to compensate the zerg for the switch of the SH from core unit to harass one,
i think this is a relatively simple solution, and well worth examining.
Now, where's the test map?
Prev 1 2 3 4 5 6 7 8 9 Next All
Please log in or register to reply.
Live Events Refresh
OSC
12:00
King of the Hill #230
WardiTV568
iHatsuTV 11
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 253
Codebar 11
StarCraft: Brood War
GuemChi 1684
Jaedong 1547
EffOrt 974
Light 668
Stork 520
Mini 484
Larva 456
actioN 285
Barracks 270
Snow 248
[ Show more ]
BeSt 236
Rush 188
hero 173
Leta 135
sSak 122
Aegong 64
JYJ60
Sea.KH 58
PianO 53
sas.Sziky 44
Backho 34
Noble 32
sorry 31
zelot 31
Terrorterran 27
soO 26
Movie 21
Shine 19
Sharp 18
NaDa 15
scan(afreeca) 15
HiyA 11
Bale 8
Dota 2
Gorgc6672
qojqva1515
XcaliburYe145
420jenkins120
League of Legends
Reynor119
Counter-Strike
zeus837
allub268
edward91
oskar67
Other Games
singsing1766
B2W.Neo776
DeMusliM347
Lowko327
crisheroes326
Sick318
Happy141
Hui .70
Organizations
Other Games
gamesdonequick555
Counter-Strike
PGL220
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• StrangeGG 65
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 1796
• WagamamaTV296
League of Legends
• Jankos3697
Upcoming Events
LAN Event
1h 9m
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 9m
CranKy Ducklings
20h 9m
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.