• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 16:59
CEST 22:59
KST 05:59
  • 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 Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview7[ASL21] Finals Preview: Two Legacies21
Community News
ZeroSpace at Steam NextFest - Last free demo8Weekly Cups (June 8-14): Clem and Solar double, PTR tested0RSL: S6 Finals played at BlizzCon 202611Douyu Cup 2026: $20,000 Legends Event (June 26-28)10[BSL22] Non-Korean Championship from 13 to 28 June4
StarCraft 2
General
StarCraft II 5.0.16 PTR Patch Notes may 26th Daily SC2 Player Grid - feedback wanted TL Poll: How do you feel about the 5.0.16 PTR balance changes? Code S Season 2 (2026) - RO8 Preview Updates to The Core/Core Lite for v5.0.16?
Tourneys
Master Swan Open (Global Bronze-Master 2) GSL CK #4 20-21th June Crank Gathers Season 4: BW vs SC2 Team League Douyu Cup 2026: $20,000 Legends Event (June 26-28) Maestros of The Game 2 announcement and schedule !
Strategy
[G] Having the right mentality to improve
Custom Maps
Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
Mutation # 530 One For All The PondCast: SC2 News & Results Mutation # 529 Opportunities Unleashed Mutation # 528 Infection Detected
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ vespene.gg — BW replays in browser Data needed BW General Discussion VPN experiences
Tourneys
The Casual Games of the Week Thread [Megathread] Daily Proleagues [ASL21] Grand Finals [BSL22] Grand Finals - Sunday 21:00 CEST
Strategy
Simple Questions, Simple Answers Relatively freeroll strategies Creating a full chart of Zerg builds Why doesn't anyone use restoration?
Other Games
General Games
Stormgate/Frost Giant Megathread ZeroSpace at Steam NextFest - Last free demo Path of Exile Nintendo Switch Thread ZeroSpace Megathread
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
TL Mafia
Vanilla Mini Mafia {D-2} Late to making 20.06.2026 memorable [p]94718
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread [H]Internet/Gaming Cafe Tips and Tricks The Games Industry And ATVI UK Politics Mega-thread
Fan Clubs
The HerO Fan Club! The herO Fan Club!
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion
Sports
2024 - 2026 Football Thread McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion Cricket [SPORT]
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 To Predict Tilt in Espor…
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
Customize Sidebar...

Website Feedback

Closed Threads



Active: 14245 users

Community Feedback Update - February 18 - Page 15

Forum Index > SC2 General
430 CommentsPost a Reply
Prev 1 13 14 15 16 17 22 Next All
JimmyJRaynor
Profile Blog Joined April 2010
Canada17616 Posts
Last Edited: 2016-02-19 23:12:47
February 19 2016 23:12 GMT
#281
On February 20 2016 07:06 quesquecest wrote:
The "siege tank pickup into normal tank mode when dropped" seems like the natural conclusion. Surprised Blizz isn't talking about it.


imo,
its too convoluted/complicated/awkward.. i would lengthen the time delay for its 1st shot after the Medivac drops it. but really we're splitting hairs here...

i liked the Siege Tank pickup mechanic , but if they just make the Tank a BAMF through buffs i'm happy.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Loccstana
Profile Blog Joined November 2012
United States833 Posts
Last Edited: 2016-02-19 23:54:46
February 19 2016 23:52 GMT
#282
On February 20 2016 08:00 deacon.frost wrote:
Show nested quote +
On February 20 2016 06:18 Loccstana wrote:
What if they buff the siege tank by giving Terran one of the WoL campaign upgrades?

[image loading]
Maelstrom Rounds
Siege tanks do +40 damage to their primary target. Splash damage remains the same.

Maelstrom Rounds have an armor-piercing tip that inflicts devastating damage on the primary target. Splash damage is identical to the standard round.

If siege tanks struck fear into the hearts of our enemies before, they will inspire abject terror when firing the Maelstrom Round.

You cannot buff the tanks with this and don't give them overkill. Can you imagine the mayhem this would create with smart fire? Probably not.


With this, siege tanks will have another type of overkill. If you hit a 35hp ling with a 90 damage attack, you just wasted 60% of the dps of the tank. Now good Terran players will need to target fire their tanks against high hp targets.
[url]http://i.imgur.com/lw2yN.jpg[/url]
seemsgood
Profile Joined January 2016
5527 Posts
February 20 2016 00:58 GMT
#283
On February 20 2016 06:29 CyanApple wrote:
Great changes imo.

It shouldn't be possible for terrans to go mech only, just like it isn't possible for protoss to go robo only. Terrans should have their basic/core units (marines+medivacs) which they supplement with favoured (or situationally necessary) units.
This solves many problems, as there's no need for mech AA and no necessity for a hard transition from mech to air, as you have bio to at least half-effectively trade with air and tanks to put pressure on the opponent at the front, while transitioning. With the update, tanks can get to the front faster by medivacs, without engaging unfairly into defenses, since they have to siege first.
For this to be viable, MMM shouldn't be AS strong on their own as they are right now and supplementary units should have more impact.

The same holds for protoss, as they aswell produce out of production buildings. Their core unit should be stalker (less so the adepts - they should be a situational/harass unit that trades off well in earlygame), as it can fight against ground and air. It is then supplemented with further tech units.

Due to basically the same unit production method, this matchup is to some degree sort of a mirror matchup, in which it is risky to open with tech, as it can be hardcountered.
Against zergs however this is different, as they are not bound to production buildings. As a tradeoff, zergs dont have an early core unit, but can mass-transition easier to put pressure on the oponent later in the game.

Imo this puts the races into perspective and should stop discussions about massive redesigns of certain tech paths.

I have a question, though. Why is it, that an early ravager push is hard to stop and comes with such a low risk? Terrans and protoss can't produce enough air units (or other ravager-countering units) early enough, right?
This is the only problem I see currently after this "test update". To avoid this, ravagers should be delayed (eventhough they are a great counter to reapers due to their range) - their damage doesn't need to be reduced. For that cause and to avoid mass ravagers, spamming biles on immobile targets, their supply should be increased.

Mech play come from the community who love play mech in brood war and they want it back.Even blizzard accepted and also fucked up as usual...
There is nothing to do about logic.
That all.
Mobile08
Profile Joined January 2016
United States12 Posts
February 20 2016 01:10 GMT
#284
These are some quality changes, looks like they are going in the right direction with some core units and how they operate. I am a fan of the changes made to the Siege Tank. It would start to work like the Siege Tank we all want!
Macro Macro Macro
Danglars
Profile Blog Joined August 2010
United States12133 Posts
February 20 2016 02:15 GMT
#285
On February 19 2016 04:35 pure.Wasted wrote:
Siege tank buff is nowhere near enough to mitigate the loss of pickup entirely. Nowhere near.

Look at their example. "Ravagers will take 3 shots to kill down from 4."

3 shots down from 4? In what universe does that make a difference? Terrans don't have 3 Siege tanks out by the time Ravagers hit, and if they did, at least some of those attacks are going to be wasted on Roaches anyway. Except now Tanks can't be evacuated by Medivac, so they don't survive the first one/two volleys regardless. Only place where this matters is the unit tester.

The buff vs Roaches is actually a way bigger deal, although they're playing it down, because it means less cleanup left for the Bio once the tanks are dead.

re: "we wonder if it's good to help Tank vs Protoss because Tanks are not good vs Protoss."

Can someone translate this for me? Are they trying to say that it simply won't change anything? And implying that that's perfectly fine?

I just can't see this siege tank change making it through in current form.
Great armies come from happy zealots, and happy zealots come from California!
TL+ Member
CheddarToss
Profile Joined September 2015
534 Posts
Last Edited: 2016-02-20 02:37:59
February 20 2016 02:33 GMT
#286
On February 20 2016 08:52 Loccstana wrote:
Show nested quote +
On February 20 2016 08:00 deacon.frost wrote:
On February 20 2016 06:18 Loccstana wrote:
What if they buff the siege tank by giving Terran one of the WoL campaign upgrades?

[image loading]
Maelstrom Rounds
Siege tanks do +40 damage to their primary target. Splash damage remains the same.

Maelstrom Rounds have an armor-piercing tip that inflicts devastating damage on the primary target. Splash damage is identical to the standard round.

If siege tanks struck fear into the hearts of our enemies before, they will inspire abject terror when firing the Maelstrom Round.

You cannot buff the tanks with this and don't give them overkill. Can you imagine the mayhem this would create with smart fire? Probably not.


With this, siege tanks will have another type of overkill. If you hit a 35hp ling with a 90 damage attack, you just wasted 60% of the dps of the tank. Now good Terran players will need to target fire their tanks against high hp targets.

No, they won't, because tanks would be crazy OP with that kind of damage. There is hardly any need to target fire now, why would there be such a need if tanks did even more damage? That simply makes zero sense.

I wonder, do some people want to win w/o breaking a sweat or why do such nonsensical suggestions keep being made?
Cyro
Profile Blog Joined June 2011
United Kingdom20333 Posts
February 20 2016 03:59 GMT
#287
re: "we wonder if it's good to help Tank vs Protoss because Tanks are not good vs Protoss."

Can someone translate this for me? Are they trying to say that it simply won't change anything? And implying that that's perfectly fine?


They're saying that the damage changes probably affect protoss the most but that's fine because TvP doesn't see a lot of tank usage and tanks have historically done poorly in the matchup (being used a lot more in tvt and tvz while considered too bad to use against protoss)
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Lexender
Profile Joined September 2013
Mexico2658 Posts
February 20 2016 04:13 GMT
#288
On February 20 2016 11:33 CheddarToss wrote:
Show nested quote +
On February 20 2016 08:52 Loccstana wrote:
On February 20 2016 08:00 deacon.frost wrote:
On February 20 2016 06:18 Loccstana wrote:
What if they buff the siege tank by giving Terran one of the WoL campaign upgrades?

[image loading]
Maelstrom Rounds
Siege tanks do +40 damage to their primary target. Splash damage remains the same.

Maelstrom Rounds have an armor-piercing tip that inflicts devastating damage on the primary target. Splash damage is identical to the standard round.

If siege tanks struck fear into the hearts of our enemies before, they will inspire abject terror when firing the Maelstrom Round.

You cannot buff the tanks with this and don't give them overkill. Can you imagine the mayhem this would create with smart fire? Probably not.


With this, siege tanks will have another type of overkill. If you hit a 35hp ling with a 90 damage attack, you just wasted 60% of the dps of the tank. Now good Terran players will need to target fire their tanks against high hp targets.

No, they won't, because tanks would be crazy OP with that kind of damage. There is hardly any need to target fire now, why would there be such a need if tanks did even more damage? That simply makes zero sense.

I wonder, do some people want to win w/o breaking a sweat or why do such nonsensical suggestions keep being made?


Because it only buffs the primary target? You know the ONE unit the tank is targeting, repeating ONE, no extra damage the splash.

You lack some reading comprehension.
Sif_
Profile Joined January 2011
Brazil3106 Posts
Last Edited: 2016-02-20 04:35:53
February 20 2016 04:24 GMT
#289
Tanks should be left alone like they are right now. ANY tweak is gonna take a HUGE amount of time AND REBALANCING ACROSS ALL 3 RACES to make it work (even unsiege after pickup is gonna screw up most timings/terran pressure/most pushes against zerg)

If blizzard wants mech they should look at another direction

(Im a terran and i love the siege pick up micro in tvz specially)
HeyImFinn
Profile Joined September 2011
United States250 Posts
February 20 2016 05:36 GMT
#290
On February 20 2016 06:18 Loccstana wrote:
What if they buff the siege tank by giving Terran one of the WoL campaign upgrades?

[image loading]
Maelstrom Rounds
Siege tanks do +40 damage to their primary target. Splash damage remains the same.

Maelstrom Rounds have an armor-piercing tip that inflicts devastating damage on the primary target. Splash damage is identical to the standard round.

If siege tanks struck fear into the hearts of our enemies before, they will inspire abject terror when firing the Maelstrom Round.

I've messed around with a mod with that in it. I did two games where I turtled HARD and it really didn't change much at all. Then I did 4 or so games where I was more aggressive and actually attacked with just a handful (5-7) tanks. +40 might be a bit much though.
( ͡° ͜ʖ ͡°)STYLE START SBENU( ͡° ͜ʖ ͡°)
vRadiatioNv
Profile Joined August 2010
United States139 Posts
February 20 2016 06:53 GMT
#291
(Zerg player perspective here)
First, I don't think tank pick up should be removed entirely, it should be made an upgrade imo. The only real problem with it right now is that it comes out faster than any reasonable anti-air option. Making it an upgrade makes sense because it will slow it down and also, since tank gets siege mode for free, it gives tanks an essential upgrade again.

Second, I'm a little concerned about the Ravager nerf if only because it makes the Ravager significantly weaker in what I thought was it's original role (siege breaker). I mean, Ravager already lost its range upgrade simply because it was too strong at siege breaking but now I'm predicting it will suck completely vs siege units.
Nebuchad
Profile Blog Joined December 2012
Switzerland12470 Posts
February 20 2016 07:16 GMT
#292
I don't think any of these changes are bad or uninteresting.

I just think this game is moving way too fast.
No will to live, no wish to die
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
February 20 2016 07:22 GMT
#293
On February 20 2016 13:24 Sif_ wrote:
Tanks should be left alone like they are right now. ANY tweak is gonna take a HUGE amount of time AND REBALANCING ACROSS ALL 3 RACES to make it work (even unsiege after pickup is gonna screw up most timings/terran pressure/most pushes against zerg)

If blizzard wants mech they should look at another direction

(Im a terran and i love the siege pick up micro in tvz specially)


Your stance takes for granted the assumption that SC2 is really really close to perfect as it is. Would you be surprised to learn that "rebalancing across all 3 races" is something that a lot of people actively, explicitly, expressly desire?
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Tresher
Profile Joined October 2011
Germany404 Posts
February 20 2016 08:02 GMT
#294
On February 20 2016 06:29 CyanApple wrote:
Great changes imo.

It shouldn't be possible for terrans to go mech only, just like it isn't possible for protoss to go robo only. Terrans should have their basic/core units (marines+medivacs) which they supplement with favoured (or situationally necessary) units.
This solves many problems, as there's no need for mech AA and no necessity for a hard transition from mech to air, as you have bio to at least half-effectively trade with air and tanks to put pressure on the opponent at the front, while transitioning. With the update, tanks can get to the front faster by medivacs, without engaging unfairly into defenses, since they have to siege first.
For this to be viable, MMM shouldn't be AS strong on their own as they are right now and supplementary units should have more impact.

The same holds for protoss, as they aswell produce out of production buildings. Their core unit should be stalker (less so the adepts - they should be a situational/harass unit that trades off well in earlygame), as it can fight against ground and air. It is then supplemented with further tech units.

Due to basically the same unit production method, this matchup is to some degree sort of a mirror matchup, in which it is risky to open with tech, as it can be hardcountered.
Against zergs however this is different, as they are not bound to production buildings. As a tradeoff, zergs dont have an early core unit, but can mass-transition easier to put pressure on the oponent later in the game.

Imo this puts the races into perspective and should stop discussions about massive redesigns of certain tech paths.

I have a question, though. Why is it, that an early ravager push is hard to stop and comes with such a low risk? Terrans and protoss can't produce enough air units (or other ravager-countering units) early enough, right?
This is the only problem I see currently after this "test update". To avoid this, ravagers should be delayed (eventhough they are a great counter to reapers due to their range) - their damage doesn't need to be reduced. For that cause and to avoid mass ravagers, spamming biles on immobile targets, their supply should be increased.

Whenever I see a comment like this I want to shoot myself. Stop this stupid argument. If Terran should be played like Protoss then.. we could just play Protoss. Its Iconic to the Terran race to have two Tech paths. Really just stop it with "I can´t go only Zerglings/Robo so Terrans shouldn´t be able too".

Firstly, lets get one thing straight. Terran has never, ever, relied on a single production facility to win the game short of cheesing or 2010 WoL. We always have support from our other two production facilities. Medivacs and Vikings in HotS and WoL, and now Liberators as well (from the Starport). Tanks and Widow Mine support from the Factory in WoL and HotS respectively.

Our CORE units are dependant purely on what tech path we have chosen. Mech is factory based with starport support, while Bio is barracks based with starport, and often factory support too. Note that this doesn't make it BioMech, rather Bio with support.

Secondly, different races have different needs. Terran cannot simply mix our units together like protoss can due to:

A) Upgrades: Expensive, and all the more so when you consider that you have to do two sets of ground upgrades.

B) Production: both the slowest production and also extremely expensive to make. This is part of the reason why Terran sticks to either Bio, or Mech.

C) Playstyle: Bio is squishy. Little to no splash except for what is provided by W/M or Tank support. Relies on mobility and is heavily micro intensive, especially in order to get the most out of your units. High DPS low damage units. Extremely vulnerable to splash damage, including friendly fire.

Mech by contrast is slow, immobile and tanky. Theyre designed to hold positions and be very positional when engaging the enemy army. Lots of power but low DPS, Mech relies on the strength of its Burst damage to win fights. Also will inflict splash damage if used to close to your own army.

Ultimately, Mech and bio don't play nice with each other. They completely lack any synergy, few support units being the exception.
Extreme Force
NyxNax
Profile Joined March 2014
United States227 Posts
February 20 2016 08:12 GMT
#295
On February 20 2016 15:53 vRadiatioNv wrote:
(Zerg player perspective here)
First, I don't think tank pick up should be removed entirely, it should be made an upgrade imo. The only real problem with it right now is that it comes out faster than any reasonable anti-air option. Making it an upgrade makes sense because it will slow it down and also, since tank gets siege mode for free, it gives tanks an essential upgrade again.

Second, I'm a little concerned about the Ravager nerf if only because it makes the Ravager significantly weaker in what I thought was it's original role (siege breaker). I mean, Ravager already lost its range upgrade simply because it was too strong at siege breaking but now I'm predicting it will suck completely vs siege units.



Thats an interesting Idea, I'd be curious to see how games would play out if siege pickup was an upgrade.

Or even the Maelstrom round as an upgrade (damage can be adjusted). The Maelstrom round would be a nice answer to Ultras.

Wonder if anything will change with the Thor and Swarm host, 2 units rarely seen nowadays, especially the latter.
Sif_
Profile Joined January 2011
Brazil3106 Posts
February 20 2016 08:32 GMT
#296
On February 20 2016 16:22 pure.Wasted wrote:
Show nested quote +
On February 20 2016 13:24 Sif_ wrote:
Tanks should be left alone like they are right now. ANY tweak is gonna take a HUGE amount of time AND REBALANCING ACROSS ALL 3 RACES to make it work (even unsiege after pickup is gonna screw up most timings/terran pressure/most pushes against zerg)

If blizzard wants mech they should look at another direction

(Im a terran and i love the siege pick up micro in tvz specially)


Your stance takes for granted the assumption that SC2 is really really close to perfect as it is. Would you be surprised to learn that "rebalancing across all 3 races" is something that a lot of people actively, explicitly, expressly desire?


Sure, just fire up a beta then. Theres no point in screwing the game for the future year doing this right now.
coolmiyo
Profile Joined February 2016
51 Posts
February 20 2016 10:55 GMT
#297
they should do something about mass air, it is so boring. increase late game air units supply or something.
Big-t
Profile Joined January 2011
Austria1350 Posts
February 20 2016 10:58 GMT
#298
Yes! These changes are so awesome Especially the tank changes ))
monchi | IdrA | Flash
_Croc
Profile Joined August 2013
Norway36 Posts
Last Edited: 2016-02-20 11:46:45
February 20 2016 11:36 GMT
#299
OMG!! THIS IS IT!!!!

SIEGE TANK BUFF!!

Been waiting 3 years for this!

I am going to play all day! :D:D:D:D

EDIT: Did not realize at first that this is just a test map. I hope the changes will go through though!
~~ I am so excited for the tank buff ~~
_Croc
Profile Joined August 2013
Norway36 Posts
Last Edited: 2016-02-20 11:45:48
February 20 2016 11:39 GMT
#300
On February 20 2016 06:18 Loccstana wrote:
What if they buff the siege tank by giving Terran one of the WoL campaign upgrades?

[image loading]
Maelstrom Rounds
Siege tanks do +40 damage to their primary target. Splash damage remains the same.

Maelstrom Rounds have an armor-piercing tip that inflicts devastating damage on the primary target. Splash damage is identical to the standard round.

If siege tanks struck fear into the hearts of our enemies before, they will inspire abject terror when firing the Maelstrom Round.


I created a mod for that!

The damage was toned down to +25 because +40 was way too much though. The upgrade costs 150/150, is researched in the techlab and requires Armory.

You can find the mod by searching for "Maelstorm Rounds" on EU and US.
~~ I am so excited for the tank buff ~~
Prev 1 13 14 15 16 17 22 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 14h 1m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft571
ByuN 535
UpATreeSC 85
ZombieGrub80
Railgan 63
JuggernautJason25
StarCraft: Brood War
Calm 2760
Soulkey 336
ggaemo 139
actioN 88
Rock 22
Counter-Strike
fl0m10768
summit1g6568
byalli628
Heroes of the Storm
Trikslyr52
Other Games
Grubby2661
singsing1996
FrodaN585
Beastyqt561
shahzam469
Liquid`Hasu426
B2W.Neo303
PiGStarcraft237
C9.Mang0207
ROOTCatZ108
KnowMe70
Livibee61
Mew2King56
Organizations
Dota 2
PGL Dota 2 - Main Stream4112
Other Games
gamesdonequick1696
StarCraft 2
angryscii 31
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• Hupsaiya 63
• musti20045 1
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• FirePhoenix15
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Counter-Strike
• imaqtpie605
• Shiphtur124
Upcoming Events
WardiTV Spring Champion…
14h 1m
GSL
15h 1m
Maru vs ShoWTimE
Classic vs Reynor
herO vs Lambo
Solar vs Clem
BSL22 NKC (BSL vs China)
22h 1m
XuanXuan vs Jaystar
Mihu vs Messiah
eOnzErG vs Dewalt
Bonyth vs Jaystar
TerrOr vs Messiah
XuanXuan vs Mihu
eOnzErG vs Jaystar
Replay Cast
1d 3h
WardiTV Spring Champion…
1d 14h
GSL
1d 15h
Patches Events
1d 20h
BSL22 NKC (BSL vs China)
1d 22h
Dewalt vs Messiah
Bonyth vs Mihu
TerrOr vs XuanXuan
eOnzErG vs Messiah
Jaystar vs Mihu
Dewalt vs XuanXuan
Bonyth vs TerrOr
Replay Cast
2 days
WardiTV Weekly
2 days
[ Show More ]
Monday Night Weeklies
2 days
Sparkling Tuna Cup
3 days
The PondCast
4 days
Douyu Cup 2020
5 days
Oliveira vs Trap
Jieshi vs XY
soO vs FanTaSy
TY vs Coffee
Douyu Cup 2020
6 days
Neeb vs Impact
MacSed vs Cyan
Scarlett vs Kelazhur
INnoVation vs Dear
Liquipedia Results

Completed

KCM Race Survival 2026 Season 2
uThermal 2v2 2026 Main Event
Heroes Pulsing #2

Ongoing

IPSL Spring 2026
Acropolis #4
CSCL: Masked Kings S4
YSL S3
BSL 22 Non-Korean Championship
CSL Season 21: Qualifier 1
SCTL 2026 Spring
Maestros of the Game 2
WardiTV Spring 2026
Murky Cup 2026
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

Upcoming

CSL Season 21: Qualifier 2
CSL 2026 Summer (S21)
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Douyu Cup 2026
BCC 2026
Light HT
Heroes Pulsing #3
BLAST Open Fall 2026
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.