• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 22:47
CET 03:47
KST 11:47
  • 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
[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy7ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289
Community News
Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool47Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12
StarCraft 2
General
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Weekly Cups (March 16-22): herO doubles, Cure surprises Weekly Cups (August 25-31): Clem's Last Straw? Team Liquid Map Contest #22 - Presented by Monster Energy What mix of new & old maps do you want in the next ladder pool? (SC2)
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament World University TeamLeague (500$+) | Signups Open RSL Season 4 announced for March-April WardiTV Team League Season 10 KSL Week 87
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat Mutation # 516 Specter of Death
Brood War
General
mca64Launcher - New Version with StarCraft: Remast BGH Auto Balance -> http://bghmmr.eu/ ASL21 General Discussion Soulkey's decision to leave C9 JaeDong's form before ASL
Tourneys
[ASL21] Ro24 Group C [ASL21] Ro24 Group B 2026 Changsha Offline Cup [ASL21] Ro24 Group A
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Stormgate/Frost Giant Megathread Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion 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
TL Mafia Community Thread Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread Things Aren’t Peaceful in Palestine YouTube Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books Movie Discussion! [Manga] One Piece
Sports
2024 - 2026 Football Thread Cricket [SPORT] Formula 1 Discussion Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 4357 users

LotV Design Changes announced - Page 45

Forum Index > SC2 General
907 CommentsPost a Reply
Prev 1 43 44 45 46 Next All
mantequilla
Profile Blog Joined June 2012
Turkey781 Posts
August 23 2016 14:44 GMT
#881
zoning tools are often used for "zoning out" enemy workers
Age of Mythology forever!
Loccstana
Profile Blog Joined November 2012
United States833 Posts
August 23 2016 23:38 GMT
#882
Just give us back the cyclone from the LOTV showmatch:

[url]http://i.imgur.com/lw2yN.jpg[/url]
Lunareste
Profile Joined July 2011
United States3596 Posts
Last Edited: 2016-08-24 03:44:47
August 24 2016 03:29 GMT
#883
I'm having trouble finding the test map in the arcade, the link to Launch the map from a battle.net webpage added a week ago has already expired. Any help?

Nevermind, it's in Custom games under multiplayer, not under Arcade.
KT FlaSh FOREVER
JimmyJRaynor
Profile Blog Joined April 2010
Canada17375 Posts
Last Edited: 2016-08-24 04:52:18
August 24 2016 04:04 GMT
#884
when you click on the "SC2" logo thingie in the very top left hand corner of the SC2.exe main screen there used to be a "Latest News" area that showed up on the left side of teh screen. its now gone. that is how i entered the PTR map previously. i think it'll reappear soon .. i suspect Blizzard did something to fix Battle.Net because it was crappy earlier today.
When they "fixed" BNet i think this "Latest News" area disappeared.

so now i get in via the BNet Desktop CLient through the "NEWS" `tab` at the top. Its not a "tab" any more because of all this Apple everyhting is invisibly floating every where bullshit. But that's what it is .. a "NEWS" tab. THe 3 tabs are "Games" "Shop" ,"NEWS".

Then Filter the "NEWS" by "SC2". Then find the article. then go to the circled red part and click.

here is a screen shot of where to go...
[image loading]

also, here is the LINK to get to the test map
battlenet:://starcraft/map/1/277656

what a pain... if any one knows a faster way.. please post.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Arnstein
Profile Blog Joined May 2010
Norway3381 Posts
August 27 2016 10:58 GMT
#885
When I tried that, I gor: the link below can't be viewed in your region?
rsol in response to the dragoon voice being heard in SCII: dragoon ai reaches new lows: wanders into wrong game
Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2016-09-01 17:44:10
September 01 2016 17:42 GMT
#886
On August 22 2016 07:51 The_Red_Viper wrote:
I want units to spread out more while moving, yes. That would buff defenders advantage (which is imo good) and nerf deathballs because you cannot have your insane dps on a small area anymore while attacking.

Not sure what you mean with "problems" around narrow pathways tbh, imo it would actually make these meaningful.
AOE as it is now would be nerfed, but at the same time you could actually have strong aoe again which kills stuff because it wouldn't be easy to hit that "great storm" or "beautiful fungal"

Do i want units to be as derpy as they were in bw? Not necessarily, but i want some of that pathing effect in sc2 because i think it would make the game better in some regards.

If that includes that people have to micro manage their units a bit more (as in unit placement during fights, not pressing ability buttons) that's also a plus for me personally. Again, 'more like' bw, not exactly as bw.


There was a thread back in the time of WoL where someone made a mod or scenario (not sure right now) and posted in-game screenshots of exactly what SC2 armies would look like if that was implemented (much better!). You see, that idea has been floating around for ages, it still sticks because it makes absolute sense, and yet here we are. Somewhat sad.

Either way if you're interested you can do some digging and maybe find those pics I'm talking about so others can understand better.
leffedabaye
Profile Joined April 2011
9 Posts
Last Edited: 2016-09-01 17:58:30
September 01 2016 17:57 GMT
#887
I think Lalush posted something on micro. You should check is article even though Lotv wasn't live already at this time his points remain valid.

May be it's a reflexion start.
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
September 02 2016 16:37 GMT
#888
I think they need to do more drastic things to differentiate SC2 from other RTS games and make it more interesting.

One thing I'd like to see is an Allied Commanders competitive 1v1 mode, where you can have matchups like Raynor vs Swann or Artanis vs Kerrigan.

Keep rebalanced versions of the existing Co-op upgrades, but incorporate them in a WoW/SC2 campaign style talent tree where you unlock new talents when you level up, and can switch between them between games.
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
September 02 2016 16:39 GMT
#889
On September 02 2016 02:42 Apolo wrote:
Show nested quote +
On August 22 2016 07:51 The_Red_Viper wrote:
I want units to spread out more while moving, yes. That would buff defenders advantage (which is imo good) and nerf deathballs because you cannot have your insane dps on a small area anymore while attacking.

Not sure what you mean with "problems" around narrow pathways tbh, imo it would actually make these meaningful.
AOE as it is now would be nerfed, but at the same time you could actually have strong aoe again which kills stuff because it wouldn't be easy to hit that "great storm" or "beautiful fungal"

Do i want units to be as derpy as they were in bw? Not necessarily, but i want some of that pathing effect in sc2 because i think it would make the game better in some regards.

If that includes that people have to micro manage their units a bit more (as in unit placement during fights, not pressing ability buttons) that's also a plus for me personally. Again, 'more like' bw, not exactly as bw.


There was a thread back in the time of WoL where someone made a mod or scenario (not sure right now) and posted in-game screenshots of exactly what SC2 armies would look like if that was implemented (much better!). You see, that idea has been floating around for ages, it still sticks because it makes absolute sense, and yet here we are. Somewhat sad.

Either way if you're interested you can do some digging and maybe find those pics I'm talking about so others can understand better.

Starbow has this. It actually makes the game more bearable.
Jett.Jack.Alvir
Profile Blog Joined August 2011
Canada2250 Posts
September 02 2016 16:40 GMT
#890
On September 03 2016 01:37 Clbull wrote:
I think they need to do more drastic things to differentiate SC2 from other RTS games and make it more interesting.

One thing I'd like to see is an Allied Commanders competitive 1v1 mode, where you can have matchups like Raynor vs Swann or Artanis vs Kerrigan.

Keep rebalanced versions of the existing Co-op upgrades, but incorporate them in a WoW/SC2 campaign style talent tree where you unlock new talents when you level up, and can switch between them between games.

As much as I love your idea, and would love to see an RTS with a talent tree, the balance on that would be a tremendous endeavor. It's hard enough to balance SC2 with all its various units, but to incorporate a talent tree also would be nearly impossible.
Zwijn
Profile Joined March 2015
Netherlands5 Posts
Last Edited: 2016-09-26 12:35:51
September 26 2016 11:03 GMT
#891
I'm not sure if this is the right place but I would like to make a suggestion for a design change to the siege tank that i think is worth exploring.

I have always found it strange that the siege tank fire's at an angle, like a mortar or artillery, and yet the shell arrives instantly at the target.

In addition I believe that the unit design might be better with respect to gameplay, if the tank shell actually had some sort of parabolic flight. With a slight delay between firing and hitting the target, there will be the possibillity of overkill when using larger numbers of tanks close to each other. This means that the damage can be higher because the unit will scale less efficiently, making smaller numbers of tanks stronger than they are now.

Obviously I don't mean a flight time as long as a Ravager shot but more along the lines of an infestor fungal shot, maybe slightly shorter. I think the flight time just has to be big enough to allow for serious overkill, but short enough to still be able to hit moving targets that do not change their course(by automatically calculating how far in advance the shot will have to hit).

I believe such a change will give some new micro potential for both sides. The player who controls the tanks has to spread them out to get maximum value, and the other player can try to dodge a shots by changing course right after the shell has been fired. Maybe fully dodging a shell would be a bit to much but i think it would be cool if a player can time a change in unit direction in order to not recieve full damage.
Another possible micro feature would be to allow for forced fire on some location. This way a tank can already shoot before an incomming target is in range, or a player can anticipate on the other player trying to dodge a shot and make a gues to which side the unit will evade.

Because this change will make friendly fire even more scary maybe a lategame upgrade can be added to the armory to reduce friendly fire by 75% or something, like in the wings of libery campaign.

fLyiNgDroNe
Profile Joined September 2005
Belgium4050 Posts
September 26 2016 11:36 GMT
#892
On September 26 2016 20:03 Zwijn wrote:
I'm not sure if this is the right place but I would like to make a suggestion for a design change to the siege tank that i think is worth exploring.

I have always found it strange that the siege tank fire's at an angle, like a mortar or artillery, and yet the shell arrives instantly at the target.

In addition I believe that the unit design might be better with respect to gameplay, if the tank shell actually had some sort of parabolic flight. With a slight delay between firing and hitting the target, there will be the possibillity of overkill when using larger numbers of tanks close to each other. This means that the damage can be higher because the unit will scale less efficiently, making smaller numbers of tanks stronger than they are now.

Obviously I don't mean a flight time as lang as a Ravager shot but more along the lines of an infestor fungal shot, maybe slightly shorter. I think the flight time just has to be big enough to allow for serious overkill, but short enough to still be able to hit moving targets that do not change their course(by automatically calculating how far in advance the shot will have to hit).

I believe such a change will give some new micro potential for both sides. The player who controls the tanks has to spread them out to get maximum value, and the other player can try to dodge a shots by changing course right after the shell has been fired. Maybe fully dodging a shell would be a bit to much but i think it would be cool if a player can time a change in unit direction in order to not recieve full damage.
Another possible micro feature would be to allow for forced fire on some location. This way a tank can already shoot before an incomming target is in range, or a player can anticipate on the other player trying to dodge a shot and make a gues to which side the unit will evade.

Because this change will make friendly fire even more scary maybe a lategame upgrade can be added to the armory to reduce friendly fire by 75% or something, like in the wings of libery campaign.



no. That would be another bad design, like a shooting pylon. I don't think it should be possible to dodge tank shots.
Drone is a way of living
Alexcalibur1996
Profile Joined February 2016
United States39 Posts
September 26 2016 12:05 GMT
#893
The cast range for the tempest ability is something I think could be nerfed. Without friendly damage, it makes high Templar storms useless. Also, it's so easy to lock down entire mineral lines with this ability right now. In my opinion, the ability needs to be redesigned from scratch.
Never play sober.
insitelol
Profile Joined August 2012
845 Posts
Last Edited: 2016-09-26 12:11:44
September 26 2016 12:10 GMT
#894
On September 26 2016 20:03 Zwijn wrote:
I'm not sure if this is the right place but I would like to make a suggestion for a design change to the siege tank that i think is worth exploring.

I have always found it strange that the siege tank fire's at an angle, like a mortar or artillery, and yet the shell arrives instantly at the target.

In addition I believe that the unit design might be better with respect to gameplay, if the tank shell actually had some sort of parabolic flight. With a slight delay between firing and hitting the target, there will be the possibillity of overkill when using larger numbers of tanks close to each other. This means that the damage can be higher because the unit will scale less efficiently, making smaller numbers of tanks stronger than they are now.

Obviously I don't mean a flight time as lang as a Ravager shot but more along the lines of an infestor fungal shot, maybe slightly shorter. I think the flight time just has to be big enough to allow for serious overkill, but short enough to still be able to hit moving targets that do not change their course(by automatically calculating how far in advance the shot will have to hit).

I believe such a change will give some new micro potential for both sides. The player who controls the tanks has to spread them out to get maximum value, and the other player can try to dodge a shots by changing course right after the shell has been fired. Maybe fully dodging a shell would be a bit to much but i think it would be cool if a player can time a change in unit direction in order to not recieve full damage.
Another possible micro feature would be to allow for forced fire on some location. This way a tank can already shoot before an incomming target is in range, or a player can anticipate on the other player trying to dodge a shot and make a gues to which side the unit will evade.

Because this change will make friendly fire even more scary maybe a lategame upgrade can be added to the armory to reduce friendly fire by 75% or something, like in the wings of libery campaign.


A very good suggestion worth exploring. Make it an ability with autocast by default instead of an attack in siege mode.

On September 26 2016 21:05 Alexcalibur1996 wrote:
The cast range for the tempest ability is something I think could be nerfed. Without friendly damage, it makes high Templar storms useless. Also, it's so easy to lock down entire mineral lines with this ability right now. In my opinion, the ability needs to be redesigned from scratch.

It just needs to be removed as well the whole patch.
Less is more.
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
September 26 2016 12:12 GMT
#895
On September 26 2016 20:03 Zwijn wrote:
I'm not sure if this is the right place but I would like to make a suggestion for a design change to the siege tank that i think is worth exploring.

I have always found it strange that the siege tank fire's at an angle, like a mortar or artillery, and yet the shell arrives instantly at the target.

In addition I believe that the unit design might be better with respect to gameplay, if the tank shell actually had some sort of parabolic flight. With a slight delay between firing and hitting the target, there will be the possibillity of overkill when using larger numbers of tanks close to each other. This means that the damage can be higher because the unit will scale less efficiently, making smaller numbers of tanks stronger than they are now.

Obviously I don't mean a flight time as lang as a Ravager shot but more along the lines of an infestor fungal shot, maybe slightly shorter. I think the flight time just has to be big enough to allow for serious overkill, but short enough to still be able to hit moving targets that do not change their course(by automatically calculating how far in advance the shot will have to hit).

I believe such a change will give some new micro potential for both sides. The player who controls the tanks has to spread them out to get maximum value, and the other player can try to dodge a shots by changing course right after the shell has been fired. Maybe fully dodging a shell would be a bit to much but i think it would be cool if a player can time a change in unit direction in order to not recieve full damage.
Another possible micro feature would be to allow for forced fire on some location. This way a tank can already shoot before an incomming target is in range, or a player can anticipate on the other player trying to dodge a shot and make a gues to which side the unit will evade.

Because this change will make friendly fire even more scary maybe a lategame upgrade can be added to the armory to reduce friendly fire by 75% or something, like in the wings of libery campaign.


The problem is that only spells have to potential for overkill, just giving a slight delay between fire and missle hit won't change that (look at stalkers for example)
The harder it becomes, the more you should focus on the basics.
Zwijn
Profile Joined March 2015
Netherlands5 Posts
September 26 2016 12:24 GMT
#896
On September 26 2016 20:36 fLyiNgDroNe wrote:
Show nested quote +
On September 26 2016 20:03 Zwijn wrote:
I'm not sure if this is the right place but I would like to make a suggestion for a design change to the siege tank that i think is worth exploring.

I have always found it strange that the siege tank fire's at an angle, like a mortar or artillery, and yet the shell arrives instantly at the target.

In addition I believe that the unit design might be better with respect to gameplay, if the tank shell actually had some sort of parabolic flight. With a slight delay between firing and hitting the target, there will be the possibillity of overkill when using larger numbers of tanks close to each other. This means that the damage can be higher because the unit will scale less efficiently, making smaller numbers of tanks stronger than they are now.

Obviously I don't mean a flight time as lang as a Ravager shot but more along the lines of an infestor fungal shot, maybe slightly shorter. I think the flight time just has to be big enough to allow for serious overkill, but short enough to still be able to hit moving targets that do not change their course(by automatically calculating how far in advance the shot will have to hit).

I believe such a change will give some new micro potential for both sides. The player who controls the tanks has to spread them out to get maximum value, and the other player can try to dodge a shots by changing course right after the shell has been fired. Maybe fully dodging a shell would be a bit to much but i think it would be cool if a player can time a change in unit direction in order to not recieve full damage.
Another possible micro feature would be to allow for forced fire on some location. This way a tank can already shoot before an incomming target is in range, or a player can anticipate on the other player trying to dodge a shot and make a gues to which side the unit will evade.

Because this change will make friendly fire even more scary maybe a lategame upgrade can be added to the armory to reduce friendly fire by 75% or something, like in the wings of libery campaign.



no. That would be another bad design, like a shooting pylon. I don't think it should be possible to dodge tank shots.


I just think it would be worth exploring a tank shell with non-zero flight time. Whether it should be possible to partly or completely dodge a shell depends on how this change would be implemented.
Another variation could be some sort of guided shell that always hits the target. This way no evasion would be possible but there is still the potential for overkill.

halomonian
Profile Joined January 2012
Brazil255 Posts
September 26 2016 12:31 GMT
#897
I think we can improve some defender's advantage and spread out the gameplay if the miss rate when shooting uphill returns. And, since pathing is improved in Star2, we can even increase the miss chance by a bit. I would love to see an attempt with that
thoughts in chaos | enjOy[dream]
Zwijn
Profile Joined March 2015
Netherlands5 Posts
September 26 2016 12:32 GMT
#898
On September 26 2016 21:12 sabas123 wrote:
Show nested quote +
On September 26 2016 20:03 Zwijn wrote:
I'm not sure if this is the right place but I would like to make a suggestion for a design change to the siege tank that i think is worth exploring.

I have always found it strange that the siege tank fire's at an angle, like a mortar or artillery, and yet the shell arrives instantly at the target.

In addition I believe that the unit design might be better with respect to gameplay, if the tank shell actually had some sort of parabolic flight. With a slight delay between firing and hitting the target, there will be the possibillity of overkill when using larger numbers of tanks close to each other. This means that the damage can be higher because the unit will scale less efficiently, making smaller numbers of tanks stronger than they are now.

Obviously I don't mean a flight time as lang as a Ravager shot but more along the lines of an infestor fungal shot, maybe slightly shorter. I think the flight time just has to be big enough to allow for serious overkill, but short enough to still be able to hit moving targets that do not change their course(by automatically calculating how far in advance the shot will have to hit).

I believe such a change will give some new micro potential for both sides. The player who controls the tanks has to spread them out to get maximum value, and the other player can try to dodge a shots by changing course right after the shell has been fired. Maybe fully dodging a shell would be a bit to much but i think it would be cool if a player can time a change in unit direction in order to not recieve full damage.
Another possible micro feature would be to allow for forced fire on some location. This way a tank can already shoot before an incomming target is in range, or a player can anticipate on the other player trying to dodge a shot and make a gues to which side the unit will evade.

Because this change will make friendly fire even more scary maybe a lategame upgrade can be added to the armory to reduce friendly fire by 75% or something, like in the wings of libery campaign.


The problem is that only spells have to potential for overkill, just giving a slight delay between fire and missle hit won't change that (look at stalkers for example)


But stalkers can have overkill right? Maybe not that significant, but this can be more with the siege tank's longer range and AOE. The exact speed can be tweaked to achieve this I think.
Malhavoc
Profile Joined October 2010
Italy308 Posts
September 26 2016 12:38 GMT
#899

I just think it would be worth exploring a tank shell with non-zero flight time. Whether it should be possible to partly or completely dodge a shell depends on how this change would be implemented.
Another variation could be some sort of guided shell that always hits the target. This way no evasion would be possible but there is still the potential for overkill.



It would also allow in extreme cases to micro the targeted unit away, like how it's down with units targeted by raven's bomb.
VonComet
Profile Joined November 2010
Slovenia26 Posts
September 26 2016 13:03 GMT
#900
I think the tank is currently in the perfect spot stat-wise, it enables much more aggressive mech play and the zone control needed to defend the greater number of bases that you need in LotV. I would like to redirect the debate towards more realistic changes again like the horribly underpriced swarmhost, and early game dominance of cyclones.
Prev 1 43 44 45 46 Next All
Please log in or register to reply.
Live Events Refresh
PiGosaur Cup
00:00
#74
PiGStarcraft578
CranKy Ducklings96
davetesta25
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft578
RuFF_SC2 177
ProTech115
StarCraft: Brood War
GuemChi 5475
Noble 42
ajuk12(nOOB) 18
Dota 2
monkeys_forever760
LuMiX1
Counter-Strike
Coldzera 1957
taco 404
minikerr7
Super Smash Bros
hungrybox534
Other Games
summit1g8620
C9.Mang0350
Maynarde106
ViBE60
Organizations
Other Games
gamesdonequick1559
Dota 2
PGL Dota 2 - Main Stream72
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• EnkiAlexander 80
• CranKy Ducklings SOOP6
• AfreecaTV YouTube
• Berry_CruncH0
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Azhi_Dahaki40
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV1034
League of Legends
• Doublelift3895
• Lourlo450
Other Games
• Scarra2023
Upcoming Events
Replay Cast
6h 14m
Afreeca Starleague
7h 14m
hero vs YSC
Larva vs Shine
Kung Fu Cup
8h 14m
Replay Cast
21h 14m
KCM Race Survival
1d 6h
The PondCast
1d 7h
WardiTV Team League
1d 9h
OSC
1d 9h
Replay Cast
1d 21h
WardiTV Team League
2 days
[ Show More ]
RSL Revival
3 days
Cure vs Zoun
herO vs Rogue
WardiTV Team League
3 days
Platinum Heroes Events
3 days
BSL
3 days
RSL Revival
4 days
ByuN vs Maru
MaxPax vs TriGGeR
WardiTV Team League
4 days
BSL
4 days
Replay Cast
4 days
Replay Cast
5 days
Afreeca Starleague
5 days
Light vs Calm
Royal vs Mind
Wardi Open
5 days
Monday Night Weeklies
5 days
OSC
5 days
Sparkling Tuna Cup
6 days
Afreeca Starleague
6 days
Rush vs PianO
Flash vs Speed
Liquipedia Results

Completed

Proleague 2026-03-23
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
Acropolis #4 - TS6
RSL Revival: Season 4
Nations Cup 2026
NationLESS Cup
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

2026 Changsha Offline CUP
CSL Season 20: Qualifier 2
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
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.