• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:50
CEST 02:50
KST 09:50
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro24 Preview: Summer's End6Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7
Community News
Weekly Cups (August 10-16): SHIN doubles2GSTL Returns in 2026!44Weekly Cups (Aug 3-9): Protoss get shut out7RSL goes to London! 2026 Offline Finals Nov 21-2212Weekly Cups (July 27-Aug 2): SHIN's big week0
StarCraft 2
General
Balance hotfix patch 5.0.16b (July 16) GSTL Returns in 2026! SC4ALL II: SC2 Player Announcement 6/8 - Maru Weekly Cups (August 10-16): SHIN doubles SC4ALL: II Talent Announcement!
Tourneys
Master Swan Open (Global Bronze-Master 2) 2026 GSTL Announcement PIG STY FESTIVAL 8.0! (13 - 23 August) WardiTV Mondays 2026 KungFu Cup Announcement
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
The PondCast: SC2 News & Results Mutation # 539 Thunder Dome Mutation # 538 Media Blackout Mutation # 537 Hostile Territory
Brood War
General
[Personal Project Share] Terran Defense v0.60 SC4ALL II: Brood War Player Announcement 3/4 - soO BW General Discussion Rush's Odyssey Controversy [ASL22] Ro24 Preview: Summer's End
Tourneys
[ASL22] Ro24 Group B [ASL22] Ro24 Group A Small VOD Thread 2.0 CSLAN 4 is Coming!
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Anyone here play Quakeworld back in the day? Stormgate/Frost Giant Megathread EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
Artificial Intelligence Thread The Letting Off Steam Thread US Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread
Fan Clubs
MarineLorD Fan Club The ShoWTimE Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently...
Sports
Football (Soccer) Thread MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
LOCKPICKING NOOB
LUCKY_NOOB
Chinese Gen Z: Between Dream…
TrAiDoS
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Hello guys!
LIN1s
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5725 users

Tempest rushing is a huge issue on the testmap - Page 4

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 Next All
Lexender
Profile Joined September 2013
Mexico2661 Posts
October 09 2016 23:17 GMT
#61
On October 10 2016 08:05 Phaenoman wrote:
The Tempest does splash dmg? I am pretty sure that's not the case


It does, actually, deals splash damage.
404AlphaSquad
Profile Joined October 2011
839 Posts
Last Edited: 2016-10-09 23:48:18
October 09 2016 23:48 GMT
#62
On October 09 2016 12:29 parkufarku wrote:
Show nested quote +
On October 08 2016 22:03 SC2Toastie wrote:
On October 08 2016 07:20 Jett.Jack.Alvir wrote:
So you're telling me that the Protoss can get all that (cyber, stargate, fleet beacon, 9 adepts, MoCore) and all you will have is 8 marines? 8 marines is 400 mineral.

400 mineral vs. over 1k/1k in units and structures........

Terran infrastructure is slower to kick in, Terran requires specific tech and upgrades to be competitive in a standard game, and there's the defensive advantage of travel time and planetary pylons.

The problem isn't that you can't hardcounter Tempest Rushes - the problem is that you die to everything and anything if they did not tempest rush.


Then try building a different infrastructure path?

My god, you Terrans will never change. Instead of adapting or trying new strategies, you whine until other races get nerfed to the ground. Good job, no wonder SC2 is dying since your real option of being a successful gamer is being a Terran player.

Yeah lets blame terran players for sc2's inevitable demise. moron...
aka Kalevi
Athenau
Profile Joined March 2015
589 Posts
Last Edited: 2016-10-10 00:04:16
October 10 2016 00:02 GMT
#63
On October 09 2016 12:29 parkufarku wrote:
Good job, no wonder SC2 is dying since your real option of being a successful gamer is being a Terran player.


http://wiki.teamliquid.net/starcraft2/Premier_Tournaments

2016 Premier Tournament Victories:

6Z, 6P, 3T

2016 Premier Tournament Runner-ups:

6Z, 6P, 3T

2015 Premier Tournament Victories:

7Z, 11P, 4T

2015 Premier Tournament Runner-ups:

13Z, 6P, 3T

Being immune to pesky things like "numbers" and "facts" must be pleasant. Unfortunately reality isn't so accommodating to the rest of us.
Wildmoon
Profile Joined December 2011
Thailand4189 Posts
October 10 2016 03:23 GMT
#64
Air units work best as supplementary units. Once they become the core unit then the game becomes really bad and bland because air units by their nature are uninteractive. They don't interact with terrain much and there are lots of units in the game that they simply hardcounter because a lot of units can not shoot up.
FoxDog
Profile Joined October 2007
170 Posts
October 10 2016 03:56 GMT
#65
On October 10 2016 12:23 Wildmoon wrote:
Air units work best as supplementary units. Once they become the core unit then the game becomes really bad and bland because air units by their nature are uninteractive. They don't interact with terrain much and there are lots of units in the game that they simply hardcounter because a lot of units can not shoot up.


Thank you, yet another voice of reason i dont get why david kim doesnt do whats right...
Remember without fear, there is no courage!
Hungry101
Profile Joined November 2015
25 Posts
October 10 2016 05:09 GMT
#66
Question: I haven't had much interaction with this Tempest problem (low leaguer here) but isn't it the same problem as with rush to Liberator with range (which I never quite understood how to counter anyway :/)?
Djzapz
Profile Blog Joined August 2009
Canada10681 Posts
October 10 2016 05:45 GMT
#67
On October 10 2016 12:56 FoxDog wrote:
Show nested quote +
On October 10 2016 12:23 Wildmoon wrote:
Air units work best as supplementary units. Once they become the core unit then the game becomes really bad and bland because air units by their nature are uninteractive. They don't interact with terrain much and there are lots of units in the game that they simply hardcounter because a lot of units can not shoot up.


Thank you, yet another voice of reason i dont get why david kim doesnt do whats right...

I don't necessarily entirely agree with the idea. The tempest certainly is concerning but there have been many instances of air units as the core of an army have been interesting, like mutalisks in SCBW which managed to be cool despite the lack of interaction with the terrain, and tech swaps to carriers. Both of those involved some impressive micro, especially in the case of mutalisks. Mutas in ZvZ were just complete nutso.
"My incompetence with power tools had been increasing exponentially over the course of 20 years spent inhaling experimental oven cleaners"
Wildmoon
Profile Joined December 2011
Thailand4189 Posts
October 10 2016 06:00 GMT
#68
On October 10 2016 14:45 Djzapz wrote:
Show nested quote +
On October 10 2016 12:56 FoxDog wrote:
On October 10 2016 12:23 Wildmoon wrote:
Air units work best as supplementary units. Once they become the core unit then the game becomes really bad and bland because air units by their nature are uninteractive. They don't interact with terrain much and there are lots of units in the game that they simply hardcounter because a lot of units can not shoot up.


Thank you, yet another voice of reason i dont get why david kim doesnt do whats right...

I don't necessarily entirely agree with the idea. The tempest certainly is concerning but there have been many instances of air units as the core of an army have been interesting, like mutalisks in SCBW which managed to be cool despite the lack of interaction with the terrain, and tech swaps to carriers. Both of those involved some impressive micro, especially in the case of mutalisks. Mutas in ZvZ were just complete nutso.


ZvZ in BW was bad at least imo.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
October 10 2016 06:17 GMT
#69
On October 08 2016 03:41 Th1rdEye wrote:
I kinda agree with the power of air units in SC2.

Been playing BW lately only... Mutalisks can die to turrets and marines, irradiate etc... Wraiths die to spores/turret etc, Scouts/Sairs can be defended. All the air units in BW can be countered relatively easily.. Mass carrier sair is still tough but there are still ways to deal with it pretty easily if you dont micro right.

All the air units have their places but aren't super OP. A dropship is slow enough to be caught if you're scouting properly etc. Protoss speed shuttles are fast but in BW you wont just straight up lose a game because u lost a mineral line of workers.

. I played since Beta of WOL.


Air units in SC2 has been my biggest complaint throughout all of sc2's life. I have always hated seeing just how strong air armies are in the late game.

I won't expand really anymore because you essentially said what I think 100%. I really, really wish Blizzard would look at air units/drop harass and change it, but I gave up on that years ago.
When I think of something else, something will go here
RoomOfMush
Profile Joined March 2015
1296 Posts
October 10 2016 06:19 GMT
#70
On October 10 2016 14:45 Djzapz wrote:
Show nested quote +
On October 10 2016 12:56 FoxDog wrote:
On October 10 2016 12:23 Wildmoon wrote:
Air units work best as supplementary units. Once they become the core unit then the game becomes really bad and bland because air units by their nature are uninteractive. They don't interact with terrain much and there are lots of units in the game that they simply hardcounter because a lot of units can not shoot up.


Thank you, yet another voice of reason i dont get why david kim doesnt do whats right...

I don't necessarily entirely agree with the idea. The tempest certainly is concerning but there have been many instances of air units as the core of an army have been interesting, like mutalisks in SCBW which managed to be cool despite the lack of interaction with the terrain, and tech swaps to carriers. Both of those involved some impressive micro, especially in the case of mutalisks. Mutas in ZvZ were just complete nutso.

Mutalisks were not core army units in BW. Mutalisk die to almost every anti-air unit in the game in a fair fight. They get evaporated by the anti-air of T and P especially.
The benefit of Mutalisks in BW was that they didnt need to fight fair. They could kite their low-range (marine) enemies, abuse terrain (against dragoons for example) and always threaten the opponent with a back stab while the zerg player was bunkering up behind static defense.
todespolka
Profile Joined November 2012
221 Posts
October 10 2016 06:29 GMT
#71
On October 08 2016 03:31 Beelzebub1 wrote:
Yea I'm not too sure why they need more information, play a few games vs Protoss or look on any thread regarding the test map and Tempests are heavily complained about, I'm one of those complainers lol the ability lasts WAAY too long and is WAAY too good at shutting down mineral lines, like this game really needs yet another unit that massacres economy T__T

I guess what I meant to say was, "Like this game needs yet another aerial unit that requires an extremely specific response or it's gg" like pretty much every other air unit in the game.

Mutalisks? OP as shit and has required so many band aid buffs that now they aren't even viable because they threat of them being viable is enough to force a blind counter (Opening Stargate) or kill them before Spire (2 base allins)

Liberators? Massacres drones, massacres all aerial units except dedicated anti - air units like the Corruptor with carapace upgrades and good splits. Required band aid buffs to actually have a non ludicrous place in the game

Oracles? Ending games with proxy nonsense since HOTS and it's even more strong in LOTV due to kick started economy. Incinerates workers too fast to even react, incinerates small groups of light units too fast to micro against, OP vision granting abilities that last for almost a minute.

Void Rays? Pretty much had to be nerfed to shit because they are the ultimate snow ball out of control unit that is only countered by money fungals

Carriers? So strong that even high level Zergs usually just get lucky when they defeat this composition in mass, I'm never going to have unit control like Snute and he barely scrapes by the skin of his teeth vs mass Carrier turtle Protoss.

Brood lords? So strong that they renamed the expansion Lings of Liberty because combined with Fungals was utterly unstoppable

Does anyone see a recurring theme here? It's not just Tempests (which the OP is totally justified in complaining about) it's just fucking air units in general. They are too damn strong, and they are especially too damn strong vs economy, a big part of what makes LOTV so punishing and oppressive to play at times.


Its because people lie and often complain because of frustration and not because its a real problem. How are you able to know who is right? There is no way to tell who is right except time.

We had many incidents in history of our community, where the majority was wrong. Also many of us have a different opinion (i know some people believe their opinion is the only opinion).
todespolka
Profile Joined November 2012
221 Posts
October 10 2016 06:34 GMT
#72
On October 10 2016 15:19 RoomOfMush wrote:
Show nested quote +
On October 10 2016 14:45 Djzapz wrote:
On October 10 2016 12:56 FoxDog wrote:
On October 10 2016 12:23 Wildmoon wrote:
Air units work best as supplementary units. Once they become the core unit then the game becomes really bad and bland because air units by their nature are uninteractive. They don't interact with terrain much and there are lots of units in the game that they simply hardcounter because a lot of units can not shoot up.


Thank you, yet another voice of reason i dont get why david kim doesnt do whats right...

I don't necessarily entirely agree with the idea. The tempest certainly is concerning but there have been many instances of air units as the core of an army have been interesting, like mutalisks in SCBW which managed to be cool despite the lack of interaction with the terrain, and tech swaps to carriers. Both of those involved some impressive micro, especially in the case of mutalisks. Mutas in ZvZ were just complete nutso.

Mutalisks were not core army units in BW. Mutalisk die to almost every anti-air unit in the game in a fair fight. They get evaporated by the anti-air of T and P especially.
The benefit of Mutalisks in BW was that they didnt need to fight fair. They could kite their low-range (marine) enemies, abuse terrain (against dragoons for example) and always threaten the opponent with a back stab while the zerg player was bunkering up behind static defense.


A fair fight can mean a lot. Mutas were not that bad. But the strength of air units comes from stacking, which gives them a huge advantage (X units attacking 1 unit).
todespolka
Profile Joined November 2012
221 Posts
Last Edited: 2016-10-10 06:43:51
October 10 2016 06:43 GMT
#73
On October 09 2016 19:00 MockHamill wrote:
Yeah I stopped playing the testmap due to Tempest and mass Swarmhosts.

What is the point of trying to make mech viable if you introduce broken things like that?

I do not understand why Blizzard makes changes that makes the game worse.

It would have been sufficient to
1. Remove Tankivacs
2. Increase tank damage
3. Increase Tempest supply to 6.

No other changes are needed and they may just introduce unnecessary problems like mass swarmhost games or Tempest storming your mineral lines.


Its not about making mech viable. Its also about giving other races a way to deal with it. Why is that difficult to understand?

They try to find out how they can counter mech with positional play. Thats an extremely good idea. But the spell is essentially a force field, they need a better way.

Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
October 10 2016 07:52 GMT
#74
There's already a couple of nice suggestions in the thread, like making the ability require a research or make it some kind of earthquake type of thing, so it doesn't affect hovering units (workers and archons afaik).
Revolutionist fan
Djzapz
Profile Blog Joined August 2009
Canada10681 Posts
October 10 2016 12:37 GMT
#75
On October 10 2016 15:19 RoomOfMush wrote:
Show nested quote +
On October 10 2016 14:45 Djzapz wrote:
On October 10 2016 12:56 FoxDog wrote:
On October 10 2016 12:23 Wildmoon wrote:
Air units work best as supplementary units. Once they become the core unit then the game becomes really bad and bland because air units by their nature are uninteractive. They don't interact with terrain much and there are lots of units in the game that they simply hardcounter because a lot of units can not shoot up.


Thank you, yet another voice of reason i dont get why david kim doesnt do whats right...

I don't necessarily entirely agree with the idea. The tempest certainly is concerning but there have been many instances of air units as the core of an army have been interesting, like mutalisks in SCBW which managed to be cool despite the lack of interaction with the terrain, and tech swaps to carriers. Both of those involved some impressive micro, especially in the case of mutalisks. Mutas in ZvZ were just complete nutso.

Mutalisks were not core army units in BW. Mutalisk die to almost every anti-air unit in the game in a fair fight. They get evaporated by the anti-air of T and P especially.
The benefit of Mutalisks in BW was that they didnt need to fight fair. They could kite their low-range (marine) enemies, abuse terrain (against dragoons for example) and always threaten the opponent with a back stab while the zerg player was bunkering up behind static defense.

It's specific to ZvZ, they could be a core unit then and IMO it's would be one of the more interesting ways in which ZvZ could be played, especially when devourers and queens started to come out.
"My incompetence with power tools had been increasing exponentially over the course of 20 years spent inhaling experimental oven cleaners"
Phaenoman
Profile Joined February 2013
568 Posts
October 10 2016 13:06 GMT
#76
On October 10 2016 08:17 Lexender wrote:
Show nested quote +
On October 10 2016 08:05 Phaenoman wrote:
The Tempest does splash dmg? I am pretty sure that's not the case


It does, actually, deals splash damage.

What? I am talking about the basic attack. There is no splash.
Random is hard work dude...
RoomOfMush
Profile Joined March 2015
1296 Posts
October 10 2016 13:35 GMT
#77
On October 10 2016 15:34 todespolka wrote:
Show nested quote +
On October 10 2016 15:19 RoomOfMush wrote:
On October 10 2016 14:45 Djzapz wrote:
On October 10 2016 12:56 FoxDog wrote:
On October 10 2016 12:23 Wildmoon wrote:
Air units work best as supplementary units. Once they become the core unit then the game becomes really bad and bland because air units by their nature are uninteractive. They don't interact with terrain much and there are lots of units in the game that they simply hardcounter because a lot of units can not shoot up.


Thank you, yet another voice of reason i dont get why david kim doesnt do whats right...

I don't necessarily entirely agree with the idea. The tempest certainly is concerning but there have been many instances of air units as the core of an army have been interesting, like mutalisks in SCBW which managed to be cool despite the lack of interaction with the terrain, and tech swaps to carriers. Both of those involved some impressive micro, especially in the case of mutalisks. Mutas in ZvZ were just complete nutso.

Mutalisks were not core army units in BW. Mutalisk die to almost every anti-air unit in the game in a fair fight. They get evaporated by the anti-air of T and P especially.
The benefit of Mutalisks in BW was that they didnt need to fight fair. They could kite their low-range (marine) enemies, abuse terrain (against dragoons for example) and always threaten the opponent with a back stab while the zerg player was bunkering up behind static defense.


A fair fight can mean a lot. Mutas were not that bad. But the strength of air units comes from stacking, which gives them a huge advantage (X units attacking 1 unit).

When I said fair I meant mutas vs an army of roughly equal cost. Of course 10 mutas will win vs 10 marines; even with bad micro. But 10 mutas vs 40 marines (if we count gas cost == mineral cost) then the mutas will get shredded unless you play with no latency at all and are a god of muta micro and abuse the range advantage of mutas to its extreme.

To put it another way: If you go mass muta and your opponent knows that you go mass muta there is no way on earth you can win that game unless you are far better than your opponent.

On October 10 2016 21:37 Djzapz wrote:
Show nested quote +
On October 10 2016 15:19 RoomOfMush wrote:
On October 10 2016 14:45 Djzapz wrote:
On October 10 2016 12:56 FoxDog wrote:
On October 10 2016 12:23 Wildmoon wrote:
Air units work best as supplementary units. Once they become the core unit then the game becomes really bad and bland because air units by their nature are uninteractive. They don't interact with terrain much and there are lots of units in the game that they simply hardcounter because a lot of units can not shoot up.


Thank you, yet another voice of reason i dont get why david kim doesnt do whats right...

I don't necessarily entirely agree with the idea. The tempest certainly is concerning but there have been many instances of air units as the core of an army have been interesting, like mutalisks in SCBW which managed to be cool despite the lack of interaction with the terrain, and tech swaps to carriers. Both of those involved some impressive micro, especially in the case of mutalisks. Mutas in ZvZ were just complete nutso.

Mutalisks were not core army units in BW. Mutalisk die to almost every anti-air unit in the game in a fair fight. They get evaporated by the anti-air of T and P especially.
The benefit of Mutalisks in BW was that they didnt need to fight fair. They could kite their low-range (marine) enemies, abuse terrain (against dragoons for example) and always threaten the opponent with a back stab while the zerg player was bunkering up behind static defense.

It's specific to ZvZ, they could be a core unit then and IMO it's would be one of the more interesting ways in which ZvZ could be played, especially when devourers and queens started to come out.

ZvZ in BW was pretty extreme. I wouldnt even talk about "core army units" in ZvZ because most of the time there was no army. The game was (most of the time) over after a couple of minutes with both players racing for mutalisks with a couple of lings and scourge on the way. This was mainly (in my opinion) because there was no mobile anti-air unit for Z which was good against light air units. Hydras were good anti-air, but only against heavy units which mutas are not. The only other anti-air for zerg was mutas and scourge, both of which have the same tech path and both of which your enemy is building also. ZvZ was forced into muta-vs-muta because zerg did not have any good ground anti-air that could deal with mutas.
jinjin5000
Profile Joined May 2010
United States1556 Posts
October 10 2016 16:45 GMT
#78
Not to mention I said terrain is going mech, there is no real counter until you amass vikings to counter tempests. Mech ground to air is abysmal especially wth cyclone change

Tempests easily beat 2 viking BTW
FoxDog
Profile Joined October 2007
170 Posts
October 10 2016 21:31 GMT
#79
On October 10 2016 09:02 Athenau wrote:
Show nested quote +
On October 09 2016 12:29 parkufarku wrote:
Good job, no wonder SC2 is dying since your real option of being a successful gamer is being a Terran player.


http://wiki.teamliquid.net/starcraft2/Premier_Tournaments

2016 Premier Tournament Victories:

6Z, 6P, 3T

2016 Premier Tournament Runner-ups:

6Z, 6P, 3T

2015 Premier Tournament Victories:

7Z, 11P, 4T

2015 Premier Tournament Runner-ups:

13Z, 6P, 3T

Being immune to pesky things like "numbers" and "facts" must be pleasant. Unfortunately reality isn't so accommodating to the rest of us.


haha and thats just tournament results, nevermind having to play at that level for the game to function properly!
Remember without fear, there is no courage!
FoxDog
Profile Joined October 2007
170 Posts
October 11 2016 02:11 GMT
#80
On October 10 2016 22:06 Phaenoman wrote:
Show nested quote +
On October 10 2016 08:17 Lexender wrote:
On October 10 2016 08:05 Phaenoman wrote:
The Tempest does splash dmg? I am pretty sure that's not the case


It does, actually, deals splash damage.

What? I am talking about the basic attack. There is no splash.


the new testmap ability does its why i made this entire post, to highlight!
Remember without fear, there is no courage!
Prev 1 2 3 4 5 Next All
Please log in or register to reply.
Live Events Refresh
PiGosaur Cup
00:00
#95
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech74
SpeCial 65
Temp0 35
StarCraft: Brood War
Rain 3500
GuemChi 2272
MaD[AoV]50
ajuk12(nOOB) 15
Counter-Strike
summit1g8778
Fnx 1186
minikerr64
Super Smash Bros
hungrybox609
Other Games
shahzam606
Artosis482
C9.Mang0373
ViBE141
Maynarde96
Trikslyr55
Mew2King35
Organizations
Other Games
gamesdonequick1158
[ Show 10 non-featured ]
StarCraft 2
• davetesta19
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21649
Upcoming Events
Replay Cast
8h 11m
Afreeca Starleague
9h 11m
BeSt vs Paralyze
Jaedong vs Speed
Kung Fu Cup
10h 11m
Replay Cast
23h 11m
The PondCast
1d 9h
KCM Race Survival
1d 9h
Replay Cast
1d 23h
Escore
2 days
PiG Sty Festival
2 days
CranKy Ducklings
3 days
[ Show More ]
PiG Sty Festival
3 days
Patches Events
3 days
Sparkling Tuna Cup
4 days
PiG Sty Festival
4 days
The Patches Monday
5 days
GSL
6 days
PiGosaur Cup
6 days
Liquipedia Results

Completed

CSLAN 4
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL Season 22: Qualifier 1
RSL Revival: Season 6
PiG Sty Festival 8.0
META DYMY #4
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

Escore Tournament S3: W8
CSL Season 22: Qualifier 2
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Big Dog Cup 2026 Div 1
Stake Ranked Episode 5
PGL Masters Bucharest 2026
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 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.