• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 13:12
CEST 19:12
KST 02:12
  • 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
[ASL19] Finals Recap: Standing Tall8HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6
Community News
Flash Announces Hiatus From ASL44Weekly Cups (June 23-29): Reynor in world title form?12FEL Cracov 2025 (July 27) - $8000 live event16Esports World Cup 2025 - Final Player Roster16Weekly Cups (June 16-22): Clem strikes back1
StarCraft 2
General
The SCII GOAT: A statistical Evaluation Statistics for vetoed/disliked maps Esports World Cup 2025 - Final Player Roster How does the number of casters affect your enjoyment of esports? Weekly Cups (June 23-29): Reynor in world title form?
Tourneys
RSL: Revival, a new crowdfunded tournament series [GSL 2025] Code S: Season 2 - Semi Finals & Finals $5,100+ SEL Season 2 Championship (SC: Evo) FEL Cracov 2025 (July 27) - $8000 live event HomeStory Cup 27 (June 27-29)
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma Mutation # 477 Slow and Steady
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Player “Jedi” cheat on CSL Help: rep cant save Flash Announces Hiatus From ASL BW General Discussion
Tourneys
[Megathread] Daily Proleagues [BSL20] GosuLeague RO16 - Tue & Wed 20:00+CET The Casual Games of the Week Thread [BSL20] ProLeague LB Final - Saturday 20:00 CET
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile What do you want from future RTS games? Beyond All Reason
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
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine Trading/Investing Thread The Games Industry And ATVI
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread
Sports
2024 - 2025 Football Thread NBA General Discussion Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Blogs
Culture Clash in Video Games…
TrAiDoS
from making sc maps to makin…
Husyelt
Blog #2
tankgirl
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 601 users

[D] Terran Gunboat Idea - Page 3

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 6 7 Next All
L0thar
Profile Blog Joined September 2007
987 Posts
April 30 2008 11:54 GMT
#41
I love this idea...well, not exactly what you are presenting here, but it's very close. A upgrade to dropship which allows Terran infantry use their abilities from inside is great!

GB + Medics = medivac
GB + SCV = repair ship
GB + Reapers = Bomber (not exactly overlapping with Banshee, which has single attack now)
GB + Ghost = oh well, that's something! Snipe, EMP, nukes (and droppods, if they returned)

Isn't that screaming *versatility*?!

Nukes could easily be imba, but fun as hell .

I's very cool and interesting concept....definitely worth testing I think.
Dromar
Profile Blog Joined June 2007
United States2145 Posts
Last Edited: 2008-04-30 12:06:26
April 30 2008 12:01 GMT
#42
On April 30 2008 20:33 FrozenArbiter wrote:
Hm, I'm not too fond of that part - if the dropship can fire at ground units, you'd never need to unload to assault zerg bases when you drop for one. It would also overlap, a little, with the banshee.

If it's AA only, it will be easier to balance, it will fill a niche that is currently empty ever since they removed the last AA only terran unit, and we would avoid it becoming too good. Seeing as how terrans have the thor now, and the siege tank was never a slouch, I don't think the terrans are in desperate need of a very strong lategame unit either.

I agree we can't make it reaver slow tho, about the speed it had as a dropship (maybe sliiiiightly less?) seems fine.

Btw anyone have any thoughts on what I mentioned about possibly allowing it to board other flying units (well, other flying terran units at least, or perhaps only capital ships)? I'm not sure it would fit well but maybe.


If it can attack land, I think it'll be very difficult to balance. If it can't, I don't think it'll get much use. There's basically nothing you'd want to take on with this thing if it can only attack air. The only good thing I can think about it is that it can shoot scourge before they get to the ship, but scourge haven't even been mentioned for SC2 afaik.In the end, nobody's gonna pay extra minerals/gas for a dropship with half capacity that can't kill drones. For a second I thought it might be useful as a new corsair role, but why not use a viking instead?

I do like the idea though.

edit to clarify: my point is that, if it can't attack land, I don't see it filling a niche very easily since it'll likely be more expensive and less powerful than other options. The SCVs repairship and medics medivac thing are great ideas, but as far as infantry, I don't see how this is going to be better than a standard dropship full of mnm unless it can shoot land too.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2008-04-30 12:22:43
April 30 2008 12:08 GMT
#43
Well for one; Island maps, it could become the primary terran air unit seeing as how it protects the dships AND it ferries your ground units. Or you can upgrade 1 or 2 and have them guard your other dships etc.

The problem with no air-to-ground are in part remedied by the fact that you can actually drop the marines down and attack.

The exact details will have to be worked out, but I can definitely see it becoming a speciality upgrade for maps with islands etc. Maybe if the ground attack is nerfed it'd be possible to have to it attack ground, but it's problematic if the unit becomes too strong.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
spydR
Profile Blog Joined March 2008
Australia243 Posts
Last Edited: 2008-04-30 12:30:20
April 30 2008 12:23 GMT
#44
Im really liking the sound of these suggestions from the OP, FA and others.

I've notice a lot of concern about the potential 'balance' issue of the gunboat but a lot of people have missed an important factor in cost. While the dship + gunboat upgrade costs x/x (OP suggested 100/100 + 100/25 = 200/125) That's not the 'entire cost' of your gunboat. You have to load it up with 4 marines (or a combination of other infantry units) for it to be effective at all. Thats another 200 minerals right there, so for a flying unit dealing 6+6+6+6 you've paid 400/125. Thats quite a significant investment for one unit. Not only mineral and gas wise, this is also 4 psi for marines, and (probably) 2 psi for the gunboat. 6 Psi is a large chunk of control to be flying around and if the terran were to lose this gunship it would be as costly as a protoss losing a reaver+shuttle in SC1. (just as big a blow in psi count, 25 more gas) . Either way you slice it, if the terran gets too happy over turrets/hydras/pheonix it would cost them BIG TIME. though im not sure what the effects of lockdown would have. Do the marines stop firing? or is there simply no movement etc?

I dont like the idea of it being limited to AA only, as the gunship reminds me of the gunship from HL2. It simply makes sense for the unit to hassle the ground or worker line from the skies. It's a fitting image and a role that makes sense. I can't picture it being the best AA unit anyway. Imagine a zerg releasing 9 mutas on it. after 5/6 shots each that gunship is history along with the marines inside it.

Adding these thoughts, its my feeling that the gunship wouldnt be imba for terran - even with Air and ground capabilities. Obviously the smart terran could unload when his gunship gets to low health, but when you blow a bunker on the ground, the marines dont usually last long - im assuming anything that could kill a gunship would have the ability to clean up the marines.

Moving on.

The thought of a band of marines hijacking another terran dship or flyer makes me tingle. It would add such a new dynamic to the game, however could make for some very frustrating situations and seems almost too much. As a concept i love it, but im personally not convinced in terms of its effect on gameplay ^.^

#1 Eric Marienthal fanboy. Dropped engineering for this >.<
shimmy
Profile Blog Joined May 2003
Poland997 Posts
April 30 2008 12:46 GMT
#45
I like the idea. Gunship >>>> Medivac.
Hell hath no fury like the vast robot armies of a woman scorned.
Caller
Profile Blog Joined September 2007
Poland8075 Posts
Last Edited: 2008-04-30 12:52:55
April 30 2008 12:48 GMT
#46
On April 30 2008 20:33 FrozenArbiter wrote:
Hm, I'm not too fond of that part - if the dropship can fire at ground units, you'd never need to unload to assault zerg bases when you drop for one. It would also overlap, a little, with the banshee.

If it's AA only, it will be easier to balance, it will fill a niche that is currently empty ever since they removed the last AA only terran unit, and we would avoid it becoming too good. Seeing as how terrans have the thor now, and the siege tank was never a slouch, I don't think the terrans are in desperate need of a very strong lategame unit either.

I agree we can't make it reaver slow tho, about the speed it had as a dropship (maybe sliiiiightly less?) seems fine.

Btw anyone have any thoughts on what I mentioned about possibly allowing it to board other flying units (well, other flying terran units at least, or perhaps only capital ships)? I'm not sure it would fit well but maybe.


The problem with the Gunboat being only AA is simple: it will only be effective against mutalisks. It will be just as situational as the Valkyrie, and nobody will ever use it.

As for when you need to have ground troops, the answer is, quite frankly, all the time. Against spore colonies, gunboats will not be very effective, and if the enemy has too many corrupters, you could lose quite a few gunboats and give the enemy a large amount of flying bunkers to deal with that can't be attacked by siege tanks. You would have to be very careful with them. In addition, you still need siege tanks to deal with swarm and whatnot. Gunboats can't bypass swarm. Siege Tank splash can. Thus, Gunboats will be very easily countered and will not be very useful if they are purely AA. They'll end up like Valkyries.

With low amounts of armor penetration, they won't be able to do much else, they would, in fact, be just like a Valkyrie.

EDIT: Perhaps a way to render it's anti-ground capacities to be nerfed somewhat is to not allow focus-firing, like a bunker. Without the ability to focus on ground units, it will be difficult to, say, wipe out Ultralisks or Lurkers. Of course, drone and zergling formations will be butchered, but by reducing attack damage or accuracy, the Gunboat's anti-protoss use will be situational at best.
Watch me fail at Paradox: http://www.teamliquid.net/forum/viewmessage.php?topic_id=397564
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2008-04-30 13:16:54
April 30 2008 12:53 GMT
#47
Well I was hoping they would be like a useful valkyrie or a corsair =) However you might be right, I'm just worried they'll end up being used to attack drones etc instead of dropping the marines.

Might not be an issue And them never being used is also a good point, it's hard to find the right balance, easy to make them either overpowered or underpowered, but I'm sure blizzard can figure it out.

EDIT: Did they change the banshee from splash to single attack? Because I thought they still had the multiple targets thing, which I felt a Gunship/boat with Air-to-Ground (AtG from here on out) would overlap with.

If the attack has been changed, the no-targetting system would be pretty unique.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Plutonium
Profile Joined November 2007
United States2217 Posts
Last Edited: 2008-04-30 13:34:35
April 30 2008 13:18 GMT
#48
I've got an idea for this.

How about giving the gunboat the ability to switch like the viking into a anti-ground/anti air role?

When the gunboat's flying, units inside could only attack air, and if you had two or three of them filled with firebats and flew them into the middle of a mutalisk cluster, they would tear the mutas to shreds.

If you fill a flying gunboat with ghosts, you could use their abilities air-to-ground (but not normal attacks) from a mobile and armored position - and a ghost gunboat would basically become a science vessel, with the ability to emp, snipe (aka irradiate), lockdown (if in the game) cloak (maybe), or even nuke, if it's balanced. The abilities would run off the ghost's combined mana pools, which could appear as a bar on the gunboat - the more ghosts inside, the more mana.

Fill it with medics, and you have your medivac dropship back, with however many medics you stick inside worth of healing.

Depending on how many scv's you put inside, it could gain an increasing passive repair effect on itself, like a roach.

When you let the gunboat land, you plant it like a building on the grid, and it acts just like a bunker, though with less hp and air armor. The units inside can now attack ground units. Imagine landing a gunship filled with Firebats in the middle of a mineral line (require a lot of timing) , or dropping multiple gunships to create an instant wall-off, or using them as very fast static defenses in a contain or slowpush?

Balance could be achieved by fiddling with the health, making it take a certain time to transform, the build time, only being able to add units while it's in the ground state, and limiting air-to-air and ground-to-ground.
KwarK
Profile Blog Joined July 2006
United States42536 Posts
April 30 2008 14:18 GMT
#49
You could just make it ungradable. Unlike a bunker which uses the marines attack x4 give the gunboat a load of fixed damage attacks. The role would change as the enemy grades changed, for example it'd become less useful late game against zerg ground with carapace but if the zerg didn't grade air it'd be just as useful there. Gives it a more defined role in the game without making it less effective.
ModeratorThe angels have the phone box
d.arkive
Profile Blog Joined January 2007
United States843 Posts
April 30 2008 15:36 GMT
#50
I think that by making the gunship like a bunker, which cannot focus fire on units, it balances itself creates its own little niche in the terran air arsenal, as it would pretty much act as a corsair in that regard, working well against masses of lightly armored air units. The fact that it's an air unit and inconvenient to mass, especially if you have to upgrade/load each one to use and if the health stays the same as the unupgraded dropship means that due to the high investment (dropship + four marines) and low health, players would be cautious of using them as a bread-and-butter unit.

I really love the concept though, and hope blizzard does implement this! Terran seems to have gotten less personality compared to Protoss and Zerg...
"Refrigerator. Refrigerator, damn you. Refrigerator."~Spiritofthetuna, speaking in Haiku after losing
GinNtoniC
Profile Blog Joined October 2007
Sweden2945 Posts
Last Edited: 2008-04-30 18:16:48
April 30 2008 18:13 GMT
#51
On April 30 2008 21:46 shimmy wrote:
I like the idea. Gunship >>>> Medivac.

totally. Huge bump on this one. Following the discussion with eyes and ears wide open. Sounds like a fantastically versatile unit that could absolutely be made a great tool in the terran arsenal, especially considering the various terrains and obstacles Blizzard have shown so far on the maps.
Huge fan of JulyZerg, HonestTea and that guy Kim Taek Yong.
HyoSang
Profile Blog Joined March 2008
United States194 Posts
Last Edited: 2008-04-30 18:47:09
April 30 2008 18:44 GMT
#52
+ Show Spoiler +
On April 30 2008 22:18 Plutonium wrote:
I've got an idea for this.

How about giving the gunboat the ability to switch like the viking into a anti-ground/anti air role?

When the gunboat's flying, units inside could only attack air, and if you had two or three of them filled with firebats and flew them into the middle of a mutalisk cluster, they would tear the mutas to shreds.

If you fill a flying gunboat with ghosts, you could use their abilities air-to-ground (but not normal attacks) from a mobile and armored position - and a ghost gunboat would basically become a science vessel, with the ability to emp, snipe (aka irradiate), lockdown (if in the game) cloak (maybe), or even nuke, if it's balanced. The abilities would run off the ghost's combined mana pools, which could appear as a bar on the gunboat - the more ghosts inside, the more mana.

Fill it with medics, and you have your medivac dropship back, with however many medics you stick inside worth of healing.

Depending on how many scv's you put inside, it could gain an increasing passive repair effect on itself, like a roach.

When you let the gunboat land, you plant it like a building on the grid, and it acts just like a bunker, though with less hp and air armor. The units inside can now attack ground units. Imagine landing a gunship filled with Firebats in the middle of a mineral line (require a lot of timing) , or dropping multiple gunships to create an instant wall-off, or using them as very fast static defenses in a contain or slowpush?

Balance could be achieved by fiddling with the health, making it take a certain time to transform, the build time, only being able to add units while it's in the ground state, and limiting air-to-air and ground-to-ground.


Working off of plutonium's idea. I think the gunboat should be made to change appearance depending upon what kinds of units are inside of it. For example, it should get like a crane arm when there are scv's inside, a medic cross when there are medics, and miniguns when marines are inside. That way its purpose, and its priority from an enemy's perspective, becomes much more evident.

However, at such a point that you can put any unit inside, the gunship idea becomes too unbalanced. I think that when you build a medivac and switch it to a gunship, it remains a gunship and only marines can go inside.

For even further balance purposes, those marines shouldn't be able to disembark. However, in order to compensate for such a loss, the gunship should become faster and have a dedicated anti-air attack. (maybe heat seaking missiles?)

I caution against making the gunship so versitile that any unit can go inside and contribute its own respective powers. Then, allot of the other terran units become obsolete (IE: banshee).
EE HAN TIMING!!
d.arkive
Profile Blog Joined January 2007
United States843 Posts
April 30 2008 18:55 GMT
#53
If you think about it, there's already precedent for this type of unit from Starcraft Ghost's Grizzly, which seems to be very similar to this concept.
"Refrigerator. Refrigerator, damn you. Refrigerator."~Spiritofthetuna, speaking in Haiku after losing
[X]Ken_D
Profile Blog Joined May 2005
United States4650 Posts
Last Edited: 2008-04-30 20:00:46
April 30 2008 19:33 GMT
#54
On April 30 2008 19:21 Kwark wrote:
Make it as slow as a reaver. You could turn round and make an argument for reavers being imba in bw because on paper they are. But as deadly as they are in combat they are still very limited by other factors, such as reliance on shuttles, reloads and ease of sniping. Give this a slow move speed and standard marine range and you'll see nice micro used to snipe it. Stalkers blink in, destroy it, blink out. Muta micro picking it off as it lags behind the main army. Basically, however strong a flying bunker may appear on paper, it can easily be balanced by other factors in playtesting. I really liked this idea.


It can be have normal dropship speed without units. With units, it can't move. This is a offensive defensive unit. If only cannons and sunkens can fly anywhere too.
[X]Domain - I just do the website. Nothing more.
[X]Ken_D
Profile Blog Joined May 2005
United States4650 Posts
Last Edited: 2008-04-30 20:08:45
April 30 2008 19:45 GMT
#55
On April 30 2008 20:23 Caller wrote:

The Gunboat cannot counter armored units as well as Ultra/BC/Carriers. First of all, it's only 4 marines, non stimmed, unless you're going to add a medic in there, which in case would have 3 marines, stimmed. Thats 6+6+6 damage, which if used against say any unit with armor would be rather uneffective. It doesn't really counter "small ground" "small air" et. al, either. A Gunboat with 4 marines will lose to a bunker with 4 marines, for instance. Bam. You basically lose 100 Minerals and 125 gas, for instance. Also, against stationary defenses such as spore colonies, missile turrets, and photon cannons, the Gunboat will not be very effective because of the base armor, and they can be "diseased," which should make sense because the Gunboat's tech tier is almost as late as the defiler. It's not like the Dropship, which only requires the Starport and a Research Lab thingy. It may require other tech, or maybe a research upgrade at the lab or something, that wil make it relatively late game.

I mean, if you look at SC1, one of the things that Terran really lacked was a tough, damage dealing, late-game unit. Sure, you had the BC, but when was the last time you saw those used? Whereas the Zerg have Ultralisks and the Protoss has Archons/Carriers/W/E, the Terrans didn't really have anything-they focused mainly on mid-game units. The Gunboat might change how things work. Not to mention it's like morphing a guardian, except that it's vulnerable to ground attack for a period.

Someone mentioned earlier a loaded dropship might work if changed to a dropship. The landing feature will cause all troops on board to leave and land next to the dropship as it's being worked on, removing any mechanical issues.


Lacking late-game? No, they had tanks which help supports countered everything ground mid to late game. SC1 BC might be lacking, but SC2 BC fixed a lot of their weakness. I don't think Zerg or Protoss would mind trading in their Carriers or Ultralisk for Tanks, another mobile defense. Gunboat moves, spores don't. Why fight spores when you can attack areas where spores aren't? 1 gunship by itself sounds not so strong, but who makes just 1 of anything? Try 8 gunships. Just like 4 marines aren't good, but they become a force to deal with when at 24.

Forget about upgrading a dropship like zerg, just make it come straight out of the starport like the valkryie. People tend to have to think more when they have to pay upfront more.
[X]Domain - I just do the website. Nothing more.
[X]Ken_D
Profile Blog Joined May 2005
United States4650 Posts
Last Edited: 2008-04-30 20:04:02
April 30 2008 19:52 GMT
#56
I really hate the argument of "well.. it also requires 4 marines which is +200 minerals." It's a nonissue because Terran makes marines anyways. Take for instance Protoss with their Red Archon. Protoss wants to use maelstorm spell just to fight against fast mutalisk. Most of the time, they don't just have DT laying around like marines. They would make expensive DT inorder to have a Red Archon, not have Red Archon whenever they wanted. When 1 marine cost cheaply 50 minerals each and have to make them anyways, it's almost a nonissue to the cost.
[X]Domain - I just do the website. Nothing more.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
April 30 2008 20:04 GMT
#57
Dark archon.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
April 30 2008 20:30 GMT
#58
APPROVE IN PLACE OF TORPEDO CANNON FOR BC
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
Famehunter
Profile Joined August 2007
Canada586 Posts
April 30 2008 20:33 GMT
#59
Neat idea, sounds balanced, usefull and I can already imagine how cool this thing would look like in action.
Id even let reapers use their bombs from that dropship
Velox Versutus vigilans
Polyphasic
Profile Blog Joined March 2008
United States841 Posts
Last Edited: 2008-04-30 21:30:04
April 30 2008 21:25 GMT
#60
On April 30 2008 20:54 adelarge wrote:
I love this idea...well, not exactly what you are presenting here, but it's very close. A upgrade to dropship which allows Terran infantry use their abilities from inside is great!

GB + Medics = medivac
GB + SCV = repair ship
GB + Reapers = Bomber (not exactly overlapping with Banshee, which has single attack now)
GB + Ghost = oh well, that's something! Snipe, EMP, nukes (and droppods, if they returned)

Isn't that screaming *versatility*?!

Nukes could easily be imba, but fun as hell .

I's very cool and interesting concept....definitely worth testing I think.


having a ghost in a gunboat kind of gives away its location... but it does get extra defense before it can be killed. i'd say you are sacrificing stealth for hp.

in the early middle game, you'll be able to have GB more likely filled with marines, medics, scvs, or reapers. only later will you have ghosts in GBs. I'd imagine that gunboats will come out from starports, so ghosts would be a completely different branch of the tech tree...

that's good though. ghosts in gunboats seem very strong, and shouldn't be available until end game, such as TvT end game.

I already really dislike the warcraft3 thing where if a dropship dies, all the units just occupy the ground underneath it. That is retarded. starcraft2 and gunboats should keep the starcraft model where if a dropship dies, all the units die that are inside.

also, I changed my mind about scourge. most likely, scourge>gunboats, as marines will not have enough time to kill the scourge before they hit the gunboat, but maybe instead of 2 scourge, it will require 4.

can't making a relationship last longer than 2 weeks, since 1984 :thumbs:
Prev 1 2 3 4 5 6 7 Next All
Please log in or register to reply.
Live Events Refresh
WardiTV European League
16:00
Swiss Groups Day 2
Krystianer vs sebesdesLIVE!
MaxPax vs Babymarine
SKillous vs Mixu
ShoWTimE vs MaNa
WardiTV747
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 373
BRAT_OK 82
JuggernautJason34
MindelVK 19
StarCraft: Brood War
Britney 23546
Sea 3077
Rain 3041
BeSt 122
Dewaltoss 79
Mind 40
sSak 26
zelot 21
sas.Sziky 18
scan(afreeca) 17
[ Show more ]
Aegong 13
GoRush 11
soO 10
Sacsri 9
yabsab 9
JulyZerg 6
IntoTheRainbow 4
Dota 2
Gorgc9790
qojqva2924
capcasts257
League of Legends
Dendi754
Counter-Strike
flusha272
fl0m167
Super Smash Bros
Mew2King110
Heroes of the Storm
Liquid`Hasu65
Other Games
FrodaN1744
ceh9470
Lowko364
crisheroes315
elazer202
Pyrionflax145
ArmadaUGS141
KnowMe135
Trikslyr61
QueenE57
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis7233
• Jankos1431
• TFBlade211
Other Games
• Shiphtur358
Upcoming Events
Replay Cast
6h 49m
RSL Revival
16h 49m
herO vs SHIN
Reynor vs Cure
OSC
19h 49m
WardiTV European League
22h 49m
Scarlett vs Percival
Jumy vs ArT
YoungYakov vs Shameless
uThermal vs Fjant
Nicoract vs goblin
Harstem vs Gerald
FEL
22h 49m
Korean StarCraft League
1d 9h
CranKy Ducklings
1d 16h
RSL Revival
1d 16h
FEL
1d 22h
Sparkling Tuna Cup
2 days
[ Show More ]
RSL Revival
2 days
FEL
2 days
BSL: ProLeague
3 days
Dewalt vs Bonyth
Replay Cast
4 days
Replay Cast
4 days
The PondCast
5 days
Replay Cast
6 days
RSL Revival
6 days
Liquipedia Results

Completed

Proleague 2025-06-28
HSC XXVII
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025

Upcoming

CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #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 © 2025 TLnet. All Rights Reserved.