• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 15:47
CET 21:47
KST 05:47
  • 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
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns6[BSL21] Non-Korean Championship - Starts Jan 103SC2 All-Star Invitational: Jan 17-1822Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises3Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies3
StarCraft 2
General
Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns SC2 All-Star Invitational: Jan 17-18 Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises Chinese SC2 server to reopen; live all-star event in Hangzhou Starcraft 2 Zerg Coach
Tourneys
SC2 AI Tournament 2026 WardiTV Winter Cup OSC Season 13 World Championship uThermal 2v2 Circuit WardiTV Mondays
Strategy
Simple Questions Simple Answers
Custom Maps
Map Editor closed ?
External Content
Mutation # 507 Well Trained Mutation # 506 Warp Zone Mutation # 505 Rise From Ashes Mutation # 504 Retribution
Brood War
General
BW General Discussion I would like to say something about StarCraft StarCraft & BroodWar Campaign Speedrun Quest BGH Auto Balance -> http://bghmmr.eu/ Data analysis on 70 million replays
Tourneys
[Megathread] Daily Proleagues [BSL21] Grand Finals - Sunday 21:00 CET [BSL21] Non-Korean Championship - Starts Jan 10 SLON Grand Finals – Season 2
Strategy
Simple Questions, Simple Answers Game Theory for Starcraft Current Meta [G] How to get started on ladder as a new Z player
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread General RTS Discussion Thread Awesome Games Done Quick 2026! Should offensive tower rushing be viable in RTS games?
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Trading/Investing Thread The Big Programming Thread Canadian Politics Mega-thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List TL+ Announced
Blogs
How do archons sleep?
8882
Psychological Factors That D…
TrAiDoS
James Bond movies ranking - pa…
Topin
StarCraft improvement
iopq
GOAT of Goats list
BisuDagger
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2211 users

[V] Starcraft 2 WWI VOD - Page 17

Forum Index > SC2 General
Post a Reply
Prev 1 15 16 17 18 19 21 Next All
IdrA
Profile Blog Joined July 2004
United States11541 Posts
July 02 2008 17:11 GMT
#321
On July 02 2008 23:48 maybenexttime wrote:
Hmm, this just struck me: if there's gonna be an equivalent of 3 Hatch Muta (or any other Muta opening), then Mutant Larvas may prove to be VERY useful as a means of not only saving Larvas and continuing the Drone production, but also making the opponent unaware of what you're actually opting for (additional Hydra tech as in BW for confusion purposes). ;]

i tried a 3 hat muta build once and it kinda sucked, the 400 gas spire (or w/e it was) slows it down a bunch. unless they clean up the muta micro mechanic and mess with the economics a bit i dont think it will be viable.
http://www.splitreason.com/product/1152 release the gracken tshirt now available
Nyovne
Profile Joined March 2006
Netherlands19137 Posts
Last Edited: 2008-07-02 19:26:31
July 02 2008 17:18 GMT
#322
On July 03 2008 01:45 iounas wrote:
Show nested quote +
On July 02 2008 23:59 Nyovne wrote:
Mutate larvae's cooldown and that mutated larvae take up supply both need to go, asap, in my opinion to work this concept out well. It at least work make it infinately more workable, practical and actually usable in a game as a viable tech.


If there was no cooldown and it didnt took suply then zerg would make tons of this mutant larvas at bases and could instantly respond to any situation with instant units perfectly suited to defend.

And in early game if their scouting is denied they could just make this mutants and instanlty respond later..

I think the purpose of this larvas to have few of them to respond faster if you need some units immediately, like if enemy comes with banshees in your base and you quickly morph them to corrupters

You are aware that it requires a larvae to make a mutated larvae plus the mutation time takes a whole 30 seconds and as such it doesn't help at all.

Any time you make mutant larvae they arent mutating into something else. For every mutated larvae you have something is not doing something what it could and its just taking up supply. Let alone the fact that the queen cannot be at every hatchery all the time and even Deep Tunnel doesn't allow her to do that effectively.

Roughly put (movability etc aside) mutated larvae save nothing but morphing time later in the game in exchange for additional cash and a wasted larvae early on. You're still paying for your units afterall.
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
Nyovne
Profile Joined March 2006
Netherlands19137 Posts
Last Edited: 2008-07-02 19:26:54
July 02 2008 17:19 GMT
#323
On July 03 2008 02:00 MrRammstein wrote:
Show nested quote +
On July 03 2008 01:45 iounas wrote:
On July 02 2008 23:59 Nyovne wrote:
Mutate larvae's cooldown and that mutated larvae take up supply both need to go, asap, in my opinion to work this concept out well. It at least work make it infinately more workable, practical and actually usable in a game as a viable tech.


If there was no cooldown and it didnt took suply then zerg would make tons of this mutant larvas at bases and could instantly respond to any situation with instant units perfectly suited to defend.

And in early game if their scouting is denied they could just make this mutants and instanlty respond later..

I think the purpose of this larvas to have few of them to respond faster if you need some units immediately, like if enemy comes with banshees in your base and you quickly morph them to corrupters


or (without any danger) at least Overlords to speed up macro...?

Why if you can spawn an overlord normally in 15 seconds why do it in 30 sec mutate time + 2 sec spawning :O.
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
MrRammstein
Profile Joined May 2008
Poland339 Posts
July 02 2008 17:29 GMT
#324
On July 03 2008 02:11 Nyovne wrote:
Show nested quote +
On July 03 2008 01:18 MrRammstein wrote:
but if Banelings can hit Protoss shields and can't Terran buildings than something is wrong IMO.

In situation with hard time to get more expansions they will be pain in the ass for P...


Why that, buildings just take less damage. Protoss buildings just have shields as part of their toughness.

Shields have always taken full damage from any sources, the reason why vultures are so effective vs them in SCBW. The fact that baneling splash hits every protoss shield for full damage in its radius has no reason to be an exception to the rule.


Yea but I read shields are supposed to be mirrors of armor type whatever they surround - Light just as Zealots are light armored, and Armored as any buildings or some Stalkers, with all bonuses included...?
account abandoned:P RIP
MrRammstein
Profile Joined May 2008
Poland339 Posts
Last Edited: 2008-07-02 17:41:27
July 02 2008 17:33 GMT
#325
On July 03 2008 02:19 Nyovne wrote:
Show nested quote +
On July 03 2008 02:00 MrRammstein wrote:
On July 03 2008 01:45 iounas wrote:
On July 02 2008 23:59 Nyovne wrote:
Mutate larvae's cooldown and that mutated larvae take up supply both need to go, asap, in my opinion to work this concept out well. It at least work make it infinately more workable, practical and actually usable in a game as a viable tech.


If there was no cooldown and it didnt took suply then zerg would make tons of this mutant larvas at bases and could instantly respond to any situation with instant units perfectly suited to defend.

And in early game if their scouting is denied they could just make this mutants and instanlty respond later..

I think the purpose of this larvas to have few of them to respond faster if you need some units immediately, like if enemy comes with banshees in your base and you quickly morph them to corrupters


or (without any danger) at least Overlords to speed up macro...?

Why if you can spawn an overlord normally in 15 seconds why do it in 30 sec mutate time + 2 sec spawning plus the added mineral and gas cost for the mutation :o.


Well if that takes 15seconds now my comment never happened :D I meant morphing Larvae before Ovie is needed and let it wait until there is need for Ovies to morph them in 2seconds but if this is so short than nvm x)

Btw what happens with supply when Morphalisk is morphed? Does unit morphed take 1 more supply?

And about Queen how long is cooldown on Deep Tunel? Does it require any/much energy?


edit: about Overseers' range of sight:
It slowly spreads when Overseer is one place but what happens when it moves? Does it quickly shrinks or just just disappears?
account abandoned:P RIP
prayanavita
Profile Blog Joined July 2008
Hong Kong86 Posts
July 02 2008 18:00 GMT
#326
On July 02 2008 17:30 FrozenArbiter wrote:
http://www.starcraftwire.net/articles/661/brand-new-screenshots
These screenshots or others?


Yea those screenshots, they are the screenshots as they we're given out by Blizzard to the press. There's a couple of other pics of most terran/zerg units and buildings. Anyone interested in that?
prayanavita
Profile Blog Joined July 2008
Hong Kong86 Posts
July 02 2008 18:06 GMT
#327
On July 03 2008 02:19 Nyovne wrote:

Why if you can spawn an overlord normally in 15 seconds why do it in 30 sec mutate time + 2 sec spawning plus the added mineral and gas cost for the mutation :o.



I did not notice the extra cost for mutating from mutated larvae. How much is it approximately? Spawning a mutated larvae is for free though, or like 1 energy or something similar. As far as I recall I could build a zergling form a mutated larvae for the same cost as a normal larvae.
Ra.Xor.2
Profile Blog Joined May 2008
United States1784 Posts
July 02 2008 18:07 GMT
#328
has anyone really used antigrav much? Is it as effective as cyclone was in wc3?
#1 Flash Fan
MrRammstein
Profile Joined May 2008
Poland339 Posts
July 02 2008 18:29 GMT
#329
On July 03 2008 03:00 prayanavita wrote:
Show nested quote +
On July 02 2008 17:30 FrozenArbiter wrote:
http://www.starcraftwire.net/articles/661/brand-new-screenshots
These screenshots or others?


Yea those screenshots, they are the screenshots as they we're given out by Blizzard to the press. There's a couple of other pics of most terran/zerg units and buildings. Anyone interested in that?


Give us whatever you have > and Thank You in advance of course
account abandoned:P RIP
Nyovne
Profile Joined March 2006
Netherlands19137 Posts
July 02 2008 19:07 GMT
#330
On July 03 2008 02:29 MrRammstein wrote:
Show nested quote +
On July 03 2008 02:11 Nyovne wrote:
On July 03 2008 01:18 MrRammstein wrote:
but if Banelings can hit Protoss shields and can't Terran buildings than something is wrong IMO.

In situation with hard time to get more expansions they will be pain in the ass for P...


Why that, buildings just take less damage. Protoss buildings just have shields as part of their toughness.

Shields have always taken full damage from any sources, the reason why vultures are so effective vs them in SCBW. The fact that baneling splash hits every protoss shield for full damage in its radius has no reason to be an exception to the rule.


Yea but I read shields are supposed to be mirrors of armor type whatever they surround - Light just as Zealots are light armored, and Armored as any buildings or some Stalkers, with all bonuses included...?

Where did you read that? Cause shields went down pretty damn fast for my feel, at least faster then the hp itself. But obviously since I didnt really check that might just be my expectations from SCBW warping what im perceiving so if you got a source plz shoot ;o.
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
Nyovne
Profile Joined March 2006
Netherlands19137 Posts
Last Edited: 2008-07-02 19:09:41
July 02 2008 19:09 GMT
#331
On July 03 2008 02:33 MrRammstein wrote:
Show nested quote +
On July 03 2008 02:19 Nyovne wrote:
On July 03 2008 02:00 MrRammstein wrote:
On July 03 2008 01:45 iounas wrote:
On July 02 2008 23:59 Nyovne wrote:
Mutate larvae's cooldown and that mutated larvae take up supply both need to go, asap, in my opinion to work this concept out well. It at least work make it infinately more workable, practical and actually usable in a game as a viable tech.


If there was no cooldown and it didnt took suply then zerg would make tons of this mutant larvas at bases and could instantly respond to any situation with instant units perfectly suited to defend.

And in early game if their scouting is denied they could just make this mutants and instanlty respond later..

I think the purpose of this larvas to have few of them to respond faster if you need some units immediately, like if enemy comes with banshees in your base and you quickly morph them to corrupters


or (without any danger) at least Overlords to speed up macro...?

Why if you can spawn an overlord normally in 15 seconds why do it in 30 sec mutate time + 2 sec spawning plus the added mineral and gas cost for the mutation :o.


Well if that takes 15seconds now my comment never happened :D I meant morphing Larvae before Ovie is needed and let it wait until there is need for Ovies to morph them in 2seconds but if this is so short than nvm x)

Btw what happens with supply when Morphalisk is morphed? Does unit morphed take 1 more supply?

And about Queen how long is cooldown on Deep Tunel? Does it require any/much energy?


edit: about Overseers' range of sight:
It slowly spreads when Overseer is one place but what happens when it moves? Does it quickly shrinks or just just disappears?


When Mutated larvae morph they just add supply to their own to match the unit they change in. Nothing special going on there as can be expected.

Deep Tunnel has a 15 second cooldown. It does not cost energy.

The overseers range just reverts back to normal, aka smaller. But it kinda doubles when it hangs still for 30 sec orso.
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
prayanavita
Profile Blog Joined July 2008
Hong Kong86 Posts
July 02 2008 19:12 GMT
#332
On July 03 2008 03:29 MrRammstein wrote:

Give us whatever you have > and Thank You in advance of course



Here you go, I put it up on Rapidshare. 50 mb worth of high res screenshots, pictures of most terran/zerg units/buildings and the Starcraft II logo at high resolution.


http://rapidshare.com/files/126622535/StarCraft_II.7z.html


Have fun with it.
Nyovne
Profile Joined March 2006
Netherlands19137 Posts
Last Edited: 2008-07-02 19:28:11
July 02 2008 19:17 GMT
#333
On July 03 2008 03:06 prayanavita wrote:
Show nested quote +
On July 03 2008 02:19 Nyovne wrote:

Why if you can spawn an overlord normally in 15 seconds why do it in 30 sec mutate time + 2 sec spawning plus the added mineral and gas cost for the mutation :o.



I did not notice the extra cost for mutating from mutated larvae. How much is it approximately? Spawning a mutated larvae is for free though, or like 1 energy or something similar. As far as I recall I could build a zergling form a mutated larvae for the same cost as a normal larvae.

edit: all sources indeed agree with you that it costs nothing but token energy and increased time (30 seconds).

I have no idea how I came on the idea then that it requires mins / gas to morph one.

My bad, terribly mistaken on this matter even though I could have sworn it.

Well then I feel the ability shouldn't have a cooldown and just cost minerals/gas and not take up supply ^^.
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
Nyovne
Profile Joined March 2006
Netherlands19137 Posts
July 02 2008 19:18 GMT
#334
On July 03 2008 03:07 Ra.Xor.2 wrote:
has anyone really used antigrav much? Is it as effective as cyclone was in wc3?

Haven't used it at all sadly, just forcefields from nullifiers. Hope someone else can elaborate on this for you, maybe Idra.
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
prayanavita
Profile Blog Joined July 2008
Hong Kong86 Posts
July 02 2008 19:27 GMT
#335
On July 03 2008 04:18 Nyovne wrote:
Show nested quote +
On July 03 2008 03:07 Ra.Xor.2 wrote:
has anyone really used antigrav much? Is it as effective as cyclone was in wc3?

Haven't used it at all sadly, just forcefields from nullifiers. Hope someone else can elaborate on this for you, maybe Idra.



Hehe guess you had too much fun playing with zerg as well -_-
Nyovne
Profile Joined March 2006
Netherlands19137 Posts
July 02 2008 19:28 GMT
#336
On July 03 2008 04:27 prayanavita wrote:
Show nested quote +
On July 03 2008 04:18 Nyovne wrote:
On July 03 2008 03:07 Ra.Xor.2 wrote:
has anyone really used antigrav much? Is it as effective as cyclone was in wc3?

Haven't used it at all sadly, just forcefields from nullifiers. Hope someone else can elaborate on this for you, maybe Idra.



Hehe guess you had too much fun playing with zerg as well -_-

Haha damn right I did :D.
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
MrRammstein
Profile Joined May 2008
Poland339 Posts
July 02 2008 20:27 GMT
#337
On July 03 2008 04:07 Nyovne wrote:
Show nested quote +
On July 03 2008 02:29 MrRammstein wrote:
On July 03 2008 02:11 Nyovne wrote:
On July 03 2008 01:18 MrRammstein wrote:
but if Banelings can hit Protoss shields and can't Terran buildings than something is wrong IMO.

In situation with hard time to get more expansions they will be pain in the ass for P...


Why that, buildings just take less damage. Protoss buildings just have shields as part of their toughness.

Shields have always taken full damage from any sources, the reason why vultures are so effective vs them in SCBW. The fact that baneling splash hits every protoss shield for full damage in its radius has no reason to be an exception to the rule.


Yea but I read shields are supposed to be mirrors of armor type whatever they surround - Light just as Zealots are light armored, and Armored as any buildings or some Stalkers, with all bonuses included...?

Where did you read that? Cause shields went down pretty damn fast for my feel, at least faster then the hp itself. But obviously since I didnt really check that might just be my expectations from SCBW warping what im perceiving so if you got a source plz shoot ;o.


I think it was Q&A batch but not sure. I'm going to dig in earlier ones anyways so as soon as I will find I will post it

Thank you Prayanavita downloading now
account abandoned:P RIP
prayanavita
Profile Blog Joined July 2008
Hong Kong86 Posts
July 02 2008 20:31 GMT
#338
On July 03 2008 05:27 MrRammstein wrote:
Show nested quote +
On July 03 2008 04:07 Nyovne wrote:
On July 03 2008 02:29 MrRammstein wrote:
On July 03 2008 02:11 Nyovne wrote:
On July 03 2008 01:18 MrRammstein wrote:
but if Banelings can hit Protoss shields and can't Terran buildings than something is wrong IMO.

In situation with hard time to get more expansions they will be pain in the ass for P...


Why that, buildings just take less damage. Protoss buildings just have shields as part of their toughness.

Shields have always taken full damage from any sources, the reason why vultures are so effective vs them in SCBW. The fact that baneling splash hits every protoss shield for full damage in its radius has no reason to be an exception to the rule.


Yea but I read shields are supposed to be mirrors of armor type whatever they surround - Light just as Zealots are light armored, and Armored as any buildings or some Stalkers, with all bonuses included...?

Where did you read that? Cause shields went down pretty damn fast for my feel, at least faster then the hp itself. But obviously since I didnt really check that might just be my expectations from SCBW warping what im perceiving so if you got a source plz shoot ;o.


I think it was Q&A batch but not sure. I'm going to dig in earlier ones anyways so as soon as I will find I will post it

Thank you Prayanavita downloading now



No problem, enjoy!
Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
July 02 2008 21:17 GMT
#339
Thanks for all this info, Nyovne (and Naruto/Idra)!!!

Anyways, Nyovne, since you seem to find the Corrupter very displeasing - would you think it a good idea if Corrupter's gave some sort of spore like the devourers do? So every time a corrupter hits a unit, it gains a spore, so when it dies the amount of time it is corrupted is directly correlated to the number of spores it had? I remember you were unhappy that the corrupters had to have the killing blow in order to corrupt for a mere 10 seconds (or more with the upgrade) iirc. Although it wouldn't really solve the problem of stopping drops or being able to harrass - it would make them a much stronger support unit.
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
caution.slip
Profile Blog Joined June 2007
United States775 Posts
July 02 2008 22:57 GMT
#340
wait corrupters having to have the killing blow makes perfect sense, hell yeah more micro opportunity to deny your BCs or whatever

corrupters look as though they deal a lot of damage anyways
Live, laugh, love
Prev 1 15 16 17 18 19 21 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 17h 14m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Harstem 467
IndyStarCraft 186
UpATreeSC 143
JuggernautJason96
StarCraft: Brood War
Britney 25812
Shuttle 410
910 26
Dota 2
BananaSlamJamma255
syndereN98
League of Legends
C9.Mang0662
JimRising 363
Counter-Strike
pashabiceps1940
fl0m1647
shoxiejesuss843
adren_tv122
Heroes of the Storm
Liquid`Hasu577
Other Games
Grubby4014
FrodaN2781
Liquid`RaSZi2222
Beastyqt821
RotterdaM318
Pyrionflax265
DeMusliM235
Fuzer 226
ToD189
B2W.Neo182
ArmadaUGS173
Sick136
ZombieGrub13
Organizations
Other Games
gamesdonequick43518
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Reevou 30
• HeavenSC 10
• Migwel
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• 80smullet 36
• FirePhoenix12
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Nemesis2958
Other Games
• imaqtpie1994
• Shiphtur316
Upcoming Events
OSC
17h 14m
SOOP
2 days
SHIN vs GuMiho
Cure vs Creator
The PondCast
2 days
Sparkling Tuna Cup
3 days
IPSL
3 days
DragOn vs Sziky
Replay Cast
4 days
Wardi Open
4 days
Monday Night Weeklies
4 days
Liquipedia Results

Completed

Proleague 2026-01-06
WardiTV 2025
META Madness #9

Ongoing

C-Race Season 1
IPSL Winter 2025-26
OSC Championship Season 13
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025

Upcoming

Escore Tournament S1: W3
BSL 21 Non-Korean Championship
CSL 2025 WINTER (S19)
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Thunderfire SC2 All-star 2025
Big Gabe Cup #3
Nations Cup 2026
Underdog Cup #3
NA Kuram Kup
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
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.