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SC2 Thoughts (Blizzcon 08)

Forum Index > SC2 General
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Xeris
Profile Blog Joined July 2005
Iran17695 Posts
October 12 2008 09:41 GMT
#1
So here are some random thoughts I've had from playing SC2 at Blizzcon.

- Marines are really fucking strong. I played a game against PsyonicReaver and his 4 marines killed 2 zealots and 1 dragoon. Marines are stronger and have a lot quicker firing rate and are easier to micro, equating to some really imbalance early game.

- Probes are the strongest workers IMO... it is easier to micro probes and they fire faster + range , making them the strongest worker.

- Zerg is REALLY weak early game vs rushes (ZvP) if they don't get lings fast. Worker micro doesn't work the same as in SC1. For example, in SC1 if you stack workers and go through the unit you can disrupt it and attack without losing workers.. this doesn't quite work in SC2. I.E, Yellow was able to kill about 4-5-6 drones with 1 zealot and 1 probe just because drones blow and the zerg went FE.

- Fast expand is probably not as viable in SC2 as it has become in SC1 just because micro works in such a way that early game you really need units, even static defense (cannons / sunkens) are very weak in comparison to SC1.

- Storm has a smaller radius, doesn't last as long - but is much more powerful.

- Stalkers are REALLY strong if you have a group of about 12-15 with blink, holy fuck.

- Assimilators/Gas things randomly stop working, so you have to micro probes and shit so you can mine mins / gas effectively throughout the game.

- Multiple Building Select has been tweaked ... for example if you hotkey 5 gateways and want to make 5 zealots you need to press (Z+Z+Z+Z+Z) instead of just clicking "Z". I guess in this way they wanted to make you feel more like you are macroing. It took a few games to actually figure this out and adjust - but macro is still a lot easier.

- Computer AI is actually pretty decent - I played a TvT against computer on hardest difficulty and it was actually pretty decent. It ended up with 6 bases at the end of the game (about 30 min game) and beat me.

- Unit AI is better than in SC1.. for example, units auto swarm (I.E if you attack with zerglings they will automatically go to surround opponents units)

- You can't hotkey locations in SC2 (unless it is a different button in this game). In SC1 you can Shift + F2/F3 etc on a location and have it hotkeyed. This is particularly useful late game if you have 10-15 gateways or whatever and lots of units and can't hotkey all your gates, you just hotkey the location and hit F2 then spam. In SC2, you can't do that. Although I suppose it is mitigated by being able to hotkey 15 gateways at once.

- Space bar still centers the screen, which is good.

- I also noticed that upgrades research a LOT faster (at least for protoss).

- Mutalisks kinda suck because they don't stack and you can't use patrol trick to make them imbalance

--------

Overall Analysis and Thoughts about the Game

SC2 was REALLY fun to play. I think that if you approach SC2 from a non competitive standpoint and are playing because you love gaming/starcraft then you will thoroughly enjoy the game. It has beautiful graphics, the AI is clever enough that the learning curve is not too steep because micro is essentially done for you at times (Zergling auto-surround, etc) and you can just have a lot of fun playing the game and fooling around with abilities and shit.

From a competitive standpoint I think the game has a LOOOOOOOONG way to go before it can be close to what BW has been. Watching SC2 competitively was not nearly as exciting as watching BW games, and playing competitive SC2 games wasn't nearly as stressful / demanding as playing a competitive BW game is.

Also a problem I had with the game is that they need to rework the color schemes. It is really difficult to see zerg units on creep, and also it really gets hard to differentiate your own units. For example, zealots and templars end up looking really similar if they are clumped together; same thing with the terran melee units.

I would say that I really like SC2, but it is far from being ready as a competitive game to replace BW. I hope that Blizzard is patient and keeps working on it and doesn't release it any time soon.

2 more years until we get a perfect product I'd say!
twitter.com/xerislight -- follow me~~
pokerface
Profile Joined April 2007
507 Posts
October 12 2008 09:57 GMT
#2
Thank u for sharing ur toughts! I tried to follow everything trough the stream but those 1231231231245 commercials and repetitive videos drove me crazy.

Btw as for ur last sentence:DO u think that sc2 will be released in 2 years? Or ur saying the game actually need at least 2 years plus patching and feedback from players to be able stand up as a competitive game?
ahswtini
Profile Blog Joined June 2008
Northern Ireland22212 Posts
October 12 2008 10:05 GMT
#3
4 marines > 2 zeals and a goon?! Do they still have the same prices?
"As I've said, balance isn't about strategies or counters, it's about probability and statistics." - paralleluniverse
Krzycho
Profile Joined July 2007
Poland442 Posts
October 12 2008 10:22 GMT
#4
woot, that sucks, but it's still alpha, i hope in 1 year we will get a ready product
IntoTheWow
Profile Blog Joined May 2004
is awesome32278 Posts
October 12 2008 10:29 GMT
#5
Seems like they need to increase collision size a little for micro purposes and for distinguishing units more in clumps : ]
Moderator<:3-/-<
grobo
Profile Blog Joined February 2007
Japan6199 Posts
October 12 2008 10:40 GMT
#6
One thing that has always worried me is the color scheme and not being able to tell the difference between certain units such as HTs and Zeals as mentioned above, i really hope they come up with something to fix that.
We make signature, then defense it.
Highways
Profile Joined July 2005
Australia6106 Posts
October 12 2008 10:47 GMT
#7
i hope its 6 months max it gets released.
#1 Terran hater
p4NDemik
Profile Blog Joined January 2008
United States13896 Posts
October 12 2008 10:50 GMT
#8
On October 12 2008 19:47 Highways wrote:
i hope its 6 months minimum till it gets released.

that's better.

I'm willing to wait as long as it takes to make this a competitive game, if reports are that it has ways to go, then i say take your time blizzard.
Moderator
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
October 12 2008 10:51 GMT
#9
Please stop the X are imba comments, you played it for the most 2 days, no one on planet earth is in position to make a good balance review off 2 days of gameplay. Commenting on how new units and mechanics work are very helpful, but balance comments just degrades the quality of the post

And are you sure there is no more position hotkeys? Did you look the help options, maybe it's a different key?
Great people talk about ideas. Average people talk about things. Small people talk about other people.
Daigomi
Profile Blog Joined May 2006
South Africa4316 Posts
October 12 2008 10:56 GMT
#10
From a competitive standpoint I think the game has a LOOOOOOOONG way to go before it can be close to what BW has been. Watching SC2 competitively was not nearly as exciting as watching BW games, and playing competitive SC2 games wasn't nearly as stressful / demanding as playing a competitive BW game is.

I spoke to Plexa yesterday and he said the same thing, but I just can't help feeling it's because you guys don't know SC2 well enough yet (obviously I haven't played it at all). The fun part of watching SC is the strategies involved in it. When you watch Flash vs ForGG, every small detail tells you something: "oh, he only has two scvs on gas, not three", "wow, he went dual factory then starport, not factory then dual starport" etc. In SC2 you don't have that, you just watch people building units and attacking each other. Once you get to know the game better, this might change.

The same goes for the game not being as tense. At blizzcon, no-one is really taking the game seriously and there's no feeling of equal levels of skill or whatever. Once you play online against people who are your same skill level, and you know that if you fuck up the new gas mechanic, or if you micro a group of stalkers badly you could lose the game, things might get tenser.

As I've said though, I obviously haven't played the game so I can't really say, but I just know that on the surface, SC is no more enthralling than any other RTS. Ask some non-competitive gamers what their favourite RTS is, and chances are you'll get as many Red Alerts and Age of Empires as SCs. What makes SC a better game is that it has so much depth to it, and that the more you play it and understand it, the more fun it becomes. Hopefully SC2 is the same. Only time will tell.
Moderator
Boonbag
Profile Blog Joined March 2008
France3318 Posts
October 12 2008 11:50 GMT
#11
I disagree, game looks so dull and inacurate.
Ki_Do
Profile Blog Joined July 2008
Korea (South)981 Posts
October 12 2008 11:50 GMT
#12
i think the only brood war aspect it have is:

every action is very important , every second you arent doing anything your oponent might be using to crush you.

as saw in Yellow vs Sonkie...
but i dont know, didnt played the game =/
I've got a point, and i'm ready to kill or die for it.
PobTheCad
Profile Blog Joined July 2006
Australia893 Posts
October 12 2008 12:16 GMT
#13
This gas randomly stops working thing is a bug right?
i mean seriously?
Once again back is the incredible!
Pangolin
Profile Joined March 2008
United States1035 Posts
October 12 2008 12:24 GMT
#14
lol you lost to a comp.

+ Show Spoiler +
j/k thanks for the info/insights.
It's easier not to.
maybenexttime
Profile Blog Joined November 2006
Poland5776 Posts
October 12 2008 12:33 GMT
#15
Not randomly - it's 300 x 10 with cooldown inbetween or something
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
October 12 2008 12:33 GMT
#16
On October 12 2008 21:16 PobTheCad wrote:
This gas randomly stops working thing is a bug right?
i mean seriously?
Xeris is wrong, it's not a random thing.

Every 300 gas the thing stops working and recharges. Once it goes back online then you have another 300 etc
Administrator~ Spirit will set you free ~
wrags
Profile Blog Joined April 2008
United States379 Posts
Last Edited: 2008-10-12 12:57:17
October 12 2008 12:39 GMT
#17
On October 12 2008 18:41 Xeris wrote:

- Zerg is REALLY weak early game vs rushes (ZvP) if they don't get lings fast. Worker micro doesn't work the same as in SC1. For example, in SC1 if you stack workers and go through the unit you can disrupt it and attack without losing workers.. this doesn't quite work in SC2. I.E, Yellow was able to kill about 4-5-6 drones with 1 zealot and 1 probe just because drones blow and the zerg went FE.

- Fast expand is probably not as viable in SC2 as it has become in SC1 just because micro works in such a way that early game you really need units, even static defense (cannons / sunkens) are very weak in comparison to SC1.



I think some of that may be due to map imbalance, (from what I saw) the starting places were very close to each other.
Zuries
Profile Joined May 2008
United Kingdom156 Posts
October 12 2008 12:49 GMT
#18
If i was lead designed, i would purposely create lots of glitches and tricks that only very skilled players could pull off

(reaver scarabs, mineral glitching, drilling workers etc)

as well as muta micro and patrol tricks etc.

they dont seem to realise that they need to add other dimensions to the game that you cant learn straight away. i know its new and there may be many tricks unrealised as of yet. But itl really retract from the game if things like this arnt introduced
FUCK SALT
ahswtini
Profile Blog Joined June 2008
Northern Ireland22212 Posts
October 12 2008 12:58 GMT
#19
They're not glitches, they're "features"
"As I've said, balance isn't about strategies or counters, it's about probability and statistics." - paralleluniverse
Daigomi
Profile Blog Joined May 2006
South Africa4316 Posts
October 12 2008 13:01 GMT
#20
On October 12 2008 21:49 Zuries wrote:
they dont seem to realise that they need to add other dimensions to the game that you cant learn straight away. i know its new and there may be many tricks unrealised as of yet. But itl really retract from the game if things like this arnt introduced

I don't know if the necessarily need to be glitches, I think just normal skills might also serve that purpose. For instance, psistorms aren't glitches, you get people who can psistorm better than others. Since lots of units have skills, maximising the use of these skills might be something worth learning.

The best example I can think of this is dota. There are almost no commonly used glitches, and controlling your hero is pure micro, yet you can notice the difference between different quality players easily. So it doesn't necessarily need to be a difficult manuever to do a skill, other stuff like when to use the skill, skill placement etc. can make a big difference. With that said, a few skills that aren't just one click away would be nice, like storm for instance. With the smaller radius you'll need to throw your storms damn well. Skills like that where there's a real difference between using the skill and using it well would be nice.
Moderator
Ki_Do
Profile Blog Joined July 2008
Korea (South)981 Posts
Last Edited: 2008-10-12 13:05:13
October 12 2008 13:04 GMT
#21
but features like vulture patrol and muta stack are better and require more skill than just "wc3 control" over units
like:
Try to unstack mutalisks with a irradiated one in the group...
I've got a point, and i'm ready to kill or die for it.
diehilde
Profile Joined September 2008
Germany1596 Posts
October 12 2008 13:12 GMT
#22
On October 12 2008 22:04 Ki_Do wrote:
but features like vulture patrol and muta stack are better and require more skill than just "wc3 control" over units
like:
Try to unstack mutalisks with a irradiated one in the group...

yeah you totally need that aspect of the game to make it a great e-sports game...
I mean I dont really get kicks out of seeing forgg putting 2 scvs on gas instead of 3 or going fac-> port instead of fac -> cc although i know what it means strategically.
what turns me on is sexy mutalisk micro or a tense rush which is deflected by some gosu drone drilling and stuff like that...
Savior: "I will cheat everyone again in SC2!" - SCII Beta Tester
rOlEx
Profile Joined April 2008
Canada49 Posts
Last Edited: 2008-10-12 18:17:14
October 12 2008 18:14 GMT
#23
there is definately some gosu micro potential in SC2.

plus the build at blizzcon wasnt the fastest speed so micro is definitely going to be exciting / imrpressive

btw, who was the guy who ripped me with mass stalkers at the end of the 2nd day when i tried a proxy pylon with stalker / zealot warp in?


It's time to drop the pants and dispense some indiscrimite justice!
Xeris
Profile Blog Joined July 2005
Iran17695 Posts
October 12 2008 18:53 GMT
#24
On October 12 2008 21:33 Plexa wrote:
Show nested quote +
On October 12 2008 21:16 PobTheCad wrote:
This gas randomly stops working thing is a bug right?
i mean seriously?
Xeris is wrong, it's not a random thing.

Every 300 gas the thing stops working and recharges. Once it goes back online then you have another 300 etc


Well no, not random . Although, I didn't know it was every 300 gas. Either way I think its kind of stupid and pointless. They have automine for workers, but then they say "hey lets make gas stop working at certain intervals to make them feel like they need to micro workers"

bleh.
twitter.com/xerislight -- follow me~~
Xeris
Profile Blog Joined July 2005
Iran17695 Posts
October 12 2008 18:56 GMT
#25
On October 12 2008 22:04 Ki_Do wrote:
but features like vulture patrol and muta stack are better and require more skill than just "wc3 control" over units
like:
Try to unstack mutalisks with a irradiated one in the group...


however you have to realize that these aspects of SC1 were not intentional. it is really hard to do on purpose what was an accident the first time.
twitter.com/xerislight -- follow me~~
freelander
Profile Blog Joined December 2004
Hungary4707 Posts
October 12 2008 19:12 GMT
#26
On October 13 2008 03:53 Xeris wrote:
Show nested quote +
On October 12 2008 21:33 Plexa wrote:
On October 12 2008 21:16 PobTheCad wrote:
This gas randomly stops working thing is a bug right?
i mean seriously?
Xeris is wrong, it's not a random thing.

Every 300 gas the thing stops working and recharges. Once it goes back online then you have another 300 etc


Well no, not random . Although, I didn't know it was every 300 gas. Either way I think its kind of stupid and pointless. They have automine for workers, but then they say "hey lets make gas stop working at certain intervals to make them feel like they need to micro workers"

bleh.


it's interesting because you can have a huge gas boost in early game for a very early tech.
And all is illuminated.
Aerox
Profile Blog Joined September 2004
Malaysia1213 Posts
October 12 2008 19:56 GMT
#27
On October 13 2008 04:12 freelander wrote:
Show nested quote +
On October 13 2008 03:53 Xeris wrote:
On October 12 2008 21:33 Plexa wrote:
On October 12 2008 21:16 PobTheCad wrote:
This gas randomly stops working thing is a bug right?
i mean seriously?
Xeris is wrong, it's not a random thing.

Every 300 gas the thing stops working and recharges. Once it goes back online then you have another 300 etc


Well no, not random . Although, I didn't know it was every 300 gas. Either way I think its kind of stupid and pointless. They have automine for workers, but then they say "hey lets make gas stop working at certain intervals to make them feel like they need to micro workers"

bleh.


it's interesting because you can have a huge gas boost in early game for a very early tech.


No no no, what he meant was....
-In BW, you manually mined minerals and gas.
-But now in SC2, you now have AUTOMINE!
-So now let's add a the 300 GAS LIMIT THING so people have to manually shift SCVs between mining minerals and gas. So why not AUTOMINE for that as well?.
-If Blizz aren't gonna add AUTOMINE for that shit, they might as well take out AUTOMINE and the 300 GAS LIMIT SHIT changing it back to BW's manual mining. Less annoying yet simpler though it may require more micro. I don't want some silly gas mining to dictate when I should return to manage my base.

VERY VERY VERY BAD GAME DESIGN IDEA AS WELL AS DECISION, Mr Browder! Just take out AUTOMINE and MBS if you want macro consumption. You cannot compensate for the loss in macro requirements that way. Not like that. Not like that.
"Eyes in the sky."
Elian
Profile Blog Joined October 2008
United States129 Posts
October 12 2008 19:58 GMT
#28
If they get enough feedback from the pro side of things, I would imagine patrol-esque micro might be possible. It would certainly fall into their Easy to play difficult to master philosophy. Let's hope so.

It seems like there are a lot more abilities on units overall too, so that will certainly require more control.

As far as art issues, I would be very surprised if the zealot templar mismatch and creep minimap confusion will remain for the gold version. They are calling this the Alpha stage of the game. . While a lot of the art looks finalized, I'm betting a lot of it isn't either. This complaint is at least voiced by all different types of people, so I figure it'll be resolved. From all of the stuff I've seen, I'd expect a HUD overhaul, but maybe it's just not seeing it in person. We've all seen the SC Alpha pictures. haha

Lots of time for changes, there isn't a release date yet, so . . I think we can all agree they care a lot about the product, at least.
GTR
Profile Blog Joined September 2004
51574 Posts
October 12 2008 20:10 GMT
#29
Two gases in base make me feel ugh.
Commentator
Latham
Profile Blog Joined May 2007
9572 Posts
October 12 2008 20:40 GMT
#30
Wait, so does it automatically shut down after 300 gas is mined or do you have to activate some sort of ability on your refinery that lets you mine more gas quicker but shuts down your refinery after 300 is mined?
For the curse of life is the curse of want. PC = https://be.pcpartpicker.com/user/LathamTK/builds/#view=CrqmP6
Xeris
Profile Blog Joined July 2005
Iran17695 Posts
October 12 2008 20:50 GMT
#31
it automatically shuts down then there's some kinda timer thingie that goes off and after the time goes down you can mine again.
twitter.com/xerislight -- follow me~~
rOlEx
Profile Joined April 2008
Canada49 Posts
October 12 2008 20:52 GMT
#32
it shuts down automatically after each 300 for a good amount of time.

basically you just hotkey the group of 3 workers to an unused key binding, which there are plenty of thanks to MBS and it warns you when your geyser goes down so you just toss the 3 workers onto min for a few minutes.

problem is i would always forget to put them back until i run out of gas then id go double gas to compensate.

it definitely reminds me of forgetting to go back and keep producing / putting workers on mins during a long macro game with intense battles

i never really got into the late game at blizzcon because i would always rush and usually win. but if my rush did some dmg i would go into tech mode and then get stomped by a counter attack that i didnt expect.

im still on the fence about the gas mechanic though. it definitely adds a bit of base macro. without it i would never even have to look at my base. at the same time it seems a bit tedious

but it also added some strategic depth because if you go gas heavy there a pause every now and then in your gas income so its tough to balance your income with your production consistently
It's time to drop the pants and dispense some indiscrimite justice!
infinity21 *
Profile Blog Joined October 2006
Canada6683 Posts
October 12 2008 20:54 GMT
#33
What if there's like 10 gas left but you stop mining? Does it recharge to 300?
Official Entusman #21
Pulimuli
Profile Blog Joined February 2007
Sweden2766 Posts
October 12 2008 21:48 GMT
#34
lets hope the gas shut down thing is customizable so that in the future pro maps it can be turned off.
Alizee-
Profile Blog Joined September 2007
United States845 Posts
October 12 2008 22:15 GMT
#35
I'd rather see it released in 6 months max, I mean really blizzard are being a bunch of market maniacs by continually saying alpha to ooh and ahhh people infact I even caught Dustin Browder on the shoutcast saying "pre-alpha" PRE-ALPHA? WTF ARE YOU SMOKING?

Seriously, in 6 months max, the game will still be fun, less bugs, and ready to go. SC wasn't too amazing at launch its certainly not what you know today as 1.15 BW and same thing for WC3:RoC it was pretty good at first, but once the expansion came out and more patches it was solid.

You can say all you want a game isn't ready, but when you do finally think"oh wow its ready!" Within the first week someone will find some cheese and abuse it over and over anyway and then begins the patching process. I haven't played the game, but from what I can tell blizzard is just delaying to keep building hype which is a dirty tactic, but whatever.
Strength behind the Pride
LosingID8
Profile Blog Joined December 2006
CA10829 Posts
October 12 2008 22:38 GMT
#36
On October 13 2008 05:52 rOlEx wrote:
it shuts down automatically after each 300 for a good amount of time.

basically you just hotkey the group of 3 workers to an unused key binding, which there are plenty of thanks to MBS and it warns you when your geyser goes down so you just toss the 3 workers onto min for a few minutes.

problem is i would always forget to put them back until i run out of gas then id go double gas to compensate.

it definitely reminds me of forgetting to go back and keep producing / putting workers on mins during a long macro game with intense battles

i never really got into the late game at blizzcon because i would always rush and usually win. but if my rush did some dmg i would go into tech mode and then get stomped by a counter attack that i didnt expect.

im still on the fence about the gas mechanic though. it definitely adds a bit of base macro. without it i would never even have to look at my base. at the same time it seems a bit tedious

but it also added some strategic depth because if you go gas heavy there a pause every now and then in your gas income so its tough to balance your income with your production consistently
this only matters for the first few minutes when you don't have much else to do anyway. once you get an econ of 2-3 bases, you can just leave your 3 scvs on the geysers and they will just keep mining. 3 more scvs on minerals really won't affect the game that much except for maybe the first 5 minutes.
ModeratorResident K-POP Elitist
Quesadilla
Profile Blog Joined October 2007
United States1814 Posts
October 12 2008 22:46 GMT
#37
Seriously, Zerg SUCK. Zerg sucks so hard I can't even describe it... The only thing you had to do in this version to beat anybody was 2 gate and tech to Zealot Charge. GG, every time without fail. It was pretty bad. I lost to a complete noob 1:1 when I was Zerg. Hydralisks are now 100 minerals and that threw me off hard. You also have to upgrade your den to get lurker abilities. As for now, I can definitely tell you that 1-basing is CRITICAL then you should transition into your expo, or else you are just dead.

It definitely is a fun game though, but right now, single player would be much more fun than multiplayer imo. It's too imbalanced to be fun in a competitive setting. I think the beta will be really good for them to fix balance issues.
Make a lot of friends. Wear good clothes. Drink good beer. Love a nice girl.
Ghostclaws
Profile Blog Joined October 2006
114 Posts
Last Edited: 2008-10-12 23:18:13
October 12 2008 23:10 GMT
#38
I found that 2 gases in one base is about the same as a single geyser in BW, with slightly more potential. What I did was I put 3 workers on one gas until it runs out, then I move them over to the other geyser and switch back when that one runs out. The timing works out in that the geyser finishes recharging a little bit before the one you're mining runs out (so I wasn't doing it in the most effective way possible, but with less work). In this way 2 gas that shuts down and recharges is the same as having one gas that doesn't shut down. Assuming the gas mining rate is about the same as BW, and geysers can't deplete (I don't think I ever had depleted geysers), this means you can constantly be mining undepleted gas at the rate of one BW geyser. This also means you don't need to switch the workers on and off minerals, but instead between geysers. It's still not as attention demanding as not having automine, so I guess this mechanic is an attempt to compensate for not having it?
hhjkkjhgffghhgg, hhjkkjhgffghgff
No_eL
Profile Joined July 2007
Chile1438 Posts
October 12 2008 23:16 GMT
#39
2 more years until we get a perfect product I'd say!


agree with you... if sc2 not qualify for tl critics, i prefer that blizzards dont sell the game
Beat after beat i will become stronger.
SpiritoftheTunA
Profile Blog Joined August 2006
United States20903 Posts
October 12 2008 23:29 GMT
#40
On October 13 2008 07:46 Quesadilla wrote:
Seriously, Zerg SUCK. Zerg sucks so hard I can't even describe it... The only thing you had to do in this version to beat anybody was 2 gate and tech to Zealot Charge. GG, every time without fail. It was pretty bad. I lost to a complete noob 1:1 when I was Zerg. Hydralisks are now 100 minerals and that threw me off hard. You also have to upgrade your den to get lurker abilities. As for now, I can definitely tell you that 1-basing is CRITICAL then you should transition into your expo, or else you are just dead.

It definitely is a fun game though, but right now, single player would be much more fun than multiplayer imo. It's too imbalanced to be fun in a competitive setting. I think the beta will be really good for them to fix balance issues.

I dunno, I felt lingroach beat zeals pretty badly in this build. Also banelings rape everything of protosses.
posting on liquid sites in current year
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
October 12 2008 23:34 GMT
#41
On October 13 2008 08:16 No_eL wrote:
Show nested quote +
2 more years until we get a perfect product I'd say!


agree with you... if sc2 not qualify for tl critics, i prefer that blizzards dont sell the game

I prefer SC2 being released before I die of old age -- They can perfect the game via patching and expansions.
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
Zuries
Profile Joined May 2008
United Kingdom156 Posts
October 12 2008 23:34 GMT
#42
i hope that there are lots of viable strategic options in this game i.e marine vs toss etc.

it seems there might be. but can never really judge the game until the metagame has time to develop in my opinion
FUCK SALT
beetlelisk
Profile Blog Joined July 2008
Poland2276 Posts
October 12 2008 23:45 GMT
#43
On October 13 2008 07:46 Quesadilla wrote:
Seriously, Zerg SUCK. Zerg sucks so hard I can't even describe it... The only thing you had to do in this version to beat anybody was 2 gate and tech to Zealot Charge. GG, every time without fail. It was pretty bad. I lost to a complete noob 1:1 when I was Zerg. Hydralisks are now 100 minerals and that threw me off hard. You also have to upgrade your den to get lurker abilities. As for now, I can definitely tell you that 1-basing is CRITICAL then you should transition into your expo, or else you are just dead.

It definitely is a fun game though, but right now, single player would be much more fun than multiplayer imo. It's too imbalanced to be fun in a competitive setting. I think the beta will be really good for them to fix balance issues.


Did you try 12 pool or variation of it? Workers gather 5min per trip in this build too?
wwww
Alizee-
Profile Blog Joined September 2007
United States845 Posts
October 13 2008 00:30 GMT
#44
I'm sorry but some people really come off as ignorant. Saying zerg sucks because hydras cost more? You know its a different game right? This alone is proof enough why releasing it sooner than later is BETTER because they're not going to keep all the same old strategies viable, people will come up with new things continually and that's why games like wc3 is up to x.23 or whatever and sc 1.15 again even on the worker stuff, its different, they could take out automining, but why not make it different?

I just feel like all I'm reading is, "its different from what I'm used to, since its not like what I'm used to 100% they still have to work on it" I know I'm cynical, but damn
Strength behind the Pride
PanoRaMa
Profile Blog Joined June 2003
United States5070 Posts
October 13 2008 00:47 GMT
#45
Geysers deplete, completely (not even like a +2 gas thing, it's complete depletion). Which would make sense as to why there are 2 geysers in every base in the first place.
thoraxe
Profile Blog Joined March 2007
United States1449 Posts
October 13 2008 03:10 GMT
#46
On October 12 2008 18:41 Xeris wrote:
2 more years until we get a perfect product I'd say!

How about 2 years of patches and it comes out in >6 months?
Obama singing "Kick Ass" Song: http://www.youtube.com/watch?v=yghFBt-fXmw&feature=player_embedde
SoleSteeler
Profile Joined April 2003
Canada5459 Posts
October 13 2008 03:20 GMT
#47
On October 12 2008 19:56 Daigomi wrote:
Show nested quote +
From a competitive standpoint I think the game has a LOOOOOOOONG way to go before it can be close to what BW has been. Watching SC2 competitively was not nearly as exciting as watching BW games, and playing competitive SC2 games wasn't nearly as stressful / demanding as playing a competitive BW game is.

I spoke to Plexa yesterday and he said the same thing, but I just can't help feeling it's because you guys don't know SC2 well enough yet (obviously I haven't played it at all). The fun part of watching SC is the strategies involved in it. When you watch Flash vs ForGG, every small detail tells you something: "oh, he only has two scvs on gas, not three", "wow, he went dual factory then starport, not factory then dual starport" etc. In SC2 you don't have that, you just watch people building units and attacking each other. Once you get to know the game better, this might change.

The same goes for the game not being as tense. At blizzcon, no-one is really taking the game seriously and there's no feeling of equal levels of skill or whatever. Once you play online against people who are your same skill level, and you know that if you fuck up the new gas mechanic, or if you micro a group of stalkers badly you could lose the game, things might get tenser.

As I've said though, I obviously haven't played the game so I can't really say, but I just know that on the surface, SC is no more enthralling than any other RTS. Ask some non-competitive gamers what their favourite RTS is, and chances are you'll get as many Red Alerts and Age of Empires as SCs. What makes SC a better game is that it has so much depth to it, and that the more you play it and understand it, the more fun it becomes. Hopefully SC2 is the same. Only time will tell.


I wanted to quote this to make sure people read it. It's a great point (except for maybe the third paragraph )

I've seen some people say that Protoss has "more" macro because of Warpgates which you must continually go back to your base to upgrade. I really hope that Blizzard can just add a lot more of these "fun" and "useful" features to the other races that aren't necessary to be able to play the game at a "low" level, but if you can keep it up, then you will be a much stronger player... Thus a good way to further differentiate between skill levels.

Overall, I don't really care about MBS or automine, but it'd be so good for the community if they could keep those two features in and legitly add in more reasons to macro in your base. Because then everyone is pretty much happy! Except for the extremely conservative types, I guess!


danieldrsa
Profile Joined June 2008
Brazil523 Posts
October 13 2008 03:44 GMT
#48
Man what i,ve noted is that Colossus sucks at worker killing.
In SC1, if you put your reaver behind minerals and shoots its bye to close workers.
In Yellow game we see him attacking with colossus to no effect, its hilarious, not even 1 dead worker. Such a expensive unit cant cause 40 damage on 1 hit? They say it causes more than 100 damage over timer but its so slow its impraticable against human opponents.
And the predetermined line path was terrible to me also, it must be perfect positioned to hit various units (and the low damage dont help as i said before).

The bad thing is, they put a War3 Noob (lol) against a SC pro, and the pro was playing Protoss, so i think its natural people say its imbalanced toward toss side.
The Zerg had 3 bases (!) minning and let Protoss (Yellow) with only one base build one huge Stalker army. It was hilarious seeing 24+ Stalkers vs 8 hydras and some zerglings.
Really dont know where zerg put his money.
Even made me think Stalkers are Imba, what i think its not the case.
-*-
rOlEx
Profile Joined April 2008
Canada49 Posts
October 13 2008 04:13 GMT
#49
On October 13 2008 07:38 LosingID8 wrote:
Show nested quote +
On October 13 2008 05:52 rOlEx wrote:
it shuts down automatically after each 300 for a good amount of time.

basically you just hotkey the group of 3 workers to an unused key binding, which there are plenty of thanks to MBS and it warns you when your geyser goes down so you just toss the 3 workers onto min for a few minutes.

problem is i would always forget to put them back until i run out of gas then id go double gas to compensate.

it definitely reminds me of forgetting to go back and keep producing / putting workers on mins during a long macro game with intense battles

i never really got into the late game at blizzcon because i would always rush and usually win. but if my rush did some dmg i would go into tech mode and then get stomped by a counter attack that i didnt expect.

im still on the fence about the gas mechanic though. it definitely adds a bit of base macro. without it i would never even have to look at my base. at the same time it seems a bit tedious

but it also added some strategic depth because if you go gas heavy there a pause every now and then in your gas income so its tough to balance your income with your production consistently
this only matters for the first few minutes when you don't have much else to do anyway. once you get an econ of 2-3 bases, you can just leave your 3 scvs on the geysers and they will just keep mining. 3 more scvs on minerals really won't affect the game that much except for maybe the first 5 minutes.


well if its really late game and you're going off 3 - 4 bases with 2 geysers at each then you've got 18 - 24 workers inactive for a good amount of time.

imagine if in late game sc someone lost 18 - 24 workers or had that many workers off mining for any time at all. that would be a huge game changing thing. and at that amount of bases keeping all your workers on min / gas would get really hard.

also the guy who says zerg sucks obviously didnt ling rush, ling/roach, fast tech to lurks (no-one gets observers because they were all wowtards).

im pretty sure i played semioldguy at the end of day 2 and he was pretty much the only non-wowtard i played all weekend and it was the most fun game (even though i lost)
It's time to drop the pants and dispense some indiscrimite justice!
ImgGartok
Profile Joined August 2007
United States216 Posts
October 13 2008 04:41 GMT
#50
On October 13 2008 08:16 No_eL wrote:
Show nested quote +
2 more years until we get a perfect product I'd say!


agree with you... if sc2 not qualify for tl critics, i prefer that blizzards dont sell the game


There's only so much internal testing that can be done though. No matter what, when the game is released and thousands start playing on bnet, there will need to be changes. So hoping for the perfect game before release is a pipe dream.
Xeris
Profile Blog Joined July 2005
Iran17695 Posts
October 13 2008 06:58 GMT
#51
On October 13 2008 12:10 thoraxe wrote:
Show nested quote +
On October 12 2008 18:41 Xeris wrote:
2 more years until we get a perfect product I'd say!

How about 2 years of patches and it comes out in >6 months?


because the game isn't even close to being ready.

you tards who keep saying stuff without having played it need to stfu until you have played it. I've played SC2 last year and this year. it has nothing to do with SC2 being a different game and I'm used to SC1 and I want SC2 to be the same thing - that is so far from the truth.

the point is that the game is still far from being what I'm sure Blizzard is hoping it will be. you need to realize that SC1's success was largely a fluke, but now that they know of how huge SC1 became they want SC2 to be similarly/more successful. with that in mind, SC2 is NOT ready, and not close to being ready.

the game is going to be VERY different, but it is not ready; simple as that.
twitter.com/xerislight -- follow me~~
Xeris
Profile Blog Joined July 2005
Iran17695 Posts
October 13 2008 06:59 GMT
#52
On October 13 2008 08:34 FrozenArbiter wrote:
Show nested quote +
On October 13 2008 08:16 No_eL wrote:
2 more years until we get a perfect product I'd say!


agree with you... if sc2 not qualify for tl critics, i prefer that blizzards dont sell the game

I prefer SC2 being released before I die of old age -- They can perfect the game via patching and expansions.


SC2 isn't even at a stage yet where they can fix minor changes with patches.
twitter.com/xerislight -- follow me~~
Ki_Do
Profile Blog Joined July 2008
Korea (South)981 Posts
October 13 2008 10:46 GMT
#53
unless they can remove mbs in a patch the game isnt ready yet =)
I've got a point, and i'm ready to kill or die for it.
Ota Solgryn
Profile Blog Joined January 2008
Denmark2011 Posts
October 13 2008 12:27 GMT
#54
I totally agree with Daigomi!
People are so fast to dismiss the sc2... Always forgetting that it isnt sc1 with new graphics. It is in fact sc2.
ihasaKAROT: "Wish people would stop wasting their lives on finding flaws in others"
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2008-10-13 13:13:01
October 13 2008 12:56 GMT
#55
On October 13 2008 12:44 danieldrsa wrote:
Man what i,ve noted is that Colossus sucks at worker killing.
In SC1, if you put your reaver behind minerals and shoots its bye to close workers.
In Yellow game we see him attacking with colossus to no effect, its hilarious, not even 1 dead worker. Such a expensive unit cant cause 40 damage on 1 hit? They say it causes more than 100 damage over timer but its so slow its impraticable against human opponents.
And the predetermined line path was terrible to me also, it must be perfect positioned to hit various units (and the low damage dont help as i said before).

The bad thing is, they put a War3 Noob (lol) against a SC pro, and the pro was playing Protoss, so i think its natural people say its imbalanced toward toss side.
The Zerg had 3 bases (!) minning and let Protoss (Yellow) with only one base build one huge Stalker army. It was hilarious seeing 24+ Stalkers vs 8 hydras and some zerglings.
Really dont know where zerg put his money.
Even made me think Stalkers are Imba, what i think its not the case.

1) SonKie is good at WC3
2) Yellow had an expansion in both games.
On October 13 2008 19:46 Ki_Do wrote:
unless they can remove mbs in a patch the game isnt ready yet =)

Don't see why they wouldn't be able to do that, however, they won't.

Maybe if everyone in beta told them how much they hated MBS, but I think it will be there in some form. MBS that only allowed you to set rally points would be nice... Or being able to select multiple buildings but not hotkey them.
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
Fen
Profile Blog Joined June 2006
Australia1848 Posts
Last Edited: 2008-10-13 13:30:59
October 13 2008 13:30 GMT
#56
I havnt played, but here are a few thoughts I have after watching.

The gas mechanic seems to be a pain in the ass simply because your gas comes in intervals. Id much rather an economy where the player is in charge of when he wants his income, not be forced to wait till his geysers are recharged.

Also the grouping of the units looks like it will hurt micro. Everything is soo clumped together that the battle takes place in a reallly tiny area. This must make microing these units almost impossible.

Worker harassing without Aoe spells seems to be really difficult. The collosus especially is crapballs at worker harrass.

If an observer holds alt on during battle, he should be stabbed.
danieldrsa
Profile Joined June 2008
Brazil523 Posts
October 13 2008 13:48 GMT
#57
On October 13 2008 21:56 FrozenArbiter wrote:
Show nested quote +
On October 13 2008 12:44 danieldrsa wrote:
Man what i,ve noted is that Colossus sucks at worker killing.
In SC1, if you put your reaver behind minerals and shoots its bye to close workers.
In Yellow game we see him attacking with colossus to no effect, its hilarious, not even 1 dead worker. Such a expensive unit cant cause 40 damage on 1 hit? They say it causes more than 100 damage over timer but its so slow its impraticable against human opponents.
And the predetermined line path was terrible to me also, it must be perfect positioned to hit various units (and the low damage dont help as i said before).

The bad thing is, they put a War3 Noob (lol) against a SC pro, and the pro was playing Protoss, so i think its natural people say its imbalanced toward toss side.
The Zerg had 3 bases (!) minning and let Protoss (Yellow) with only one base build one huge Stalker army. It was hilarious seeing 24+ Stalkers vs 8 hydras and some zerglings.
Really dont know where zerg put his money.
Even made me think Stalkers are Imba, what i think its not the case.

1) SonKie is good at WC3
2) Yellow had an expansion in both games.
Show nested quote +
On October 13 2008 19:46 Ki_Do wrote:
unless they can remove mbs in a patch the game isnt ready yet =)

Don't see why they wouldn't be able to do that, however, they won't.

Maybe if everyone in beta told them how much they hated MBS, but I think it will be there in some form. MBS that only allowed you to set rally points would be nice... Or being able to select multiple buildings but not hotkey them.


I was kidding when i say War3 Noob, ive read the blog where someone from TL says to Sonkie (not knowing it was him) that the War3 Noob was awful (lol).
But what you think of Colossus? Dont you agree it sucks at worker killing?
-*-
Bosu
Profile Blog Joined June 2008
United States3247 Posts
October 13 2008 13:53 GMT
#58
Collosus looked pretty terrible. MBS will not be removed as the vast majority of people want to have it included.
#1 Kwanro Fan
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
Last Edited: 2008-10-13 14:33:03
October 13 2008 14:28 GMT
#59
On October 13 2008 22:48 danieldrsa wrote:
But what you think of Colossus? Dont you agree it sucks at worker killing?

It still deals 16 line damage so three shots and you just killed a lot of workers. The animation is not a representation of the attack, it deals its damage in all of the area instantly when the beam hits the right side, the rest of the animation is just there for show.
Ki_Do
Profile Blog Joined July 2008
Korea (South)981 Posts
Last Edited: 2008-10-13 15:07:19
October 13 2008 15:05 GMT
#60
On October 13 2008 22:53 Bosu wrote:
Collosus looked pretty terrible. MBS will not be removed as the vast majority of people want to have it included.


answer:
On Blizzcast, Dustin Browder said:
The simplest way to do it would be to roll back the interface to StarCraft one, the original StarCraft, which is definitely an option for us, but we really want to pursue and see if there is a way to make it work with the interface improvement that has become standard both for our games and our competitors titles.


so there is hope
I've got a point, and i'm ready to kill or die for it.
danieldrsa
Profile Joined June 2008
Brazil523 Posts
October 13 2008 15:20 GMT
#61
On October 13 2008 23:28 Klockan3 wrote:
Show nested quote +
On October 13 2008 22:48 danieldrsa wrote:
But what you think of Colossus? Dont you agree it sucks at worker killing?

It still deals 16 line damage so three shots and you just killed a lot of workers. The animation is not a representation of the attack, it deals its damage in all of the area instantly when the beam hits the right side, the rest of the animation is just there for show.


16 line damage? LoL
3 shots to kill workers? double LoL

If its true, Colossi are the most useless piece of protoss army (cost/benefits)
-*-
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
October 13 2008 15:21 GMT
#62
On October 13 2008 22:48 danieldrsa wrote:
Show nested quote +
On October 13 2008 21:56 FrozenArbiter wrote:
On October 13 2008 12:44 danieldrsa wrote:
Man what i,ve noted is that Colossus sucks at worker killing.
In SC1, if you put your reaver behind minerals and shoots its bye to close workers.
In Yellow game we see him attacking with colossus to no effect, its hilarious, not even 1 dead worker. Such a expensive unit cant cause 40 damage on 1 hit? They say it causes more than 100 damage over timer but its so slow its impraticable against human opponents.
And the predetermined line path was terrible to me also, it must be perfect positioned to hit various units (and the low damage dont help as i said before).

The bad thing is, they put a War3 Noob (lol) against a SC pro, and the pro was playing Protoss, so i think its natural people say its imbalanced toward toss side.
The Zerg had 3 bases (!) minning and let Protoss (Yellow) with only one base build one huge Stalker army. It was hilarious seeing 24+ Stalkers vs 8 hydras and some zerglings.
Really dont know where zerg put his money.
Even made me think Stalkers are Imba, what i think its not the case.

1) SonKie is good at WC3
2) Yellow had an expansion in both games.
On October 13 2008 19:46 Ki_Do wrote:
unless they can remove mbs in a patch the game isnt ready yet =)

Don't see why they wouldn't be able to do that, however, they won't.

Maybe if everyone in beta told them how much they hated MBS, but I think it will be there in some form. MBS that only allowed you to set rally points would be nice... Or being able to select multiple buildings but not hotkey them.


I was kidding when i say War3 Noob, ive read the blog where someone from TL says to Sonkie (not knowing it was him) that the War3 Noob was awful (lol).
But what you think of Colossus? Dont you agree it sucks at worker killing?

Yeah the colossus made me sad, bring the reaver back
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
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
October 13 2008 15:59 GMT
#63
On October 14 2008 00:20 danieldrsa wrote:
Show nested quote +
On October 13 2008 23:28 Klockan3 wrote:
On October 13 2008 22:48 danieldrsa wrote:
But what you think of Colossus? Dont you agree it sucks at worker killing?

It still deals 16 line damage so three shots and you just killed a lot of workers. The animation is not a representation of the attack, it deals its damage in all of the area instantly when the beam hits the right side, the rest of the animation is just there for show.


16 line damage? LoL
3 shots to kill workers? double LoL

If its true, Colossi are the most useless piece of protoss army (cost/benefits)

When it did 25 damage it were seriously op though.
danieldrsa
Profile Joined June 2008
Brazil523 Posts
October 13 2008 17:11 GMT
#64
Yeah the colossus made me sad, bring the reaver back


If colossus cant wreak havoc on min line i agree Reaver is better.

I think with the new path system in SC2 the Reaver is imba because scarabs dont "stick" to buildinds, so there is no unpredictability when it attacks. The AI in SC2 makes him more powerful.

This is gonna be a real problem when SC2 launches and people try to Mod SC1 with the engine.
I say, SC1 is so perfect that even some bugs made game better (mutas wasnt supposed to stack, but they did and it was great; units should not pass between some buildings, but then comes Boxer and everything changed)

IMO its the biggest challenge to SC2 be greater than SC1, not the balance. Even wrong SC1 was right
-*-
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
October 13 2008 19:09 GMT
#65
On October 13 2008 15:59 Xeris wrote:
Show nested quote +
On October 13 2008 08:34 FrozenArbiter wrote:
On October 13 2008 08:16 No_eL wrote:
2 more years until we get a perfect product I'd say!


agree with you... if sc2 not qualify for tl critics, i prefer that blizzards dont sell the game

I prefer SC2 being released before I die of old age -- They can perfect the game via patching and expansions.


SC2 isn't even at a stage yet where they can fix minor changes with patches.

So, in your opinion, what needs to be changed that can't be fixed via patches? And which of these things are actually going to be changed without a beta?
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
Miller
Profile Joined September 2008
United States77 Posts
Last Edited: 2008-10-13 21:16:29
October 13 2008 21:16 GMT
#66
Maybe they should just lower the amount of buildings you can hotkey to 3 or 5 and still make you have to press Z+Z+Z+Z, would that help?
NotCharlie
Profile Joined October 2008
United Arab Emirates38 Posts
Last Edited: 2008-10-13 22:36:03
October 13 2008 22:33 GMT
#67
On October 12 2008 21:33 Plexa wrote:
Show nested quote +
On October 12 2008 21:16 PobTheCad wrote:
This gas randomly stops working thing is a bug right?
i mean seriously?
Xeris is wrong, it's not a random thing.

Every 300 gas the thing stops working and recharges. Once it goes back online then you have another 300 etc



yes and for some stupid reason the recharge timing wasn't exactly the same time that it takes to mine 300 gas with 3 workers. (so you couldn't switch back and forth between the 2 geysers with the same 3 workers.)

This is, imo, one of the main reasons why zerg sucked so bad. You have less drones all the time and you have even less making double the extractors (especially when FE). Instead of like 8-9 drones total to morph/mine gas at main/nat you need to use 16. So zerg has to macro the miners to gas and vise versa all the time. With P or T you can get away with leaving them on the geyser doing nothing.

PS- Did anyone else have trouble grabbing the correct amount of workers to and from gas every minute?
Marine/Marauder GG
SWPIGWANG
Profile Joined June 2008
Canada482 Posts
October 14 2008 02:15 GMT
#68
Use a templar if you want to kill workers, I'd say....

Colossi is probably there for cliff abuse. (aka map specific strat)

I wonder if they would have done much better if dropped behind the mineral line, ready to bail against the tiniest threat. At the location they were dropped in, even a reaver would have been lolol hydra-sniped.
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
October 14 2008 08:11 GMT
#69
On October 14 2008 00:59 Klockan3 wrote:
Show nested quote +
On October 14 2008 00:20 danieldrsa wrote:
On October 13 2008 23:28 Klockan3 wrote:
On October 13 2008 22:48 danieldrsa wrote:
But what you think of Colossus? Dont you agree it sucks at worker killing?

It still deals 16 line damage so three shots and you just killed a lot of workers. The animation is not a representation of the attack, it deals its damage in all of the area instantly when the beam hits the right side, the rest of the animation is just there for show.


16 line damage? LoL
3 shots to kill workers? double LoL

If its true, Colossi are the most useless piece of protoss army (cost/benefits)

When it did 25 damage it were seriously op though.
Didn't the colossus do 100 something damage on the WWI build?
Great people talk about ideas. Average people talk about things. Small people talk about other people.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
October 14 2008 09:19 GMT
#70
MBS is not an issue for the game. The mechanic feels fine and it feels just right. Protoss have warp in (which tones down MBS significantly) and Zerg have the larvae management and creep strategy (an idea blizzard is amplifying). Terran however are piss easy because of MBS - but they are looking at solutions to that.

The real killer here is automine, it basically makes it so that you never have to return to base at all. Removing automine would make this game x100000 better.
Administrator~ Spirit will set you free ~
mnm
Profile Blog Joined August 2003
United States4493 Posts
Last Edited: 2008-10-14 19:06:26
October 14 2008 18:49 GMT
#71
On October 14 2008 18:19 Plexa wrote:
MBS is not an issue for the game. The mechanic feels fine and it feels just right. Protoss have warp in (which tones down MBS significantly) and Zerg have the larvae management and creep strategy (an idea blizzard is amplifying). Terran however are piss easy because of MBS - but they are looking at solutions to that.

The real killer here is automine, it basically makes it so that you never have to return to base at all. Removing automine would make this game x100000 better.



heh okay its back.. i had put it somewhere else but i guess we cant have enough of Plexa =]
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Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2008-10-14 19:02:01
October 14 2008 19:01 GMT
#72
Why edit that out!!
Plextatic accent!
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
Krzycho
Profile Joined July 2007
Poland442 Posts
October 14 2008 19:06 GMT
#73
I've got an idea, what if automine works if there are only not mined mineral patches? Fe. there are 9 patches, and u buil a cc next to it, you build scv (automine them to mineralas), but when u reach the amount of scv equal to the number of patches they don't automine?
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
October 14 2008 19:09 GMT
#74
On October 14 2008 18:19 Plexa wrote:
MBS is not an issue for the game. The mechanic feels fine and it feels just right. Protoss have warp in (which tones down MBS significantly) and Zerg have the larvae management and creep strategy (an idea blizzard is amplifying). Terran however are piss easy because of MBS - but they are looking at solutions to that.
I suppose blizz's strategy to add more macro to terran was that reactor/addons thingy. How did it feel to use those? Maybe there is some high macro potentional managing addons? Stuff like, put reactors on rax for quick marines, then lift off, switch rax for facs for fast helions, place raxes on addons for building marauders, then switch back to counter something... etc etc. Do you guys feel like this system could have the potential to offer interesting macro for terrans?

The real killer here is automine, it basically makes it so that you never have to return to base at all. Removing automine would make this game x100000 better.
A little bit offtopic about automine:
+ Show Spoiler +
I recently noticed that nowadays on bw if you right click on minerals with a group of workers + others it will actually order to mine instead of move! I proly sound stupid as hell, but I took some breaks from starcraft time to time and I suppose they patched that during these so I completely missed this change and I have been ctrl+clicking drones out of the group of rallied units on every iccup game till a couple of weeks ago. This frees me up so many actions, on my point of view it feels like I have auto-mine now, it's s easy So my question is, when they patched this to make mining easier (for zerg it is MUCH easier) was there so many people complaining that the game was too easy like people are complaining about auto-mine? ^^
Great people talk about ideas. Average people talk about things. Small people talk about other people.
zeppelin
Profile Joined December 2007
United States565 Posts
Last Edited: 2008-10-14 19:26:19
October 14 2008 19:25 GMT
#75
Another reason fast expands seemed to be a lot less viable was because the naturals were usually set off to the side of the paths to the mains. The only way you could defend your choke would be to spend a lot on static defense to cover both the expo and runbys. Also most naturals had 2 paths in so there usually wasn't just one choke you could defend.

I also felt like I had to cut probes to add tech and especially to expand unlike in sc where your tech and expands just sort of flow out of you having a surplus cash flow. With static defense so weak it definitely seemed like you had to really build up before you could risk expanding.
Excalibur_Z
Profile Joined October 2002
United States12240 Posts
Last Edited: 2008-10-14 20:39:56
October 14 2008 20:08 GMT
#76
I'm really on the fence about the whole double geyser/extraction cooldown thing. The cooldown period is about 30 seconds. I can see where they were intending for players to be able to stock up on gas in quick bursts, and making that a viable alternative to the more predictable stream of income from one geyser at a time. I just think it comes off as an unnecessary form of increased base management. I didn't really like it because it threw off my timing and a lot of times it took me a while to realize (even with the UI's geyser alert message) that my workers were just sitting idle at a geyser. My personal strategy was just to swap from one geyser to the other for a smoother rate of income and so I could adapt more quickly to given situations, and because it felt closer to BW.

Minerals only harvest at 5 per cluster instead of 8, that was pretty different and really threw me off. Timing for opening builds seemed to be about the same speed as BW because of this.

Also to the guy complaining about "pre-alpha" or whatever, "pre-alpha" is a development stage where not all features have been implemented yet. I don't know what your explosion was all about.

Oh and I have to mention the amazing new observer mode features. There are different toggleable overlays in the corner for Army, Resources, among other things. This shows you at a glance each player's resource stockpile as well as their rate of income and how much they have spent and are spending over time on armies, research, structures, etc. Observers can see each player's mouse clicks and what they have selected, as well. Very very cool, like they took all of Lasgo's and superpenguin's BW tools and integrated them directly. You can bet all of these features will be in replays as well. Totally awesome and catered directly to broadcasting e-sports.
Moderator
Ki_Do
Profile Blog Joined July 2008
Korea (South)981 Posts
October 14 2008 21:28 GMT
#77
gas mechanics plus manual mine = pro economy management?
I've got a point, and i'm ready to kill or die for it.
danieldrsa
Profile Joined June 2008
Brazil523 Posts
Last Edited: 2008-10-15 03:05:34
October 15 2008 03:03 GMT
#78
its a little bit off topic, but why only the protoss workers have changed?
I really loved the wings of probes
now they look soo observish

BTW, Colossi are useless imo, by now
In SC1 you always could go Reaver or Templar, both excelling in worker killing, damage dealers
Say, robo bay, or cidatel. By now, only templars are viable in mineral line raids.
Colossus are doing a great headache to blizz, just like Queen/Thors.

Edit
I know they are experimenting, but the abilities are changing so quickly, also the units, that i dont know what expect next. I trust blizz, but its really confusing by now.
-*-
MyLostTemple *
Profile Blog Joined November 2004
United States2921 Posts
October 15 2008 05:26 GMT
#79
i STILL hate mbs and automining.
Follow me on twitter: CallMeTasteless
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
October 15 2008 05:32 GMT
#80
On October 15 2008 14:26 MyLostTemple wrote:
i STILL hate mbs and automining.

Is the new version of MBS better than the old version?
That is does 4zzzzzzz > 4z?
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
geno
Profile Blog Joined October 2007
United States1404 Posts
October 15 2008 08:01 GMT
#81
On October 15 2008 14:32 FrozenArbiter wrote:
Show nested quote +
On October 15 2008 14:26 MyLostTemple wrote:
i STILL hate mbs and automining.

Is the new version of MBS better than the old version?
That is does 4zzzzzzz > 4z?

I never played the 4z build, but the 4zzzzz did feel at least a bit closer to SC1 (which I must add, back when I used to participate in the MBS threads a lot, I argued for as a potential compromise that should at least be tried! totally called this one!)

Funny enough, since it was my first time playing SC2, I actually often forgot about MBS in the first place which made Zerg macro feel even more demanding than SC1 when I first hit sdz and found out I only made two lings, lol.

But maybe I'm not the best to answer this question anyways... at my worst, I was only tentatively afraid of what MBS might do to the game's viability as an e-sport, and I definitely didn't get as much hands-on time with the game as the press guys
IdrA
Profile Blog Joined July 2004
United States11541 Posts
October 15 2008 08:20 GMT
#82
imo the 4zzzzz version is way worse than the 4z version
with the 4z version if you wanted to modify your armies unit composition you had to go back and change the way your gateway hotkeys are set up (to get 6 stalkers 4 zealots and 2 ht's you had to have 3 hotkeys of gateways with the correct number in each) now you just go sssssszzzzhh. so basically the only reason you ever have to go back to your base is to build stuff.

(i think it might actually reduce the total number of actions anyway, it seems to me that it would require more actions to go through and reconfigure your gateway hotkeys than to press unit hotkeys a few extra times)
http://www.splitreason.com/product/1152 release the gracken tshirt now available
IdrA
Profile Blog Joined July 2004
United States11541 Posts
October 15 2008 08:23 GMT
#83
On October 15 2008 12:03 danieldrsa wrote:
its a little bit off topic, but why only the protoss workers have changed?
I really loved the wings of probes
now they look soo observish

BTW, Colossi are useless imo, by now
In SC1 you always could go Reaver or Templar, both excelling in worker killing, damage dealers
Say, robo bay, or cidatel. By now, only templars are viable in mineral line raids.
Colossus are doing a great headache to blizz, just like Queen/Thors.

Edit
I know they are experimenting, but the abilities are changing so quickly, also the units, that i dont know what expect next. I trust blizz, but its really confusing by now.

theyre far from useless, they act more like a mix of archons and reavers than pure reavers. you're right that they are not worker raiders anymore, but theyre still very strong fighting/army support units.
http://www.splitreason.com/product/1152 release the gracken tshirt now available
Ki_Do
Profile Blog Joined July 2008
Korea (South)981 Posts
October 15 2008 11:34 GMT
#84
I have a question here... for the ones who played the game.
Did anyone use the old hold,patrol mechanics with any units to search for old tricks?
i mean, patrol with banshee(to copycat the wraith patrol),mutalisk, patrol/hold with marauder, etcetera...
???
I've got a point, and i'm ready to kill or die for it.
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
October 15 2008 14:28 GMT
#85
On October 14 2008 17:11 VIB wrote:
Show nested quote +
On October 14 2008 00:59 Klockan3 wrote:
On October 14 2008 00:20 danieldrsa wrote:
On October 13 2008 23:28 Klockan3 wrote:
On October 13 2008 22:48 danieldrsa wrote:
But what you think of Colossus? Dont you agree it sucks at worker killing?

It still deals 16 line damage so three shots and you just killed a lot of workers. The animation is not a representation of the attack, it deals its damage in all of the area instantly when the beam hits the right side, the rest of the animation is just there for show.


16 line damage? LoL
3 shots to kill workers? double LoL

If its true, Colossi are the most useless piece of protoss army (cost/benefits)

When it did 25 damage it were seriously op though.
Didn't the colossus do 100 something damage on the WWI build?

it did over 100 single target damage in the first build, it got changed to 25 line damage almost a year ago and then it were overpowered. But of course it had more health then also.
SolaR-
Profile Blog Joined February 2004
United States2685 Posts
Last Edited: 2008-10-15 15:07:28
October 15 2008 15:06 GMT
#86
i haven't played starcraft 2 but people need to calm down. Ive played sc since the beginning and this feels like a repeat of the old process. Hell, starcraft didnt seem to obtain its complete balance until brood war. In the early stages everyone thought that zerg was really weak, and that 2 gate zeal was impossible to beat.

The reason why Starcraft and other blizzard games are so great is because of the great services and attention that blizzard provides. Blizzard is constantly testing this game, and its only at the beginning stages. They have not even released the beta yet, and we all know how the first starcraft changed alot from its original beta. Then we have more changes when the game actually comes out, from all the patches that it will receive. The constant update in patches, once the game is released, is what makes the game balanced. People say that is was luck that starcraft achieved such a great balance. But people seem to forget how much blizzard tinkered and worked with the game in its early stages. Blizzard is obviously repeating this long drawn out process. Even though starcraft 2 won't be the same game, it will be just as great or at least almost as great.


beaumaynz
Profile Joined October 2008
10 Posts
October 16 2008 02:38 GMT
#87
I think the most important thing is that Mind Control is missing. Please bring back MC
손찬웅화이팅 - reachdreamdate.com - formerly bongming420
SaharaDrac
Profile Joined May 2008
United States76 Posts
October 16 2008 03:13 GMT
#88
Ki_Do, I used Hellions (replacement for vultures) and used the hold command to kite units while firing, It felt very right.
We are Venom
maybenexttime
Profile Blog Joined November 2006
Poland5776 Posts
October 16 2008 11:30 GMT
#89
But we're concerned with PATROL micro when it comes to Hellions.

What exactly do you mean by using "hold command" to kite? Dragoon-style hold-attacking?
Ki_Do
Profile Blog Joined July 2008
Korea (South)981 Posts
October 16 2008 12:01 GMT
#90
Come on beaumaynz, starcraft will have 2 expansions.
many new upgrades and units(pérhaps old ones) will come =)
I've got a point, and i'm ready to kill or die for it.
Aerox
Profile Blog Joined September 2004
Malaysia1213 Posts
Last Edited: 2008-10-16 12:22:27
October 16 2008 12:18 GMT
#91
On October 16 2008 11:38 beaumaynz wrote:
I think the most important thing is that Mind Control is missing. Please bring back MC

It's not missing. It's with the Infestor now. A modified one at that though(time-limited?). Don't forget that Corrupters also have a mind-control ability too... but passive and with chance.
"Eyes in the sky."
maybenexttime
Profile Blog Joined November 2006
Poland5776 Posts
October 16 2008 14:14 GMT
#92
On a different note: what were the Nighthawk's spells? I've read that there's no Seismic Thumper or whatever. Is that true? If so, why has it been mentioned? It seemed like a good ability, especially vs the beasty Ultras. ^_____^
beaumaynz
Profile Joined October 2008
10 Posts
October 16 2008 18:59 GMT
#93
On October 16 2008 21:18 Aerox wrote:
Show nested quote +
On October 16 2008 11:38 beaumaynz wrote:
I think the most important thing is that Mind Control is missing. Please bring back MC

It's not missing. It's with the Infestor now. A modified one at that though(time-limited?). Don't forget that Corrupters also have a mind-control ability too... but passive and with chance.


It's not the same... unless you can build a nexus/cc in the brief time you have a worker controlled. It doesn't have to be practical or anything, it's just fun to have it in there as a gimmick.
손찬웅화이팅 - reachdreamdate.com - formerly bongming420
rOlEx
Profile Joined April 2008
Canada49 Posts
October 17 2008 02:16 GMT
#94
On October 16 2008 23:14 maybenexttime wrote:
On a different note: what were the Nighthawk's spells? I've read that there's no Seismic Thumper or whatever. Is that true? If so, why has it been mentioned? It seemed like a good ability, especially vs the beasty Ultras. ^_____^


nighthawk has spider mines, auto-turret, and targeting drone which targets an enemy unit and that unit then takes +50% dmg

i never really saw any of the skills used extremely effectively to be honest but targeting drones could be really useful late game against motherships and ultras
It's time to drop the pants and dispense some indiscrimite justice!
Xeris
Profile Blog Joined July 2005
Iran17695 Posts
October 17 2008 02:30 GMT
#95
you can't do the patrol shit in sc2 (at least right now)
twitter.com/xerislight -- follow me~~
cgrinker
Profile Blog Joined December 2007
United States3824 Posts
October 17 2008 02:49 GMT
#96
I'm really exicited to be around for some imba so I can post here three months after it comes out and say "my favorite imba is out nooooo!"
Psyonic_Reaver
Profile Blog Joined June 2007
United States4342 Posts
Last Edited: 2008-10-17 04:47:50
October 17 2008 04:37 GMT
#97
If you guys want to hear me just rant about the SC2 gas mechanics. Here you go.


Edit - This is part 2 of a 5 part series. At the very end I talk about Marines owning Protoss.
So wait? I'm bad? =(
Ki_Do
Profile Blog Joined July 2008
Korea (South)981 Posts
October 17 2008 08:39 GMT
#98
5/5 would watch again
I've got a point, and i'm ready to kill or die for it.
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
October 17 2008 09:02 GMT
#99
Aha! If I want 1 ht 2 goon 3 zealot I'd go 5tddzzz?
sweet
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!
Fen
Profile Blog Joined June 2006
Australia1848 Posts
October 17 2008 10:33 GMT
#100
On October 17 2008 18:02 evanthebouncy! wrote:
Aha! If I want 1 ht 2 goon 3 zealot I'd go 5tddzzz?
sweet


Which is less difficult than selecting 1 gateway and pressing T, Then 2 gateways and pressing D and then 3 gateways and pressing Z.

I think its better off with 1 click giving the command to everything, meaning if u want a mix, you gotta select your gateways correctly first.
Aerox
Profile Blog Joined September 2004
Malaysia1213 Posts
October 17 2008 12:02 GMT
#101
On October 17 2008 03:59 beaumaynz wrote:
Show nested quote +
On October 16 2008 21:18 Aerox wrote:
On October 16 2008 11:38 beaumaynz wrote:
I think the most important thing is that Mind Control is missing. Please bring back MC

It's not missing. It's with the Infestor now. A modified one at that though(time-limited?). Don't forget that Corrupters also have a mind-control ability too... but passive and with chance.


It's not the same... unless you can build a nexus/cc in the brief time you have a worker controlled. It doesn't have to be practical or anything, it's just fun to have it in there as a gimmick.

Then it's not the most important thing nor would it be counted as missing. >:3

There'd still be SC1 units in the editor(and prolly the campaign). I'm sure the old abilities would still be there. And most likely a SC:BW mod will be created for SC2 which in several interviews the Blizz employees have been enticing modders to do already.
"Eyes in the sky."
Psyonic_Reaver
Profile Blog Joined June 2007
United States4342 Posts
October 17 2008 19:02 GMT
#102
I don't want to buy SC2 just for the map editor. =(
So wait? I'm bad? =(
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