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High ground advantage

Forum Index > BW General
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jtan
Profile Blog Joined April 2003
Sweden5891 Posts
Last Edited: 2009-02-12 11:16:13
February 11 2009 23:30 GMT
#1

[image loading]


Units attacking from lower ground to higher ground only have a 70% chance to hit

Units that are in trees are considered to be "in cover". Any units that are in cover only have a 70% chance of being hit



Or so says Blizzards official strategy guide. But is it really true? It often feels impossible to attack units on high ground, and -30% doesn't seem like that big a deal right?

So since I recently had courses in statistics I thought it would be a fun idea to test the hypothesis about 70% hit-rate.

Gathering data
I made a map where 10 dragoons can attack a missile turret on high ground. Missile turret gets 1000 hp, no armor, and dragoons get to make 1 damage.

I then shot 10 volleys from the goons synchronized and noted the turrets hp.

This was repeated 30 times (restarting map when needed).


Analysis
The goons fired a total of 3000 shots. 1587 hit the target, giving a hit-ratio of 52.9%

What can we then say about the real value p (=probability to hit)?

+ Show Spoiler [Math] +

Well 1587 is an observation of a random variable X from Bin(3000,p).

Since n is 3000, an approximation with the normal distribution will be very accurate.

So X is~ N(3000p,sqrt(3000*p*(1-p)))

So p* = X/3000 is~ N(p,sqrt(p*(1-p)/3000))

and so on...


We can now contruct a ~99.9%-confidence interval for p:
(0.499, 0.559)

This means that the probability that p=(probability for an attack to hit from low to high ground) is somewhere between 0.499 and 0.559 is 99.9%.

Conclusion
It's definatly not a 70% hit rate, at least not on my computer.

It might also be something wrong with starcrafts randomizer in my computer or something

I also tried the same thing with a tank on high ground and a tank behind a tree. I didn't do 3000 shots, but both cases gave hit-rates around 50% just like with the turret.

I'll upload the map so you can try it yourselves.

>Map from rapidshare

Thanks for reading!

Update
Since many of you thought it might be different for other units I tried the same thing with marines and hydras but with smaller sample sizes, only 500 shots each.

Out of 1000 shots 522 hit giving a hit-ratio of 52.2%

So there's no significant difference between units which is what you'd expect from the programming point of view.
Enter a Uh
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
February 11 2009 23:31 GMT
#2
I always thought something wasn't quite right with the '70% hit' stat, thanks for confirming. :D
beefhamburger
Profile Joined December 2007
United States3962 Posts
February 11 2009 23:34 GMT
#3
I thought it was 70% chance you miss. I've seen some recent pro games where a goon is shooting a mine on a ramp and it takes roughly 8-12 shots just to hit it once (obviously just a few games).
Salv
Profile Blog Joined December 2007
Canada3083 Posts
February 11 2009 23:34 GMT
#4
Ditto, it always seemed to be much less then 70%. 70% would at least mean if you fire, you have a good chance to hit the unit; I've always seen it around 50% as well.
Itachii
Profile Blog Joined April 2008
Poland12466 Posts
February 11 2009 23:34 GMT
#5
I always thought that the unit shooting from low ground has 33% chance of hitting the one higher o.O
and never knew about the trees thing, heh.
La parole nous a été donnée pour déguiser notre pensée
ZoW
Profile Blog Joined January 2009
United States3983 Posts
Last Edited: 2009-02-12 00:09:25
February 11 2009 23:35 GMT
#6
The 70% is definitely not an accurate statistic. Sometimes units rarely miss high ground targets, sometimes they miss almost all their shots. Almost seems like Blizz left that to a random number generator or something to that extent.
the courage to be a lazy bum
Misrah
Profile Blog Joined February 2008
United States1695 Posts
February 11 2009 23:39 GMT
#7
holyshit nice work!
A thread vaguely bashing SC2? SWARM ON, LOW POST COUNT BRETHREN! DEFEND THE GLORIOUS GAME THAT IS OUR LIVELIHOOD
deathgod6
Profile Blog Joined January 2008
United States5064 Posts
Last Edited: 2009-02-11 23:50:48
February 11 2009 23:45 GMT
#8
Nice OP. It does feel like less than 70% when playing at times. Blizzard, fix the high ground advantage or change the statistic!

edit- I'm thinking maybe if vision plays some factor, too. Like when you lose vision of the high ground and you can't see your goon shot hit the tank because it disappeared. For example, when a nuke is being dropped, they scan the area so they have vision. Does vision play any role in getting an effective hit?
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FragKrag
Profile Blog Joined September 2007
United States11552 Posts
February 11 2009 23:47 GMT
#9
It probably would have worked better if you used mutas.
*TL CJ Entusman #40* "like scissors does anything to paper except MAKE IT MORE NUMEROUS" -paper
arb
Profile Blog Joined April 2008
Noobville17921 Posts
February 11 2009 23:49 GMT
#10
Highground factors in for everyone except Reach
Artillery spawned from the forges of Hell
Tianx
Profile Blog Joined October 2008
United States1196 Posts
February 11 2009 23:49 GMT
#11
I've always felt like that number was a bit high, and it's nice to see someone prove just how ridiculously important high ground is. Chiming in to say great work, OP!
Intrigue: "as i've said to many others your troubles in life may be directly correlated to your dirty protoss icon"
jtan
Profile Blog Joined April 2003
Sweden5891 Posts
February 11 2009 23:52 GMT
#12
On February 12 2009 08:49 arb wrote:
Highground factors in for everyone except Reach

Haha~~
+ Show Spoiler +
That game was the reason I did this
Enter a Uh
JeeJee
Profile Blog Joined July 2003
Canada5652 Posts
February 11 2009 23:52 GMT
#13
On February 12 2009 08:35 ZoW wrote:
The 70% is definitely not an accurate statistic. Sometimes units rarely miss high ground targets, sometimes the miss almost all their shots. Almost seems like Blizz left that to a random number generator or something to that extent.


uh. how else would you do this apart from using a form of RNG?

Interesting OP btw, the sample size and math seem to check out.. looks pretty good that it's not 70%. Maybe it was 70% at one time and changed in a later patch with the guides not updated? i find it hard to believe that blizzard either randomly pulled out a number or just decided to misinform people for fun.
(\o/)  If you want it, you find a way. Otherwise you find excuses. No exceptions.
 /_\   aka Shinbi (requesting a name change since 27/05/09 ☺)
Boblion
Profile Blog Joined May 2007
France8043 Posts
Last Edited: 2009-02-11 23:58:29
February 11 2009 23:58 GMT
#14
Nimue would be proud to have you as a student :p
fuck all those elitists brb watching streams of elite players.
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
Last Edited: 2009-02-12 00:04:29
February 11 2009 23:59 GMT
#15
On February 12 2009 08:52 JeeJee wrote:
Show nested quote +
On February 12 2009 08:35 ZoW wrote:
The 70% is definitely not an accurate statistic. Sometimes units rarely miss high ground targets, sometimes the miss almost all their shots. Almost seems like Blizz left that to a random number generator or something to that extent.


uh. how else would you do this apart from using a form of RNG?

Interesting OP btw, the sample size and math seem to check out.. looks pretty good that it's not 70%. Maybe it was 70% at one time and changed in a later patch with the guides not updated? i find it hard to believe that blizzard either randomly pulled out a number or just decided to misinform people for fun.

I'll check this in the original, non-updated starcraft.

Apparently the 1.00 exe runs at 1.15.3 for me =/ 1.09b has 50% hitrate as well, I don't have any older ones here.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
LemOn
Profile Blog Joined July 2005
United Kingdom8629 Posts
February 11 2009 23:59 GMT
#16
On February 12 2009 08:52 jtan wrote:
Show nested quote +
On February 12 2009 08:49 arb wrote:
Highground factors in for everyone except Reach

Haha~~
+ Show Spoiler +
That game was the reason I did this


what game? Link please
Much is the father figure that I miss in my life. Go Daddy! DoC.LemOn, LemOn[5thF]
jtan
Profile Blog Joined April 2003
Sweden5891 Posts
February 12 2009 00:01 GMT
#17
On February 12 2009 08:59 LemOn wrote:
Show nested quote +
On February 12 2009 08:52 jtan wrote:
On February 12 2009 08:49 arb wrote:
Highground factors in for everyone except Reach

Haha~~
+ Show Spoiler +
That game was the reason I did this


what game? Link please

+ Show Spoiler +
http://www.youtube.com/watch?v=oqSwXOdv2uE&eurl=http://www.teamliquid.net/forum/viewmessage.php?topic_id=50875&currentpage=247

Reach vs Young from today, nothing special but at one point reach attacks uphill and kicks ass
Enter a Uh
DanceCommander
Profile Blog Joined May 2008
United States1808 Posts
February 12 2009 00:06 GMT
#18
+ Show Spoiler +
I was amazed too but those storms really dealt a lot of damage.. Plus I think young sort of took the high ground safety for granted
Twisted
Profile Blog Joined September 2002
Netherlands13554 Posts
February 12 2009 00:08 GMT
#19
I always thought it was 50%. Never knew about the 70% statistic but I know that can't be right.
Moderator
LuckyFool
Profile Blog Joined June 2007
United States9015 Posts
February 12 2009 00:22 GMT
#20
Nice post! Very cool.

Blizzard starcraft guides also mention wraith rushing in TvP is good because you can harass their probe lines. lul.
IdrA
Profile Blog Joined July 2004
United States11541 Posts
February 12 2009 00:22 GMT
#21
did anyone else not know that on the new 'broken' ramps, the one that go the wrong directions and stuff, theres patches of ground that count as high ground, so they dont get the % disadvantage?

never knew that till a couple of weeks ago.
http://www.splitreason.com/product/1152 release the gracken tshirt now available
alffla
Profile Blog Joined November 2005
Hong Kong20321 Posts
Last Edited: 2009-02-12 00:24:21
February 12 2009 00:23 GMT
#22
there's patches that count as high so they don't get the disadvantage...? o_ O

[edit]

oh right i get what u mean now
Graphicssavior[gm] : What is a “yawn” rape ;; Masumune - It was the year of the pig for those fucking defilers. Chill - A clinic you say? okum: SC without Korean yelling is like porn without sex. konamix: HAPPY BIRTHDAY MOMMY!
JWD
Profile Blog Joined October 2007
United States12607 Posts
Last Edited: 2009-02-12 00:27:56
February 12 2009 00:26 GMT
#23
Notice: this data put the hit rate at slightly above 50%. The OP's observed mean is ~.53, based on the CI he gives.

53% sounds like a pretty arbitrary number for Blizzard to set as the hitrate when shooting uphill...but your sample size is massive enough that I doubt the "true" hitrate is much different (to quantify that, your 99.9% CI only gives a range of only .03 on either side of .53. Based on this, we can say conclusively that the hitrate is not 50%).

Nice report btw, this is exactly the kind of thing I love :D
✌
Ganfei
Profile Blog Joined August 2008
Taiwan1439 Posts
February 12 2009 00:27 GMT
#24
Having played a billion 2v2's involving breaking someone's ramp with MM, I can also agree that it is definitely nowhere neaaaaaaaarrr 70%, sometimes it even feels like 20% when 8 vults miss a zealot 3 times each and a cannon finishes because of it
You are crushing me like a cheese sandwich
jtan
Profile Blog Joined April 2003
Sweden5891 Posts
Last Edited: 2009-02-12 00:33:55
February 12 2009 00:32 GMT
#25
On February 12 2009 09:26 jwd241224 wrote:
Doesn't this data put the hit rate at slightly above 50%? Your mean must be ~.53, based on the CI you give.

53% sounds like a pretty arbitrary number for Blizzard to set as the hitrate when shooting uphill...but your sample size is massive enough that I doubt the "true" hitrate is much different.

Nice report btw, this is exactly the kind of thing I love :D

Good point, my data suggests that it is also very unlikely that the number is 50%, but like you say it would be weird to set it to 53% by blizzard. A few things could have gone wrong though. Perhaps some goons close to the edge glitch and think they are on high ground, or perhaps the random number generator has some sort of minor bias.

edit:also my observed mean was exactly 1587/3000=0.529
Enter a Uh
minus_human
Profile Blog Joined November 2006
4784 Posts
February 12 2009 00:33 GMT
#26
I actually think it might vary from unit to unit. I once heard that Tanks and marines are best at shooting uphill, while dragoons are worst (could have been a misunderstanding, maybe it was referring to the Tanks' splash or smth)

Anyway, great post and thanks alot! Starcraft never ceases to amaze
minus_human
Profile Blog Joined November 2006
4784 Posts
February 12 2009 00:34 GMT
#27
On February 12 2009 09:22 IdrA wrote:
did anyone else not know that on the new 'broken' ramps, the one that go the wrong directions and stuff, theres patches of ground that count as high ground, so they dont get the % disadvantage?

never knew that till a couple of weeks ago.



I think anyone who created maps with inverse ramps knows this, or at least they should have guessed it. Yeah it sucks, but I don't think it fixable
t_co
Profile Blog Joined July 2007
United States702 Posts
February 12 2009 00:51 GMT
#28
Why don't you try this with other ranged units too?

Tanks
Rines
Hydras
etc.
"Look, don't congratulate us when we buy a company, congratulate us when we sell it. Because any fool can overpay and buy a company, so long as there is money to buy it." --Henry Kravis
Ganfei
Profile Blog Joined August 2008
Taiwan1439 Posts
Last Edited: 2009-02-12 00:53:13
February 12 2009 00:52 GMT
#29
On February 12 2009 09:33 minus_human wrote:
I actually think it might vary from unit to unit. I once heard that Tanks and marines are best at shooting uphill, while dragoons are worst (could have been a misunderstanding, maybe it was referring to the Tanks' splash or smth)

Anyway, great post and thanks alot! Starcraft never ceases to amaze


PLay some TvT and tell me if tanks are better at shooting uphill than other units...

Maybe it only seems that marines can shoot better uphill because a large number, stimmed, appears to connect more often. This is only an illusion in my experience.

On February 12 2009 09:22 IdrA wrote:
did anyone else not know that on the new 'broken' ramps, the one that go the wrong directions and stuff, theres patches of ground that count as high ground, so they dont get the % disadvantage?

never knew that till a couple of weeks ago.


Could you give an example of this? Are you talking about ramps like at 11 on Othello?
You are crushing me like a cheese sandwich
G5
Profile Blog Joined August 2005
United States2898 Posts
February 12 2009 00:54 GMT
#30
maybe you should test your theory with other ranged attack units as well. Maybe the 70% Blizzard stated was through all gound ranged units and different units have different percentages.

The more likely reason though that it isn't 70% is that there has been many patches which messed with the hit ratio since they published there strategy guild.
minus_human
Profile Blog Joined November 2006
4784 Posts
February 12 2009 00:55 GMT
#31
I wasn't too sure anyway, it's more like I was seeking confirmation

But you make a valid point NoobsOfWrath, and come to think about it, I think I actually did read what I wrote above in a Korean interview or smth, but I never realized that they could have been taking about the fact that in large numbers, and with very fast shooting speed, marines are best at shooting uphill.

There shouldn't logically be any exception from the rule, silly me I guess
IdrA
Profile Blog Joined July 2004
United States11541 Posts
February 12 2009 01:06 GMT
#32
On February 12 2009 09:52 NoobsOfWrath wrote:
Show nested quote +
On February 12 2009 09:33 minus_human wrote:
I actually think it might vary from unit to unit. I once heard that Tanks and marines are best at shooting uphill, while dragoons are worst (could have been a misunderstanding, maybe it was referring to the Tanks' splash or smth)

Anyway, great post and thanks alot! Starcraft never ceases to amaze


PLay some TvT and tell me if tanks are better at shooting uphill than other units...

Maybe it only seems that marines can shoot better uphill because a large number, stimmed, appears to connect more often. This is only an illusion in my experience.

Show nested quote +
On February 12 2009 09:22 IdrA wrote:
did anyone else not know that on the new 'broken' ramps, the one that go the wrong directions and stuff, theres patches of ground that count as high ground, so they dont get the % disadvantage?

never knew that till a couple of weeks ago.


Could you give an example of this? Are you talking about ramps like at 11 on Othello?

all ramps not allowed in the original editor, afaik
i found out because of the 6 ramp on destination
2 unranged goons broke 4 rines on a ramp without losing one and i was like o.o?
http://www.splitreason.com/product/1152 release the gracken tshirt now available
minus_human
Profile Blog Joined November 2006
4784 Posts
February 12 2009 01:12 GMT
#33
That happens because the ramp is created by manually copy-pasting little patches of tileset to make it
a)walkable and
b) visually appealing

In the process, mappers use patches from high ground and/or low ground, whichever looks best. The only thing they try to respect is to make it as large as a normal ramp, and often a ramp like this is made out of patches of ground that would normally be 'low ground', so it doesn't give a high ground advantage.
meegrean
Profile Joined May 2008
Thailand7699 Posts
February 12 2009 01:24 GMT
#34
Yeah, it does seem more like 50% and not to mention that you need to get vision too. High ground is indeed quite an advantage.
Brood War loyalist
OmgIRok
Profile Blog Joined June 2008
Taiwan2699 Posts
February 12 2009 01:24 GMT
#35
On February 12 2009 08:49 arb wrote:
Highground factors in for everyone except Reach

"Wanna join my [combo] clan?" "We play turret d competitively"
PH
Profile Blog Joined June 2008
United States6173 Posts
February 12 2009 01:33 GMT
#36
I always assumed it was 70% hit rate, as that was what I'd read...

But after reading this, yeah, 50% sounds a lot more right. I dunno, I never really thought that deeply into it.

Thanks to the OP for this, though. Very interesting.
Hello
Divinek
Profile Blog Joined November 2006
Canada4045 Posts
February 12 2009 01:35 GMT
#37
I always thought it was 50%, and since that's pretty much what happened it made sense
Never attribute to malice that which can be adequately explained by stupidity.
Oh goodness me, FOX tv where do you get your sight? Can't you keep track, the puck is black. That's why the ice is white.
Excalibur_Z
Profile Joined October 2002
United States12235 Posts
February 12 2009 01:36 GMT
#38
Nice work jtan. I always spouted the 70% hit statistic as gospel without ever checking to back it up.

Possible reasons which would fit within or near the margin of error:
- Double counting (70% hit rate counted twice or 49%, or possibly the reverse of 51%)
- Double counting out of 256 (179/256 = 70%, 179/256 * 179/256 = 48.9%, or possibly 51.1%, everything else in the game is /256 so this may be no different)
- 70/128 instead of 70/100 (54.6%, or if out of /256 it could be double counting additively)

More uncommon possibilities:
- 100-30/70 (57.2%)
- 70/130 (70/(100+100-70) = 53.8%, close result, but the reason for the numbers makes no functional sense)
- 69/130 (53.0%, this factors in a possible 1% chance a ranged shot will miss as we sometimes observe, but instead of 1/100 it is a 1/130 less chance)

I contend that it's probably a bug, but the reason for the bug is unclear since we have no way of viewing the code.
Moderator
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2009-02-12 01:59:36
February 12 2009 01:50 GMT
#39
On February 12 2009 09:22 IdrA wrote:
did anyone else not know that on the new 'broken' ramps, the one that go the wrong directions and stuff, theres patches of ground that count as high ground, so they dont get the % disadvantage?

never knew that till a couple of weeks ago.

yes and some maps like python 6 have 1 tile that is low ground on the top of the ramp so ur unit may not even get vision (like he's been optical flared).


And this thread is very interesting. After 10 years no one actually bothered to check the stat that we all know by heart and even realize the extreme value of high ground.

Now the question is what should be fixed, the stat on their website/game manuals etc. or patch it to actually be 70% .

The game would seem to change so drastically.

it's like playing holdem and being put all in with Top pair/flush draw normally then all the sudden someone hands you trips.


PS- This needs to be tested a little more imo, more shots and more units. Also do buildings have a different hit rate than a unit? Do different buildings have different hit rates (T/P/Z etc)? Do large/small/medium units effect anything?
..and then I would, ya know, check em'. (Aka SpoR)
Ellis
Profile Blog Joined December 2008
247 Posts
Last Edited: 2009-02-12 03:06:38
February 12 2009 03:06 GMT
#40
The sad thing is that I can see some Korean site having this investigation years ago.

;_; Foreign scene compared to Korea
xJacky
Profile Blog Joined September 2008
China375 Posts
February 12 2009 03:15 GMT
#41
lol -_-x no wonder when i TvP its impossible to break a natural
Love was supposed to be something women chased, not men. - Neil Strauss
thunk
Profile Blog Joined March 2008
United States6233 Posts
February 12 2009 03:15 GMT
#42
Nice OP, always thought that the 70% number was a little high.
Every time Jung Myung Hoon builds a vulture, two probes die. || My post count was a palindrome and I was never posting again.
Ganfei
Profile Blog Joined August 2008
Taiwan1439 Posts
February 12 2009 03:21 GMT
#43
On February 12 2009 12:06 Ellis wrote:
The sad thing is that I can see some Korean site having this investigation years ago.

;_; Foreign scene compared to Korea


lol what a retarded statement

seriously....stupid and ignorant
You are crushing me like a cheese sandwich
tec27
Profile Blog Joined June 2004
United States3701 Posts
February 12 2009 03:22 GMT
#44
On February 12 2009 10:36 Excalibur_Z wrote:
Nice work jtan. I always spouted the 70% hit statistic as gospel without ever checking to back it up.

Possible reasons which would fit within or near the margin of error:
- Double counting (70% hit rate counted twice or 49%, or possibly the reverse of 51%)
- Double counting out of 256 (179/256 = 70%, 179/256 * 179/256 = 48.9%, or possibly 51.1%, everything else in the game is /256 so this may be no different)
- 70/128 instead of 70/100 (54.6%, or if out of /256 it could be double counting additively)

More uncommon possibilities:
- 100-30/70 (57.2%)
- 70/130 (70/(100+100-70) = 53.8%, close result, but the reason for the numbers makes no functional sense)
- 69/130 (53.0%, this factors in a possible 1% chance a ranged shot will miss as we sometimes observe, but instead of 1/100 it is a 1/130 less chance)

I contend that it's probably a bug, but the reason for the bug is unclear since we have no way of viewing the code.

I actually think it'd be a fairly interesting endeavor to find the code that handles these random numbers. Where to begin in reverse engineering that, however, I have no idea. I'll think on it for a while, maybe I can figure something out
Can you jam with the console cowboys in cyberspace?
Funnytoss
Profile Blog Joined August 2007
Taiwan1471 Posts
February 12 2009 03:38 GMT
#45
I would really like to see this tested with other range units - maybe it's subjective, but I always feel that Tanks do not suffer all that much when firing uphill when compared to Dragoons - at least, it always feels nearly impossible to assault a Terran sieged on high ground.
AIV_Funnytoss and sGs.Funnytoss on iCCup
Tsagacity
Profile Blog Joined August 2005
United States2124 Posts
February 12 2009 05:46 GMT
#46
On February 12 2009 12:38 Funnytoss wrote:
I would really like to see this tested with other range units - maybe it's subjective, but I always feel that Tanks do not suffer all that much when firing uphill when compared to Dragoons - at least, it always feels nearly impossible to assault a Terran sieged on high ground.


Tanks probably fire a lot better uphill because of splash damage?
"Everyone worse than me at video games is a noob. Everyone better than me doesn't have a life."
inkblot
Profile Joined December 2004
United States1250 Posts
February 12 2009 06:01 GMT
#47
As I understand it, the way replays can accurately recreate games where 'random' events like shooting uphill take place is by storing a seed number that is created (randomly, I assume) when the game is made. There may be some variance from game to game in hit rates, averaging ~50%.
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
Last Edited: 2009-02-12 06:44:17
February 12 2009 06:43 GMT
#48
On February 12 2009 12:38 Funnytoss wrote:
I would really like to see this tested with other range units - maybe it's subjective, but I always feel that Tanks do not suffer all that much when firing uphill when compared to Dragoons - at least, it always feels nearly impossible to assault a Terran sieged on high ground.

Tanks deal splash damage with a radius big enough to hit almost any unit for 25% or 50% damage, even if the tank blast misses. This is the same for units on high ground, behind trees, and under dark swarm.

I think burrowed units are the only units with small enough hitboxes that the tank splash misses them completely.


jtan: huge thanks for finally testing this statistic. I always thought it was 70%, but that % always felt too high.
NahLGaE
Profile Joined February 2008
Korea (South)523 Posts
February 12 2009 06:51 GMT
#49
always thought it was about 50% and i think most others accepted that as well
마재윤.
jtan
Profile Blog Joined April 2003
Sweden5891 Posts
February 12 2009 11:15 GMT
#50
Thanks for the positive feedback from all of you!

Some of you requested stats from other units, so I updated the OP with stats for marines and hydras. It was a lot harder to get the number of shots right so I used smaller samples. I won't do tanks because of the splash damage.
Enter a Uh
Funnytoss
Profile Blog Joined August 2007
Taiwan1471 Posts
February 12 2009 11:42 GMT
#51
Ah, so splash damage is what really negates the high ground. (well, kind of) This is quite an interesting thing to finally find out, great work!
AIV_Funnytoss and sGs.Funnytoss on iCCup
Racenilatr
Profile Blog Joined August 2008
United States2756 Posts
February 12 2009 11:47 GMT
#52
50% does seem more accurate. What about when like a zealot attacks another zealot? is that 50^% too?
jtan
Profile Blog Joined April 2003
Sweden5891 Posts
February 12 2009 13:54 GMT
#53
On February 12 2009 20:47 Racenilatr wrote:
50% does seem more accurate. What about when like a zealot attacks another zealot? is that 50^% too?

no no, it's only for ranged attacks
Enter a Uh
errol1001
Profile Joined April 2008
454 Posts
February 12 2009 14:23 GMT
#54
Burrowed units don't take splash damage (it's not a hitbox thing).

That's why swarm + lurker works..
wiesel
Profile Joined September 2008
Germany727 Posts
February 12 2009 14:28 GMT
#55
Interesting test.
IntoTheWow
Profile Blog Joined May 2004
is awesome32274 Posts
February 12 2009 14:30 GMT
#56
On February 12 2009 10:12 minus_human wrote:
That happens because the ramp is created by manually copy-pasting little patches of tileset to make it
a)walkable and
b) visually appealing

In the process, mappers use patches from high ground and/or low ground, whichever looks best. The only thing they try to respect is to make it as large as a normal ramp, and often a ramp like this is made out of patches of ground that would normally be 'low ground', so it doesn't give a high ground advantage.


I believe this is the same reason why when you block one of these ramps with a marine, scv, probe, etc sometimes you lose complete vision around it. It's like your unit is on a low ground patch surrounded by high ground patches, so it can't see anything.
Moderator<:3-/-<
minus_human
Profile Blog Joined November 2006
4784 Posts
Last Edited: 2009-02-12 14:48:14
February 12 2009 14:47 GMT
#57
On February 12 2009 23:30 IntoTheWow wrote:
Show nested quote +
On February 12 2009 10:12 minus_human wrote:
That happens because the ramp is created by manually copy-pasting little patches of tileset to make it
a)walkable and
b) visually appealing

In the process, mappers use patches from high ground and/or low ground, whichever looks best. The only thing they try to respect is to make it as large as a normal ramp, and often a ramp like this is made out of patches of ground that would normally be 'low ground', so it doesn't give a high ground advantage.


I believe this is the same reason why when you block one of these ramps with a marine, scv, probe, etc sometimes you lose complete vision around it. It's like your unit is on a low ground patch surrounded by high ground patches, so it can't see anything.


Precisely. That thing never happens with normal ramps.
arbiter_md
Profile Joined February 2008
Moldova1219 Posts
February 12 2009 14:49 GMT
#58
On February 12 2009 23:23 errol1001 wrote:
Burrowed units don't take splash damage (it's not a hitbox thing).

That's why swarm + lurker works..

Are you sure about the burrowed and splash?
I'm sure I played some UMS where the reaver was killing 2-3 burrowed units with one hit.
The copyright of this post belongs solely to me. Nobody else, not teamliquid, not greetech and not even blizzard have any share of this copyright. You can copy, distribute, use in commercial purposes the content of this post or parts of it freely.
29 fps
Profile Blog Joined March 2008
United States5724 Posts
February 12 2009 14:53 GMT
#59
demon forest: now even shittier than it already was.
4v4 is a battle of who has the better computer.
jtan
Profile Blog Joined April 2003
Sweden5891 Posts
February 12 2009 15:10 GMT
#60
On February 12 2009 23:49 arbiter_md wrote:
Show nested quote +
On February 12 2009 23:23 errol1001 wrote:
Burrowed units don't take splash damage (it's not a hitbox thing).

That's why swarm + lurker works..

Are you sure about the burrowed and splash?
I'm sure I played some UMS where the reaver was killing 2-3 burrowed units with one hit.

I think the reaver has melee damage though so swarm doesn't affect it.

But you can still kill burrowed units under swarm with tanks by focusing fire on another unit a bit over the first one.
Enter a Uh
stet_tcl
Profile Blog Joined May 2008
Greece319 Posts
February 12 2009 15:13 GMT
#61
On February 12 2009 23:23 errol1001 wrote:
Burrowed units don't take splash damage (it's not a hitbox thing).

That's why swarm + lurker works..

On February 12 2009 23:49 arbiter_md wrote:
Show nested quote +
On February 12 2009 23:23 errol1001 wrote:
Burrowed units don't take splash damage (it's not a hitbox thing).

That's why swarm + lurker works..

Are you sure about the burrowed and splash?
I'm sure I played some UMS where the reaver was killing 2-3 burrowed units with one hit.

Of course burrowed units take splash.
Thats why siege tank & SCV or Archon & zealot against lurks works.
They just take no splash damage from tanks under swarm.
Does anyone know, do burrowed units under swarm take damage from Archons or reavers? I'm guessing archons no, reavers yes but i cant check right now...
Kim_Hyun_Han
Profile Blog Joined January 2009
706 Posts
February 12 2009 15:23 GMT
#62
70% chance of hit isnt like, it will hit in 7 out of 10 shots
for each shot 70%
so it means that it may never land a hit, or land all hits in 100 shots, it is lucky based
Orome
Profile Blog Joined June 2004
Switzerland11984 Posts
February 12 2009 15:29 GMT
#63
No, it's probability based and the probability that a large simple will differ significantly from the probability is tiny.
On a purely personal note, I'd like to show Yellow the beauty of infinitely repeating Starcraft 2 bunkers. -Boxer
StormsInJuly
Profile Joined January 2009
Sweden165 Posts
February 12 2009 15:33 GMT
#64
yeah if you just look at the numbers in the first post you'll realize the odds of it actually being 70% is vanishingly small (actually, impossible because games use pseudo-random number generators, not actually random numbers)
minus_human
Profile Blog Joined November 2006
4784 Posts
February 12 2009 15:36 GMT
#65
On February 13 2009 00:13 stet_tcl wrote:
Show nested quote +
On February 12 2009 23:23 errol1001 wrote:
Burrowed units don't take splash damage (it's not a hitbox thing).

That's why swarm + lurker works..

Show nested quote +
On February 12 2009 23:49 arbiter_md wrote:
On February 12 2009 23:23 errol1001 wrote:
Burrowed units don't take splash damage (it's not a hitbox thing).

That's why swarm + lurker works..

Are you sure about the burrowed and splash?
I'm sure I played some UMS where the reaver was killing 2-3 burrowed units with one hit.

Of course burrowed units take splash.
Thats why siege tank & SCV or Archon & zealot against lurks works.
They just take no splash damage from tanks under swarm.
Does anyone know, do burrowed units under swarm take damage from Archons or reavers? I'm guessing archons no, reavers yes but i cant check right now...



In regard to your question, I believe you're guessing right.
1a2a3aGG
Profile Blog Joined February 2009
United States225 Posts
Last Edited: 2009-02-12 16:30:15
February 12 2009 16:27 GMT
#66
Ya this has always bothered me, Im glad someone finally did the math on this topic.

I always thought it was a 66.6% (1/3 miss) rather than 70 but even then when I would attack a ramp and notice every now and then my goons miss 3 shots in a row before making a hit made me wonder, was it really 2/3 hit rate?

Nice writeup I BELIEVE YOU!...

Maybe it has to do with the patches and how the game has changed over time, either way I still think its fair the way it is... usually when u need to use your highground to your advantage you really need it so... more power to the 52% IMO.


maybe we can try to figure out why when you have a ton of units and they hit 1 building/unit and it obviously would of died within the first few hit, yet each unit gets their punches in and maybe twice... anyone else ever notice how it seems that units "miss" on lowground every now and then?

EDIT: This usually happens when there is a lot of units attacking 1 or very few units, without ground height advantage/disadvantage.

anywho nice write up. Hope to see some more math related topics from you.
Scamp
Profile Joined October 2008
United States1086 Posts
February 12 2009 16:27 GMT
#67
This was a very good test.

But I don't think it's complete unless some other units are tested (how about tanks without siege?) and/or different targets are tested. Perhaps the results will be different if you attack a unit and not a building.
Cheese is good for you!
fanatacist
Profile Blog Joined August 2007
10319 Posts
February 12 2009 16:44 GMT
#68
Good work. I also didn't believe the 70% lol.
Peace~
fanatacist
Profile Blog Joined August 2007
10319 Posts
February 12 2009 16:50 GMT
#69
Have you tried using the lower high ground or raised or whatever it's called?
Peace~
JWD
Profile Blog Joined October 2007
United States12607 Posts
February 12 2009 17:01 GMT
#70
On February 13 2009 00:23 Kim_Hyun_Han wrote:
70% chance of hit isnt like, it will hit in 7 out of 10 shots
for each shot 70%
so it means that it may never land a hit, or land all hits in 100 shots, it is lucky based


Sorry, but this.... holy shit...
✌
fanatacist
Profile Blog Joined August 2007
10319 Posts
February 12 2009 17:04 GMT
#71
On February 13 2009 02:01 jwd241224 wrote:
Show nested quote +
On February 13 2009 00:23 Kim_Hyun_Han wrote:
70% chance of hit isnt like, it will hit in 7 out of 10 shots
for each shot 70%
so it means that it may never land a hit, or land all hits in 100 shots, it is lucky based


Sorry, but this.... holy shit...

Yea, this is like a request for an algebra 1 textbook in my eyes.
Peace~
XythOs
Profile Blog Joined February 2005
Germany520 Posts
February 12 2009 17:06 GMT
#72
On February 13 2009 00:13 stet_tcl wrote:
They just take no splash damage from tanks under swarm.

Thats wrong, tank splash damage under swarm is a bit out of place, if you manually target the lurker behind(in direction from your tank) others, the front one will get damaged by the splash.
For example: X² X³ T
You shoot with Tank T at Lurker X² and X³ will take the damage from splash. (under swarm, and of course close to each other)
jtan
Profile Blog Joined April 2003
Sweden5891 Posts
February 12 2009 17:11 GMT
#73
On February 13 2009 01:27 Scamp wrote:
This was a very good test.

But I don't think it's complete unless some other units are tested (how about tanks without siege?) and/or different targets are tested. Perhaps the results will be different if you attack a unit and not a building.

As I say in the op, I already tried 3 kinds of units, and I tried attacking a tank instead of a turret but with the same results.
Enter a Uh
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2009-04-07 10:24:07
April 07 2009 09:01 GMT
#74
On February 12 2009 15:43 Bill307 wrote:
Show nested quote +
On February 12 2009 12:38 Funnytoss wrote:
I would really like to see this tested with other range units - maybe it's subjective, but I always feel that Tanks do not suffer all that much when firing uphill when compared to Dragoons - at least, it always feels nearly impossible to assault a Terran sieged on high ground.

Tanks deal splash damage with a radius big enough to hit almost any unit for 25% or 50% damage, even if the tank blast misses. This is the same for units on high ground, behind trees, and under dark swarm.

I think burrowed units are the only units with small enough hitboxes that the tank splash misses them completely.


jtan: huge thanks for finally testing this statistic. I always thought it was 70%, but that % always felt too high.


It's not hitboxes, they are the same, it's just that burrowed units are completely immune to 50% and 25% splash(but not 100%), even if it's coming from a nuke.



It's not true that splash doesn't work against swarm, that's because of splash immunity from burrow, while swarm moves the damage area a bit towards the attacker, so combined with burrow the lurkers become invulnerable to direct tank and archon attacks, but you can still damage a lurker, if you target something behind him, so the 100% splash zone appears on top of him. Lurkers and Firebats fire directly at the target, so they can't miss and Reaver Scarabs are melee kamikaze units, so they attack normally under swarm(and their 100% splash zone is pretty big).

I guess I'll just c/p a post of mine concerning the most commonly asked questions about game mechanics:
+ Show Spoiler +

Here's how the damage calculation is done:
1. Reduction from splash zone(damage is multiplied by 0.25/0.5/1.0)
2. Armor amount reduction
3. Armor type reduction
If it's a protoss unit and:
a) Currently has no shields, just the armor type and amount of the unit are used.
b) It has shields, the shield upgrade amount is used and the armor type takes 100% from everything. If this attack depletes the shields, the leftover damage after depleting the shields is calculated again as in case a)

The minimum damage from an attack is 0.5 and this does not apply twice for the separate shield/hp calculations for protoss units. Damage amount is rounded to 1/256.

Units with special attacks:
Zealot - 2 attacks by 8 + 1 per upgrade

Scout Air - 2 attacks by 14 + 1 per upgrade

Goliath Air - 2 attacks by 10 + 2 per upgrade

Firebat - 3 attacks by 8 + 1 per upgrade, even burrowed lurkers can be hit by all 3 attacks, it just depends on the angle of attack(the amount shoed is hardcoded to be the damage of 2 of the attacks added up, but all three are upgraded and each deals 8 damage base)

Lurker - several attacks by 20 + 2 per upgrade, with the restriction that only 1 attack can hit a single unit and all of them have only 100% splash(the 50% and 25% areas are the same as the 100%, so a unit can't take partial damage from the lurker's attack). A bug can override this rule, this happens when the lurker dies the exact moment it attacks, then a unit can be hit by several of the attacks, it's easily noticable with full hp marines dying to a single lurker.

Valk - 8 attacks by 6 + 1 per upgrade, if there are multiple units in the 100% splash zone, only one will take 100% damage and the others will take 50%. The same aplies to corsairs.

Mutalisk bounces deal 1/3 of the previous bounce, for example +1 damage muta against 3 targets with 1 armor will deal 10 - 1 = 9 on the first hit, 10 / 3 - 1 = 2.333...(rounded to the nearest 1/256) on the second hit and 10 / 9 - 1 = 0.111... upped to 0.5, which is the minimum damage, on the third hit.

Devourer spores increase damage from each attack by 1 per spore, this includes spell damage.

Not an unit attack, but since it affects attacks: Defensive matrix reduces attack damage to the minimum - 0.5, this includes spell damage. The total damage prevented is 250, but this does not acount the minimum damage inflicted or the unit's armor, so a zergling with 5 damage will perish the shield in 50 hits and still deal 25 damage, no matter the target's armor and the end effect will be 225 damage absorbed on a unit with 0 armor and even less on a unit with several points of armor(if the target has 5 armor, for example, having Defensive Matrix will not make any difference).

An exception to these 2 is the plague, which doesn't deal damage, but directly removes hp, so it doesn't interact with defensive matrix or acid spores.

Nukes deal:
Against units/buildings with 750 or less total maximum HP + shields -> 500, 250, 125 explosive damage.
Against units/buildings with 750 or more total maximum HP + shields ->
2/3, 1/3, 1/6 of the total maximum HP + shields.
The three values are for the 100%, 50% and 25% splash zones ofc.
I'll call Nada.
bao235
Profile Joined February 2009
Norway97 Posts
Last Edited: 2009-04-07 10:01:28
April 07 2009 10:00 GMT
#75
What if you have cover under a tree pluss you're on higher ground? Do the miss chances stack?
It's pronounced without the L.
Exteray
Profile Blog Joined June 2007
United States1094 Posts
April 07 2009 10:08 GMT
#76
Sounds very rigorous. Nice work!
lOvOlUNiMEDiA
Profile Blog Joined October 2007
United States643 Posts
April 07 2009 10:26 GMT
#77
Great post -_-;;
To say that I'm missing the point, you would first have to show that such work can have a point.
chobopeon
Profile Blog Joined May 2003
United States7342 Posts
Last Edited: 2009-04-07 10:35:39
April 07 2009 10:35 GMT
#78
interesting

i wonder if it was 70% when the strategy guide was printed? quick, someone repeat the test on version 1.1! the game has gone through many changes, obviously, and the guide hasn't exactly kept up - it still tells you to rush to scouts iirc.
:O
mrdx
Profile Blog Joined October 2004
Vietnam1555 Posts
April 07 2009 10:56 GMT
#79
Just one comment about this

On February 12 2009 08:30 jtan wrote:
It might also be something wrong with starcrafts randomizer in my computer or something

It's definitely not something only on your computer. Randomization in Starcraft (or actually in computer systems in general) is deterministic - means it's random in a pre-determined way.
In a multiplayer game, a neutral critter, though moving around randomly, will move the exact same way on all players' computers (there's no communication exchanged among the computers about movement of neutral critters). Similarly, there's no communication needed among players' computers about whether the shot from the dragoon has missed the target - it's all determined "randomly" the same way.

So yeah, I'm sure it's not something wrong in your computer
BoxerForever.com - the one and only international Boxer fansite since 2006 :)
ghermination
Profile Blog Joined April 2008
United States2851 Posts
April 07 2009 11:02 GMT
#80
perhaps when they tested their RNG they came up with a result of about 70%? Who knows, when the hits are completely random like that, you have to do thousands of trials to nail down a good average. This is why they have super computers.
U Gotta Skate.
mrdx
Profile Blog Joined October 2004
Vietnam1555 Posts
April 07 2009 11:09 GMT
#81
On April 07 2009 20:02 ghermination wrote:
perhaps when they tested their RNG they came up with a result of about 70%? Who knows, when the hits are completely random like that, you have to do thousands of trials to nail down a good average. This is why they have super computers.

Lol no, they can just run to the next room to ask the game coders.
BoxerForever.com - the one and only international Boxer fansite since 2006 :)
StrikerX22
Profile Joined February 2009
United States41 Posts
April 07 2009 20:13 GMT
#82
High Ground:
http://www.vgcats.com/comics/?strip_id=150
If trees could scream, would we be so cavalier about cutting them down? We might, if they screamed all the time, for no good reason. - Jack Handey
SirNukes
Profile Joined April 2009
18 Posts
April 07 2009 21:19 GMT
#83
I recently came back to Starcraft to play with some people from my Diablo 2 guild (The Amazon Basin) and we had a little confusion about the chance to miss in general, so I set up some tests for it. My results agree with the OP but using Siege-mode Tanks instead of Dragoons: 3819 misses and 4400 hits when attacking a high ground target for a ~53.5% chance to hit. This test used two spider mines separated by one grid square with the tank targeting the far mine, so that a hit would damage the far mine for 1 point and a miss would damage the near mine for 1 point.

Some additional info: for targets without cover, Siege-mode Tanks had a ~0.337% chance to miss (31 misses, 9206 hits), Marines had a ~3.5% chance to miss (384272 hits out of ~398000 shots), all ranged units I looked at had a visible chance to miss attacks (Tank, Marine, Mutalisk, Vulture, Dragoon), and melee units seem to have a random chance to pause between attack animations similar to a miss chance.
mrdx
Profile Blog Joined October 2004
Vietnam1555 Posts
April 07 2009 23:35 GMT
#84
On April 08 2009 06:19 SirNukes wrote:
Some additional info: for targets without cover, Siege-mode Tanks had a ~0.337% chance to miss (31 misses, 9206 hits), Marines had a ~3.5% chance to miss (384272 hits out of ~398000 shots), all ranged units I looked at had a visible chance to miss attacks (Tank, Marine, Mutalisk, Vulture, Dragoon), and melee units seem to have a random chance to pause between attack animations similar to a miss chance.

This is also an interesting trivia - most units have random pauses when they attack. The reason is if, say a group of marines, attack a building with the same rate (without random pauses), there will be a shooting pattern that make it look and sound really unnatural. I think I read it somewhere that the Blizzard programmers realized that from Warcraft 2, so they decided to add the random pauses in.
BoxerForever.com - the one and only international Boxer fansite since 2006 :)
SirNukes
Profile Joined April 2009
18 Posts
April 08 2009 01:52 GMT
#85
On April 08 2009 08:35 mrdx wrote:
This is also an interesting trivia - most units have random pauses when they attack. The reason is if, say a group of marines, attack a building with the same rate (without random pauses), there will be a shooting pattern that make it look and sound really unnatural.

Ya, I noticed this as well. However, rather than random pausing, it seems to be a slight cooldown offset or somesuch that causes units to spread out their attacks. I call it an offset because it did not affect attack rate over time; at the end of one of my siege tank tests with 20 separate tanks I checked how many attacks each one did: 17 tanks had taken 462 shots while 3 had taken 461 shots. However, the melee unit pausing I mentioned did cause attack differences over time: a pack of 20 Ultralisks varied by about 5 attacks out of 100 and 20 Dark Templar varied by about 5 attacks out of 1000.
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