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Unit Random Attack Delay

Forum Index > SC2 General
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iiomega
Profile Joined May 2010
Romania94 Posts
Last Edited: 2010-05-24 21:14:56
May 24 2010 12:14 GMT
#1
Hi everyone.

I recently found out that pretty much all units in SC2 seem to have a random attack delay attached to them. This seems to mean that there is a randomness in the attack speed of all units, there being a chance of a unit attacking faster or slower than normal.

I found out about this after reading this topic on the EU beta forums and I was quite surprised. Sickstee.nine basically reports that in a 1 zealot vs 1 zealot fight, his zealot died with the enemy zelot surviving with 4 HP even though his zealot ATTACKED FIRST.

There is a replay there as well which unfortunately I can't figure out how to view anymore because of patch 13.

I had a look in the editor and indeed, pretty much all attacks for all units have:

Random Delay Maximum 0.125
Random Delay Minimum - 0.0625

I'm not entirely sure what to make of this. I am far from being a top level player and I didn't play SC1 online much, but from what I remember the only randomness in SC1 was the miss chance for attacking units on high ground. That was easy to account for (you knew you might miss if you attacked high ground).

This just sounds like in SC2 there is an intrinsic miss chance for all units and there is no guarantee that when equal armies clash the result of the fight will be a draw, with perfect micro on both sides. Or did I miss something?

While some people might find this ok, I'm not sure I like this at all.

Discuss?

EDIT:

My own replay showing this: http://ul.to/jm2x75
Video recorded from the above replay (excuse quality and choppiness): http://www.ustream.tv/recorded/7184942

You can see that the zealots aren't upgraded in any way (they are both the first zealots me and the computer make). You can see that the Computer's zealot hits first (I think you can make out the shield numbers in the UI).

Having thought about it I agree it's not such a big deal, especially later on when there are more units fighting against each other. I'm not that bothered about it anymore.

However, I think this is something players need to keep in mind, especially in low food fights (early game). It definitely wasn't something I was aware of before
For the night is dark and full of Terrans!
MavercK
Profile Joined March 2010
Australia2181 Posts
May 24 2010 12:17 GMT
#2
thats about 50 milliseconds?
i doubt it makes any difference
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
Last Edited: 2010-05-24 12:19:43
May 24 2010 12:19 GMT
#3
BW seemed to have something like this too though it probably wasn't intentional. Have you ever tried to kill all your SCVs as an obs? Even if your last 2 SCVs started attacking at the same time, one SCV would often randomly attack faster.

That being said, I don't like this randomness. There is no need for it. It doesn't make the game any better.

Oh and good job finding this.
If you have a good reason to disagree with the above, please tell me. Thank you.
shalafi
Profile Joined July 2008
394 Posts
May 24 2010 12:20 GMT
#4
I couldn't find it in the editor. Which tab should I be looking at?
iiomega
Profile Joined May 2010
Romania94 Posts
May 24 2010 12:20 GMT
#5
Well, as stated in the link it was enough of a difference to alter the outcome of a zealot vs zealot fight.

Even if these delays do not make much of a difference there is still the freak bug linked in my original post.

Zealot attacks another zealot first, but also dies first with the other zealot having 4 HP left >.>
For the night is dark and full of Terrans!
iiomega
Profile Joined May 2010
Romania94 Posts
May 24 2010 12:21 GMT
#6
On May 24 2010 21:20 shalafi wrote:
I couldn't find it in the editor. Which tab should I be looking at?

It's in the "Stats" tab of the weapons.

I can't take all the credit, Sickstee.nine found it, I just thought about posting this on TL.
For the night is dark and full of Terrans!
Aurdon
Profile Blog Joined April 2010
United States2007 Posts
Last Edited: 2010-05-24 12:22:30
May 24 2010 12:22 GMT
#7
The interesting thing is that Blizzard said they didn't want a high ground advantage with a random miss chance. They said they didn't like the randomness of it. Now there seems to be other randomness encoded into the game. I wonder what Blizzard's comment would be on that.

ocoini
Profile Blog Joined April 2003
648 Posts
May 24 2010 12:23 GMT
#8
Someone post that jace hall video ^_^
Street Vendor Crack Down Princess-Cop!
tyCe
Profile Joined March 2010
Australia2542 Posts
May 24 2010 12:26 GMT
#9
On May 24 2010 21:22 Aurdon wrote:
The interesting thing is that Blizzard said they didn't want a high ground advantage with a random miss chance. They said they didn't like the randomness of it. Now there seems to be other randomness encoded into the game. I wonder what Blizzard's comment would be on that.


Exactly this. Blizzard either needs to remove the hypocrisy or add in low ground miss chance.

Great find. I can't say I ever noticed this but I think any randomness in this form would be significant and unwanted.
Betrayed by EG.BuK
Slunk
Profile Blog Joined February 2010
Germany768 Posts
May 24 2010 12:29 GMT
#10
On May 24 2010 21:19 spinesheath wrote:
BW seemed to have something like this too though it probably wasn't intentional. Have you ever tried to kill all your SCVs as an obs? Even if your last 2 SCVs started attacking at the same time, one SCV would often randomly attack faster.

That being said, I don't like this randomness. There is no need for it. It doesn't make the game any better.

Oh and good job finding this.


With the unclear attack animation of the SCV, I think, that the SCV double kill only was this difficult due to poor unit pathing. If they did start attacking at the same tick, they should die both 10 out of 10 times.

Is this delay thing actually confirmed? I do remember seeing 2 stalkers shooting each other and dying simultaneously. Did the delay just even out over time, as stalkers need a lot of attacks to kill each other?
iiomega
Profile Joined May 2010
Romania94 Posts
May 24 2010 12:30 GMT
#11
I'll try to test this a bit myself, it just sucks that I'm at work atm and can't play

I'll also try to conjure up a map with the delays removed and see what effect that has.

Feel free to test this yourselves as well.

I'd really want Blizz to remove this completely from the game!
For the night is dark and full of Terrans!
Kantutan
Profile Blog Joined February 2010
Canada1319 Posts
Last Edited: 2010-05-24 12:41:07
May 24 2010 12:33 GMT
#12
It makes sense that one unit, although identical in every way, will attack a bit sooner/later because of their animations (wait that tiny bit more for walk animation to end before attacking?) or whatever. It's obviously not intentional and doubt they can really fix it.
Count9
Profile Blog Joined May 2009
China10928 Posts
May 24 2010 12:35 GMT
#13
For ranged units they die at the same time if you order 2 to attack each other. (if they have a projectile animation)
sob3k
Profile Blog Joined August 2009
United States7572 Posts
May 24 2010 12:41 GMT
#14
On May 24 2010 21:29 Slunk wrote:
Show nested quote +
On May 24 2010 21:19 spinesheath wrote:
BW seemed to have something like this too though it probably wasn't intentional. Have you ever tried to kill all your SCVs as an obs? Even if your last 2 SCVs started attacking at the same time, one SCV would often randomly attack faster.

That being said, I don't like this randomness. There is no need for it. It doesn't make the game any better.

Oh and good job finding this.


With the unclear attack animation of the SCV, I think, that the SCV double kill only was this difficult due to poor unit pathing. If they did start attacking at the same tick, they should die both 10 out of 10 times.

Is this delay thing actually confirmed? I do remember seeing 2 stalkers shooting each other and dying simultaneously. Did the delay just even out over time, as stalkers need a lot of attacks to kill each other?


Stalkers have a slow moving projectile, even if the units dies the "bullet" keeps on going....its easy to get double kills with ranged projectile units. The slight delay in firing is more than compensated with the delay the projectile takes in reaching its target.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
shalafi
Profile Joined July 2008
394 Posts
May 24 2010 12:46 GMT
#15
On May 24 2010 21:21 iiomega wrote:
Show nested quote +
On May 24 2010 21:20 shalafi wrote:
I couldn't find it in the editor. Which tab should I be looking at?

It's in the "Stats" tab of the weapons.

I can't take all the credit, Sickstee.nine found it, I just thought about posting this on TL.


Okay, found it. I had to activate "Advanced Values".

It seems that most units have that delay you said exactly, so fast-attacking units can vary more.
(For example, the fastest a ling can attack about 20% faster than the slowest ling).

Other attack, like reaper's grenades, can vary up to 0.5 seconds.
HubertFelix
Profile Joined April 2010
France631 Posts
Last Edited: 2010-05-24 12:49:26
May 24 2010 12:49 GMT
#16
So zergling fights are random?
Aphelion
Profile Blog Joined December 2005
United States2720 Posts
May 24 2010 12:49 GMT
#17
I think BW had this as well, its avoid the weird scene of 30 units all attacking in sync. Things look more "natural" this way.
But Garimto was always more than just a Protoss...
Slunk
Profile Blog Joined February 2010
Germany768 Posts
May 24 2010 12:53 GMT
#18
This should be easy to test. Just make a map with 2 zerglings, wait for them to attack each other one or two times, save the game and reload it a bunch of times to see if the outcome is allways the same. (If it's even possible, I am not sure if SC" even has a save feature o0).
I don't think this is actually true. I remember a lot of times seeing let's say reapers tossing they grenades allways at the exact same time without any guy missing the rhythm.
Elefanto
Profile Joined May 2010
Switzerland3584 Posts
Last Edited: 2010-05-24 12:57:20
May 24 2010 12:53 GMT
#19
it's pretty obvious if you let 2 archons engage simultaneously

the gap can vary to +/- 1 attack, which is imo absolutly huge.
wat
InRaged
Profile Joined February 2007
1047 Posts
May 24 2010 12:57 GMT
#20
On May 24 2010 21:49 HubertFelix wrote:
So zergling fights are random?

Obviously they are. But mostly because of unit AI

On May 24 2010 21:21 iiomega wrote:
Show nested quote +
On May 24 2010 21:20 shalafi wrote:
I couldn't find it in the editor. Which tab should I be looking at?

It's in the "Stats" tab of the weapons.

I can't take all the credit, Sickstee.nine found it, I just thought about posting this on TL.

As if it was hidden somewhere haha

BW has it too and that's very noticeable especially when you watch m&m force. The problem here's not the random delay itself, but blizzard's inconsistency in leaving this random shit in the game, that is good ONLY for aesthetics, and refusal to put actually important high-ground advantage, cause it has randomness in it.
Lobo2me
Profile Joined May 2010
Norway1213 Posts
May 24 2010 13:01 GMT
#21
If you use UnitTester, make two stalkers, select both and move them towards each other and press S or H to stop, the first shots by both will hit at the exact same times, but there are several times when one will win over the other even with 1-2 unit distance between them.

Distance between them: 0 stalker width
Amount of tests both died: 6
Amount of tests one died: 4

Distance between them: 1 stalker width
Amount of tests both died: 8
Amount of tests one died: 2

Distance between them: 2 stalker width
Amount of tests both died: 8
Amount of tests one died: 2
Bad manners are better than no manners at all.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
May 24 2010 13:01 GMT
#22
On May 24 2010 21:29 Slunk wrote:
Show nested quote +
On May 24 2010 21:19 spinesheath wrote:
BW seemed to have something like this too though it probably wasn't intentional. Have you ever tried to kill all your SCVs as an obs? Even if your last 2 SCVs started attacking at the same time, one SCV would often randomly attack faster.

That being said, I don't like this randomness. There is no need for it. It doesn't make the game any better.

Oh and good job finding this.


With the unclear attack animation of the SCV, I think, that the SCV double kill only was this difficult due to poor unit pathing. If they did start attacking at the same tick, they should die both 10 out of 10 times.


I am pretty sure that I saw cases where both SCVs lost HP in the same frame (both wireframes changed in the same frame), but at the end of the battle the attacks were quite a bit out of sync. Some people (including me) also had the impression that they were almost never successful at killing both SCVs if the SCVs started attacking at the same time.
If you have a good reason to disagree with the above, please tell me. Thank you.
ooni
Profile Blog Joined March 2010
Australia1498 Posts
May 24 2010 13:03 GMT
#23
On May 24 2010 21:57 InRaged wrote:
Show nested quote +
On May 24 2010 21:49 HubertFelix wrote:
So zergling fights are random?

Obviously they are. But mostly because of unit AI

Show nested quote +
On May 24 2010 21:21 iiomega wrote:
On May 24 2010 21:20 shalafi wrote:
I couldn't find it in the editor. Which tab should I be looking at?

It's in the "Stats" tab of the weapons.

I can't take all the credit, Sickstee.nine found it, I just thought about posting this on TL.

As if it was hidden somewhere haha

BW has it too and that's very noticeable especially when you watch m&m force. The problem here's not the random delay itself, but blizzard's inconsistency in leaving this random shit in the game, that is good ONLY for aesthetics, and refusal to put actually important high-ground advantage, cause it has randomness in it.

I'm pretty sure this was not in broodwar. Muta stack? If they fired at different times it just wouldn't work.

This is stupid since it ruins the game. I'm not talking about the randomness... I'm talking about the fact you can't time your army'a attack (attack then move after attack, you have to wait until other units finishes attacking, sighs)
Hi!
Illuminaire
Profile Joined March 2010
Germany11 Posts
May 24 2010 13:04 GMT
#24
Yeah, it's there, so that all Units dont attack in sync. While somehow understandable, I think this delay is totally unacceptable for the early game units or melee units. (melee units usually dont attack in sync, because they have to move all the time).

Lobo2me
Profile Joined May 2010
Norway1213 Posts
May 24 2010 13:07 GMT
#25
On May 24 2010 21:53 Slunk wrote:
This should be easy to test. Just make a map with 2 zerglings, wait for them to attack each other one or two times, save the game and reload it a bunch of times to see if the outcome is allways the same. (If it's even possible, I am not sure if SC" even has a save feature o0).
I don't think this is actually true. I remember a lot of times seeing let's say reapers tossing they grenades allways at the exact same time without any guy missing the rhythm.


Just tested with reapers against 5 command centers, moving 10 reapers as a group with all within range, and then the first attack on the command center at the exact same time. On all 5 command centers there were some that went out of sync.

In other news, 11 reapers kill a command center in 5 volleys.
Bad manners are better than no manners at all.
iiomega
Profile Joined May 2010
Romania94 Posts
May 24 2010 13:10 GMT
#26
I guess you people hit it right on the spot. It's the inconsistency that is worrying

I guess I wouldn't be as annoyed about this if it was stated right from the start. Unit X doesn't do Y damage. It does Y-Z damage (because of attack speed randomness). That way you can sort of account for that in your play.

I always thought that a unit does the same damage all the time and always planned around that. I have a zergling and my enemy has a zergling? I'll try to hit his first and I should win! Seems I was wrong.

The reason I had this assumption was because of stuff Blizz has said - they don't want high ground advantage because it is random and they don't want randomness. But then there is randomness hidden all over the place.

I understand the need to vary the animations but the fact that also varies the outcome of the battle should be like clearly stated everywhere. I'd prefer there was none of this randomness (I think it would make for a better game IMHO) but if we have to live with it, at least make it clear as day so people can expect it.
For the night is dark and full of Terrans!
Ceric
Profile Joined May 2010
United States36 Posts
May 24 2010 13:20 GMT
#27
I agree with the randomness. As long as its not huge its ok. Is there randomness in the amount of damage done? I believe not. What about how fast a unit moves? Nope. So the attack speed is a bit random. If there wasn't any randomness in the game every engagement should just insta-kill based on the algorithm they have for it. I've seen games who took this approach. It efficient though not engaging. I know that Y should always behave like this. Blizzard probably wanted to put an element of luck into the game without it being overpowered. Honestly wouldn't be surprised if this was in all there RTS's but very hidden. Sort of like in other games there are internal stats for your characters you never get to see.
This Lingo will be the Death of me
Alur
Profile Blog Joined March 2008
Denmark3900 Posts
May 24 2010 13:21 GMT
#28
On May 24 2010 21:23 ocoini wrote:
Someone post that jace hall video ^_^

Here you go

The most relevant part starts @ 1:00
AKA No can Dazzle | https://www.youtube.com/watch?v=PlTpX7z3Pok
TL+ Member
ooni
Profile Blog Joined March 2010
Australia1498 Posts
May 24 2010 14:02 GMT
#29
On May 24 2010 22:20 Ceric wrote:
I agree with the randomness. As long as its not huge its ok. Is there randomness in the amount of damage done? I believe not. What about how fast a unit moves? Nope. So the attack speed is a bit random. If there wasn't any randomness in the game every engagement should just insta-kill based on the algorithm they have for it. I've seen games who took this approach. It efficient though not engaging. I know that Y should always behave like this. Blizzard probably wanted to put an element of luck into the game without it being overpowered. Honestly wouldn't be surprised if this was in all there RTS's but very hidden. Sort of like in other games there are internal stats for your characters you never get to see.

Look at my previous post. In this situation it does ruin games.

I agree randomness can be a factor but not when it ruins the "game play". I can see how random damage output can affect the outcome, that's ok because the margin is small and why not have this luck factor in games. However this is about the random "attack delay", how can you know when to withdraw after attacking? You don't! you just have to guess. If there won't this random attack delay feature then how can you know when to withdraw after attacking? Through experience and playing a lot. Even having minimum and maximum damage would be a better solution if you want this randomness in RTS. This better be removed when sc2 comes out.
Hi!
Slunk
Profile Blog Joined February 2010
Germany768 Posts
May 24 2010 14:03 GMT
#30
On May 24 2010 22:01 spinesheath wrote:
Show nested quote +
On May 24 2010 21:29 Slunk wrote:
On May 24 2010 21:19 spinesheath wrote:
BW seemed to have something like this too though it probably wasn't intentional. Have you ever tried to kill all your SCVs as an obs? Even if your last 2 SCVs started attacking at the same time, one SCV would often randomly attack faster.

That being said, I don't like this randomness. There is no need for it. It doesn't make the game any better.

Oh and good job finding this.


With the unclear attack animation of the SCV, I think, that the SCV double kill only was this difficult due to poor unit pathing. If they did start attacking at the same tick, they should die both 10 out of 10 times.


I am pretty sure that I saw cases where both SCVs lost HP in the same frame (both wireframes changed in the same frame), but at the end of the battle the attacks were quite a bit out of sync. Some people (including me) also had the impression that they were almost never successful at killing both SCVs if the SCVs started attacking at the same time.


This is actually the case, I am surprised.

I tested this using this savegame and I've had all sorts of outcomes. Just test this save a few times, the outcome is allways different. I have had each one survive and both of them explode.

Savegame: http://www.2shared.com/file/G5DnIBM4/savegametest.html
AssuredVacancy
Profile Blog Joined September 2008
United States1167 Posts
May 24 2010 14:08 GMT
#31
BW had this as well.
IIRC, dragoons' weapon cooldown ranged from 33 frames to 29 frames.
We spend our youth attaining wealth, and our wealth attaining youth.
HoroBoro
Profile Joined April 2010
United States91 Posts
May 24 2010 14:15 GMT
#32
Wow this topic was really helpful. I was wondering why I would lose when my zealot/probe attacked their zealot/probe first. Really, if your unit attacks first, it should win. In 1v1 situations, losing a zealot because their zealot just sat there while yours was actively attacking it is a big psychological blow. They definitely need to fix this.
AlliNPreFlop
Profile Blog Joined April 2010
59 Posts
Last Edited: 2010-05-24 14:23:16
May 24 2010 14:19 GMT
#33
Way to fail blizzard, thats a retarded system.

On May 24 2010 22:21 Alur wrote:
Show nested quote +
On May 24 2010 21:23 ocoini wrote:
Someone post that jace hall video ^_^

Here you go
http://www.youtube.com/watch?v=nAONqDmLLp0
The most relevant part starts @ 1:00


LOL
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
May 24 2010 14:20 GMT
#34
On May 24 2010 23:19 AlliNPreFlop wrote:
Way to fail blizzard, thats a retarded system.

...and they defended their high ground mechanic because it's not random.
InRaged
Profile Joined February 2007
1047 Posts
May 24 2010 14:22 GMT
#35
On May 24 2010 22:03 ooni wrote:
Show nested quote +
On May 24 2010 21:57 InRaged wrote:
On May 24 2010 21:49 HubertFelix wrote:
So zergling fights are random?

Obviously they are. But mostly because of unit AI

On May 24 2010 21:21 iiomega wrote:
On May 24 2010 21:20 shalafi wrote:
I couldn't find it in the editor. Which tab should I be looking at?

It's in the "Stats" tab of the weapons.

I can't take all the credit, Sickstee.nine found it, I just thought about posting this on TL.

As if it was hidden somewhere haha

BW has it too and that's very noticeable especially when you watch m&m force. The problem here's not the random delay itself, but blizzard's inconsistency in leaving this random shit in the game, that is good ONLY for aesthetics, and refusal to put actually important high-ground advantage, cause it has randomness in it.

I'm pretty sure this was not in broodwar. Muta stack? If they fired at different times it just wouldn't work.

Muta micro works because this delay doesn't affect first shot
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
May 24 2010 14:24 GMT
#36
On May 24 2010 23:08 AssuredVacancy wrote:
BW had this as well.
IIRC, dragoons' weapon cooldown ranged from 33 frames to 29 frames.

Is this built in (read: can modders tweak the range of frames?), or just a random side effect of the engine?
If you have a good reason to disagree with the above, please tell me. Thank you.
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2010-05-24 14:27:30
May 24 2010 14:25 GMT
#37
The randomness is potentially for gameplay reasons; there's a possibility that it's there to prevent large amounts of overkill.

Imagine something like 10 zealots all attacking a thor who gets down to 5 hp. If they were in sync then all 10 would attack at once, killing the thor and and doing 9 overkill attacks. If the zealots are ever so slightly staggered then only 1 zealot will kill the thor and the other 9 can turn on other units.

Even if the other 9 zealots wouldn't overkill in a synced attack it still can help to have the staggered attacks. Every second a zealot's attack cooldown is up, but he's not attacking, is wasted dps. In synced attacks, 9 of the zealots would be wasting DPS once the thor dies as they go to find new targets. In an unsynced setup it's likely that most of the zealots will be able to retarget and attack while losing less dps because they'll retarget while their attack is on cooldown.

Yeah it sucks for low food fights, but in large food fights it might actually be necessary for units to operate a little more efficiently in large battles.
Logo
Ceric
Profile Joined May 2010
United States36 Posts
May 24 2010 14:30 GMT
#38
I be of a mind set to have a first strike advantage. It would work like this.

The first hit of a target who is not in combat would have something like a 1.25. The in combat is there so you can't just attack stop attack stop for the bonus.

So your units first hit would pack a little more umph and put the enemy unit in combat for say 3 seconds (or about an average of 2 attacks worth of time.)

I would also consider you to be in combat if the enemy unit is in the process of actively engaging you (A zealot actively going to attack a seige tank for example, the siege will obviously hit first but the Zealot would get the advantage because it engaged first in this example.)

There some different things they could do. The other road is random damage and synchronized swimming looking armies. That would probably bother everyone very quickly.

Take the different races. I expect my Thor team to strike almost as one. Why because they are highly trained individuals. Same with Battleships.

I expect my Zerglings or Ultralisks on the other hand to hit almost whenever because they are not highly trained to be organized. They're made to get the job done however possible.

This Lingo will be the Death of me
Reborn8u
Profile Blog Joined January 2010
United States1761 Posts
May 24 2010 14:30 GMT
#39
On May 24 2010 23:19 AlliNPreFlop wrote:
Way to fail blizzard, thats a retarded system.

Show nested quote +
On May 24 2010 22:21 Alur wrote:
On May 24 2010 21:23 ocoini wrote:
Someone post that jace hall video ^_^

Here you go
http://www.youtube.com/watch?v=nAONqDmLLp0
The most relevant part starts @ 1:00


LOL


This video would be funnier if all the stuff about how to "monitize the system more" and squeezing as much money out of the fans wasn't all true.
:)
nemetroid
Profile Joined April 2010
Sweden33 Posts
May 24 2010 15:00 GMT
#40
On May 24 2010 23:25 Logo wrote:
The randomness is potentially for gameplay reasons; there's a possibility that it's there to prevent large amounts of overkill.

Imagine something like 10 zealots all attacking a thor who gets down to 5 hp. If they were in sync then all 10 would attack at once, killing the thor and and doing 9 overkill attacks. If the zealots are ever so slightly staggered then only 1 zealot will kill the thor and the other 9 can turn on other units.

Even if the other 9 zealots wouldn't overkill in a synced attack it still can help to have the staggered attacks. Every second a zealot's attack cooldown is up, but he's not attacking, is wasted dps. In synced attacks, 9 of the zealots would be wasting DPS once the thor dies as they go to find new targets. In an unsynced setup it's likely that most of the zealots will be able to retarget and attack while losing less dps because they'll retarget while their attack is on cooldown.

Yeah it sucks for low food fights, but in large food fights it might actually be necessary for units to operate a little more efficiently in large battles.

This would be a really nifty way to prevent overkilling. It seems plausible.

I went through all attacks, and the only non-standard (-0.0625 to 0.125) delays are these:

Battlecruiser: min -0.0625, max 0.1875
Interceptor: no randomness (Interceptor firing rate on Carrier has standard delays though)
Reaper grenades: min 0.1, max 0.5 (yep - attack is always delayed at least 0.1)
Error Ash
Profile Joined July 2008
Germany177 Posts
May 24 2010 15:01 GMT
#41
This was exactly the same in StarCraft 1, just watch a marine ball shooting at a building. The first shot will be perfectly simultanious from all marines, after 3 shots they all shoot at different times. Because the difference between these times is very very small and StarCraft units shoot relativley fast, this has no real effect on games.
101TFP
Profile Blog Joined May 2010
420 Posts
May 24 2010 17:38 GMT
#42
On May 25 2010 00:01 Error Ash wrote:
[...] this has no real effect on games.


this is true.

but what about replays?
i thought that there is no randomness at all in the game, so that only the actual player commands would be saved in the replay file and not the outcome of them.
which leads to the small filesize and rewinding capability of replays.

if there is some kind of random effect involved, wouldn't that potentially alter the outcome of some situations in replays?
People get what they get, this has nothing to do with what they deserve.
MasterReY
Profile Blog Joined August 2007
Germany2708 Posts
May 24 2010 17:41 GMT
#43
On May 25 2010 02:38 101TFP wrote:
Show nested quote +
On May 25 2010 00:01 Error Ash wrote:
[...] this has no real effect on games.


this is true.

but what about replays?
i thought that there is no randomness at all in the game, so that only the actual player commands would be saved in the replay file and not the outcome of them.
which leads to the small filesize and rewinding capability of replays.

if there is some kind of random effect involved, wouldn't that potentially alter the outcome of some situations in replays?

think about high ground miss chance in starcraft1.
its like ~50% and if those results of every shot wasn't saved in sc1 replays, they would have a totally different outcome.

Im pretty sure such things are also saved in replays.
https://www.twitch.tv/MasterReY/ ~ Biggest Reach fan on TL.net (Don't even dare to mention LR now) ~ R.I.P Violet ~ Developer of SCRChart
TL+ Member
Triscuit
Profile Blog Joined April 2010
United States722 Posts
May 24 2010 17:43 GMT
#44
I thought I noticed something like this while watching the Archon attack. It just seemed like sometimes it took ages, and then other times it took slightly faster ages.
yoshi_yoshi
Profile Joined January 2010
United States440 Posts
May 24 2010 17:50 GMT
#45
Sweet, I'm going to hold a tournament to see which of my zerglings are the luckiest.

Regarding replays, I'd guess they have a random seed for each game to generate all the random values needed. Then they only need to store this seed in the replay file. Everything will turn out the same since each pseudorandom value is accessed in the same order.
Excalibur_Z
Profile Joined October 2002
United States12235 Posts
May 24 2010 17:53 GMT
#46
On May 25 2010 02:50 yoshi_yoshi wrote:
Sweet, I'm going to hold a tournament to see which of my zerglings are the luckiest.

Regarding replays, I'd guess they have a random seed for each game to generate all the random values needed. Then they only need to store this seed in the replay file. Everything will turn out the same since each pseudorandom value is accessed in the same order.


Yep it has to store the random seed value.

The attack delay phenomenon also appeared in BW and isn't statistically relevant, especially to the degree that BW's high ground mechanic was.
Moderator
CowGoMoo
Profile Joined December 2006
United States428 Posts
May 24 2010 17:55 GMT
#47
On May 25 2010 00:01 Error Ash wrote:
This was exactly the same in StarCraft 1, just watch a marine ball shooting at a building. The first shot will be perfectly simultanious from all marines, after 3 shots they all shoot at different times. Because the difference between these times is very very small and StarCraft units shoot relativley fast, this has no real effect on games.

qft

I think the randomness is just for aesthetics. It looks a lot better when 20 Marines stagger their attacks by a very small fraction of a second than if all their attacks are 100% in sync. The effects on gameplay are pretty much non-existent.
glassmazarin
Profile Blog Joined October 2007
Sweden158 Posts
May 24 2010 18:17 GMT
#48
If I remember correctly, the delay between ultralisk attacks in bw is highly inconsistent. I don't have access to bw right now but if you just let two ultras attack a building, you should easily notice the difference
Spidinko
Profile Joined May 2010
Slovakia1174 Posts
May 24 2010 18:21 GMT
#49
I can't be sure but I think they implemented it to make fights look more real. Otherwise I don't see a point why else would they implement anything like that.
Lemure
Profile Joined March 2010
189 Posts
May 24 2010 18:21 GMT
#50
Yea there was one game where I sent my probe to attack the opponents scouting probe, mine got the kill even though his attacked first.
Derby
Profile Joined April 2009
Sweden31 Posts
Last Edited: 2010-05-24 18:55:09
May 24 2010 18:49 GMT
#51
On May 25 2010 02:38 101TFP wrote:
but what about replays?
i thought that there is no randomness at all in the game, so that only the actual player commands would be saved in the replay file and not the outcome of them.
which leads to the small filesize and rewinding capability of replays.

if there is some kind of random effect involved, wouldn't that potentially alter the outcome of some situations in replays?

There is no true randomness. I'm no expert but as far as I know every "random" thing that happens in a game (and all other computer applications) is based on some kind of formula which can be based on a lot of factors.

A replay mimics everything that has happened during a game and is dependent on the same formula and therefore every battle has the exact same outcome.

As I said, I'm no expert and I'm sure someone can give a better explanation but I hope you understand the basics of it.
Jonoman92
Profile Blog Joined September 2006
United States9103 Posts
May 24 2010 18:55 GMT
#52
The comparisons people are making to sc1 aren't completely accurate.

In sc1 a unit who strikes first would never lose in a 1-on-1 battle. That is assuming the report in the OP is true and both zeals began with the same hp/upgrades.
Roblin
Profile Joined April 2010
Sweden948 Posts
May 24 2010 18:55 GMT
#53
my comment is, doesn't matter in gameplay.
both units have the same kind of randomness, its not like your unit will always lose, also, if you attack first its a ≈99% chance that your unit will win anyway, what the complaining people here are complaining about is that last 1% but honestly, lets face it, that unit will be 1 hit from dying anyway, i dont think it matters, plus, it evens out in the long run.
I'm better today than I was yesterday!
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
May 24 2010 19:04 GMT
#54
On May 25 2010 03:55 Jonoman92 wrote:
The comparisons people are making to sc1 aren't completely accurate.

In sc1 a unit who strikes first would never lose in a 1-on-1 battle. That is assuming the report in the OP is true and both zeals began with the same hp/upgrades.

*Not actually true
dimfish
Profile Blog Joined February 2010
United States663 Posts
May 24 2010 19:16 GMT
#55
There are at least 2 reasons why getting upset about a slight randomness in attack delays is silly.

1) The randomness is in the attack delay which implies you can consistently count on your first attack to execute when in range. So when you are dancing around trying to get in the best position to engage there will be no randomness in when your units first fire when they are finally in range.

2) Even when you let a unit continuously fire and the delay between attacks is slightly random, there are many other factors like positioning that create random noise. If two players have the exact same number of zealots and engage with a-move, just the shape of the group and which zealots have to walk further to start attacking is going to drown out the random attack delay. A skilled player should not be frustrated by these minimal random factors because micromanagement of units improves their efficiency over an a-move blob and can win even if the random factors are stacking up against him.


On May 24 2010 23:20 lolaloc wrote:
Show nested quote +
On May 24 2010 23:19 AlliNPreFlop wrote:
Way to fail blizzard, thats a retarded system.

...and they defended their high ground mechanic because it's not random.


I don't think that they are defending their high ground just because it's not random. They are saying the random chance to miss isn't as intuitive as "if you can see, you can shoot." So their goal isn't to eliminate all random factors from the game entirely (see point 2 above--if you wanted all random factors removed then you should be able to stack all units so their positioning isn't random, etc)


Q: Are there any plans to change the current high ground advantage to the Wacraft III/StarCraft mechanic or other alternatives?
A: No. We like the high ground rules and we think they are cool for StarCraft II. The random high ground from StarCraft just didn’t seem right for a such a skill based game. The clarity of “if you can see, you can shoot” makes a lot more sense to us.

source

Suppose in BW player A has enough dragoons to take a group of player B's tanks in an open space, but only just enough that the tanks would on paper be able to beat the goons from a high ground advantage. It's still possible for the goons to win against high-ground tanks if they "roll well" and land most of their shots. For a player in the game or an observer it may not be apparent what role the high ground played in the battle, or if A's goons were better micro'ed or what. Even though the skilled player usually wins in BW, it may not be clear if high ground is helping a lot or a little or what.

Starcraft 2 has more intuitive high ground--if you can see, you can shoot. So players and observers can intuitively see the high ground mechanic's effect on a battle. I don't know if this means the new high ground is better, but I'm pretty sure this is Blizzard's argument.

TL;DR: If you are skillful you will still win in Starcraft 2.
guitarizt
Profile Blog Joined March 2009
United States1492 Posts
May 24 2010 19:24 GMT
#56
There was a thread about this on the battle.net forums where someone posted a pvp rep and it showed his zealot dying against another zealot even though it attacked first and the other zealot was turned the other way and stationary.
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.” - Hemingway
lololol
Profile Joined February 2006
5198 Posts
May 24 2010 19:49 GMT
#57
On May 25 2010 03:49 Derby wrote:
Show nested quote +
On May 25 2010 02:38 101TFP wrote:
but what about replays?
i thought that there is no randomness at all in the game, so that only the actual player commands would be saved in the replay file and not the outcome of them.
which leads to the small filesize and rewinding capability of replays.

if there is some kind of random effect involved, wouldn't that potentially alter the outcome of some situations in replays?

There is no true randomness. I'm no expert but as far as I know every "random" thing that happens in a game (and all other computer applications) is based on some kind of formula which can be based on a lot of factors.

A replay mimics everything that has happened during a game and is dependent on the same formula and therefore every battle has the exact same outcome.

As I said, I'm no expert and I'm sure someone can give a better explanation but I hope you understand the basics of it.


As Excalibur_Z posted they store a number called a "random seed". Using the same random seed always produces the same sequence of numbers, so a replay will always match the events that occured in the game. Wikipedia Article
I'll call Nada.
iiomega
Profile Joined May 2010
Romania94 Posts
May 24 2010 21:14 GMT
#58
I've done some experiments in UnitTester and in Custom games myself. I can reproduce this about 1 in 8 tries (the other 7 tries the zealot hitting first wins the fight) but I haven't done enough tries so take this percentage with a pinch of salt

Here's a patch 13 replay that shows this: http://ul.to/jm2x75

Here's the fight recorded and uploaded to Ustream (excuse the choppiness, this is my very first attempt at recording a SC2 video):

http://www.ustream.tv/recorded/7184942

In the process of uploading this to Youtube too.

You can see that the zealots aren't upgraded in any way (they are both the first zealots me and the computer make). You can see that the Computer's zealot hits first (I think you can make out the shield numbers in the UI, again sorry for the low res).

Having thought about it I agree it's not such a big deal, especially later on when there are more units fighting against each other. I'm not that bothered about it anymore.

However, I think this is something players need to keep in mind, especially in low food fights (early game). It definitely wasn't something I was aware of before

I have edited the OP to include the replay and video.
For the night is dark and full of Terrans!
kli6891
Profile Blog Joined October 2008
United States143 Posts
May 24 2010 21:20 GMT
#59
Disappointed. Blizzard's reasoning for taking about BW's high ground advantage was that it added randomness to a competitive game. Hypocrisy much?
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2010-05-24 21:31:02
May 24 2010 21:22 GMT
#60
OH FOR CRYING OUT

I think Blizzard is just trying to make the competive crowd angry at this point.





Dustin: "Hey Bob what do you wanna do today to piss of the esports crowd?"

Bob: "Eh i dont know nerf ultras maybe? Maybe make them choose between facebook and giving out privacy info?"

Dustin: "How about we say that we cant do high ground cause its random and then include randomness in every unit battle anyway?"

Bob: "Oh thats good..."
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
May 24 2010 21:34 GMT
#61
I think Korean procommentators would totally freak out about this, imagine Bisu vs Stork having 1 zealot each while Bisu's zealot hit first yet still loses the fight. LOL!
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
May 24 2010 21:37 GMT
#62
On May 25 2010 06:34 G.s)NarutO wrote:
I think Korean procommentators would totally freak out about this, imagine Bisu vs Stork having 1 zealot each while Bisu's zealot hit first yet still loses the fight. LOL!

From what we know so far, it's exactly like that in BW.
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
May 24 2010 21:38 GMT
#63
On May 25 2010 06:37 Jyvblamo wrote:
Show nested quote +
On May 25 2010 06:34 G.s)NarutO wrote:
I think Korean procommentators would totally freak out about this, imagine Bisu vs Stork having 1 zealot each while Bisu's zealot hit first yet still loses the fight. LOL!

From what we know so far, it's exactly like that in BW.


I've neeeeeeeeever seen a zealot 1v1 where the zealot which gets hit first still wins.
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
May 24 2010 21:41 GMT
#64
On May 25 2010 06:38 G.s)NarutO wrote:
Show nested quote +
On May 25 2010 06:37 Jyvblamo wrote:
On May 25 2010 06:34 G.s)NarutO wrote:
I think Korean procommentators would totally freak out about this, imagine Bisu vs Stork having 1 zealot each while Bisu's zealot hit first yet still loses the fight. LOL!

From what we know so far, it's exactly like that in BW.


I've neeeeeeeeever seen a zealot 1v1 where the zealot which gets hit first still wins.

And yet, the same attack delay was present in BW. Have you seen it happen in SC2?
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
Last Edited: 2010-05-24 21:44:01
May 24 2010 21:43 GMT
#65
On May 25 2010 06:41 Jyvblamo wrote:
Show nested quote +
On May 25 2010 06:38 G.s)NarutO wrote:
On May 25 2010 06:37 Jyvblamo wrote:
On May 25 2010 06:34 G.s)NarutO wrote:
I think Korean procommentators would totally freak out about this, imagine Bisu vs Stork having 1 zealot each while Bisu's zealot hit first yet still loses the fight. LOL!

From what we know so far, it's exactly like that in BW.


I've neeeeeeeeever seen a zealot 1v1 where the zealot which gets hit first still wins.

And yet, the same attack delay was present in BW. Have you seen it happen in SC2?


Check the video in the OP ?^^ I guess its not too much of a deal, but still I find it funny. I know it was like that in broodwar, but Zealots had other stats there.
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
May 24 2010 21:48 GMT
#66
On May 25 2010 06:43 G.s)NarutO wrote:
Show nested quote +
On May 25 2010 06:41 Jyvblamo wrote:
On May 25 2010 06:38 G.s)NarutO wrote:
On May 25 2010 06:37 Jyvblamo wrote:
On May 25 2010 06:34 G.s)NarutO wrote:
I think Korean procommentators would totally freak out about this, imagine Bisu vs Stork having 1 zealot each while Bisu's zealot hit first yet still loses the fight. LOL!

From what we know so far, it's exactly like that in BW.


I've neeeeeeeeever seen a zealot 1v1 where the zealot which gets hit first still wins.

And yet, the same attack delay was present in BW. Have you seen it happen in SC2?


Check the video in the OP ?^^ I guess its not too much of a deal, but still I find it funny. I know it was like that in broodwar, but Zealots had other stats there.

What I meant is it probably happens as rarely in SC2 as in BW.
Leeto
Profile Joined August 2007
United States1320 Posts
May 24 2010 23:11 GMT
#67
I notice that a lot of times there's an enemy zergling at the watch towers, and I'll send my own zergling to attack it. With equal upgrades, mine loses most of the time even though it attacks first. Never had any explanation for why.
eddoo
Profile Joined March 2010
30 Posts
May 25 2010 00:06 GMT
#68
When I was experimenting with BWAPI for the AI micro contest a few months ago I had little BW experience, so I did some game mechanics testing. I can confirm that it is possible for a zealot to lose to another zealot even when scoring the first hit in BW.
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