• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:54
CEST 18:54
KST 01:54
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro16 Preview Pt1: Fresh Flow6[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy21ByuL: The Forgotten Master of ZvT30
Community News
MaNa leaves Team Liquid15$5,000 WardiTV TLMC tournament - Presented by Monster Energy5GSL CK: More events planned pending crowdfunding7Weekly Cups (May 30-Apr 5): herO, Clem, SHIN win0[BSL22] RO32 Group Stage5
StarCraft 2
General
MaNa leaves Team Liquid Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Team Liquid Map Contest #22 - Presented by Monster Energy Quebec Clan still alive ? BGE Stara Zagora 2026 cancelled
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament $5,000 WardiTV TLMC tournament - Presented by Monster Energy RSL Revival: Season 5 - Qualifiers and Main Event GSL CK: More events planned pending crowdfunding Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
Mutation # 521 Memorable Boss The PondCast: SC2 News & Results Mutation # 520 Moving Fees Mutation # 519 Inner Power
Brood War
General
[ASL21] Ro16 Preview Pt1: Fresh Flow Leta's ASL Ro24 Review The Korean Terminology Thread ASL21 General Discussion BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL21] Ro16 Group A Escore Tournament StarCraft Season 2 [Megathread] Daily Proleagues [ASL21] Ro24 Group F
Strategy
Any training maps people recommend? Fighting Spirit mining rates Muta micro map competition What's the deal with APM & what's its true value
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Battle Aces/David Kim RTS Megathread General RTS Discussion Thread Starcraft Tabletop Miniature Game
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Canadian Politics Mega-thread European Politico-economics QA Mega-thread The China Politics Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
lurker extra damage testi…
StaticNine
How Streamers Inspire Gamers…
TrAiDoS
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1745 users

Bug with attack rate BC and reaper - Page 4

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 6 7 Next All
ciox
Profile Joined March 2011
58 Posts
July 17 2012 11:48 GMT
#61
Really stupid parameters that don't follow the rules are nothing new in this game, just look at the random armor-less units like Baneling, Ghost, Queen.
Random attack delay is also pretty terribad for Hellion micro, I really wonder if BW had this much delay/delay variance.
Yoduh
Profile Joined August 2010
United States216 Posts
July 17 2012 12:24 GMT
#62
On July 17 2012 20:10 Dephy wrote:
Show nested quote +
On July 17 2012 19:54 MasterReY wrote:
Guys, i dont understand why some of you are saying something like "omg the bc is so bad now, that this is discovered".
No.
If the attack speed would be 0.2875 without a random delay, nobody would complain in years.
But now that it is 0.2875 with the random delay and the tooltip says 0.225 its a big deal?

Its not like the BC got worse because this was discovered t-t


well, previous you could theory craft with bc dps and shit like that, making it seem more pop efficent unit than it really is(in theory craft), and always falling flat in real games.


theory crafting is for build orders. no pro is sitting around with pencil and paper working out the math of a BC vs nexus and banking their winning strategies on it. so the tooltip is wrong.. maybe, depends on if you think random delay should be included or not. but really everyone who plays this game at a competent level plays more by feel and experience than actually running a dps meter in their head. It's not like people have been underproducing BCs because of the false sense of security of a tooltip telling them they're better than they actually are.

and another thing, people are buying into 1 off experiments way too easily. OP did 1 test, or at least only reported 1 test, with weird conditions like +3 shields and +2 armor, just unnecessary independent variables that didn't need to be included. and without anyone backing up his findings or anyone repeating his tests to be sure so many people immediately see the results and take it as truth immediately. it's the same witch hunt mentality that gets people going crazy whenever a new hacking accusation pops up.

now we know the ~22dps difference can be attributed to random attack delays unique to BC and reaper. so everyone can just chilllll
xTrim
Profile Joined April 2011
472 Posts
July 17 2012 12:42 GMT
#63
Now we understand why BC that was supposed to be an ultimate weapon of terran is very meh...

At least 22% more attack... I'd love it!
emythrel
Profile Blog Joined August 2010
United Kingdom2599 Posts
Last Edited: 2012-07-17 12:49:36
July 17 2012 12:45 GMT
#64
My first and only question.... did you take shield regen in to account? (do shield regen in combat? can't remember) 4-8 marauders kill a nexus so fast that regen rate doesn't really effect it much but BC's takin down a nexus in 58 seconds would allow for a fair bit of regen on the shields....
When there is nothing left to lose but your dignity, it is already gone.
Fym
Profile Joined October 2009
United Kingdom189 Posts
July 17 2012 12:47 GMT
#65
Do your equations take in the effects of latency? Because something that attacks really fast, will be effected by it the most.
If you wanna be a good chef, you dont make fish n chips.
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2012-07-17 12:56:45
July 17 2012 12:48 GMT
#66
On July 17 2012 21:45 emythrel wrote:
My first and only question.... did you take shield regen in to account? 4-8 marauders kill a nexus so fast that regen rate doesn't really effect it much but BC's takin down a nexus in 58 seconds would allow for a fair bit of regen on the shields....

protoss shields doesnt regen inside battle, after 10 sec without taking dmg they reg 2 hp per sek is how it works

some units, like reaper for example has random chance to gain a random cooldown (both very low so its barely noticeable). thats why results like this are unexpected when tested


On July 17 2012 19:01 Andr3 wrote:
Wow I didn't know about the random delay attacks, this is quite huge...it can decide games.

Why would you have randomness in the game just so it can look "pretty", damnit Blizzard.

i believe sc1 had random cooldowns on a few units aswell that were barely noticable.
an easy way to test it is just by have a bunch of units attack a building the same time and watch how they desync after a few seconds

this random delay has only been annoying for me when 5rax reaper was relevant. because optimal kiting would always be either include the random delay in your kiting timing making your kiting very reliable and stable but at the loss off potential dps while attacking discluding the random delay would result in 1-2 reapers not fire-ing at times because they were still on cooldown.
but the d3 charge was abit more annoying cause that random felt bigger so when kiting queens while attacking buildings resulted in reapers not fireing at all at times because they had more delay than normal sometimes
Progamerpls no copy pasterino
nocrA
Profile Joined August 2011
Italy27 Posts
Last Edited: 2012-07-17 12:58:45
July 17 2012 12:50 GMT
#67
On July 17 2012 21:45 emythrel wrote:
My first and only question.... did you take shield regen in to account? 4-8 marauders kill a nexus so fast that regen rate doesn't really effect it much but BC's takin down a nexus in 58 seconds would allow for a fair bit of regen on the shields....


Are you serious? this is sc2 not BW(where shields would recharge no matter what) if you keep attacking a protoss unit or structure it won't recharge shield.
Shields start recharging again 10 seconds after the last time the protoss unit/ structure was hit.

To those saying that there might be a problem with the testing the real rate of fire can by determined by theory knowing the average random delay and adding it to the nominal rate of fire(the tooltip one).

for BC the random delay it's between -0.0625 and 0.1875 average random delay=(0.1875-0.0625)/2=0.0625

real rate of fire = 0.225 + 0.0625 = 0.2875 which is almost identical to the OP's results

for the reaper the random delay it's between 0.1 and 0.5. Average delay it's 0.3

real rate of fire = 1.8 + 0.3 = 2.1 again almost identical the the OP's results

Also Random delay it's actually on all units but it's barely noticeable: for all the units except reaper and BC the average random delay it's 0.03125.(the delay it's between -0.0625 and 0.125)
(╯°□°)╯︵ ┻━┻
emythrel
Profile Blog Joined August 2010
United Kingdom2599 Posts
July 17 2012 12:52 GMT
#68
On July 17 2012 21:48 MorroW wrote:
Show nested quote +
On July 17 2012 21:45 emythrel wrote:
My first and only question.... did you take shield regen in to account? 4-8 marauders kill a nexus so fast that regen rate doesn't really effect it much but BC's takin down a nexus in 58 seconds would allow for a fair bit of regen on the shields....

protoss shields doesnt regen inside battle, after 10 sec without taking dmg they reg 2 hp per sek is how it works

some units, like reaper for example has random chance to gain a random cooldown (both very low so its barely noticeable). thats why results like this are unexpected when tested


nice to know, personally the dps of units isn't important to me. I already knew not to make BCs or reapers (with a few exceptions) lol
When there is nothing left to lose but your dignity, it is already gone.
Mephyss
Profile Blog Joined December 2010
Brazil128 Posts
July 17 2012 13:02 GMT
#69
So, the bug is actually the tooltip. Dont see a way for blizz to fix it, They are simple not gonna put a crazy math description on the unit and at most any value they put there will be average.
ne4aJIb
Profile Blog Joined July 2011
Russian Federation3209 Posts
Last Edited: 2012-07-17 14:14:51
July 17 2012 13:03 GMT
#70
Блеать, не заливай фотки на радикал, пожалуйста. И вставь картинки, а не ссылки.

User was warned for this post

3 warnings in a row, that's my fucking record.
Bisu,Best,Stork,Jangbi and Flash, Fantasy, Leta, Light and Jaedong, Hydra, Zero, Soulkey assemble in ACE now!
Ender985
Profile Blog Joined August 2010
Spain910 Posts
July 17 2012 13:06 GMT
#71
On July 17 2012 21:50 nocrA wrote:
Show nested quote +
On July 17 2012 21:45 emythrel wrote:
My first and only question.... did you take shield regen in to account? 4-8 marauders kill a nexus so fast that regen rate doesn't really effect it much but BC's takin down a nexus in 58 seconds would allow for a fair bit of regen on the shields....


Are you serious? this is sc2 not BW(where shields would recharge no matter what) if you keep attacking a protoss unit or structure it won't recharge shield.
Shields start recharging again 10 seconds after the last time the protoss unit/ structure was hit.

To those saying that there might be a problem with the testing the real rate of fire can by determined by theory knowing the average random delay and adding it to the nominal rate of fire(the tooltip one).

for BC the random delay it's between -0.0625 and 0.1875 average random delay=(0.1875-0.0625)/2=0.0625

real rate of fire = 0.225 + 0.0625 = 0.2875 which is almost identical to the OP's results

for the reaper the random delay it's between 0.1 and 0.5. Average delay it's 0.3

real rate of fire = 1.8 + 0.3 = 2.1 again almost identical the the OP's results

Also Random delay it's actually on all units but it's barely noticeable: for all the units except reaper and BC the average random delay it's 0.03125.(the delay it's between -0.0625 and 0.125)


Then this explains it. However the displayed dps in the tooltip is still wrong, since it should account for that random delay.
Member of the Pirate Party - direct democracy, institutional transparency, and freedom of information
Felnarion
Profile Joined December 2011
442 Posts
July 17 2012 13:15 GMT
#72
For me, even though the random delay explains it, that's just poor game design. Why should these units be special? If we want to encourage amazing micro and decision making, shouldn't outcomes be relatively predictable, even in their randomness?

What I mean is, why have two units doing significantly less DPS than stated, while other units do roughly the same?

Why change the random delay on these units, while all other units are mostly equal? If it was a balance issue, then the attack speed should have been adjusted. If it was an aesthetics issues (with the BC) then the tooltip should reflect a more accurate expected DPS somehow.

Though, now that you point it out, it did always feel to me like the BC fired its weapons at odd intervals.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
July 17 2012 13:21 GMT
#73
Worker vs Worker battles have 0.1250 delay.

So it means, instead 1.5 atack speed you can get 1.6 sometimes.

Why they're added that crappy random? wtf -_-
DropTester
Profile Joined April 2010
Australia608 Posts
July 17 2012 13:40 GMT
#74
On July 17 2012 19:54 MasterReY wrote:
Guys, i dont understand why some of you are saying something like "omg the bc is so bad now, that this is discovered".
No.
If the attack speed would be 0.2875 without a random delay, nobody would complain in years.
But now that it is 0.2875 with the random delay and the tooltip says 0.225 its a big deal?

Its not like the BC got worse because this was discovered t-t


its exactly as I thought when I was reading through the thread and people stating that this was the reason why the bc was so bad. No one's going to analyse the damage to such a fine point, if it is bad it can be changed accordingly but as for now the units are how blizzard wants to leave them
Ahli
Profile Joined May 2012
Germany355 Posts
July 17 2012 14:22 GMT
#75
On July 17 2012 21:50 nocrA wrote:
for BC the random delay it's between -0.0625 and 0.1875 average random delay=(0.1875-0.0625)/2=0.0625

real rate of fire = 0.225 + 0.0625 = 0.2875 which is almost identical to the OP's results

for the reaper the random delay it's between 0.1 and 0.5. Average delay it's 0.3

real rate of fire = 1.8 + 0.3 = 2.1 again almost identical the the OP's results

I can confirm that the real attack speed is in that area.

I've build a short test map to do some attack time tests which are more accurate than looking at the ingame timer. :D

Have a screenshot of one test run:
[image loading]

- It records the time required between the first dealt damage and the killing blow and counts the attacks. -> time between the first damage and last damage.
- attackSpeed = time / (attacks - 1) [first attack is subtracted as it starts the timer -> every attack has a cooldown in the time]
- I've added 3 targets: one ground, one air, one ground structure with each 1k life, 0 armor, no health regeneration.
- The attack speed is noted in the top left area of the screen.

That small map I made was made in the 1.5 arcade beta, but the BC had no balance changes regarding its rate of fire. So this still applies.

If people want me to make a usable test map on battle.net, just ask nicely and tell me features you would like to have like changeable unit type, repeatable tests, adjustable HP on the target test (or setting the amount of attacks that should be recorded), automated tests for all units, ...
AhliSC2@Twitter - GameHeart Observer UI - "HomeStoryCup XX" extension mod fixes WCS GameHeart's small bugs, adds a lot of new features -
Lukeeze[zR]
Profile Joined February 2006
Switzerland6838 Posts
July 17 2012 14:51 GMT
#76
As lon as they kill rocks, their purpose is fullfilled.
Terran & Potato Salad.
Ender985
Profile Blog Joined August 2010
Spain910 Posts
Last Edited: 2012-07-17 15:42:45
July 17 2012 15:35 GMT
#77
I have also independently confirmed the findings for Battlecruiser AA and AT.

I have tested 1 BC firing against another, with +0 attack and +3 armor upgrades, repeated 9 times. Since BC AA damage is 6 and the max upgraded armor for the BC is 6, it means each attack was doing the minimum possible damage of 0.5 health. Since the BC has 550 health, it would take 1100 shots to destroy it. The mean time needed for the target to be destroyed was 317 seconds (varying from 315 to 320, most likely due to having +/- 1 second accuracy at best). Attacking 1100 times in 317 seconds gives a delay between attacks of 0.288s, in accordance with OP.

I also tested 1 BC against a +3 armored Thor. The Thor has 400 health and a max armor of 4, BC AT attack has 8 damage, so each shot deals 4 damage. Tested it 18 times and the mean time for target destruction was 29s, varying between 28 and 30. The BC needs 100 shots to kill the Thor, and it is done in 29 seconds, with means a delay between attacks of 0.29, again in accordance with the OP.

So yeah, the tooltip info is incorrect and they probably failed to take the random delay into account.
Member of the Pirate Party - direct democracy, institutional transparency, and freedom of information
ragz_gt
Profile Blog Joined April 2012
9172 Posts
July 17 2012 15:47 GMT
#78
On July 17 2012 19:22 BronzeKnee wrote:
I find it odd that you decided to add armor to the Nexus and Battle Cruiser when doing the damage test. My first reaction is you are trying to hide something, and my second after thinking about it is that it magnifies the results of your test. Because it takes longer (ie more shots) for the Battle Cruiser to do the stated damage you end up with more overall random delays, and thus you could find that the Battle Cruiser does less and less DPS over time.

So I ran two tests in the unit test map. (The first test against the Hydra begins at 43 seconds and ends at 45, the second against the Nexus begins at 1:45 and ends at 2:21)

Replay: http://drop.sc/223255

First, the BC against a Hydra (low hp and no armor) with no upgrades yields the following: It takes the BC 11 shots to kill the Hydra and it takes the BC 3 seconds to kill the Hydra (and there is actually one more shot on the way toward the Hydra when it does).

So 3/11 = 0.2727 attack speed

So in that case the BC actually does damage faster than stated!

Second, lets look at the BC vs 1000 Nexus shields with no shield upgrades: It takes 125 shots to kill the Nexus shields and it takes the BC 36 seconds to do so (and again there is one more shot on the way to Nexus when 1000 damage is done).

36/125 = .288 attack

Again the BC actually does damage faster than stated!

So while in your scenario the BC does 22% less damage, in most real scenarios it will do much closer to it's stated DPS, and in some scenarios it even appears to do more damage, and thus I think you are misrepresenting the facts by picking unlikely scenarios.

However, your tests and mine do show problems with the damage system in SC2.


How is 0.2727 and 0.288 faster than 0.225 which is stated??!
I'm not an otaku, I'm a specialist.
Schplyok
Profile Joined June 2010
64 Posts
July 17 2012 15:54 GMT
#79
On July 17 2012 22:21 Existor wrote:
Worker vs Worker battles have 0.1250 delay.

So it means, instead 1.5 atack speed you can get 1.6 sometimes.

Why they're added that crappy random? wtf -_-


So we don't get a huge lag spike when our cpu/gpu tries to process 20 tank shot animations in the same millisecond.
oxxo
Profile Joined February 2010
988 Posts
Last Edited: 2012-07-17 16:01:23
July 17 2012 16:00 GMT
#80
On July 17 2012 19:22 BronzeKnee wrote:
I find it odd that you decided to add armor to the Nexus and Battle Cruiser when doing the damage test. My first reaction is you are trying to hide something, and my second after thinking about it is that it magnifies the results of your test. Because it takes longer (ie more shots) for the Battle Cruiser to do the stated damage you end up with more overall random delays, and thus you could find that the Battle Cruiser does less and less DPS over time.

So I ran two tests in the unit test map. (The first test against the Hydra begins at 43 seconds and ends at 45, the second against the Nexus begins at 1:45 and ends at 2:21)

Replay: http://drop.sc/223255

First, the BC against a Hydra (low hp and no armor) with no upgrades yields the following: It takes the BC 11 shots to kill the Hydra and it takes the BC 3 seconds to kill the Hydra (and there is actually one more shot on the way toward the Hydra when it does).

So 3/11 = 0.2727 attack speed

So in that case the BC actually does damage faster than stated!

Second, lets look at the BC vs 1000 Nexus shields with no shield upgrades: It takes 125 shots to kill the Nexus shields and it takes the BC 36 seconds to do so (and again there is one more shot on the way to Nexus when 1000 damage is done).

36/125 = .288 attack

Again the BC actually does damage faster than stated!

So while in your scenario the BC does 22% less damage, in most real scenarios it will do much closer to it's stated DPS, and in some scenarios it even appears to do more damage, and thus I think you are misrepresenting the facts by picking unlikely scenarios.

However, your tests and mine do show problems with the damage system in SC2.


In 'real scenarios' you could just as easily get a much longer delay due to randomness just as easily as the shorter delay you found. Testing on large HP buildings is a better test for the effect of the delay. It averages out the randomness, which more than likely is like WC3 crit chance and isn't 'true' random, and better ignores overkill effects like your hydra test. There's nothing 'odd' about his choice. Choosing a Nexus or rock is the correct choice.

In either case every test shows that the real dps is pretty off of the tooltip dps.
Prev 1 2 3 4 5 6 7 Next All
Please log in or register to reply.
Live Events Refresh
Monday Night Weeklies
16:00
#47
RotterdaM713
IndyStarCraft 99
BRAT_OK 93
SteadfastSC89
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 713
mouzHeroMarine 351
Hui .243
TKL 230
ProTech144
IndyStarCraft 99
BRAT_OK 93
SteadfastSC 89
StarCraft: Brood War
Sea 6591
Calm 5201
Bisu 3634
Horang2 2420
Jaedong 1689
Mini 1094
Britney 833
EffOrt 702
BeSt 438
Larva 408
[ Show more ]
Stork 383
Soulkey 216
firebathero 207
ggaemo 164
Rush 155
actioN 154
Dewaltoss 129
Zeus 95
Hyun 71
Barracks 65
Mind 49
zelot 35
ToSsGirL 28
Movie 23
Rock 19
Terrorterran 19
Sexy 11
IntoTheRainbow 10
Dota 2
qojqva2164
420jenkins285
BananaSlamJamma138
Counter-Strike
fl0m5469
pashabiceps1544
Other Games
Grubby1987
FrodaN1240
B2W.Neo935
hiko817
Beastyqt413
XBOCT318
ArmadaUGS134
KnowMe120
QueenE92
Sick48
Mew2King38
Trikslyr36
MindelVK4
Organizations
Counter-Strike
PGL217
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Shameless 43
• Kozan
• sooper7s
• AfreecaTV YouTube
• intothetv
• Migwel
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• HerbMon 7
• Michael_bg 2
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Nemesis1658
• Jankos1477
• TFBlade1068
Other Games
• Shiphtur198
Upcoming Events
OSC
7h 6m
Afreeca Starleague
17h 6m
Snow vs PianO
hero vs Rain
WardiTV Map Contest Tou…
17h 6m
GSL
19h 6m
PiGosaur Cup
1d 7h
CranKy Ducklings
1d 16h
Kung Fu Cup
1d 19h
Replay Cast
2 days
The PondCast
2 days
WardiTV Map Contest Tou…
2 days
[ Show More ]
Replay Cast
3 days
Escore
3 days
WardiTV Map Contest Tou…
3 days
Korean StarCraft League
4 days
CranKy Ducklings
4 days
WardiTV Map Contest Tou…
4 days
IPSL
4 days
WolFix vs nOmaD
dxtr13 vs Razz
BSL
5 days
Sparkling Tuna Cup
5 days
WardiTV Map Contest Tou…
5 days
Ladder Legends
5 days
BSL
6 days
IPSL
6 days
JDConan vs TBD
Aegong vs rasowy
Replay Cast
6 days
Replay Cast
6 days
Wardi Open
6 days
Afreeca Starleague
6 days
Bisu vs Ample
Jaedong vs Flash
Monday Night Weeklies
6 days
Liquipedia Results

Completed

Escore Tournament S2: W2
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
StarCraft2 Community Team League 2026 Spring
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026

Upcoming

Escore Tournament S2: W3
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
RSL Revival: Season 5
WardiTV TLMC #16
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.