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SAW core a liability for BC.Game – A deeper look at their problems

Articles
Mar 04
54 views 6 mins read

BC.Game’s start to the season has been utterly underwhelming. Their desperation, coined as a move keeping VRS in mind,  assembling a roster with the Portuguese core from SAW, has only resulted in the team strugglling to produce convincing results, suffering a series of disappointing defeats across multiple events.

Their troubles began at the IEM Rio Closed Qualifier, where BC.Game suffered early losses to #125 ranked Ursa and #58 Nemesis. Losing to teams ranked that far below them immediately raised concerns about the team’s stability and overall cohesion.

At IEM Krakow Stage 1, the results looked slightly more respectable on paper. Their only loss came against 3DMAX, although they managed to secure victories over NIP and Legacy. But even those wins have done little to dispel doubts surrounding the team’s consistency. Then came RES Showdown 3, where BC.Game were eliminated by GamerLegion, another result that makes you doubt in their ability to establish themselves against solid European opposition.

Their run at the Parken Challenge was equally disappointing. They first lost a best of one to #68 ranked Sashi, before being knocked out by #40 ECSTATIC and #26 illwill. Taken together, the results paint a troubling picture for a team expected to perform significantly better.

The SAW Trio Problem

One of the most glaring issues for BC.Game lies in the underperformance of the SAW trio. Across 31 maps this year, none of the three players have managed to maintain a positive rating.

Player Rating
s1mple 1.21
electroNic 1.08
krazy 0.99
mutiris 0.92
aragornN 0.88

While s1mple and electroNic continue to perform at respectable levels, the rest of the lineup has evidently struggled to keep up. krazy sits just below a positive rating, while mutiris and aragornN have just struggled to show a level that could potentitially justify their place next to s1mple and electroNic. Such a disparity in individual output places an immense burden on the star players. And even a player of s1mple’s caliber cannot consistently compensate for multiple underperforming teammates.

A Catastrophic T Side

If there is one area where BC.Game’s weaknesses become most apparent, it is on the T side. Statistically, their T side has been among the worst in the top 30 teams. They hold a 36 percent round win rate, the lowest of any team in that ranking bracket. Such a figure indicates not just occasional struggles, but systemic issues in their offensive structure.

Opening duels have been another major problem. BC.Game rank as the third worst team in the top 30 when it comes to securing opening kills. The attempts themselves are distributed across the entire roster, yet only s1mple manages a respectable success rate, winning 50 percent of his share of opening duels.

Here is a quick look at the T-side opening stats for BC.Game:

Name Attempts Success Rating
s1mple 16.1% 54.1% 0.98
electroNic 19.3% 45.5% 0.93
aragornN 26.8% 36.0% 0.86
MUTiRiS 22.1% 35.2% 0.82
krazy 14.6% 25.5% 0.67

Meanwhile, aragornN and mutiris, who frequently take the first engagements, succeed in only about one third of their duels. Losing that many early fights places the team at an immediate disadvantage in a large number of rounds.

Even team coordination also appears to be lacking for the BC.Game side. Most teams average between 0.20 and 0.30 flash assists per round on the T side, which is important for well coordinated executes and supportive utility usage. BC.Game, however, sit at the bottom of the table with just 0.15 flash assists per round, clearly showing that their offensive structure lacks synergy and supportive play.

A Slightly Better CT Side

BC.Game’s CT side presents a somewhat different picture. While still far from elite, it at least shows signs of stability. The team holds a 50 percent CT round win rate, meaning they manage to convert roughly every other round. A significant portion of that success can be attributed to s1mple, who plays the most aggressive positions on the defensive side. Despite taking many early fights, he still maintains a 63.6 percent success rate in opening duels.

s1mple has been pulling his weight on the T-side opening for BC.Game:

Name Attempts Success Rating
s1mple 23.9% 67.0% 1.34
electroNic 19.4% 63.6% 1.17
krazy 16.9% 63.0% 1.10
MUTiRiS 20.7% 51.5% 1.03
aragornN 17.6% 39.3% 0.83

When s1mple secures the opening kill, BC.Game convert around 70 percent of those rounds, demonstrating just how influential his impact remains. He is also supported reasonably well by krazy and electroNic, both of whom contribute effectively on the defensive side.

However, the recurring issue once again comes from mutiris and aragornN. Together they account for 38 percent of the opening duels, but their success rate is considerably lower. As a result, many rounds begin with BC.Game falling into 4v5 situations. In those disadvantage scenarios, BC.Game only manage to win around 20 percent of the rounds, making it extremely difficult for them to recover once the initial duel is lost.

The Cost of Early Round Losses

Over the course of a typical 12 round CT half, mutiris and aragornN will likely take the first engagement in four to five rounds. Given their relatively poor success rate, several of those rounds will quickly devolve into 4v5 situations. Since BC.Game only convert one out of five rounds when down a player, the team realistically wins just one of those rounds.

Scenario Rounds
Total CT rounds in a half 12
Early duels taken by mutiris / aragornN 4-5
Rounds that turn into 4v5 situations 4-5
BC.Game win rate in 4v5 situations 20%
Expected rounds won from those situations ~1
Rounds lost due to early duel inefficiency 3–4

That leaves three to four rounds per half slipping away purely due to early duel inefficiency. Across a full match, that consistent deficit becomes massive. Losing six to eight rounds purely from unfavorable openings is more than enough to swing the outcome of entire maps.

A Roster Move That Isn’t Working

Taken together, it is clear that the current roster configuration simply is not working for BC.Game. While the presence of stars like s1mple and electroNic gives the team theoretical firepower, the lack of consistent contributions from the rest of the lineup severely limits their ceiling. The team’s weak T side, poor opening duel success, and structural deficiencies have all compounded their struggles.

Unless BC.Game find a way to dramatically improve their coordination and individual performances, the roster change risks being remembered as a failed experiment and we might see BC.Game in the same debacle before the next Major cycle starts.

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