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I was messing around with warp prism micro for a bit
So I worked mainly with warp prism + colossus, warp prism +1 immortal, and warp prism +2 immortals
This is what I found:
1. When you unload a unit, the unit WILL face the direction the warp prism is facing at the moment the unload occurs.
2. Colossus' speed of first attack is minimally affected by the direction it faces. (It has a very quick turn speed)
3. Immortal's speed of first attack is substantially affected (relative to colossus' speed) by the direction it faces. (It has a longer turn speed, although it's still very quick)
4. With colossus, you can almost always do unload+attack+load in a quick series, its turn speed makes the direction it faces at landing basically negligible.
5. With immortal, you can do unload+attack+load if the immortal is facing the target you're attacking in a quick series. If your immortal needs to turn and fire, there is a short delay before the shot is fired.
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Additional Comments: 1. Warp prism +2 immortals feels like microing dropship +2 tanks
2. It'd be nice if the attack animation for immortals (and stalkers too) can be changed to projectile. Edit: On a review of what i typed...stalkers' attack animation is already projectile...but I'm thinking more resemblance of dragoon's energy ball style instead of pew pew laser.
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Interesting find. It will be interesting to see when people find out more of these little tidbits, and how to use them to their advantage in the game. Sort of like people working out exactly how the mutalisk bounce mechanic selects targets in SC1.
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Calgary25951 Posts
I like that immortals have a beefy cannon, why change it to dragoons?
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Yeah, I saw someone do this on the OMFG eSports live broadcast last friday. It was neat. The commentators didn't seem too thrilled though. I would've been screaming about it, since it was the first time being used with 500 viewers watching.
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On April 07 2010 04:54 Chill wrote: I like that immortals have a beefy cannon, why change it to dragoons?
Agreed
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On April 07 2010 04:54 Chill wrote: I like that immortals have a beefy cannon, why change it to dragoons?
For spectating purposes I suppose...obviously it would make no difference in the effectiveness of the units. I'd imagine it's more exciting to watch a projectile travel and last hit an enemy unit...
On the topic of making sc2 more exciting for spectators (Sorry for digressing) - any suggestions to make sc2 more interesting to watch? In bw, there's always the excitement when a scarab is fired simply because many times we don't know if it'll be a devastating blow or end up a dud. A player's ability on positioning the reaver and the timing of its fire in this event.
In my opinion, it's not nearly as much fun to watch a sc2 match...I'm going to attempt to highlight what makes sc1 captivating to watch:
1. As mentioned above, reaver's scarab attack generally produces a lot of excitement everytime it is fired. 2. High ground chance of miss sometimes makes impossible defense scenarios. 3. Many splash damage attacks are projectile that can possibly be dodged (Spider mines, psi storms, lurkers' spine attacks, scarabs, even nukes). 3A. Exceptions - shots that cannot be dodged: Tank's siege mode attack, firebat's attack, corsair and valkrie's (for all practical purposes) attack and archon's attack. ( If sc2 brings back archon's splash attack, it would create more micro opportunities) 4. In contrast, sc2's splash attacks are mostly attacks that cannot be dodged (Colossi's attack, sieged tank's attack, hellion's attack) 4A. Exceptions - splash attacks that can be dodged: BANELINGS, Seeker Missiles, (These 2 are fun to watch), Psi storm, nukes. 5. Barring from nukes (which we don't see many in a game), dodging psi storms are rather uninteresting to watch in sc2 due to its small radius and rather unattractive animation/effect.
Any suggestions? Comments? To TL Mods: I'm not sure if this thread is fit under Starcraft2 Forum...so I'll leave it up to you to decide whether this should stay in my blog sections.
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3A. Exceptions - shots that cannot be dodged: Tank's siege mode attack, firebat's attack, corsair and valkrie's (for all practical purposes) attack and archon's attack. ( If sc2 brings back archon's splash attack, it would create more micro opportunities) You can reduce siege tank damage by moving, firebats can be dodged, against corsair/valk, you can spread which is similar but whatever, archons can be dodged to take reduced damage in the same way as scarabs.
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On April 07 2010 05:42 hellokitty[hk] wrote:Show nested quote +3A. Exceptions - shots that cannot be dodged: Tank's siege mode attack, firebat's attack, corsair and valkrie's (for all practical purposes) attack and archon's attack. ( If sc2 brings back archon's splash attack, it would create more micro opportunities) You can reduce siege tank damage by moving, firebats can be dodged, against corsair/valk, you can spread which is similar but whatever, archons can be dodged to take reduced damage in the same way as scarabs.
no you cant reduce siege tank damage by moving... you can reduce the splash by splitting etc but the shoot and damage is instant because tanks/corsairs/etc dont have an animation for their attack. you dont see a bullet/energy ball or something else. tank shoots and at the same time your unit gets damage. goon shoots, THEN YOU SEE THE ANIMATION + TRAVEL TIME TO THE TARGET, your unit gets damage. so you can dodge goon shoots with dropship micro, but you cant dodge tankshoots with dropship micro.
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Nice research! Next we should try Thors in medivacs
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Are you sure you can "unload + attack + unload" a collossus. I remember testing earlier in beta and it doesn't actually do damage until the lasers cross each other which is a huge annoyance making you wait so long before you can pick it up again.
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