• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 21:09
CEST 03:09
KST 10:09
  • 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
[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8
Community News
StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026)54Weekly Cups (Sept 21-27): herO and ByuN double2Weekly Cups (Sep 13-20): herO scores triple3BSL Season 2313Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1
StarCraft 2
General
StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026) How do you feel about the mass reverts in the 5.0.17 PTR? SC4ALL: II SC2 Complete Invited Player Lineup StarCraft open world shooter announced at BlizzCon Weekly Cups (Sept 21-27): herO and ByuN double
Tourneys
Sea Duckling Open (Global, Bronze-Diamond) Stellar Fest TWO the Moon (Dec 16-20) 2026 GSTL Grand Finals SC2 INu's Battles#21 [ 3-Days tournament ] ScienceCraft (October 24-25) - Live Event
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 545 And Drops and Rifts Mutation # 544 Double Trouble Mutation # 543 Enhanced Defenses
Brood War
General
Bot on ladder Fantasy returning? BW General Discussion ASL22 General Discussion a Announcement on the JEDI Ringing
Tourneys
[ASL22] Ro8 Day 4 [Megathread] Daily Proleagues [ASL22] Ro8 Day 3 [ASL22] Ro8 Day 2
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread Total Annihilation Zero
Dota 2
Dota 2 Champions League Season 3 Begins April 25! Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread Artificial Intelligence Thread All you football fans (soccer)!
Fan Clubs
Serral Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Escaping Into Video Games: G…
TrAiDoS
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Regacy Esports:Our Goa…
regacyesports
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7082 users

Extra time for switching targets.

Forum Index > BW General
Post a Reply
1 2 Next All
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
April 04 2015 06:27 GMT
#1
Greetings to my friends playing the best game in the world!

I am currently working on the Starbow mod that you may or may not have heard of. It is a fan-made expansion to Brood War in the SC2 engine (unfortunately) and as such, we have encountered many issues when trying to recreate some of the finesses from Brood War.

One of these, seems to have very little technical information about it, although I think it is noticed and recognized by most.

In Brood War, if a ranged unit, and maybe melee as well, killed a unit or lost its target, it would spend more time than it's regular weapon cool-down (attack speed) to shoot on a new target compared to firing on an existing one.

This behavior seems to be the most noticeable with dragoons, siege tanks in siege mode and reavers.

Does anyone knows how much extra time each unit's weapon needed to switch targets compared to firing upon the same unit over and over?
aka KanBan85. Working on Starbow.
TelecoM
Profile Blog Joined January 2010
United States10864 Posts
April 04 2015 07:14 GMT
#2
Thats a good question, i'm not sure how that would work....I would also be interested in knowing this just to know, sorry I can't really answer the question.
AKA: TelecoM[WHITE] Protoss fighting
Probemicro
Profile Joined February 2014
3708 Posts
Last Edited: 2015-04-04 08:01:27
April 04 2015 07:53 GMT
#3
related

Most Starcraft units have pre-attack animation sequences that must be played before the actual attack occurs. For the Marine, it is "holding up the gun". For the Hydralisk, it is "opening the mouth".

For most units, there is only one pre-attack sequence. All subsequent attacks do not require the unit to go through the sequence again. For the Marine, once it holds up its weapon, it does not put it down again. For the Hydralisk, once it opens its mouth, it doesn't have to open it again.

The exception is when the unit has to change targets. If a unit's attack target changes, it must go through its pre-attack sequence again. This phenomenon is most prevalent for the Photon Cannon, whose tower goes up and down constantly as it acquires new targets.
404AlphaSquad
Profile Joined October 2011
839 Posts
April 04 2015 08:09 GMT
#4
It is so hard recreating all the little finesses in BW and the hardest part, actually noticing them.
aka Kalevi
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
April 04 2015 08:14 GMT
#5
On April 04 2015 16:53 Probemicro wrote:
related

Most Starcraft units have pre-attack animation sequences that must be played before the actual attack occurs. For the Marine, it is "holding up the gun". For the Hydralisk, it is "opening the mouth".

For most units, there is only one pre-attack sequence. All subsequent attacks do not require the unit to go through the sequence again. For the Marine, once it holds up its weapon, it does not put it down again. For the Hydralisk, once it opens its mouth, it doesn't have to open it again.

The exception is when the unit has to change targets. If a unit's attack target changes, it must go through its pre-attack sequence again. This phenomenon is most prevalent for the Photon Cannon, whose tower goes up and down constantly as it acquires new targets.


Nice article. That was enlightening. The question remains though, how much time does it take for a unit to start the pre-attack animation?

And it seems that all units have this, even if they have no visual animation, like the reaver.
aka KanBan85. Working on Starbow.
Freakling
Profile Joined October 2012
Germany1534 Posts
Last Edited: 2015-04-04 13:53:21
April 04 2015 08:44 GMT
#6
Cannons, and also dragoons, certainly have particularly slow pre-attack animations.

The other effect you are looking out for is probably the influence of the unit command (idle/attack/hold position/attack) on the attack rate and initial attack time.
It has something to do with the order in which the BW engine runs through different unit behaviour checks over the course of multiple frames or something like that.
If I remeber correctly, units on patrol command have an immidiate first attack (minus aforementioned pre-attack animation, of course), but slightly slower attack rate afterwards, whereas units on attack command have the full attack rate, but slightly delayed initial attacks (not sure where idle and hold position lie in the spectrum, but I guess hold position has pretty fast initial attacks, because you can use it for muta and dragoon micro quite effectively).

There is an article about the finer details somewhere, I think it was at the BWAI page (whatever that is actually called) somewhere ; if not, maybe it was Staredit.net, but my best bet for detailed documentation about game mechanics would be the former.

EDIT: I think this is it:
https://code.google.com/p/bwapi/wiki/StarcraftGuide#What_are_the_differences_between_Stop_and_Hold_Position?
It's actually explaining the difference between stop and hold position, but I think patrol and attack also make a difference in how quickly the first attack is issued (patrol micro beats attack micro)...
Freakling
Profile Joined October 2012
Germany1534 Posts
April 04 2015 09:15 GMT
#7
Also interesting:

https://code.google.com/p/bwapi/wiki/StarcraftGuide#Why_is_the_cooldown_always_different?

https://code.google.com/p/bwapi/wiki/WeaponTypes
reminisce12
Profile Joined March 2012
Australia318 Posts
April 04 2015 09:44 GMT
#8
question: was this design intentional by the scbw devs?
Piste
Profile Blog Joined July 2006
6183 Posts
April 04 2015 11:10 GMT
#9
On April 04 2015 17:09 404AlphaSquad wrote:
It is so hard recreating all the little finesses in BW and the hardest part, actually noticing them.

indeed, the awesomeness and balance of this game was output of luck and few patches, and rest of it from the map designing.
Freakling
Profile Joined October 2012
Germany1534 Posts
Last Edited: 2015-04-04 13:54:54
April 04 2015 13:47 GMT
#10
On April 04 2015 18:44 reminisce12 wrote:
question: was this design intentional by the scbw devs?


That is probably mostly a semantic question, i.e. it depends on the exact definition of the word "intentional" you go by in your question:

Deliberate decisions, made to achieve some aim (i.e. get it to work in one way or another): yes, definitely!

Carefully weighed versus all alternatives, considering all the consequences?: Well, you wish, ... like anthing in the core of the BW engine was devised this way...
2Pacalypse-
Profile Joined October 2006
Croatia9559 Posts
April 04 2015 14:10 GMT
#11
On April 04 2015 20:10 Piste wrote:
Show nested quote +
On April 04 2015 17:09 404AlphaSquad wrote:
It is so hard recreating all the little finesses in BW and the hardest part, actually noticing them.

indeed, the awesomeness and balance of this game was output of luck and few patches, and rest of it from the map designing.

"Luck" would imply that the developers had no idea what they were doing and sort of just got lucky... which I don't think is a fair assessment at all. Did developers think of all the possible scenarios and little things/bugs that makes the BW what it is? Of course not. But it's also obvious that a lot of thought and effort was put into the design, which makes this incredible depth possible in the first place.

Perfect example of this is in this very thread. They could've made this cooldown before shooting much simpler and same for all the units or even remove it completely. But they consciously added it because they thought it would add more depth to the game, even though they didn't predict every possible consequence of this (out of which one consequence was getting your goons stuck ><).
Moderator"We're a community of geniuses because we've found how to extract 95% of the feeling of doing something amazing without actually doing anything." - Chill
reminisce12
Profile Joined March 2012
Australia318 Posts
April 04 2015 15:46 GMT
#12
yeah luck only augments the game, the core design of the game is what separates it from other games and makes it a legendary game. The uniqueness of the three different races, the unit design and synergies they have with one another.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
April 04 2015 17:32 GMT
#13
--- Nuked ---
DepressedOne
Profile Blog Joined September 2014
United States190 Posts
April 04 2015 22:10 GMT
#14
why don't you make a BW expansion in the BW engine?
Me sad.
TelecoM
Profile Blog Joined January 2010
United States10864 Posts
April 04 2015 22:56 GMT
#15
On April 05 2015 07:10 DepressedOne wrote:
why don't you make a BW expansion in the BW engine?


Please refrain from trying to answer this question.
AKA: TelecoM[WHITE] Protoss fighting
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2015-04-05 00:20:19
April 05 2015 00:18 GMT
#16
Good find xiphias.

On April 04 2015 17:09 404AlphaSquad wrote:
It is so hard recreating all the little finesses in BW and the hardest part, actually noticing them.

Indeed
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
Last Edited: 2015-04-15 06:01:23
April 15 2015 06:01 GMT
#17
Does anyone knows how much extra time each unit's weapon needed to switch targets compared to firing upon the same unit over and over?


Every unit has a different pre attack animation. It's a different amount of frames. The dragoon has more than half a second. You'd have to test every unit with a stop watch, or with frame measuring software.
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
ggrrg
Profile Blog Joined September 2009
Bulgaria2717 Posts
April 15 2015 07:49 GMT
#18
On April 04 2015 17:44 Freakling wrote:
Cannons, and also dragoons, certainly have particularly slow pre-attack animations.

The other effect you are looking out for is probably the influence of the unit command (idle/attack/hold position/attack) on the attack rate and initial attack time.
It has something to do with the order in which the BW engine runs through different unit behaviour checks over the course of multiple frames or something like that.
If I remeber correctly, units on patrol command have an immidiate first attack (minus aforementioned pre-attack animation, of course), but slightly slower attack rate afterwards, whereas units on attack command have the full attack rate, but slightly delayed initial attacks (not sure where idle and hold position lie in the spectrum, but I guess hold position has pretty fast initial attacks, because you can use it for muta and dragoon micro quite effectively).

There is an article about the finer details somewhere, I think it was at the BWAI page (whatever that is actually called) somewhere ; if not, maybe it was Staredit.net, but my best bet for detailed documentation about game mechanics would be the former.

EDIT: I think this is it:
https://code.google.com/p/bwapi/wiki/StarcraftGuide#What_are_the_differences_between_Stop_and_Hold_Position?
It's actually explaining the difference between stop and hold position, but I think patrol and attack also make a difference in how quickly the first attack is issued (patrol micro beats attack micro)...


Afaik, hold position and patrol command both result in the pre-attack animation being started right away, since the unit does "remember" the target it had acquired beforehand. Stop command requires the unit to first acquire a target before starting the pre-attack animation. If I remember correctly, the same applies to the a-move. I'm also pretty sure that there is no difference in the attack rate of units after the initial attack no matter what command was used.
Chef
Profile Blog Joined August 2005
10810 Posts
April 15 2015 13:14 GMT
#19
On April 04 2015 18:44 reminisce12 wrote:
question: was this design intentional by the scbw devs?

Kinda like asking if they made the movement speed of vultures different from other units on purpose Somebody had to enter those numbers, and it would have been simpler to keep them the same across the board. But whichever people came to this decision to make units act slightly different was very likely doing so because they liked giving units individual personalities. Someone made the opposite decision with SC2, and attempted to homogenize many values in order to make large armies easier to control, so players would get less frustrated. You have to remember BW was designed before there was ever a pro scene of people dedicating 10 hours a day to practice the game, so it was designed mostly with messing around in mind, low apm users (though they wouldn't have called them that), and people who are just playing for fun and want all the wackiness possible. Nowadays you have to design for people who want their games to look like pro games, and get angry when they don't, if you're making a competitive game. You also have to design a lower learning curve for young adults who buy and play all kinds of games with their no-kids incomes, so a game with a lot of frustrating idiosyncrasies that lose you games when you try to play it competitively is potentially going to scare a lot of people off.

StarBow is an interesting effort, but I think ultimately kind of confusing. It's like you wanna design a whole new game, but you're going to make your game in a custom map in another game over the course of 4 years instead. Then again I guess that's what DOTA is.
LEGEND!! LEGEND!!
iLovePolandKurwa
Profile Joined April 2015
14 Posts
April 16 2015 23:09 GMT
#20
On April 04 2015 18:44 reminisce12 wrote:
question: was this design intentional by the scbw devs?



no way
1 2 Next All
Please log in or register to reply.
Live Events Refresh
OSC
00:00
OSC Elite Rising Star #21
CranKy Ducklings63
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
NeuroSwarm 142
RuFF_SC2 31
ProTech14
StarCraft: Brood War
Britney 15198
Rain 2273
Artosis 622
Bale 18
League of Legends
Doublelift3772
Counter-Strike
taco 265
Super Smash Bros
hungrybox673
Mew2King192
Heroes of the Storm
Khaldor981
Other Games
summit1g8558
Day[9].tv655
JimRising 542
PiGStarcraft334
C9.Mang0248
ArmadaUGS69
ViBE55
Organizations
Other Games
BasetradeTV178
Dota 2
PGL Dota 2 - Main Stream87
[ Show 14 non-featured ]
StarCraft 2
• Hupsaiya 146
• CranKy Ducklings SOOP50
• Letter141
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• Day9tv655
• Scarra574
• Shiphtur191
Upcoming Events
Stellar Fest
11h 51m
OSC
20h 51m
CranKy Ducklings
1d 8h
Online Event
1d 9h
FEL
1d 14h
AI Arena Tournament
1d 15h
BSL: Ladder Tournament
1d 17h
Sparkling Tuna Cup
2 days
INu's Battles
2 days
herO vs Classic
Percival vs Rogue
BSL Open Qualifier
2 days
[ Show More ]
BSL Open Qualifier
2 days
Replay Cast
2 days
Afreeca Starleague
3 days
Rush vs Light
WardiTV Weekly
3 days
Replay Cast
3 days
Afreeca Starleague
4 days
Soma vs Soulkey
INu's Battles
4 days
SHIN vs Cure
ByuN vs Zoun
PiGosaur Cup
4 days
The PondCast
6 days
INu's Battles
6 days
Liquipedia Results

Completed

Proleague 2026-09-30
Blizzard Classic Cup 2026
Calamity Invitational

Ongoing

ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual

Upcoming

Acropolis #5 - GSB
Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Custodian Cup
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
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.