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As everyone knows terran scvs can repair both ground and air units. You may also know that any unit that costs only minerals only costs minerals to repair, and any unit that costs minerals and gas to build, requires both gas and minerals to repair, only makes sense right? But here are a few things that I have found out that you may not know.
1. Faster repairing When an scv is repairing a building, if you continuously right click, or r + click on the building, that building will be repaired faster than a building you just tell an scv to repair once. It also seems to use a lot more minerals and or gas up though by doing this.
When repairing a unit however, it repairs it slower by telling the scv to repair a lot. Also, if repairing an air unit, telling it to repair a lot slows it down dramatically, for some reason, giving it the order to repair that many times makes the scv stop repairing completely, but only for air and floating buildings.
I have not done extensive research into this, but I made an UMS map and fooled around with it for a while, and after a lot of trials I can assure you clicking or repairing a building a lot does speed up the process.
Also, I've noticed that while doing this, some buildings get repaired faster than others. This may be due to the amount of life they have, and the % in which units get healed every second or so. The few tests I did, starports and factories repair at about the exact same speed, but a barracks repairs a lot slower than either, but when testing with a command center, I found that the starport also repaired faster than it. This might prove that the life does not matter.
To thoroughly research this and find exactly which buildings repair faster and if you should click a lot or not would take a lot of time and I don't think it's that big of a deal, I just found all of this interesting, and wonder if a bunker would survive those extra few seconds in a rush or in defence if you spammed repair on it.
I'd also like to add that with hotkeys and quick clicking, I can also assure you that both scvs started repairing at almost the exact same time. I also counted one scv repairing the buildings / units and then the other to get rid of any belief that I'm just crazy and they didn't start at the same time.
If anyone would like to prove me wrong on this, or test it themselves, its fairly easy to set up a UMS with hurt buildings and scvs. So please, tell me what you find, or prove me wrong.
(Yes I know I just wasted a lot of your time and mine)
Also, a quick edit as I didn't mention it, all of the things I repaired were hurt for the exact same amounts and regardless of life totals, should have taken the same time to repair. I also did the faster clicking test on two of the same buildings.
.kaz
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this is actually good to know, 8rax -> bunker more powerful now.
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Hong Kong20321 Posts
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On July 26 2007 07:24 .kaz wrote: 1. Faster repairing When an scv is repairing a building, if you continuously right click, or r + click on the building, that building will be repaired faster than a building you just tell an scv to repair once. It also seems to use a lot more minerals and or gas up though by doing this.
Strange, I just tested it and the continuous clicking scv was much slower
EDIT: However it did cost a LOT more... More than the cost of a cc to repair a cc from 600hp with 4 scv continuous clicking (416 minerals)
Normal repair cost only 76 mins
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Also repair time is based directly on building time if you werent aware (thats why bunks repair very quickly)
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Live2Win
United States6657 Posts
I've been wondering something and never found the time to experiment.
Do SCVs atack faster if you continue to click attack with them? I notice progamers do it all the time when they're having peon vs peon battles.
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As far as im aware ALL attempts to speed up processes with repeated clicks will never speed things up and in some cases slow things down The argument with clicking a lot in peon battles is presumably to keep mobility high and be able to make chasing attacks
edit: Im curious how OP obtained these results as i tried with facs, ccs and depots and was only able to slow down the repair process, not speed it up Increasing the cost by a ridiculous amount is possible though
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On July 26 2007 08:46 ShabZzoY! wrote: As far as im aware ALL attempts to speed up processes with repeated clicks will never speed things up and in some cases slow things down The argument with clicking a lot in peon battles is presumably to keep mobility high and be able to make chasing attacks
You may be correct, as the timings was only a second or less that it finished and I might have only thought it was faster. -_- Has anyone ever tested healing with medics?
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On July 26 2007 08:49 .kaz wrote:Show nested quote +On July 26 2007 08:46 ShabZzoY! wrote: As far as im aware ALL attempts to speed up processes with repeated clicks will never speed things up and in some cases slow things down The argument with clicking a lot in peon battles is presumably to keep mobility high and be able to make chasing attacks You may be correct, as the timings was only a second or less that it finished and I might have only thought it was faster. -_- Has anyone ever tested healing with medics?
I dont think theres any chance that an increase in medic healing rate by manual use would ever be useful in game
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Wow, you sounded so sure with this...
I have not done extensive research into this, but I made an UMS map and fooled around with it for a while, and after a lot of trials I can assure you clicking or repairing a building a lot does speed up the process.
But now...
On July 26 2007 08:49 .kaz wrote:Show nested quote +On July 26 2007 08:46 ShabZzoY! wrote: As far as im aware ALL attempts to speed up processes with repeated clicks will never speed things up and in some cases slow things down The argument with clicking a lot in peon battles is presumably to keep mobility high and be able to make chasing attacks You may be correct, as the timings was only a second or less that it finished and I might have only thought it was faster. -_- Has anyone ever tested healing with medics? Erm, thanks for misguiding us there!
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