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High ground advantage - Page 2

Forum Index > BW General
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IdrA
Profile Blog Joined July 2004
United States11541 Posts
February 12 2009 00:22 GMT
#21
did anyone else not know that on the new 'broken' ramps, the one that go the wrong directions and stuff, theres patches of ground that count as high ground, so they dont get the % disadvantage?

never knew that till a couple of weeks ago.
http://www.splitreason.com/product/1152 release the gracken tshirt now available
alffla
Profile Blog Joined November 2005
Hong Kong20321 Posts
Last Edited: 2009-02-12 00:24:21
February 12 2009 00:23 GMT
#22
there's patches that count as high so they don't get the disadvantage...? o_ O

[edit]

oh right i get what u mean now
Graphicssavior[gm] : What is a “yawn” rape ;; Masumune - It was the year of the pig for those fucking defilers. Chill - A clinic you say? okum: SC without Korean yelling is like porn without sex. konamix: HAPPY BIRTHDAY MOMMY!
JWD
Profile Blog Joined October 2007
United States12607 Posts
Last Edited: 2009-02-12 00:27:56
February 12 2009 00:26 GMT
#23
Notice: this data put the hit rate at slightly above 50%. The OP's observed mean is ~.53, based on the CI he gives.

53% sounds like a pretty arbitrary number for Blizzard to set as the hitrate when shooting uphill...but your sample size is massive enough that I doubt the "true" hitrate is much different (to quantify that, your 99.9% CI only gives a range of only .03 on either side of .53. Based on this, we can say conclusively that the hitrate is not 50%).

Nice report btw, this is exactly the kind of thing I love :D
✌
Ganfei
Profile Blog Joined August 2008
Taiwan1439 Posts
February 12 2009 00:27 GMT
#24
Having played a billion 2v2's involving breaking someone's ramp with MM, I can also agree that it is definitely nowhere neaaaaaaaarrr 70%, sometimes it even feels like 20% when 8 vults miss a zealot 3 times each and a cannon finishes because of it
You are crushing me like a cheese sandwich
jtan
Profile Blog Joined April 2003
Sweden5891 Posts
Last Edited: 2009-02-12 00:33:55
February 12 2009 00:32 GMT
#25
On February 12 2009 09:26 jwd241224 wrote:
Doesn't this data put the hit rate at slightly above 50%? Your mean must be ~.53, based on the CI you give.

53% sounds like a pretty arbitrary number for Blizzard to set as the hitrate when shooting uphill...but your sample size is massive enough that I doubt the "true" hitrate is much different.

Nice report btw, this is exactly the kind of thing I love :D

Good point, my data suggests that it is also very unlikely that the number is 50%, but like you say it would be weird to set it to 53% by blizzard. A few things could have gone wrong though. Perhaps some goons close to the edge glitch and think they are on high ground, or perhaps the random number generator has some sort of minor bias.

edit:also my observed mean was exactly 1587/3000=0.529
Enter a Uh
minus_human
Profile Blog Joined November 2006
4784 Posts
February 12 2009 00:33 GMT
#26
I actually think it might vary from unit to unit. I once heard that Tanks and marines are best at shooting uphill, while dragoons are worst (could have been a misunderstanding, maybe it was referring to the Tanks' splash or smth)

Anyway, great post and thanks alot! Starcraft never ceases to amaze
minus_human
Profile Blog Joined November 2006
4784 Posts
February 12 2009 00:34 GMT
#27
On February 12 2009 09:22 IdrA wrote:
did anyone else not know that on the new 'broken' ramps, the one that go the wrong directions and stuff, theres patches of ground that count as high ground, so they dont get the % disadvantage?

never knew that till a couple of weeks ago.



I think anyone who created maps with inverse ramps knows this, or at least they should have guessed it. Yeah it sucks, but I don't think it fixable
t_co
Profile Blog Joined July 2007
United States702 Posts
February 12 2009 00:51 GMT
#28
Why don't you try this with other ranged units too?

Tanks
Rines
Hydras
etc.
"Look, don't congratulate us when we buy a company, congratulate us when we sell it. Because any fool can overpay and buy a company, so long as there is money to buy it." --Henry Kravis
Ganfei
Profile Blog Joined August 2008
Taiwan1439 Posts
Last Edited: 2009-02-12 00:53:13
February 12 2009 00:52 GMT
#29
On February 12 2009 09:33 minus_human wrote:
I actually think it might vary from unit to unit. I once heard that Tanks and marines are best at shooting uphill, while dragoons are worst (could have been a misunderstanding, maybe it was referring to the Tanks' splash or smth)

Anyway, great post and thanks alot! Starcraft never ceases to amaze


PLay some TvT and tell me if tanks are better at shooting uphill than other units...

Maybe it only seems that marines can shoot better uphill because a large number, stimmed, appears to connect more often. This is only an illusion in my experience.

On February 12 2009 09:22 IdrA wrote:
did anyone else not know that on the new 'broken' ramps, the one that go the wrong directions and stuff, theres patches of ground that count as high ground, so they dont get the % disadvantage?

never knew that till a couple of weeks ago.


Could you give an example of this? Are you talking about ramps like at 11 on Othello?
You are crushing me like a cheese sandwich
G5
Profile Blog Joined August 2005
United States2919 Posts
February 12 2009 00:54 GMT
#30
maybe you should test your theory with other ranged attack units as well. Maybe the 70% Blizzard stated was through all gound ranged units and different units have different percentages.

The more likely reason though that it isn't 70% is that there has been many patches which messed with the hit ratio since they published there strategy guild.
minus_human
Profile Blog Joined November 2006
4784 Posts
February 12 2009 00:55 GMT
#31
I wasn't too sure anyway, it's more like I was seeking confirmation

But you make a valid point NoobsOfWrath, and come to think about it, I think I actually did read what I wrote above in a Korean interview or smth, but I never realized that they could have been taking about the fact that in large numbers, and with very fast shooting speed, marines are best at shooting uphill.

There shouldn't logically be any exception from the rule, silly me I guess
IdrA
Profile Blog Joined July 2004
United States11541 Posts
February 12 2009 01:06 GMT
#32
On February 12 2009 09:52 NoobsOfWrath wrote:
Show nested quote +
On February 12 2009 09:33 minus_human wrote:
I actually think it might vary from unit to unit. I once heard that Tanks and marines are best at shooting uphill, while dragoons are worst (could have been a misunderstanding, maybe it was referring to the Tanks' splash or smth)

Anyway, great post and thanks alot! Starcraft never ceases to amaze


PLay some TvT and tell me if tanks are better at shooting uphill than other units...

Maybe it only seems that marines can shoot better uphill because a large number, stimmed, appears to connect more often. This is only an illusion in my experience.

Show nested quote +
On February 12 2009 09:22 IdrA wrote:
did anyone else not know that on the new 'broken' ramps, the one that go the wrong directions and stuff, theres patches of ground that count as high ground, so they dont get the % disadvantage?

never knew that till a couple of weeks ago.


Could you give an example of this? Are you talking about ramps like at 11 on Othello?

all ramps not allowed in the original editor, afaik
i found out because of the 6 ramp on destination
2 unranged goons broke 4 rines on a ramp without losing one and i was like o.o?
http://www.splitreason.com/product/1152 release the gracken tshirt now available
minus_human
Profile Blog Joined November 2006
4784 Posts
February 12 2009 01:12 GMT
#33
That happens because the ramp is created by manually copy-pasting little patches of tileset to make it
a)walkable and
b) visually appealing

In the process, mappers use patches from high ground and/or low ground, whichever looks best. The only thing they try to respect is to make it as large as a normal ramp, and often a ramp like this is made out of patches of ground that would normally be 'low ground', so it doesn't give a high ground advantage.
meegrean
Profile Joined May 2008
Thailand7699 Posts
February 12 2009 01:24 GMT
#34
Yeah, it does seem more like 50% and not to mention that you need to get vision too. High ground is indeed quite an advantage.
Brood War loyalist
OmgIRok
Profile Blog Joined June 2008
Taiwan2699 Posts
February 12 2009 01:24 GMT
#35
On February 12 2009 08:49 arb wrote:
Highground factors in for everyone except Reach

"Wanna join my [combo] clan?" "We play turret d competitively"
PH
Profile Blog Joined June 2008
United States6173 Posts
February 12 2009 01:33 GMT
#36
I always assumed it was 70% hit rate, as that was what I'd read...

But after reading this, yeah, 50% sounds a lot more right. I dunno, I never really thought that deeply into it.

Thanks to the OP for this, though. Very interesting.
Hello
Divinek
Profile Blog Joined November 2006
Canada4045 Posts
February 12 2009 01:35 GMT
#37
I always thought it was 50%, and since that's pretty much what happened it made sense
Never attribute to malice that which can be adequately explained by stupidity.
Oh goodness me, FOX tv where do you get your sight? Can't you keep track, the puck is black. That's why the ice is white.
Excalibur_Z
Profile Joined October 2002
United States12240 Posts
February 12 2009 01:36 GMT
#38
Nice work jtan. I always spouted the 70% hit statistic as gospel without ever checking to back it up.

Possible reasons which would fit within or near the margin of error:
- Double counting (70% hit rate counted twice or 49%, or possibly the reverse of 51%)
- Double counting out of 256 (179/256 = 70%, 179/256 * 179/256 = 48.9%, or possibly 51.1%, everything else in the game is /256 so this may be no different)
- 70/128 instead of 70/100 (54.6%, or if out of /256 it could be double counting additively)

More uncommon possibilities:
- 100-30/70 (57.2%)
- 70/130 (70/(100+100-70) = 53.8%, close result, but the reason for the numbers makes no functional sense)
- 69/130 (53.0%, this factors in a possible 1% chance a ranged shot will miss as we sometimes observe, but instead of 1/100 it is a 1/130 less chance)

I contend that it's probably a bug, but the reason for the bug is unclear since we have no way of viewing the code.
Moderator
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2009-02-12 01:59:36
February 12 2009 01:50 GMT
#39
On February 12 2009 09:22 IdrA wrote:
did anyone else not know that on the new 'broken' ramps, the one that go the wrong directions and stuff, theres patches of ground that count as high ground, so they dont get the % disadvantage?

never knew that till a couple of weeks ago.

yes and some maps like python 6 have 1 tile that is low ground on the top of the ramp so ur unit may not even get vision (like he's been optical flared).


And this thread is very interesting. After 10 years no one actually bothered to check the stat that we all know by heart and even realize the extreme value of high ground.

Now the question is what should be fixed, the stat on their website/game manuals etc. or patch it to actually be 70% .

The game would seem to change so drastically.

it's like playing holdem and being put all in with Top pair/flush draw normally then all the sudden someone hands you trips.


PS- This needs to be tested a little more imo, more shots and more units. Also do buildings have a different hit rate than a unit? Do different buildings have different hit rates (T/P/Z etc)? Do large/small/medium units effect anything?
..and then I would, ya know, check em'. (Aka SpoR)
Ellis
Profile Blog Joined December 2008
247 Posts
Last Edited: 2009-02-12 03:06:38
February 12 2009 03:06 GMT
#40
The sad thing is that I can see some Korean site having this investigation years ago.

;_; Foreign scene compared to Korea
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