High ground advantage - Page 3
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xJacky
China375 Posts
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thunk
United States6233 Posts
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Ganfei
Taiwan1439 Posts
On February 12 2009 12:06 Ellis wrote: The sad thing is that I can see some Korean site having this investigation years ago. ;_; Foreign scene compared to Korea lol what a retarded statement seriously....stupid and ignorant | ||
tec27
United States3690 Posts
On February 12 2009 10:36 Excalibur_Z wrote: 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. I actually think it'd be a fairly interesting endeavor to find the code that handles these random numbers. Where to begin in reverse engineering that, however, I have no idea. I'll think on it for a while, maybe I can figure something out ![]() | ||
Funnytoss
Taiwan1471 Posts
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Tsagacity
United States2124 Posts
On February 12 2009 12:38 Funnytoss wrote: I would really like to see this tested with other range units - maybe it's subjective, but I always feel that Tanks do not suffer all that much when firing uphill when compared to Dragoons - at least, it always feels nearly impossible to assault a Terran sieged on high ground. Tanks probably fire a lot better uphill because of splash damage? | ||
inkblot
United States1250 Posts
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Bill307
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Canada9103 Posts
On February 12 2009 12:38 Funnytoss wrote: I would really like to see this tested with other range units - maybe it's subjective, but I always feel that Tanks do not suffer all that much when firing uphill when compared to Dragoons - at least, it always feels nearly impossible to assault a Terran sieged on high ground. Tanks deal splash damage with a radius big enough to hit almost any unit for 25% or 50% damage, even if the tank blast misses. This is the same for units on high ground, behind trees, and under dark swarm. I think burrowed units are the only units with small enough hitboxes that the tank splash misses them completely. jtan: huge thanks for finally testing this statistic. ![]() | ||
NahLGaE
Korea (South)523 Posts
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jtan
Sweden5891 Posts
Some of you requested stats from other units, so I updated the OP with stats for marines and hydras. It was a lot harder to get the number of shots right so I used smaller samples. I won't do tanks because of the splash damage. | ||
Funnytoss
Taiwan1471 Posts
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Racenilatr
United States2756 Posts
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jtan
Sweden5891 Posts
On February 12 2009 20:47 Racenilatr wrote: 50% does seem more accurate. What about when like a zealot attacks another zealot? is that 50^% too? no no, it's only for ranged attacks | ||
errol1001
454 Posts
That's why swarm + lurker works.. | ||
wiesel
Germany727 Posts
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IntoTheWow
is awesome32269 Posts
On February 12 2009 10:12 minus_human wrote: 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. I believe this is the same reason why when you block one of these ramps with a marine, scv, probe, etc sometimes you lose complete vision around it. It's like your unit is on a low ground patch surrounded by high ground patches, so it can't see anything. | ||
minus_human
4784 Posts
On February 12 2009 23:30 IntoTheWow wrote: I believe this is the same reason why when you block one of these ramps with a marine, scv, probe, etc sometimes you lose complete vision around it. It's like your unit is on a low ground patch surrounded by high ground patches, so it can't see anything. Precisely. That thing never happens with normal ramps. | ||
arbiter_md
Moldova1219 Posts
On February 12 2009 23:23 errol1001 wrote: Burrowed units don't take splash damage (it's not a hitbox thing). That's why swarm + lurker works.. Are you sure about the burrowed and splash? I'm sure I played some UMS where the reaver was killing 2-3 burrowed units with one hit. | ||
29 fps
United States5720 Posts
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jtan
Sweden5891 Posts
On February 12 2009 23:49 arbiter_md wrote: Are you sure about the burrowed and splash? I'm sure I played some UMS where the reaver was killing 2-3 burrowed units with one hit. I think the reaver has melee damage though so swarm doesn't affect it. But you can still kill burrowed units under swarm with tanks by focusing fire on another unit a bit over the first one. | ||
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