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High ground advantage - Page 3

Forum Index > BW General
Post a Reply
Prev 1 2 3 4 5 Next All
xJacky
Profile Blog Joined September 2008
China375 Posts
February 12 2009 03:15 GMT
#41
lol -_-x no wonder when i TvP its impossible to break a natural
Love was supposed to be something women chased, not men. - Neil Strauss
thunk
Profile Blog Joined March 2008
United States6233 Posts
February 12 2009 03:15 GMT
#42
Nice OP, always thought that the 70% number was a little high.
Every time Jung Myung Hoon builds a vulture, two probes die. || My post count was a palindrome and I was never posting again.
Ganfei
Profile Blog Joined August 2008
Taiwan1439 Posts
February 12 2009 03:21 GMT
#43
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
You are crushing me like a cheese sandwich
tec27
Profile Blog Joined June 2004
United States3702 Posts
February 12 2009 03:22 GMT
#44
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
Can you jam with the console cowboys in cyberspace?
Funnytoss
Profile Blog Joined August 2007
Taiwan1471 Posts
February 12 2009 03:38 GMT
#45
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.
AIV_Funnytoss and sGs.Funnytoss on iCCup
Tsagacity
Profile Blog Joined August 2005
United States2124 Posts
February 12 2009 05:46 GMT
#46
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?
"Everyone worse than me at video games is a noob. Everyone better than me doesn't have a life."
inkblot
Profile Joined December 2004
United States1250 Posts
February 12 2009 06:01 GMT
#47
As I understand it, the way replays can accurately recreate games where 'random' events like shooting uphill take place is by storing a seed number that is created (randomly, I assume) when the game is made. There may be some variance from game to game in hit rates, averaging ~50%.
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
Last Edited: 2009-02-12 06:44:17
February 12 2009 06:43 GMT
#48
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. I always thought it was 70%, but that % always felt too high.
NahLGaE
Profile Joined February 2008
Korea (South)523 Posts
February 12 2009 06:51 GMT
#49
always thought it was about 50% and i think most others accepted that as well
마재윤.
jtan
Profile Blog Joined April 2003
Sweden5891 Posts
February 12 2009 11:15 GMT
#50
Thanks for the positive feedback from all of you!

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.
Enter a Uh
Funnytoss
Profile Blog Joined August 2007
Taiwan1471 Posts
February 12 2009 11:42 GMT
#51
Ah, so splash damage is what really negates the high ground. (well, kind of) This is quite an interesting thing to finally find out, great work!
AIV_Funnytoss and sGs.Funnytoss on iCCup
Racenilatr
Profile Blog Joined August 2008
United States2756 Posts
February 12 2009 11:47 GMT
#52
50% does seem more accurate. What about when like a zealot attacks another zealot? is that 50^% too?
jtan
Profile Blog Joined April 2003
Sweden5891 Posts
February 12 2009 13:54 GMT
#53
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
Enter a Uh
errol1001
Profile Joined April 2008
454 Posts
February 12 2009 14:23 GMT
#54
Burrowed units don't take splash damage (it's not a hitbox thing).

That's why swarm + lurker works..
wiesel
Profile Joined September 2008
Germany727 Posts
February 12 2009 14:28 GMT
#55
Interesting test.
IntoTheWow
Profile Blog Joined May 2004
is awesome32277 Posts
February 12 2009 14:30 GMT
#56
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.
Moderator<:3-/-<
minus_human
Profile Blog Joined November 2006
4784 Posts
Last Edited: 2009-02-12 14:48:14
February 12 2009 14:47 GMT
#57
On February 12 2009 23:30 IntoTheWow wrote:
Show nested quote +
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.


Precisely. That thing never happens with normal ramps.
arbiter_md
Profile Joined February 2008
Moldova1219 Posts
February 12 2009 14:49 GMT
#58
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.
The copyright of this post belongs solely to me. Nobody else, not teamliquid, not greetech and not even blizzard have any share of this copyright. You can copy, distribute, use in commercial purposes the content of this post or parts of it freely.
29 fps
Profile Blog Joined March 2008
United States5724 Posts
February 12 2009 14:53 GMT
#59
demon forest: now even shittier than it already was.
4v4 is a battle of who has the better computer.
jtan
Profile Blog Joined April 2003
Sweden5891 Posts
February 12 2009 15:10 GMT
#60
On February 12 2009 23:49 arbiter_md wrote:
Show nested quote +
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.

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.
Enter a Uh
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