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High ground advantage - Page 5

Forum Index > BW General
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mrdx
Profile Blog Joined October 2004
Vietnam1555 Posts
April 07 2009 11:09 GMT
#81
On April 07 2009 20:02 ghermination wrote:
perhaps when they tested their RNG they came up with a result of about 70%? Who knows, when the hits are completely random like that, you have to do thousands of trials to nail down a good average. This is why they have super computers.

Lol no, they can just run to the next room to ask the game coders.
BoxerForever.com - the one and only international Boxer fansite since 2006 :)
StrikerX22
Profile Joined February 2009
United States41 Posts
April 07 2009 20:13 GMT
#82
High Ground:
http://www.vgcats.com/comics/?strip_id=150
If trees could scream, would we be so cavalier about cutting them down? We might, if they screamed all the time, for no good reason. - Jack Handey
SirNukes
Profile Joined April 2009
18 Posts
April 07 2009 21:19 GMT
#83
I recently came back to Starcraft to play with some people from my Diablo 2 guild (The Amazon Basin) and we had a little confusion about the chance to miss in general, so I set up some tests for it. My results agree with the OP but using Siege-mode Tanks instead of Dragoons: 3819 misses and 4400 hits when attacking a high ground target for a ~53.5% chance to hit. This test used two spider mines separated by one grid square with the tank targeting the far mine, so that a hit would damage the far mine for 1 point and a miss would damage the near mine for 1 point.

Some additional info: for targets without cover, Siege-mode Tanks had a ~0.337% chance to miss (31 misses, 9206 hits), Marines had a ~3.5% chance to miss (384272 hits out of ~398000 shots), all ranged units I looked at had a visible chance to miss attacks (Tank, Marine, Mutalisk, Vulture, Dragoon), and melee units seem to have a random chance to pause between attack animations similar to a miss chance.
mrdx
Profile Blog Joined October 2004
Vietnam1555 Posts
April 07 2009 23:35 GMT
#84
On April 08 2009 06:19 SirNukes wrote:
Some additional info: for targets without cover, Siege-mode Tanks had a ~0.337% chance to miss (31 misses, 9206 hits), Marines had a ~3.5% chance to miss (384272 hits out of ~398000 shots), all ranged units I looked at had a visible chance to miss attacks (Tank, Marine, Mutalisk, Vulture, Dragoon), and melee units seem to have a random chance to pause between attack animations similar to a miss chance.

This is also an interesting trivia - most units have random pauses when they attack. The reason is if, say a group of marines, attack a building with the same rate (without random pauses), there will be a shooting pattern that make it look and sound really unnatural. I think I read it somewhere that the Blizzard programmers realized that from Warcraft 2, so they decided to add the random pauses in.
BoxerForever.com - the one and only international Boxer fansite since 2006 :)
SirNukes
Profile Joined April 2009
18 Posts
April 08 2009 01:52 GMT
#85
On April 08 2009 08:35 mrdx wrote:
This is also an interesting trivia - most units have random pauses when they attack. The reason is if, say a group of marines, attack a building with the same rate (without random pauses), there will be a shooting pattern that make it look and sound really unnatural.

Ya, I noticed this as well. However, rather than random pausing, it seems to be a slight cooldown offset or somesuch that causes units to spread out their attacks. I call it an offset because it did not affect attack rate over time; at the end of one of my siege tank tests with 20 separate tanks I checked how many attacks each one did: 17 tanks had taken 462 shots while 3 had taken 461 shots. However, the melee unit pausing I mentioned did cause attack differences over time: a pack of 20 Ultralisks varied by about 5 attacks out of 100 and 20 Dark Templar varied by about 5 attacks out of 1000.
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