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Simple Questions, Simple Answers - Page 105

Forum Index > Brood War Strategy
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hacklebeast
Profile Blog Joined April 2010
United States5090 Posts
Last Edited: 2012-11-26 06:20:37
November 26 2012 06:16 GMT
#2081
On November 26 2012 08:04 quirinus wrote:
Valks rape cors in every sense, more damage, more health, more armor. The only things is cors shoot faster.


The corsairs have three things going for them. 1st is that their shots never miss, where some of the halo rockets will not do damage to anything. Second is that corsairs do not have diminished splash. Every valk that is hit will take 3 damage, but corsairs that are hit will take either 100%, 50% or 25% damage depending on how close they are to the explosion. Third is that corsairs are medium so they take 50% damage from explosive attacks (after shields are gone, as they take full damage and don't get the benefit of the 1 native armor).

I actually think that the corsairs win because of that and the shape of the two forces if they are just a-moving.
Protoss: Best, Paralyze, Jangbi, Nal_Ra || Terran: Oov, Boxer, Fantasy, Hiya|| Zerg: Yellow, Zero
ArvickHero
Profile Blog Joined October 2007
10387 Posts
November 26 2012 08:33 GMT
#2082
^I think that's a good point. I wonder how much stacked vs not-that-stacked vs spread-out would affect the result
Writerptrk
Birdie
Profile Blog Joined August 2007
New Zealand4438 Posts
November 26 2012 08:51 GMT
#2083
On November 25 2012 16:47 ArvickHero wrote:
12 sairs vs 12 valks, which one wins? both just a-move, are fairly stacked, same upgrades.

I made a test map to see; valks win. Not even close.
Red classic | A butterfly dreamed he was Zhuangzi | 4.5k, heading to 5k as support!
asiantraceur
Profile Joined April 2012
United States94 Posts
November 26 2012 14:41 GMT
#2084
On November 26 2012 17:51 Birdie wrote:
Show nested quote +
On November 25 2012 16:47 ArvickHero wrote:
12 sairs vs 12 valks, which one wins? both just a-move, are fairly stacked, same upgrades.

I made a test map to see; valks win. Not even close.


Use your fancy xpslit to show us xP jk don't think anything can beat valks in the air...
SC:BW
stambe
Profile Joined May 2005
Bulgaria499 Posts
November 27 2012 22:46 GMT
#2085
The only thing corsairs have going for them - the valks sprite limit. Over 8-10 valks, their dmg output drops significantly because of it, so 8 valks vs 12 cors the valks win most of the time, but 16 valks vs 24 corsairs is a lot closer. 12 vs 12 is just a rape. Valks cost more supply and resources, but are more effective than corsairs vs most air targes except scourge. Also valks kill devourers cost for cost while corsairs dont.
Valks rulzz
Dead9
Profile Blog Joined February 2008
United States4725 Posts
November 27 2012 22:55 GMT
#2086
it's not the sprite limit, it's nearly impossible to hit the sprite limit in a 1v1
the corsair projectile hits instantly, so when you have a ton of them of them they simply do more damage up front and kill the valks before they get enough rockets out
stambe
Profile Joined May 2005
Bulgaria499 Posts
Last Edited: 2012-11-29 10:21:36
November 28 2012 10:50 GMT
#2087
On November 28 2012 07:55 Dead9 wrote:
it's not the sprite limit, it's nearly impossible to hit the sprite limit in a 1v1
the corsair projectile hits instantly, so when you have a ton of them of them they simply do more damage up front and kill the valks before they get enough rockets out


Test it man. Order 8 valk to shoot to an allied BC(to avoid shields and hp regen of Z and P units) for 1 cycle of volleys. Write the dmg dealt. Then test 1 valk. You will see all 8 valks shot all of their shots. Then test 12 valks. 12 valks will not do 12 times the dmg of 1 valk. Also spam stop command once you see all the valks start to shoot so you avoid overlapping shots when more than 8 valks are being tested(like 2-3 valks start to shoot a little later than the rest when testing more than 8 because of the before mentioned sprite limit), since it does not stop their attack once they begin firing the 1st cycle of volleys.
More than 12 will have even more non fired shots and will constantly overlap and queue shots. The only benefit will be more HP and less cooldown since when the sprite limit permits a valk will start shooting, while when you use 8 or 10 max they will suffer the cooldown, since they all shoot their shot simultaneously.
If the sprite limit didnt hamper valks they would be uncontested in the air. I mean 2 full groups would annihilate everything with one shot pretty much. More than 2 groups would be ...
Valks rulzz
Dead9
Profile Blog Joined February 2008
United States4725 Posts
November 28 2012 12:13 GMT
#2088
wow it looks like it hits the cap faster than expected
it looks like it reaches the limit around 10~14 valks
the sprite limit is 1700, and each valkyrie projectile takes 6 (i think) sprites, so each round should take 12 sprites and each volley should take 48. idk why it stops so early, i thought it would take at least 20~30 valks
stambe
Profile Joined May 2005
Bulgaria499 Posts
Last Edited: 2012-11-29 10:20:19
November 29 2012 10:19 GMT
#2089
I told you . I've done extensive tests(and i do mean extensive) in 2006 about valkyries because i liked them from my noob days and everybody was giving them shit, while i knew they rape hard pretty much everything and was so annoyed with the fact they don't shoot all their missiles in longer games, not to mention in team games where i've seen that out of 24 valks only 2-3 shoot and they didn't even finish their whole volley .
I learned something too Dead9 (lol almost called you Day9 ). I didn't know what the sprite limit is nor what amount of sprites each valk takes to shoot the entire volley - how did you find that info about sprite limitation and how much sprites each unit generates? According to your calculations more than 8-10 should be able to fire in a normal game ( i presume the 10-14 valks you tested was in a game with not much anything else so the valks had more free sprites ?), and why they are not able is beyond me. Maybe someone else should shed some light on the intricacies of the BW engine and mechanics ?
Valks rulzz
Dead9
Profile Blog Joined February 2008
United States4725 Posts
November 29 2012 10:30 GMT
#2090
i did a bit of mapmaking, there used to be some pretty good resources on staredit.net, but since they reworked their site i have no idea where any of it went

a sprite is pretty much just an image, you can tell missile trails are sprites because they don't move with the rocket
so each missile is 1 sprite, and each cloud behind it is 1 sprite; i think it's 6 total per valk rocket but to be honest i have no idea
there's some weird stuff like tanks/goliaths are two sprites (one for the turret, one for the feet), but in general each unit is 1 sprite and each projectile is 1 sprite

another thing that's weird is that reaver scarabs and goliath rockets take a million sprites as well but they don't seem to have issues firing. it might be because they don't fire as much or something though
stambe
Profile Joined May 2005
Bulgaria499 Posts
Last Edited: 2012-11-30 14:48:16
November 29 2012 10:54 GMT
#2091
Yeah goliaths with Charon Boosters have the same animation of rockets as valks and ive seen like 6-7 groups of gols fire at a million interceptors, yet absolutely no loss of shots. Im starting to think that game designers deliberately hampered valks because in large numbers they would be unbeatable (unless vs corsair/devourer combo also in large numbers, but still valk/devoured will still beat it pretty handily considering no sprite limit bulshit). Maybe they should have made the diminishing return system of more valks in the game not so steep - like at aleast 18 of them will fire no matter what.

But now as the game is, in very large numbers Corsairs are the ultimate air to air force. Ive seen 4 groups of carriers vs a respective corsair fleet(on BGH or money maps of course) cost for cost get absolutely manhandled especially when you order the sairs to attack ground and kill interceptors . Its so visually stimulating to see just an immense bright pulse of energy and shields blinking all the time and interceptors dieing like nothing even if there are like 384 of them and are constantly being rebuild. Like you said in your post there seems to be more than pure sprite limitation for the valks to behave like they do.

Some people say its not possible to hit the limit in a 1v1 game but in long games i've played and i've split the map and made my half arbiter proof, the toss switches to cars, and im expecting this way before he even start to switch and make +1 or +2 air attack before hand. But i dont make more than 6-7 valks because even at that number they are still heavily affected. I use an interesting strategy with them to fight cars and slowly but surely whittle them down no matter how many there are. Of course i also use turrets and alot of gols. If i find the replays and if anyone is interested i'll post them.
Valks rulzz
Birdie
Profile Blog Joined August 2007
New Zealand4438 Posts
November 29 2012 21:18 GMT
#2092
http://www.staredit.net/starcraft/Map_Limits

StarCraft has a weapon sprite limit of 100 for ordinary weapons, but only 80 for Valkyries.
Red classic | A butterfly dreamed he was Zhuangzi | 4.5k, heading to 5k as support!
stambe
Profile Joined May 2005
Bulgaria499 Posts
November 30 2012 09:48 GMT
#2093
Thank for that link. But its strange to see that valks have only 20% less sprite limit allocated to them, yet still reach it very quickly. If each rocket generates 1 weapons sprite then 1 valks fires 8 rockets so 1 valk generates 8 weapon sprites. Then the max amount of valks shooting with 80 valk weapons sprite limit will be 10 excluding all other factors.
Valks rulzz
Iway
Profile Joined December 2011
France163 Posts
November 30 2012 23:02 GMT
#2094
Hello ^_^

i've just played a retarded game against a Terran, i was ahead (i think), he started to turtle with siege tanks and then i didn't know what to do! Plz someone just tell me like what units use in this case, when expand, simple tips :p
ty :d

here is the rep :http://www.2shared.com/file/RxWuG2SN/0231_UnmoiQhoteZ_impotentnT.html

PS: i lost.
arb
Profile Blog Joined April 2008
Noobville17922 Posts
November 30 2012 23:12 GMT
#2095
On December 01 2012 08:02 Iway wrote:
Hello ^_^

i've just played a retarded game against a Terran, i was ahead (i think), he started to turtle with siege tanks and then i didn't know what to do! Plz someone just tell me like what units use in this case, when expand, simple tips :p
ty :d

here is the rep :http://www.2shared.com/file/RxWuG2SN/0231_UnmoiQhoteZ_impotentnT.html

PS: i lost.

If all he's doing is turtling take every base on the map
Artillery spawned from the forges of Hell
asiantraceur
Profile Joined April 2012
United States94 Posts
December 01 2012 05:55 GMT
#2096
On December 01 2012 08:02 Iway wrote:
Hello ^_^

i've just played a retarded game against a Terran, i was ahead (i think), he started to turtle with siege tanks and then i didn't know what to do! Plz someone just tell me like what units use in this case, when expand, simple tips :p
ty :d

here is the rep :http://www.2shared.com/file/RxWuG2SN/0231_UnmoiQhoteZ_impotentnT.html

PS: i lost.


Turtle = expand everywhere tech like crazy get awesome Eco then break his base by throwing ahit at it as Zerg go mass lings and defilers and if you want add queens as Terran use either bcs or your own tanks as Protoss use arbiter plus your army
SC:BW
Leetley
Profile Joined October 2010
1796 Posts
December 01 2012 14:32 GMT
#2097
What is a good resource for simple BOs for a beginner terran player that are atleast somewhat up to date?
Forcewater
Profile Joined July 2011
United Kingdom206 Posts
December 01 2012 17:50 GMT
#2098
On December 01 2012 23:32 Leetley wrote:
What is a good resource for simple BOs for a beginner terran player that are atleast somewhat up to date?


Not all 100% up to date, but Stylish's FPVoDs are a great place to start:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=86770
"Reddit on the other hand has always just been a box full of retarded blind puppies licking and sniffing everything they come in contact with and leaving it moist and oily" - Gamegene
SynC[gm]
Profile Blog Joined October 2008
United States3127 Posts
December 02 2012 00:23 GMT
#2099
Definitely Liquipedia. Pick the race you play, or browse through them if you're interested in multiple, and look at the BOs for each and check 'em out and play 'em.

Something that might seem a bit nerdy, but effective, is writing down the build order on a piece of paper. Then, go in a game, and try to utilize that BO by playing and looking at the paper and trying to get a solid memory of that BO. Of course, it's good to do this against a friend or so, so that you won't end up getting cheesed or anything against some random player on iCCup.
twitch.tv/dizzywee
phosphorylation
Profile Blog Joined July 2009
United States2935 Posts
December 02 2012 01:33 GMT
#2100
is iCCUP down? when is it coming back up????
Buy prints of my photographs at Redbubble -> http://www.redbubble.com/people/shoenberg3
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