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Simple Questions, Simple Answers - Page 246

Forum Index > Brood War Strategy
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TheGreatOne
Profile Joined November 2005
United States534 Posts
February 14 2016 06:43 GMT
#4901
If you mind control a probe will it give you a whole other 200/200 protoss army or just add to your already protoss army?
Protoss has always been the strongest race and always will be!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Scarbo
Profile Joined January 2012
294 Posts
Last Edited: 2016-02-14 06:56:45
February 14 2016 06:56 GMT
#4902
On February 14 2016 15:43 TheGreatOne wrote:
If you mind control a probe will it give you a whole other 200/200 protoss army or just add to your already protoss army?


gives you new 200/200
Freakling
Profile Joined October 2012
Germany1533 Posts
Last Edited: 2016-02-14 09:53:45
February 14 2016 09:51 GMT
#4903
On February 14 2016 15:56 Scarbo wrote:
Show nested quote +
On February 14 2016 15:43 TheGreatOne wrote:
If you mind control a probe will it give you a whole other 200/200 protoss army or just add to your already protoss army?


gives you new 200/200

No it doesn't. Don't make claims you haven't tested, please. If you are at 200 as Protoss and MC another probe all it does is put you at 201/200 supply... Basically, supply for T, Z P are three independent variables for the game, but you cannot create new supply limits via MC, just access the existing ones by gaining units of the respective race...

On February 14 2016 06:09 shall_burn wrote:
When a dragoon triggers a mine and the mine explodes, do shields go down immediately or, although sonic-fastly, but gradualy? I mean is that 80-0 at once, or is that 80-79-78-...-0?
If a dragoon has got say 1hp 50 shields and replenishes them at shield battery, and at the very moment they begin to get replenished a mine explodes, will goon's actual hp be damaged? Or the battery will restore shields with the same speed the explosion hurts them so that goon won't die?
And another question about da. Once I attacked z's expo & I definitely remember having casted maelstorm, prolly on eggs or larvaes, don't remember exactly, but what I remember for sure that when lings popped out of mael'd egg, they had that orange revolving graphics over them, but they could actually move and fight. So they had maelstorm animation over them, but were not affected by the spell. So I decided that if u mael an egg/cocoon, the z unit will appear, it will have the mael animation, but will act normally. That was a year ago, or so. But lately I tried to pull this off in a ums and you know what? Turned out, if u mael an egg/cocoon, it stops morphing. Now I am at a loss. How could I have those lings being maelstormed, having ms animation but not being affected by the spell?

Mine explosions are one attack with instant damage (not DOT spells like Storm or Irradiate). So you cannot outregenerate it.
Not sure about the exact mechanics of maelstromed eggs...
Scarbo
Profile Joined January 2012
294 Posts
February 14 2016 09:53 GMT
#4904
On February 14 2016 18:51 Freakling wrote:
Show nested quote +
On February 14 2016 15:56 Scarbo wrote:
On February 14 2016 15:43 TheGreatOne wrote:
If you mind control a probe will it give you a whole other 200/200 protoss army or just add to your already protoss army?


gives you new 200/200

No it doesn't. Don't make claims you haven't tested, please. If you are at 200 as Protoss and MC another probe all it does is put you at 201/200 supply... Basically, supply for T, Z P are three independent variables for the game, but you cannot create new supply limits via MC, just access the existing ones by gaining units of the respective race...


Oh sorry, I read it wrong. Thought he said drone not probe.
Scarbo
Profile Joined January 2012
294 Posts
Last Edited: 2016-02-14 18:09:03
February 14 2016 18:02 GMT
#4905
On February 13 2016 07:54 Bakuryu wrote:
Show nested quote +
On February 12 2016 20:22 Scarbo wrote:
Anyone knows if sound alerts like "your base is under attack" will always play or they sometimes get skipped?



Thank you for reminding me, i completely forgot about that matter.....i hope i remember it correctly because after all those years it just feels "natural" now........ Patch 1.15.2 allowed you to play bw without a cd by copying the install.exe from the cd and renaming it broodwar.mpq. the only downside with this was that all ingame nagging sounds (not enough minerals, base is under attack) are on 1 "timer" and only 1 sound of it gets played at the same time. Gotta search the solution now....


You should check out my new episode where I run a lot of tests and talk about in detail. The part you'll be mostly interested is from 6m29s onwards.

+ Show Spoiler +



On February 14 2016 06:09 shall_burn wrote:
And another question about da. Once I attacked z's expo & I definitely remember having casted maelstorm, prolly on eggs or larvaes, don't remember exactly, but what I remember for sure that when lings popped out of mael'd egg, they had that orange revolving graphics over them, but they could actually move and fight. So they had maelstorm animation over them, but were not affected by the spell. So I decided that if u mael an egg/cocoon, the z unit will appear, it will have the mael animation, but will act normally. That was a year ago, or so. But lately I tried to pull this off in a ums and you know what? Turned out, if u mael an egg/cocoon, it stops morphing. Now I am at a loss. How could I have those lings being maelstormed, having ms animation but not being affected by the spell?


I tested the DA here and it stops hatching completely, even if the unit is about to pop. Cool pic for the curious:
[image loading]
B-royal
Profile Joined May 2015
Belgium1330 Posts
February 14 2016 18:56 GMT
#4906
How come units that are running often take less than the full damage from mines?

Is it because mines have decreased damage further away from the point of impact?

Also, sweet tidbit about maelstrom.
new BW-player (~E rank fish) twitch.tv/crispydrone || What plays 500 games a season but can't get better? => http://imgur.com/a/pLzf9 <= ||
Scarbo
Profile Joined January 2012
294 Posts
Last Edited: 2016-02-14 19:00:43
February 14 2016 18:58 GMT
#4907
On February 15 2016 03:56 B-royal wrote:
How come units that are running often take less than the full damage from mines?

Is it because mines have decreased damage further away from the point of impact?

Also, sweet tidbit about maelstrom.


Yes. Splash is higher the closer the unit is to the center of the blast. Scarabs work the same way. Also, thanks
shall_burn
Profile Joined January 2016
252 Posts
Last Edited: 2016-02-14 23:57:28
February 14 2016 21:51 GMT
#4908
are lurkers melee or range units?
Does their attack get affected by highground?
Can a single dragoon (or zealo/dt/archon) outmicro a lurker and kill it taking no damage?
Probemicro
Profile Joined February 2014
3708 Posts
Last Edited: 2016-02-15 05:11:44
February 15 2016 03:22 GMT
#4909
On February 15 2016 06:51 shall_burn wrote:
are lurkers melee or range units?
Does their attack get affected by highground?
Can a single dragoon (or zealo/dt/archon) outmicro a lurker and kill it taking no damage?


1) its a ranged unit with a special aoe attack that is unaffected by swarm.
2) nope
3) dragoon yes. impossible for melee by themselves.
shall_burn
Profile Joined January 2016
252 Posts
February 15 2016 04:24 GMT
#4910
yes but you have to remember it is possible to still hit its target even if it "misses" depending on the size of the target/how the target is moving. or it can hit something else close to its original target

but generally, if lurker attacks a zealot from low ground and misses, will there be an animation of spines not hitting the zealot? Or they will "hit" doing no damage? Just never seen lurker miss before.
And thank you for the answers
Jealous
Profile Blog Joined December 2011
10310 Posts
Last Edited: 2016-02-15 05:07:23
February 15 2016 05:05 GMT
#4911
EDIT: Oops I'm dumb.

When a Dragoon misses, shooting uphill, it still often looks like the plasma orb hit the enemy. So, I don't see why Lurkers' attacks would be any different.

Just out of curiosity, how are you coming up with all these random questions?
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
Probemicro
Profile Joined February 2014
3708 Posts
Last Edited: 2016-02-15 05:15:28
February 15 2016 05:11 GMT
#4912
hmm yeah sorry just tested (on the slimmest unit possible called the ghost)
looks like lurker attacks do disregard high ground advantage ie. always hit
shall_burn
Profile Joined January 2016
252 Posts
February 15 2016 05:45 GMT
#4913
just out of curiosity.

Probemicro, thank you once more
WinterViewbot420
Profile Blog Joined December 2015
345 Posts
February 17 2016 09:44 GMT
#4914
I want to host a replay. How do I change the search directory?

[image loading]
evilfatsh1t
Profile Joined October 2010
Australia8842 Posts
February 17 2016 09:46 GMT
#4915
scroll around you should see a 'up one level' folder
i think it was up one level. dont remember exactly
WinterViewbot420
Profile Blog Joined December 2015
345 Posts
February 17 2016 09:56 GMT
#4916
Not in multiplayer
B-royal
Profile Joined May 2015
Belgium1330 Posts
February 17 2016 14:10 GMT
#4917
You can do it really fast by using the keyboard. There is an up folder, it's somewhere in the middle, just press "u".
new BW-player (~E rank fish) twitch.tv/crispydrone || What plays 500 games a season but can't get better? => http://imgur.com/a/pLzf9 <= ||
Freakling
Profile Joined October 2012
Germany1533 Posts
Last Edited: 2016-02-18 00:29:02
February 17 2016 18:20 GMT
#4918
On February 15 2016 06:51 shall_burn wrote:
are lurkers melee or range units?
Does their attack get affected by highground?

Lurkers are ranged units, but their attack is linear splash (Firebat attack works by the same principle), basically pure AoE damage without an impact point. Hence their attack is unaffected by any miss chances (through high-ground, doodad tiles or Dark Swarms), since these work by moving the impact point towards the attacker.

Can a single dragoon (or zealo/dt/archon) outmicro a lurker and kill it taking no damage?

Shield damage forbidden as well?
I'll also assume that the Lurker is already buried....
Dragoon is hard (compared to a marine, for example), due to their slow pre-attack animation which requires them to stay in one place for a long time. But it's definitely doable.
A Zealot definitely cannot do it, as it has to stand basically right on top of the Lurker to do damage, so the Lurker attacks will hit without delay, even leg speed won't help.
With an Archon it would also be quite a feat, mostly because of their clumsy a-/deceleration. Short range and big hit box don't help either. Maybe if you can manage to have them do constant moving shots from the brink of their range, but I doubt it...
As far as hovering units go, I'd rather bet on a Vulture, which has more range, more speed and an instant attack animation to work with.

DT, of course, can do it very easily, no micro required, just right-click once. It's simply a matter of your having at least one observer in the vicinity whereas the Zerg has no Ovi nearby...
So I guess you can also use any other ground unit then, just add an Arbiter
LetaBot
Profile Blog Joined June 2014
Netherlands557 Posts
February 17 2016 19:36 GMT
#4919
On February 18 2016 03:20 Freakling wrote:
Show nested quote +
On February 15 2016 06:51 shall_burn wrote:
are lurkers melee or range units?
Does their attack get affected by highground?

Lurkers are ranged units, but their attack is linear splash (Firebat attack works by the same principle), basically pure AoE damage without an impact point. Hence their attack is unaffected by any miss chances (through high-ground, doodad tiles or Dark Swarms), since these work by moving the impact point towards the attacker.

Show nested quote +
Can a single dragoon (or zealo/dt/archon) outmicro a lurker and kill it taking no damage?

Shield damage forbidden as well?
I'll also assume that the Lurker is already buried....
Dragoon is hard (compared to a marine, for example), due to their slow pre-attack animation which requires them to stay in one place for a long time. But it's definitely doable.
A Zealot definitely cannot do it, as it has to stand basically right on top of the Lurker to do damage, so the Lurker attacks will hit without delay, even leg speed won't help.
With an Archon it would also be quite a feat, mostly because of their clumsy a-/deceleration. Short range and big hit box don't help either. As far as hovering units go, I'd rather bet on a Vulture, which has more range, more speed and an instant attack animation to work with. Maybe if you can manage to have them do constant moving shots from the brink of their range, but I doubt it...

DT, of course, can do it very easily, no micro required, just right-click once. It's simply a matter of your having at least once observer in the vicinity whereas the Zerg has no Ovi nearby...
So I guess you can also use any other ground unit then, just add an Arbiter


Unless you use the trick where you let the lurker attack its own unit or a building. Then lurkers can still attack invisible units.

Vultures have the moving shot and a faster move speed than a stimmed marine, so they can do it easily.
If you cannot win with 100 apm, win with 100 cpm.
Freakling
Profile Joined October 2012
Germany1533 Posts
February 18 2016 00:34 GMT
#4920
Bit of miss-editing there. The paragraph about moving shots in circles was meant to be about Archons, the Vulture was an afterthought. Of course they can do it (although a bigger hitbox than marines easily compensates for the movement speed difference)

Vultures are disgustingly good against Lurkers, even without much micro...
Only redeeming thing is that Lurkers one-shot kill mines, so it's unlikely to successfully deploy them against a Lurker field.
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