Simple Questions, Simple Answers - Page 5
Forum Index > Brood War Strategy |
Nazza
Australia1654 Posts
| ||
longtang
United States73 Posts
ty | ||
mansa
Philippines336 Posts
On May 26 2011 14:14 longtang wrote: I no longer have BW. I can't remember. But my question is: did scv's have the ability to repair each other in BW? Or is this a new thing in sc2? Just curious. SCV could repair another SCV because they're considered both mechanical and biological in game | ||
PUPATREE
340 Posts
Is there a straight percentage of the time where attacks will miss? Do lurkers or firebats follow this percentage? When a splash attack misses (like siege tank shot), is it misplaced like with dark swarm? How do doodads compare? | ||
HeaDStrong
Scotland785 Posts
| ||
Bwenjarin Raffrack
United States322 Posts
On May 26 2011 19:40 PUPATREE wrote: How does high ground advantage work? Is there a straight percentage of the time where attacks will miss? Yes. The Starcraft Compendium and manual say that there's a 30% miss chance, but it tests closer to ~54% in practice. Do lurkers or firebats follow this percentage? No. Generally, though, the firebat's range is too short to be of much significance in this scenario. The miss chance also does not affect reavers, however the scarab's being essentially a ground melee unit means it requires a ramp to traverse different elevations. When a splash attack misses (like siege tank shot), is it misplaced like with dark swarm? Yes. The same rules about burrowed units as described on page 2 also apply here. How do doodads compare? Being hidden behind doodads is calculated the same as being on higher ground. However, some specific doodads do not confer a miss chance. On May 26 2011 20:13 HeaDStrong wrote: What happens with the units within a mind controlled transport? Mind Controlling a transport unit confers control of both the transport unit and its contents. | ||
PUPATREE
340 Posts
When I mind control a unit, does it come with any of the upgrades (ie movespeed, extra energy) or spells that the opponent had already researched for it? | ||
jello_biafra
United Kingdom6632 Posts
On May 27 2011 08:36 PUPATREE wrote: The man with the answers :D When I mind control a unit, does it come with any of the upgrades (ie movespeed, extra energy) or spells that the opponent had already researched for it? It doesn't come with weapons or armor/plating/carapace upgrades but it does come with speed/range/energy etc. I think the exception to this is scarab damage, you will get that, but no forge/cyb/ebay/armory/evo/spire upgrades. | ||
Bwenjarin Raffrack
United States322 Posts
On May 27 2011 09:14 jello_biafra wrote: It doesn't come with weapons or armor/plating/carapace upgrades but it does come with speed/range/energy etc. I think the exception to this is scarab damage, you will get that, but no forge/cyb/ebay/armory/evo/spire upgrades. This is correct. Mind Control transfers all opponent research on a particular unit except for individual numerical upgrades. For example, casting mind control on a +5/+3 ultralisk will give you an ultralisk with +2/+0 upgrades. That is because chitinous plating is a qualitative upgrade researched separately from the regular numerical ones. | ||
PUPATREE
340 Posts
| ||
jello_biafra
United Kingdom6632 Posts
On May 27 2011 09:57 PUPATREE wrote: It's only the mind-controlled unit that will have the upgrade, right? Like, would I still have to complete the upgrades to have it on my own freshly made units? May never happen in games, but it's still interesting to think that I could have some +2/+0 speed ultras and some +0/0 slow ultras at the same time. Nope, if you mind control a zealot with leg speed then all your zealots get leg speed too. | ||
PUPATREE
340 Posts
| ||
TheGlassface
United States612 Posts
Jus' sayin. | ||
CaffeineFree-_-
United States712 Posts
| ||
jello_biafra
United Kingdom6632 Posts
On May 27 2011 11:01 CaffeineFree-_- wrote: Is the glitch that a lurker spine will do double damage if the lurker dies during the animation true? I'm pretty sure it is true, yes. | ||
waffling1
599 Posts
question deleted | ||
YejinYejin
United States1053 Posts
On May 27 2011 11:09 jello_biafra wrote: I'm pretty sure it is true, yes. http://www.youtube.com/watch?v=-sG0nYAXmj4 Any idea why that lurkers only killed some of the marines and not the others? And that's pretty cool about the double damage. | ||
Reuental
United States457 Posts
On May 27 2011 11:09 jello_biafra wrote: I'm pretty sure it is true, yes. + Show Spoiler + http://www.youtube.com/watch?v=-sG0nYAXmj4 Holy crap does anyone know the reason why killing a lurker during its attack animation does double damage? | ||
PUPATREE
340 Posts
On May 27 2011 10:52 TheGlassface wrote: Not to be an ass, but all that information on MC is word for word in the Liquipedia. Jus' sayin. Ugh what the fuck. I actually checked the page before asking any of my questions. Apparently I'm illiterate. Sorry for asking when I could have easily found out myself. | ||
YejinYejin
United States1053 Posts
On May 27 2011 13:40 PUPATREE wrote: Speaking of lurker glitches, I've seen a game where some lurkers suddenly started moving south really quickly (like vulture speed). I think it can happen with hydras too. anyone know why this happens/how reproducible it is? I'd definitely abuse lurker runby in a tournament setting if it were feasible hahah. Ugh what the fuck. I actually checked the page before asking any of my questions. Apparently I'm illiterate. Sorry for asking when I could have easily found out myself. It happens with zealots, too. They have to be running in opposite directions, and then when they collide they both try to get by each other. I don't know how to recreate it, though. It just happens for me accidentally. | ||
| ||