and an above average movement speedSimple Questions, Simple Answers - Page 80
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icystorage
Jollibee19350 Posts
and an above average movement speed | ||
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xxpack09
United States2160 Posts
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Torpedo.Vegas
United States1890 Posts
On May 14 2012 14:50 CaffeineFree-_- wrote: They're useful when your opponent get's a good number of air units. Acid spores slow attack speed and magnify damage done to targets. So like mass muta fights or wraith/valks. Are they the best choice for that scenario though? Would Hydra, muta and maybe Defilers be a more versitile composition against mass air then just devourers? I mean, I can understand why devourers would be good, but its such a narrow function for such an expeniture tech and unit wise. | ||
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doubleupgradeobbies!
Australia1281 Posts
On May 14 2012 16:13 Torpedo.Vegas wrote: Are they the best choice for that scenario though? Would Hydra, muta and maybe Defilers be a more versitile composition against mass air then just devourers? I mean, I can understand why devourers would be good, but its such a narrow function for such an expeniture tech and unit wise. They are one of many options. Dev mutt is probably your best option if your intent on retaking air, or if the map makes it difficult to engage sairs with hydras. Devs are also a really strong force multiplier for hydras since the spores also increase damage dealt to sairs, but they are more optional if you are going for hydras. Whether or not they are the best choice is really hard to say because people haven't had enough experience with devs to make a good judgement. Generally PvZs are lopsided enough that either the Z can't really afford to tech to devs, or they are so rich that they don't really need to. | ||
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Release
United States4397 Posts
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hacklebeast
United States5090 Posts
On May 14 2012 16:13 Torpedo.Vegas wrote: Are they the best choice for that scenario though? Would Hydra, muta and maybe Defilers be a more versitile composition against mass air then just devourers? I mean, I can understand why devourers would be good, but its such a narrow function for such an expeniture tech and unit wise. Terran never makes enough air units for devourers to be viable in that way. They have a very limited role in that their spores detect cloaked wraiths, but that is highly situational (zerg went for 3 base +1 muta all in, and wanted guardians anyway). They had a role vs protoss, but not any more. If a player was to go for that type of late game corsair carrier combo, usually defiler hydra is a better counter. Vs zerg is where they have their most use. If it gets that late, they become horribly effective. It is a costly tech switch, but it is worth it compared to just more mutas, and a defiler tech switch does not work well with the huge muta flock you would have at that point in the game. | ||
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Skeggaba
Korea (South)1556 Posts
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CoughingHydra
177 Posts
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Bakuryu
Germany1065 Posts
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CoughingHydra
177 Posts
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blubbdavid
Switzerland2412 Posts
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Fakie
Canada62 Posts
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Dead9
United States4725 Posts
it works differently for splash damage and depends on the unit (lurker/firebat will never miss, siege tank attack will be offset so the target takes 50% splash damage, archon damage offset 50% damage) | ||
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hacklebeast
United States5090 Posts
On May 19 2012 05:31 Fakie wrote: How does high ground work exactly? Do units on high ground not take damage? Or is damage reduced? To be more specific: there is a 46.875% miss chance when a low ground ranged unit attacks a high ground unit. If a miss does occur, it is as if the attack hit one "space" in front of that unit. For units with standard attacks (marines, dragoons, hydralisks, defensive structures, ghosts, goliaths, vultures, and all workers) a miss means the attack does nothing. For normal splash units (siege tanks and archons), then the miss does not affect the splash damage (other than the placement of the epicenter) and it is applied otherwise normally (it does not affect burrowed units). In addition, if there is a unit perfectly placed to be in the spot where the bullet graphic hits, they will take full damage instead. For special splash units (lurkers and firebats) the miss chance is irrelevant because it does not change the hit box of the attack whether the target is one space closer or not. Reavers are a special case because high ground can only block the trajectory of the scarab. A scarab used on long ramps with no cliffs to block the scarab will act no differently than a scarab on flat land. Dark swarm has the same rules, but "miss chance" is 100. | ||
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Jealous
10313 Posts
On May 18 2012 06:33 blubbdavid wrote: Why is there something like portforwarding, and is there really not an alternative (i.e. some program)? Long story short: Because it's a game that deals with packets of information (can't explain it better than this; old technology perhaps), and no. It's really not hard... Just go to your router settings and open ports 6112-6119 iirc. I remember a time when playing over the internet was a luxury... Now people complain about port forwarding rofl xD The times they are a-changin' | ||
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ZeKk
Sweden320 Posts
On May 19 2012 13:46 hacklebeast wrote: To be more specific: there is a 46.875% miss chance when a low ground ranged unit attacks a high ground unit. If a miss does occur, it is as if the attack hit one "space" in front of that unit. For units with standard attacks (marines, dragoons, hydralisks, defensive structures, ghosts, goliaths, vultures, and all workers) a miss means the attack does nothing. For normal splash units (siege tanks and archons), then the miss does not affect the splash damage (other than the placement of the epicenter) and it is applied otherwise normally (it does not affect burrowed units). In addition, if there is a unit perfectly placed to be in the spot where the bullet graphic hits, they will take full damage instead. For special splash units (lurkers and firebats) the miss chance is irrelevant because it does not change the hit box of the attack whether the target is one space closer or not. Reavers are a special case because high ground can only block the trajectory of the scarab. A scarab used on long ramps with no cliffs to block the scarab will act no differently than a scarab on flat land. Dark swarm has the same rules, but "miss chance" is 100. Did you just test this thing out recently? Quite impressive otherwise u could take such large information from ur memory and print it out. I dont know where u get ur data from chance to hit accuracy. But last time I checked it it's actually only 30% miss chance. http://classic.battle.net/scc/GS/hc.shtml | ||
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corumjhaelen
France6884 Posts
On May 20 2012 21:40 ZeKk wrote: Did you just test this thing out recently? Quite impressive otherwise u could take such large information from ur memory and print it out. I dont know where u get ur data from chance to hit accuracy. But last time I checked it it's actually only 30% miss chance. http://classic.battle.net/scc/GS/hc.shtml Your source is innacurate, funnily enough^^ | ||
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Puyi
United States175 Posts
On May 20 2012 21:40 ZeKk wrote: Did you just test this thing out recently? Quite impressive otherwise u could take such large information from ur memory and print it out. I dont know where u get ur data from chance to hit accuracy. But last time I checked it it's actually only 30% miss chance. http://classic.battle.net/scc/GS/hc.shtml wtf tree cover? is that a real thing? | ||
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hacklebeast
United States5090 Posts
Yes, doodads such as trees or those spinning machines on space maps give units the same properties as if they were on high ground. And blizzard lied about their miss percentage, it is hard-coded in at 46.875. I don't know why, blizzard is just weird like that. | ||
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Jealous
10313 Posts
On May 21 2012 00:09 hacklebeast wrote: Yes, doodads such as trees or those spinning machines on space maps give units the same properties as if they were on high ground. And blizzard lied about their miss percentage, it is hard-coded in at 46.875. I don't know why, blizzard is just weird like that. I concur with this information and yes it has been tested and there are threads about these things on TL. | ||
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