Missile Attacks - Each upgrade adds +2 to Missile Attacks for a total of +6 when fully upgraded.
So don't think that is exactly accurate.
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iNsaNe-
Finland5201 Posts
Missile Attacks - Each upgrade adds +2 to Missile Attacks for a total of +6 when fully upgraded. So don't think that is exactly accurate. | ||
ShabZzoY!
Great Britain760 Posts
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intosorrow
Finland33 Posts
http://www.battle.net/scc/gs/damage.shtml | ||
Cloud
Sexico5880 Posts
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CoralReefer
Canada2069 Posts
On April 18 2006 08:10 Cloud wrote: Whats iirc? I Internet Relay Chat j/k. actually it's "if i recall/remember correctly" | ||
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Twisted
Netherlands13554 Posts
Both archons and tanks deal no damage to burrowed lurkers under swarm. Just like tanks don't damage lurkers on a cliff when they miss. The splash damage these units deal has no impact on burrow. That's why zerg players also burrow their iradiated lurkers, so the other units don't get damage from splash. It's the other way around actually like this situation, but still. And firebats are melee concussive damage dealing units (as someone already explained), and only deal half damage to medium-sized (i.e. lurkers) units, thus only dealing 22-4 / 2 --> 9 damage (when both the lurker and the firebat are fully upgraded). Excalibur is also correct in saying that the worker units don't hit under swarm. Workers are all units with a ranged attack, even the SCV (has a range of 1, like all melee units, but it's still considered a ranged attack because they can't hit under swarm). | ||
lololol
5198 Posts
On April 18 2006 08:33 Twisted wrote: And firebats are melee concussive damage dealing units (as someone already explained), and only deal half damage to medium-sized (i.e. lurkers) units, thus only dealing 22-4 / 2 --> 9 damage (when both the lurker and the firebat are fully upgraded). Sorry, to correct you, but firebats attack is actually 3 small splash attacks each dealing 8(up to 11) damage. In most cases units take damage from 2 of the attacks, so they receive 16(up to 22) damage minus 2 times their armor, but depending on angle and distance of attack they sometimes deal between 10 and 20 damage even on small units and 24 to larger sized ones, because of the nature of their attack. So against burrowed lukers it will be 7 or 10.5 damage when equally upgraded, it can't be 9. Other attacks, which are affected multiple times by armor are the zealot's attack and scout/goliath air attack, all three perform 2 hits on the target at half damage of the one shown in the info panel, but only the firebat has a very weard attack "pattern", it's 3 x 8 with each other's splashes overlapping. | ||
Asta
Germany3491 Posts
shit why am i saying this? i'm zerg. ![]() | ||
lololol
5198 Posts
On April 18 2006 08:59 Asta wrote: so the only important thing to remember from this thread is that you should aim at the farthest lurkers in the swarm. if you get lucky the 100% zone will lie on top of a lurker that is burrowed closer to your tanks and you can kill it. shit why am i saying this? i'm zerg. ![]() Yep, aim at the farthest lurkers and if your tanks are spread a bit they will clean up all of the area around them, so you can use some firebats to kill the few remaining, which is very helpfull if the swarm is in your mineral line ![]() | ||
Patriot.dlk
Sweden5462 Posts
On April 17 2006 02:52 Overlord wrote: but again, we all know siege tanks don't damage under swarm, so maybe in a later patch, they did change that to an exception? They are terrans most effective unit vs swarm becouse splash from a few tank is alot of damage | ||
CubEdIn
Romania5359 Posts
U wanted more explaning about the cliff part? Easy. If you have a dragoon on the cliff and the tank will fire at it, most of the time it won't hit it directly, thus dealing only half the damage it should, however, the goon will still die rather quickly. Now if instead of that goon you have a burrowed lurker, none of the shots that will hit around it will give him damage (because it's just splash and burrowing makes it immune to it). Combine that with the very slim odds of a direct hit (30%ish), and you'll find out why two lurkers on a cliff can clear all your scvs before you get a chance to take them out. ![]() | ||
Patriot.dlk
Sweden5462 Posts
On April 18 2006 08:33 Twisted wrote: lololol is correct. Both archons and tanks deal no damage to burrowed lurkers under swarm. Just like tanks don't damage lurkers on a cliff when they miss. The splash damage these units deal has no impact on burrow. That's why zerg players also burrow their iradiated lurkers, so the other units don't get damage from splash. It's the other way around actually like this situation, but still. And firebats are melee concussive damage dealing units (as someone already explained), and only deal half damage to medium-sized (i.e. lurkers) units, thus only dealing 22-4 / 2 --> 9 damage (when both the lurker and the firebat are fully upgraded). Excalibur is also correct in saying that the worker units don't hit under swarm. Workers are all units with a ranged attack, even the SCV (has a range of 1, like all melee units, but it's still considered a ranged attack because they can't hit under swarm). But if a buried lurker has a zergling directly above it and 12 tanks fire at the zergling, will the lurk die? | ||
lololol
5198 Posts
On April 18 2006 09:31 Patriot.dlk wrote: Show nested quote + On April 18 2006 08:33 Twisted wrote: lololol is correct. Both archons and tanks deal no damage to burrowed lurkers under swarm. Just like tanks don't damage lurkers on a cliff when they miss. The splash damage these units deal has no impact on burrow. That's why zerg players also burrow their iradiated lurkers, so the other units don't get damage from splash. It's the other way around actually like this situation, but still. And firebats are melee concussive damage dealing units (as someone already explained), and only deal half damage to medium-sized (i.e. lurkers) units, thus only dealing 22-4 / 2 --> 9 damage (when both the lurker and the firebat are fully upgraded). Excalibur is also correct in saying that the worker units don't hit under swarm. Workers are all units with a ranged attack, even the SCV (has a range of 1, like all melee units, but it's still considered a ranged attack because they can't hit under swarm). But if a buried lurker has a zergling directly above it and 12 tanks fire at the zergling, will the lurk die? Only the zergling will die. In order for the lurker to die, the zerling has to be like: TANKS - - - - - - - - - - - LURK - LING Each "-" is approximately 32 pixels and ofc the distance between tanks and lurk could be less, but still out of their minimum range, lol ![]() | ||
Patriot.dlk
Sweden5462 Posts
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lololol
5198 Posts
On April 18 2006 09:25 CubEdIn[SoD] wrote: The lurker is medium-sized (http://www.battle.net/scc/zerg/zstats.shtml) so it doesn't take full damage from siege anyway. U wanted more explaning about the cliff part? Easy. If you have a dragoon on the cliff and the tank will fire at it, most of the time it won't hit it directly, thus dealing only half the damage it should, however, the goon will still die rather quickly. Now if instead of that goon you have a burrowed lurker, none of the shots that will hit around it will give him damage (because it's just splash and burrowing makes it immune to it). Combine that with the very slim odds of a direct hit (30%ish), and you'll find out why two lurkers on a cliff can clear all your scvs before you get a chance to take them out. ![]() IIRC, the miss chance, for targets behind doodads or on higher ground, is 30%, not the chance to hit ![]() | ||
lololol
5198 Posts
On April 18 2006 09:37 Patriot.dlk wrote: Why does the zergling die? (I thought only 100% splash could hit it and that means nothing should die that's targeted under swarm? Because the immunity to non-100% hits comes from being burrowed. The effect of swarm is the units firing short of their target. | ||
Patriot.dlk
Sweden5462 Posts
Becouse that's how I recall how my games goes after going 2fact tank | ||
lololol
5198 Posts
It is possible for the tanks to wipe out everything under swarm, if there are unburrowed targets in proper distance behind the burrowed ones. It is also possible if the tanks shoot only at the first burrowed unit, that everything behind it will survive(unburrowed have to be a bit more behind), because they won't kill it, untill swarm wears off. When there are lots of units splash is more likely to hit burrowed ones(unburrowed gets hit by 25/50% splash anyway), that's why almost everything gets killed. | ||
ShabZzoY!
Great Britain760 Posts
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lololol
5198 Posts
On April 18 2006 10:33 ShabZzoY! wrote: I guess swarm acts like a ramp but with 100% miss chance I guess ramps act like swarm but with 30% miss chance ![]() | ||
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