• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 16:01
CEST 22:01
KST 05:01
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Classic wins Code S Season 2 (2025)10Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy5Code S RO8 Preview: herO, Zoun, Bunny, Classic7Code S RO8 Preview: Rogue, GuMiho, Solar, Maru3
Community News
Weekly Cups (June 9-15): herO doubles on GSL week2Firefly suspended by EWC, replaced by Lancer12Classic & herO RO8 Interviews: "I think it’s time to teach [Rogue] a lesson."2Rogue & GuMiho RO8 interviews: "Lifting that trophy would be a testament to all I’ve had to overcome over the years and how far I’ve come on this journey.8Code S RO8 Results + RO4 Bracket (2025 Season 2)14
StarCraft 2
General
The SCII GOAT: A statistical Evaluation HOW TO RECOVER LOST CRYPTOCURRENCY FROM WALLET OR TL Team Map Contest #5: Presented by Monster Energy Weekly Cups (June 9-15): herO doubles on GSL week The Memories We Share - Facing the Final(?) GSL
Tourneys
RSL: Revival, a new crowdfunded tournament series Sparkling Tuna Cup - Weekly Open Tournament $5,100+ SEL Season 2 Championship (SC: Evo) SOOPer7s Showmatches 2025 SOOP Starcraft Global #22
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers [G] Darkgrid Layout
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 478 Instant Karma Mutation # 477 Slow and Steady Mutation # 476 Charnel House Mutation # 475 Hard Target
Brood War
General
StarCraft & BroodWar Campaign Speedrun Quest ASL20 Preliminary Maps BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion FlaSh Witnesses SCV Pull Off the Impossible vs Shu
Tourneys
[BSL 2v2] ProLeague Season 3 - Friday 21:00 CET Small VOD Thread 2.0 [BSL20] GosuLeague RO16 - Tue & Wed 20:00+CET [BSL20] ProLeague Bracket Stage - WB Finals & LBR3
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do. [G] How to get started on ladder as a new Z player
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Beyond All Reason What do you want from future RTS games?
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine UK Politics Mega-thread Russo-Ukrainian War Thread Echoes of Revolution and Separation
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
[Manga] One Piece Korean Music Discussion
Sports
2024 - 2025 Football Thread TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024 Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
A Better Routine For Progame…
TrAiDoS
StarCraft improvement
iopq
Heero Yuy & the Tax…
KrillinFromwales
I was completely wrong ab…
jameswatts
Need Your Help/Advice
Glider
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 30373 users

Fog of War! An uneven battle!

Forum Index > Brood War Strategy
Post a Reply
1 2 Next All
MeSaber
Profile Joined December 2009
Sweden1235 Posts
Last Edited: 2020-04-28 19:05:04
April 28 2020 18:14 GMT
#1
Having some fun playing as Terran and i thought id test Fog(or shroud) out and see what it has in store.

What i found was that you have a great advantage attacking from any of these tank positions (red ones) as that makes you see the enemy tank before he can see you, while its the opposite if you meet a siege tank from the direction where there are no tanks, then you will be shot first and most likely lose if you got even numbers.

Ghosts in picture got sight range of 11 (ocular implants), one more than the tank but still they died as you can see right/bottom right where there should be ghosts (and tanks) in a circle. The spots where ghosts still survived are where they stand and saw the enemy tank first.

This is the same for any unit so if you got the same sight range you have a clear advantage from getting the information first, and as you can see not even +1 sight range makes a difference sometimes.

From my testing the absolute worst direction to scout from is East. You could walk tanks very far before getting a glimpse on center blue tank.

(all these tanks + ghosts can see blue tank but not vice versa)
[image loading]

(All tanks here have seen the blue tank then moved away until it cant see it)
[image loading]

(Blue pov from above same position, tanks that can be shot even though they walked back to not see blue tank, the tanks here are invincible which is why they werent shot at, the above image shows mortal tanks that were shot and had to move back one step, thats why there are tanks way farther than these ones)
[image loading]

(This Turret got sight range 11 vs tanks 10. It should be able to see all tanks in all directions that is currently watching the Turret)
[image loading]

If you play as Zerg and use Overlord scouting (duh!) it has sight range 9 vs Command Centers 10. Then you would want an angle of scouting from top left.

(As for vs Protoss ure out of luck)
[image loading]
-.-
TelecoM
Profile Blog Joined January 2010
United States10668 Posts
April 28 2020 22:15 GMT
#2
Hmm... this is some really interesting information, I am not sure how someone would be able to realistically use this in a game though, unless they have perfect movement like an AI. =P
AKA: TelecoM[WHITE] Protoss fighting
HaFnium
Profile Blog Joined December 2006
United Kingdom1074 Posts
April 29 2020 00:59 GMT
#3
Heard people mention about this in a tvt game so I'm sure the pros know but that's a neat way to display it.
Won't change tvp/tvz much but for tvt this is very important
BW forever!
Jealous
Profile Blog Joined December 2011
10115 Posts
April 29 2020 03:45 GMT
#4
Have you accounted for Tank turret rotation? From what I recall, tanks shooting in one direction did have longer range than in the other (it was up vs. down), but I forget which.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
MeSaber
Profile Joined December 2009
Sweden1235 Posts
Last Edited: 2020-04-29 10:59:18
April 29 2020 10:50 GMT
#5
@Jealous i recall something like that too.. I'll try it out now.

Edit: Tried it and its the same no matter direction. If you can shoot it, it can shoot you.

There must be some other game we're thinking about because i have a strong memory of something like this. It could however be the fog of war part.
-.-
Highgamer
Profile Joined October 2015
1402 Posts
Last Edited: 2020-04-29 12:43:16
April 29 2020 12:38 GMT
#6
On April 29 2020 07:15 GGzerG wrote:
Hmm... this is some really interesting information, I am not sure how someone would be able to realistically use this in a game though, unless they have perfect movement like an AI. =P


I think pros use this all the time in TvT, it's common knowledge among them.

Don't know where but I've heard this being mentioned oftentimes, that you should always try to set your siege-lines in a certain way (or attack into siege-lines) to abuse the prolonged vision, but could never remember from which angle you should do it.

So, to sum it up, would be: try to avoid attacking sieged tanks from angles between 2 to 6 o'clock (?)

Or: try to set your tanks up so that they will shot towards an angle between 2 and 6 o'clock.
iFU.spx
Profile Joined April 2011
Russian Federation368 Posts
April 29 2020 18:39 GMT
#7
sorry, but its hard to understand your explanations.

For example, you say: "From my testing the absolute worst direction to scout from is East. You could walk tanks very far before getting a glimpse on center blue tank."

i can't see proof of this statement from these screenshots. Can you show it another way?
NrG.Bamboo
Profile Blog Joined December 2006
United States2756 Posts
Last Edited: 2020-04-29 22:46:27
April 29 2020 22:25 GMT
#8
On April 29 2020 19:50 MeSaber wrote:
@Jealous i recall something like that too.. I'll try it out now.

Edit: Tried it and its the same no matter direction. If you can shoot it, it can shoot you.

There must be some other game we're thinking about because i have a strong memory of something like this. It could however be the fog of war part.

Are you thinking about the fact that tanks (in siege mode) can shoot further north/south than they can east/west? I seem to recall that tanks shooting north (and maybe south) can also hit [slightly] further than they can see, but I would have to test this out.

Also a note about the overlord scout: you can select a nexus without seeing it, and without it seeing you, if your overlord is at the end of the sight-line and click where the nexus would be. At least from the top left direction, I don't know about other ones.
I need to protect all your life you can enjoy the vibrant life of your battery
MeSaber
Profile Joined December 2009
Sweden1235 Posts
April 29 2020 22:43 GMT
#9
@spx i'll see what i can do tomorrow.
-.-
Jealous
Profile Blog Joined December 2011
10115 Posts
April 29 2020 22:53 GMT
#10
On April 30 2020 07:25 NrG.Bamboo wrote:
Show nested quote +
On April 29 2020 19:50 MeSaber wrote:
@Jealous i recall something like that too.. I'll try it out now.

Edit: Tried it and its the same no matter direction. If you can shoot it, it can shoot you.

There must be some other game we're thinking about because i have a strong memory of something like this. It could however be the fog of war part.

Are you thinking about the fact that tanks (in siege mode) can shoot further north/south than they can east/west? I seem to recall that tanks shooting north (and maybe south) can also hit [slightly] further than they can see, but I would have to test this out.

Pretty sure Tanks can shoot outside their vision range in ANY direction, but they shoot North a little farther than South. I believe that's what it was.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
NrG.Bamboo
Profile Blog Joined December 2006
United States2756 Posts
April 29 2020 22:57 GMT
#11
On April 30 2020 07:53 Jealous wrote:
Show nested quote +
On April 30 2020 07:25 NrG.Bamboo wrote:
On April 29 2020 19:50 MeSaber wrote:
@Jealous i recall something like that too.. I'll try it out now.

Edit: Tried it and its the same no matter direction. If you can shoot it, it can shoot you.

There must be some other game we're thinking about because i have a strong memory of something like this. It could however be the fog of war part.

Are you thinking about the fact that tanks (in siege mode) can shoot further north/south than they can east/west? I seem to recall that tanks shooting north (and maybe south) can also hit [slightly] further than they can see, but I would have to test this out.

Pretty sure Tanks can shoot outside their vision range in ANY direction, but they shoot North a little farther than South. I believe that's what it was.

Oh, oops. Sort of obvious that they can shoot outside of vision haha. Not sure why my brain did that.
I need to protect all your life you can enjoy the vibrant life of your battery
MeSaber
Profile Joined December 2009
Sweden1235 Posts
April 30 2020 07:39 GMT
#12
@Jealous ive already tested that. Its not the case. Any south tank can hit north tank and vice versa.

This is however not the case with Fog as shown in pictures.
-.-
Jealous
Profile Blog Joined December 2011
10115 Posts
April 30 2020 08:03 GMT
#13
On April 30 2020 16:39 MeSaber wrote:
@Jealous ive already tested that. Its not the case. Any south tank can hit north tank and vice versa.

This is however not the case with Fog as shown in pictures.

Hm, maybe I misremembered then. Could be that it shoots faster, because turret doesn't have to turn as far?
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
MeSaber
Profile Joined December 2009
Sweden1235 Posts
Last Edited: 2020-04-30 08:06:10
April 30 2020 08:05 GMT
#14
@spx i just did a speed test where i tried to stop the unit as fast as possible after seeing the enemy. The top left vs bottom right yielded the best result. Actually it was 100%.

While rest of the angles did have a lot of errors, even left to right.

However if you know your enemy is sieged from left to top angle you shouldnt approach with ease but with force. While its the opposite from bottom to right angle then you can slow-push and kill tanks with precision shots.

In the heat of battle i highly doubt you think about subtleties like this. Its however good to know if you have very few siege tanks, then you might draw the longest straw just because of this.

I'd recommend you make an ums where you attack a sieged computer from all angles with 2-3 tanks and see the results for yourself.

When it comes to big battles i doubt this would make a difference at all, its however just a fun fact to know that you have slight advantage from left to top angle in terms of seeing stuff first. And this goes for every unit, i.e Overlord scouting, or whatever.
-.-
Freakling
Profile Joined October 2012
Germany1529 Posts
Last Edited: 2020-04-30 14:50:27
April 30 2020 11:50 GMT
#15
Does this effect only apply to tanks? Nevermind, shouldn't read these posts on inferior device (phone)…

Have you controlled this for different Tank/unit positions, relative to the tile grid?

You probably have only discovered (in a roundabout way) what is already known: That vision works not on a continuous pixel basis but on a rather coarse tile basis. So for non-building units results are probably not consistent.
zlald
Profile Joined October 2019
Korea (South)34 Posts
May 01 2020 03:07 GMT
#16
www.ygosu.com

if someone could translate this ..
2019.10.27.
TelecoM
Profile Blog Joined January 2010
United States10668 Posts
Last Edited: 2020-05-01 09:37:39
May 01 2020 09:36 GMT
#17
On April 30 2020 07:53 Jealous wrote:
Show nested quote +
On April 30 2020 07:25 NrG.Bamboo wrote:
On April 29 2020 19:50 MeSaber wrote:
@Jealous i recall something like that too.. I'll try it out now.

Edit: Tried it and its the same no matter direction. If you can shoot it, it can shoot you.

There must be some other game we're thinking about because i have a strong memory of something like this. It could however be the fog of war part.

Are you thinking about the fact that tanks (in siege mode) can shoot further north/south than they can east/west? I seem to recall that tanks shooting north (and maybe south) can also hit [slightly] further than they can see, but I would have to test this out.

Pretty sure Tanks can shoot outside their vision range in ANY direction, but they shoot North a little farther than South. I believe that's what it was.


Correct, I also remember this.

EDIT : Really ? I remember similar to Jealous that a tank shooting in the N / NE direction could shoot a pixel or two further than normal, unless I am completely off, I swear there was a pro gamer talking about this in the past.
AKA: TelecoM[WHITE] Protoss fighting
Freakling
Profile Joined October 2012
Germany1529 Posts
May 01 2020 09:36 GMT
#18
I can't translate it, but I can explain it to you:

Vision range does not consider whether a unit is X distance away from another, but whether it touches any tile that is within vision range from the unit. So what you are seeing are basically rounding errors that lead to a direction bias of vision, depending on where a unit is placed, relative to the tile grid.
TelecoM
Profile Blog Joined January 2010
United States10668 Posts
May 01 2020 09:38 GMT
#19
On May 01 2020 18:36 Freakling wrote:
I can't translate it, but I can explain it to you:

Vision range does not consider whether a unit is X distance away from another, but whether it touches any tile that is within vision range from the unit. So what you are seeing are basically rounding errors that lead to a direction bias of vision, depending on where a unit is placed, relative to the tile grid.


Uhh huh.... In Layman's terms? lol
AKA: TelecoM[WHITE] Protoss fighting
Freakling
Profile Joined October 2012
Germany1529 Posts
Last Edited: 2020-05-01 11:10:34
May 01 2020 09:38 GMT
#20
On May 01 2020 18:36 GGzerG wrote:
Show nested quote +
On April 30 2020 07:53 Jealous wrote:
On April 30 2020 07:25 NrG.Bamboo wrote:
On April 29 2020 19:50 MeSaber wrote:
@Jealous i recall something like that too.. I'll try it out now.

Edit: Tried it and its the same no matter direction. If you can shoot it, it can shoot you.

There must be some other game we're thinking about because i have a strong memory of something like this. It could however be the fog of war part.

Are you thinking about the fact that tanks (in siege mode) can shoot further north/south than they can east/west? I seem to recall that tanks shooting north (and maybe south) can also hit [slightly] further than they can see, but I would have to test this out.

Pretty sure Tanks can shoot outside their vision range in ANY direction, but they shoot North a little farther than South. I believe that's what it was.


Correct, I also remember this.

No. They only shoot faster in the NW direction, due to turret orientation after siege up. The more a target direction deviates from that optimal angle the more frames the attack is delayed because the turret needs to rotate first.

EDIT: And vision-wise, it seems, they actually get quite a massive advantage (one tile difference) in the S and E directions.

On May 01 2020 18:38 GGzerG wrote:
Show nested quote +
On May 01 2020 18:36 Freakling wrote:
I can't translate it, but I can explain it to you:

Vision range does not consider whether a unit is X distance away from another, but whether it touches any tile that is within vision range from the unit. So what you are seeing are basically rounding errors that lead to a direction bias of vision, depending on where a unit is placed, relative to the tile grid.


Uhh huh.... In Layman's terms? lol

Let me draw you a picture…

EDIT: Sorry, screw pictures for now (or just look at the actual in-game ones from the link). Seems like both range and, more critically, vision are not properly implemented in ScmDraft, so easy Screenshots from within the editor…

EDIT2: Actually reading/translating my way through that article makes it seem like there's actually something else going on, which would be consistent with the OP's observations, namely that a unit is actually spotted based on the top left pixel of it's "production box" (which, according to the article, is not identical with it's collision box…). Would be a good idea to study OpenBW for the exact implementation, I guess. But this is something so mindbogglingly stupid (as so many things in Brood War) that I'll reserve a whole other very special torture chamber just for whoever came up with that…

It's a very thorough article, and google translate translates it well. Definitely worth a read.
1 2 Next All
Please log in or register to reply.
Live Events Refresh
BSL 2v2 ProLeague S3
19:00
LB Round 4
ZZZero.O95
Liquipedia
OSC
19:00
Mid Season Playoffs
Spirit vs MaNa
ByuN vs SKillous
Chance vs ArT
Mixu vs HonMonO
UedSoldier vs SoldieR
sebesdes vs GgMaChine
Babymarine vs Moja
SteadfastSC269
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 595
SteadfastSC 269
IndyStarCraft 184
ViBE45
ForJumy 11
StarCraft: Brood War
Calm 3613
Rain 2296
Dewaltoss 135
Soulkey 121
ZZZero.O 95
Nal_rA 57
Aegong 50
Dota 2
febbydoto8
Counter-Strike
fl0m5254
olofmeister1942
zeus280
sgares237
Skadoodle157
rGuardiaN129
Heroes of the Storm
Liquid`Hasu539
Other Games
tarik_tv47130
gofns29010
summit1g3990
FrodaN3324
Grubby2354
C9.Mang0388
Beastyqt350
Mew2King207
Hui .115
Trikslyr92
QueenE35
PPMD1
Organizations
Other Games
BasetradeTV22
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• kabyraGe 220
• davetesta5
• IndyKCrew
• sooper7s
• Migwel
• AfreecaTV YouTube
• LaughNgamezSOOP
• intothetv
• Kozan
StarCraft: Brood War
• blackmanpl 45
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV525
• masondota2289
League of Legends
• Doublelift2399
• TFBlade1290
Other Games
• imaqtpie1052
Upcoming Events
Replay Cast
5h 59m
SOOP
12h 59m
Cure vs Zoun
SC Evo League
15h 59m
Road to EWC
17h 59m
SOOP Global
18h 59m
FuturE vs MaNa
Harstem vs Cham
BSL: ProLeague
21h 59m
Sziky vs JDConan
Cross vs MadiNho
Hawk vs Bonyth
Circuito Brasileiro de…
23h 59m
Sparkling Tuna Cup
1d 13h
Road to EWC
1d 17h
BSL: ProLeague
1d 21h
UltrA vs TBD
Dewalt vs TBD
[ Show More ]
Replay Cast
3 days
Replay Cast
5 days
The PondCast
5 days
Replay Cast
6 days
Liquipedia Results

Completed

Acropolis #3 - GSC
2025 GSL S2
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
Acropolis #3
KCM Race Survival 2025 Season 2
NPSL S3
Rose Open S1
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025

Upcoming

NPSL Lushan
CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.