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Reaver tips/tricks/mechanics? - Page 2

Forum Index > Brood War Strategy
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LG)Sabbath
Profile Blog Joined July 2005
Argentina3024 Posts
October 14 2020 17:57 GMT
#21
On October 14 2020 03:58 MeSaber wrote:
Show nested quote +
On October 14 2020 02:45 MineraIs wrote:
Reavers bug out often due to map pathing mechanics, not the unit.


If you checked my replays you will know thats not true. In replays demonstrate how i can manipulate scarabs to detonate on target or not on target.

Reavers DO bug out in certain map locations and will sometimes not fire.
https://www.twitch.tv/argsabbath/
MeSaber
Profile Joined December 2009
Sweden1235 Posts
Last Edited: 2020-10-14 18:47:45
October 14 2020 18:41 GMT
#22
True but that has nothing to do with minerals. Minerals themselves are not an issue if you can fire or not.

Doodads and cliffs i would guess is the primary culprit if your reaver cant find a target though in range.

Its very specific locations and its mostly because map maker didnt know about it being a thing.

Edit: Oh and with "bug out" i thought he meant scarab not finding target.
-.-
TelecoM
Profile Blog Joined January 2010
United States10700 Posts
Last Edited: 2020-10-14 20:02:25
October 14 2020 20:01 GMT
#23
On October 15 2020 00:22 LML wrote:
Show nested quote +
On October 14 2020 22:09 TelecoM wrote:
So do Shuttles de accelerate if you are constantly microing them?

There is also a trick to skip the acceleration period. Someone explained it to me, but I didn't get it. FBH has a video about it with dropships.

I am going to experiment with Shuttle, check if maybe Spam click or shift click does anything different.

EDIT : I'm guessing the Shuttle doesn't react differently with a worker hotkeyed with it in the same group like many other air units, but no one has mentioned this.
AKA: TelecoM[WHITE] Protoss fighting
MeSaber
Profile Joined December 2009
Sweden1235 Posts
Last Edited: 2020-10-15 08:08:13
October 15 2020 07:29 GMT
#24
@telecom, here is my test shuttle vs reaver.. https://ufile.io/0zgr22yp

1. first shuttle test is when i pickup with rightclick on reaver then i let it stop to see how fast it decelerate.

2. second shuttle run i pickup using reaver on shuttle, i never touch the shuttle and you can see it keeps moving, if the shuttle wasnt above the reaver it would make a new path towards the reaver and lose its speed against the other shuttle i have running beside it as a reference.

3. third i use shuttle again on reaver but this time i keep moving after reaver pickup and as u can see i barely lost anything vs the reference shuttle.

Edit: About the deceleration time. The deceleration isnt instant, it seems to be timed so it you keep moving after an instant stop you still are decelerating as if you hadnt stopped yet. Keep moving inside this timeframe and you keep your speed.

This is exactly why mutas and other air units can do their patrol micro, they actually stops mid air then attack then keep moving again as if nothing happened (no deceleration happens).

You can test this timeframe by doing this: Move a shuttle att full speed with its gravitic drive upgrade. When at full speed click just infront on the shuttle so it instantly stops, wait a brief moment then keep moving the shuttle again in the same direction. Have a reference shuttle running beside your test shuttle so you know if you decelerated or not.

Edit2: From my testing of this it has no real use. If you want to drop ONE unit say a reaver, you do a fly-by and click the wireframe of reaver to drop it, this keep full speed, then move the shuttle in reverse over the reaver to pick it up once the scarab is launched.

TWO+ units: Do a fly-by-click first, then you U-leftclick the shuttle and shift-rightclick in return direction to have it turn back after it has dropped the units with full speed. This is also best with mass overlords as keeping overlords in the dropzone can cause the other lords to not drop its units.
-.-
TelecoM
Profile Blog Joined January 2010
United States10700 Posts
October 16 2020 00:20 GMT
#25
I see thanks for your research. Does clicking the framework of the Reaver in the UI drop the unit faster than hitting U+ clicking the shuttle?
AKA: TelecoM[WHITE] Protoss fighting
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
October 16 2020 01:51 GMT
#26
On October 14 2020 00:36 TelecoM wrote:
WOW I feel so ignorant, I have played this game since the beginning and I had no idea that...

-Scarab detonates if you hit S on the Reaver.
-Shuttle speed reduces as you go get to target location


Huh? You can't manually detonate scarab like that.
TelecoM
Profile Blog Joined January 2010
United States10700 Posts
October 16 2020 02:13 GMT
#27
On October 16 2020 10:51 Golgotha wrote:
Show nested quote +
On October 14 2020 00:36 TelecoM wrote:
WOW I feel so ignorant, I have played this game since the beginning and I had no idea that...

-Scarab detonates if you hit S on the Reaver.
-Shuttle speed reduces as you go get to target location


Huh? You can't manually detonate scarab like that.

That's what was said above, I guess it was incorrect info.
AKA: TelecoM[WHITE] Protoss fighting
EMPaThy789
Profile Joined July 2009
New Zealand878 Posts
October 16 2020 03:31 GMT
#28
On October 16 2020 10:51 Golgotha wrote:
Show nested quote +
On October 14 2020 00:36 TelecoM wrote:
WOW I feel so ignorant, I have played this game since the beginning and I had no idea that...

-Scarab detonates if you hit S on the Reaver.
-Shuttle speed reduces as you go get to target location


Huh? You can't manually detonate scarab like that.

You can, it just duds and does no damage. Like I mentioned in the previous post, its useful if the scarab is obviously stuck since the reaver's attack cd is shorter than the scarab timeout duration and you can't fire a new scarab until the old one dies. You want to press S to detonate the scarab so you can fire a new one.
LML
Profile Blog Joined March 2007
Germany1781 Posts
October 16 2020 15:24 GMT
#29
Yea, you can definitely detonate it whenever you want by pressing stop. I use it all the time when I know it won't be able to reach its target.
LML
Kaolla
Profile Joined January 2003
China2999 Posts
Last Edited: 2020-10-16 20:30:42
October 16 2020 20:30 GMT
#30
Despite having played this game for .... ages... I never knew about the stop command either... Good thing I never mained protoss, but I've played many games as protoss though =[
its me
MeSaber
Profile Joined December 2009
Sweden1235 Posts
October 16 2020 22:11 GMT
#31
Those who spam S a lot is not a fan of reaver. 😂😂

@telecom no i wouldnt say u can unload faster with framework. In warcraft 3 this is true however, where u-click is way slower than massclick on framework of units.
-.-
TelecoM
Profile Blog Joined January 2010
United States10700 Posts
October 17 2020 02:12 GMT
#32
Wow okay this is HUGE info though for people who struggle using Reavers and didn't know! Awesome thread, I always feel like a new player when I learn amazing new things after 20+ years of ... not thinking I could learn new things. >_<
AKA: TelecoM[WHITE] Protoss fighting
WombaT
Profile Blog Joined May 2010
Northern Ireland26463 Posts
October 17 2020 13:16 GMT
#33
This thread in a nutshell is why BW is such a beautiful game to follow, with so many intricacies while also being a right bastard to play. Interesting stuff
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
GeckoXp
Profile Blog Joined June 2013
Germany2016 Posts
October 17 2020 14:35 GMT
#34
Almost related to the topic, but in case someone doesn't know already:

Shuttles, Dropships and Overlords sent with patrol-command will alter their course / return back along their original path if they're shot at (e.g. by turrets, cannons or other units). It's a neat trick for those who struggle with mechanics and sometimes lose their transport. For a better player this trick doesn't do much or might even be worse, depending on the game situation.
TelecoM
Profile Blog Joined January 2010
United States10700 Posts
October 17 2020 22:24 GMT
#35
On October 17 2020 23:35 GeckoXp wrote:
Almost related to the topic, but in case someone doesn't know already:

Shuttles, Dropships and Overlords sent with patrol-command will alter their course / return back along their original path if they're shot at (e.g. by turrets, cannons or other units). It's a neat trick for those who struggle with mechanics and sometimes lose their transport. For a better player this trick doesn't do much or might even be worse, depending on the game situation.

Wow that is great to know, they will return back to where you originally set the Patrol command from if they are shot...also did not know this.
AKA: TelecoM[WHITE] Protoss fighting
WombaT
Profile Blog Joined May 2010
Northern Ireland26463 Posts
October 17 2020 22:55 GMT
#36
On October 18 2020 07:24 TelecoM wrote:
Show nested quote +
On October 17 2020 23:35 GeckoXp wrote:
Almost related to the topic, but in case someone doesn't know already:

Shuttles, Dropships and Overlords sent with patrol-command will alter their course / return back along their original path if they're shot at (e.g. by turrets, cannons or other units). It's a neat trick for those who struggle with mechanics and sometimes lose their transport. For a better player this trick doesn't do much or might even be worse, depending on the game situation.

Wow that is great to know, they will return back to where you originally set the Patrol command from if they are shot...also did not know this.

That is pretty interesting and actually makes sense too. A unit that can attack patrols an area until it finds something to attack, a unit that can’t attack and then retreats along the ordered path.

I’m curious how if this behaviour is programmed into either WC3 or SC2.

You’d think it’d be something that would come up, but really I’ve only ever used patrol on observers in specific areas, and if my opponent spots it it usually instantly dies so I’ve never been able to notice if it does anything.

I don’t think I’ve ever used patrol in the manner described, say approaching the edge of a base with a prism. So if you patrolled from an area of the dead space to a location into the middle of the base you’d fly through if there’s no turret ring and reverse immediately if there wasn’t.

Sounds situational but kind of useful to me!
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
LML
Profile Blog Joined March 2007
Germany1781 Posts
Last Edited: 2020-10-18 10:12:17
October 18 2020 10:11 GMT
#37
On October 18 2020 07:24 TelecoM wrote:
Show nested quote +
On October 17 2020 23:35 GeckoXp wrote:
Almost related to the topic, but in case someone doesn't know already:

Shuttles, Dropships and Overlords sent with patrol-command will alter their course / return back along their original path if they're shot at (e.g. by turrets, cannons or other units). It's a neat trick for those who struggle with mechanics and sometimes lose their transport. For a better player this trick doesn't do much or might even be worse, depending on the game situation.

Wow that is great to know, they will return back to where you originally set the Patrol command from if they are shot...also did not know this.


That's not actually true. They will go a certain distance back to where they came from, but will not fly back to where they started.
Also, if you set up several points to patrol between, they will not be patrolled. The unit's command changes to "Move" as soon as they are hit, and as soon as the unit is done decelerating it will change to "Stop".

Here is a screenshot showing that the units travel approximately the same distance after being hit by the spore (the carrier (0 interceptors) did not turn around when hit by the spore, it kept patrolling). The units all started on the far right, where the zergling is standing.
[image loading]
LML
Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
October 18 2020 14:56 GMT
#38
Did not know about the patrol thing. So from what I can understand, the shuttle will just stop moving and react normally to an attack as if it had no orders instead of carrying on moving? I guess it make sense since patrol makes units fight and the shuttle doesn't have an attack.
MeSaber
Profile Joined December 2009
Sweden1235 Posts
Last Edited: 2020-10-18 20:33:06
October 18 2020 20:30 GMT
#39
Yes it acts as if it would be idle.

For those who didnt know you can utilize this knowledge with patrol queueing also.

Patrol queueing or whatever you wanna call it is when you shift-patrol 3+ locations so it patrols in a circle instead of point to point.

For example you could utilize this in the way of shuttle sneaking around the map corners WITH patrol so once its hit it runs away (as if idle) and dont die.

Edit: For Patrol queueing to work (iirc, will test tomorrow) you need to rightclick first a distance away to give yourself time to queue up the patrol spots. Once it gets to where you rightclicked it will start the patrol queue.
-.-
TelecoM
Profile Blog Joined January 2010
United States10700 Posts
October 19 2020 05:24 GMT
#40
On October 19 2020 05:30 MeSaber wrote:
Yes it acts as if it would be idle.

For those who didnt know you can utilize this knowledge with patrol queueing also.

Patrol queueing or whatever you wanna call it is when you shift-patrol 3+ locations so it patrols in a circle instead of point to point.

For example you could utilize this in the way of shuttle sneaking around the map corners WITH patrol so once its hit it runs away (as if idle) and dont die.

Edit: For Patrol queueing to work (iirc, will test tomorrow) you need to rightclick first a distance away to give yourself time to queue up the patrol spots. Once it gets to where you rightclicked it will start the patrol queue.

Another interesting thing, is it pretty instant the unit turns when hit on patrol or is there a delay ?
AKA: TelecoM[WHITE] Protoss fighting
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