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Defusion by terrain – interesting Mine behaviour - Page 2

Forum Index > Brood War Strategy
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SirGlinG
Profile Blog Joined January 2008
Sweden933 Posts
February 25 2021 22:56 GMT
#21
On February 22 2021 23:26 Freakling wrote:
If you want to know for sure, the easiest way it to open the map in ScmDraft:
[image loading]

Is this unwalkable area on the ramp the reason why Reavers often bug out, start walking instead of shooting at stuff when they're at a ramp?
Not my chair. Not my problem. That's what I say
Freakling
Profile Joined October 2012
Germany1534 Posts
Last Edited: 2021-02-26 11:10:22
February 26 2021 11:04 GMT
#22
Only very indirectly. The reason for Reaver jams is a bad pathfinding region layout. Because Scarabs are ground units Reavers use pathfinding distances instead of normal distances to determine their attack range. Pahfinding distances across three or more regions are measured over the nodes of the intervening regions, so if the nodes are far off the shortest path the effective attack distance will be severely shortened.
StaticNine
Profile Blog Joined March 2017
48 Posts
February 27 2021 00:42 GMT
#23
Interesting. Also, there a bunch of doodad's that give 100% invulnerability to spider man damage if the spidermine approaches from the south. Here is a video showing it:

Freakling
Profile Joined October 2012
Germany1534 Posts
February 27 2021 11:11 GMT
#24
It's not the direction of approach though but of where the Mines explode, right next to the doodad where tiles are flagged as unwalkable. If you flipped Marine and Mine positions in this setup you'd get the same result.

But it's a nice, instructive video. I'll link it in the OP.
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