• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 17:56
CEST 23:56
KST 06:56
  • 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
[ASL20] Ro8 Preview Pt2: Holding On1Maestros of the Game: Live Finals Preview (RO4)5TL.net Map Contest #21 - Finalists4Team TLMC #5: Vote to Decide Ladder Maps!0[ASL20] Ro8 Preview Pt1: Mile High15
Community News
Weekly Cups (Sept 22-28): MaxPax double, Zerg wins, PTR5BSL Season 214herO joins T121Artosis vs Ret Showmatch78Classic wins RSL Revival Season 22
StarCraft 2
General
SC2 5.0.15 PTR Patch Notes + Sept 22nd update Weekly Cups (Sept 22-28): MaxPax double, Zerg wins, PTR Production Quality - Maestros of the Game Vs RSL 2 Maestros of the Game: Live Finals Preview (RO4) Had to smile :)
Tourneys
LANified! 37: Groundswell, BYOC LAN, Nov 28-30 2025 Maestros of The Game—$20k event w/ live finals in Paris SC2's Safe House 2 - October 18 & 19 Master Swan Open (Global Bronze-Master 2) Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
External Content
Mutation # 493 Quick Killers Mutation # 492 Get Out More Mutation # 491 Night Drive Mutation # 490 Masters of Midnight
Brood War
General
Thoughts on rarely used units Flash On JaeDongs ASL Struggles & Perseverance Artosis vs Ret Showmatch ASL20 General Discussion A question of legitimacy?
Tourneys
[ASL20] Ro8 Day 3 [ASL20] Ro8 Day 2 Azhi's Colosseum [ASL20] Ro8 Day 1
Strategy
Current Meta Simple Questions, Simple Answers Cliff Jump Revisited (1 in a 1000 strategy) I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Dawn of War IV Nintendo Switch Thread Path of Exile Liquipedia App: Now Covering SC2 and Brood War!
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread The Games Industry And ATVI Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Russo-Ukrainian War Thread
Fan Clubs
The herO Fan Club! The Happy Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List BarCraft in Tokyo Japan for ASL Season5 Final
Blogs
[AI] Sorry, Chill, My Bad :…
Peanutsc
Try to reverse getting fired …
Garnet
[ASL20] Players bad at pi…
pullarius1
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1206 users

The irony of skill ceiling discussions - Page 7

Forum Index > Legacy of the Void
Post a Reply
Prev 1 5 6 7 All
Bohemond
Profile Joined May 2012
United States163 Posts
September 03 2015 20:51 GMT
#121
On September 04 2015 05:26 Naracs_Duc wrote:
Show nested quote +
On September 04 2015 03:27 Bohemond wrote:
On September 04 2015 03:00 Excalibur_Z wrote:
On September 03 2015 18:12 Bohemond wrote:
On September 03 2015 18:06 KeksX wrote:
Stop saying "the engine can't do it" - can the engine move units? It can, and therefore it can move units while they're attacking. (simple implemenation: when a unit starts attacking, continue to move it towards it's previous direction for a short amount of time with a decreasing velocity - done)
It's a matter of Blizzard wanting to implement this and not a matter of "the engine can't do it".

And even if the engine couldn't do, which should be only the cases with really fundamental stuff, it it doesn't take 200 engineers to change it.


Overkill protection, moving shot and all those other things aren't impossible to implement. Blizzard just doesn't want to do it.


Overkill protection is in the game.

As I understand from reading about the development/watching videos about it, they wanted to have moving shot, and scrapped the idea due to technical difficulties. The SC2 engine is actually quite limited it seems. The reason why Blizzard won't do skins or raise supply cap/lower supply costs on units is because of the engine not being able to handle it.



There is no such thing as overkill protection. What you perceive to be overkill protection is actually a combination of the engine being more diligent about target acquisition and instant-travel weapons actually landing instantly. In BW, you could have situations where a Siege Tank, which supposedly has an "instant" weapon via firing a projectile of allegedly infinite speed, could miss its target if the target were lifted into a transport. The weapon cooldown triggers, which means the attack was fully executed, but the shot does no damage. That's because there is a slight delay between the time where a target is acquired, when the attack launches, when the projectile lands, and when the damage happens. Those are all, at minimum, 4 separate frames on a 30 fps game. SC2 runs at a higher framerate, which means it can run these checks twice as frequently, and it rolls together the target acquisition and firing frames and the damage and projectile-connection frames. It may even roll together those last two pairings so everything happens on the same frame, I don't know.

Moving shot is also entirely possible and has been done by fans in the Galaxy Editor simply by changing attack point and deceleration values. It was a design decision to make Phoenixes the way they are because moving shot is a weird arcane thing that's functionally the same as stutter-stepping only harder for an average user to identify and appreciate, and they were principally concerned with spectator value.

The skins/supply cap/supply costs thing is just completely wrong and nonsensical.


There is overkill protection, how it's programmed isn't really relevant. Whether it's intentional isn't relevant either. Its effect on gameplay is tangible.

I read that Blizz was going to have moving shot in SC2 but had trouble implementing it. I don't know if it's true or not, maybe they're just lazy, which is pretty likely I'll grant. As for the whole invisible micro crap and spectator value. I think it's obvious how well that worked in the long run. With all the spectators SC2 has these days, ya know?

The skins/supply cap is something that Blizzard has actually said. So, they're lying?

Are far as Phoenixes are concerned. They have horrible interaction with pretty much everything in the air, especially Mutas.

This is a stupid discussion.


If Phoenixes look stupid doing moving shot--then why argue for bringing back moving shot that requires more clicks?


What the hell are you talking about? I didn't say anything pertaining to the aesthetic appeal of Phoenixes. I said they interact poorly with other units.
Discussing whether or not Blizzard employees lie in their posts is what I was calling stupid.
Wrath
Profile Blog Joined July 2014
3174 Posts
September 03 2015 21:29 GMT
#122
On September 04 2015 03:27 Bohemond wrote:
Show nested quote +
On September 04 2015 03:00 Excalibur_Z wrote:
On September 03 2015 18:12 Bohemond wrote:
On September 03 2015 18:06 KeksX wrote:
Stop saying "the engine can't do it" - can the engine move units? It can, and therefore it can move units while they're attacking. (simple implemenation: when a unit starts attacking, continue to move it towards it's previous direction for a short amount of time with a decreasing velocity - done)
It's a matter of Blizzard wanting to implement this and not a matter of "the engine can't do it".

And even if the engine couldn't do, which should be only the cases with really fundamental stuff, it it doesn't take 200 engineers to change it.


Overkill protection, moving shot and all those other things aren't impossible to implement. Blizzard just doesn't want to do it.


Overkill protection is in the game.

As I understand from reading about the development/watching videos about it, they wanted to have moving shot, and scrapped the idea due to technical difficulties. The SC2 engine is actually quite limited it seems. The reason why Blizzard won't do skins or raise supply cap/lower supply costs on units is because of the engine not being able to handle it.



There is no such thing as overkill protection. What you perceive to be overkill protection is actually a combination of the engine being more diligent about target acquisition and instant-travel weapons actually landing instantly. In BW, you could have situations where a Siege Tank, which supposedly has an "instant" weapon via firing a projectile of allegedly infinite speed, could miss its target if the target were lifted into a transport. The weapon cooldown triggers, which means the attack was fully executed, but the shot does no damage. That's because there is a slight delay between the time where a target is acquired, when the attack launches, when the projectile lands, and when the damage happens. Those are all, at minimum, 4 separate frames on a 30 fps game. SC2 runs at a higher framerate, which means it can run these checks twice as frequently, and it rolls together the target acquisition and firing frames and the damage and projectile-connection frames. It may even roll together those last two pairings so everything happens on the same frame, I don't know.

Moving shot is also entirely possible and has been done by fans in the Galaxy Editor simply by changing attack point and deceleration values. It was a design decision to make Phoenixes the way they are because moving shot is a weird arcane thing that's functionally the same as stutter-stepping only harder for an average user to identify and appreciate, and they were principally concerned with spectator value.

The skins/supply cap/supply costs thing is just completely wrong and nonsensical.


There is overkill protection, how it's programmed isn't really relevant. Whether it's intentional isn't relevant either. Its effect on gameplay is tangible.

I read that Blizz was going to have moving shot in SC2 but had trouble implementing it. I don't know if it's true or not, maybe they're just lazy, which is pretty likely I'll grant. As for the whole invisible micro crap and spectator value. I think it's obvious how well that worked in the long run. With all the spectators SC2 has these days, ya know?

The skins/supply cap is something that Blizzard has actually said. So, they're lying?

Are far as Phoenixes are concerned. They have horrible interaction with pretty much everything in the air, especially Mutas.

This is a stupid discussion.


Not only that but Blizzard did lie multiple times about the moving shot.

First lie was that it is hard to understand by viewers which was obvious as fuck that it was more obvious than the spam clicks and go yolo with units like disruptors. The next time after the community feedback started they said that the reason is trying having 0 damage point on all air units will leave huge impact on the game and they can't afford that. At that time we were like 3 months left with time to do big testing. Lately Blizzard comes and say we have 1 month to do big changes and the last few months to polish everything up, so they come and say "hey lets see how the game with no macro mechanincs". So either Blizzard does really think that 0 damage point test on air units will leave great impact that 3 months won't be enough but removing macro mechanics for 2 weeks and return them with different tune in other 2 weeks can be afford. Or Blizzard is lying again and for some unknown reason they just want to test the 0 damage point.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
September 03 2015 21:50 GMT
#123
I'm confused--are we still on skill ceiling discussion or are some folks trying to derail this discussion with snipes against blizzard employees?
Hark, what baseball through yonder window breaks?
Hider
Profile Blog Joined May 2010
Denmark9404 Posts
Last Edited: 2015-09-03 21:53:22
September 03 2015 21:52 GMT
#124
Moving shot is also entirely possible and has been done by fans in the Galaxy Editor simply by changing attack point and deceleration values.


No it's not entirely possible. It required a huge workaround and alot up follow up big fixes by the Starbow team to "fix" that. The problem is that the engine is bugged in HOTS, however, Blizzard has fixed this in LOTV.

Damage point and deacceleration fixes doesn't create a proper moving shot as we saw in BW: Deacceeration is in fact useless.

Damage point of 0 is on the other hand a very good start, but not enough.
Prev 1 5 6 7 All
Please log in or register to reply.
Live Events Refresh
Next event in 2h 5m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
UpATreeSC 192
NeuroSwarm 124
StarCraft: Brood War
Calm 2457
Mini 479
Shuttle 439
EffOrt 147
ZZZero.O 79
Free 70
NaDa 20
Dota 2
monkeys_forever388
syndereN287
capcasts118
Counter-Strike
Stewie2K519
Super Smash Bros
PPMD32
Liquid`Ken15
Heroes of the Storm
Liquid`Hasu529
Other Games
Grubby3791
FrodaN2224
fl0m776
ArmadaUGS602
shahzam522
ToD320
B2W.Neo261
C9.Mang0228
summit1g157
XaKoH 103
Maynarde90
Trikslyr41
Organizations
Other Games
BasetradeTV65
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 21 non-featured ]
StarCraft 2
• davetesta143
• RyuSc2 54
• musti20045 33
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• intothetv
• Migwel
• Kozan
• IndyKCrew
StarCraft: Brood War
• Pr0nogo 33
• FirePhoenix11
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21058
League of Legends
• TFBlade1053
Other Games
• imaqtpie2370
• Scarra1065
• WagamamaTV315
• Shiphtur192
Upcoming Events
OSC
2h 5m
Sparkling Tuna Cup
12h 5m
NightMare vs SHIN
ByuN vs Gerald
herO vs YoungYakov
Creator vs Nicoract
Afreeca Starleague
12h 5m
Bisu vs Larva
PiGosaur Monday
1d 2h
LiuLi Cup
1d 13h
OSC
1d 16h
Online Event
2 days
The PondCast
2 days
Online Event
3 days
Wardi Open
3 days
[ Show More ]
Online Event
3 days
Online Event
4 days
[BSL 2025] Weekly
4 days
[BSL 2025] Weekly
4 days
Safe House 2
4 days
Sparkling Tuna Cup
5 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2025-09-25
Maestros of the Game
HCC Europe

Ongoing

BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
EC S1
ESL Pro League S22
Urban Riga Open #1
FERJEE Rush 2025
Birch Cup 2025
DraculaN #2
LanDaLan #3
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

IPSL Winter 2025-26
SC4ALL: Brood War
BSL Season 21
BSL 21 Team A
RSL Revival: Season 3
Stellar Fest
SC4ALL: StarCraft II
WardiTV TLMC #15
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
Frag Blocktober 2025
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.