• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 21:04
CEST 03:04
KST 10:04
  • 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
Code S Season 1 (2026) - RO4 & Finals Preview5[ASL21] Ro4 Preview: On Course12Code S Season 1 - RO8 Preview7[ASL21] Ro8 Preview Pt2: Progenitors8Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13
Community News
Weekly Cups (May 11-17): Classic wins double0Code S Season 1 (2026) - RO8 Results2Weekly Cups (May 4-10): Clem, MaxPax, herO win1Maestros of The Game 2 announcement and schedule !16Weekly Cups (April 27-May 4): Clem takes triple0
StarCraft 2
General
Weekly Cups (May 11-17): Classic wins double Code S Season 1 (2026) - RO4 & Finals Preview Team Liquid Map Contest #22 - The Finalists Code S Season 1 (2026) - RO8 Results Code S Season 1 (2026) - RO12 Results
Tourneys
$1,400 SEL Season 3 Ladder Invitational GSL Code S Season 2 (2026) GSL Code S Season 1 (2026) $5,000 WardiTV Spring Championship 2026 Maestros of The Game 2 announcement and schedule !
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
The PondCast: SC2 News & Results Mutation # 526 Rubber and Glue Mutation # 525 Wheel of Misfortune Mutation # 524 Death and Taxes
Brood War
General
vespene.gg — BW replays in browser Lights Ro.8 Review (asl s21) BGH Auto Balance -> http://bghmmr.eu/ 25 Years Since Brood War Patch 1.08 ASL21 General Discussion
Tourneys
[ASL21] Semifinals B [BSL22] RO8 Bracket Stage + Another TieBreaker [ASL21] Ro8 Day 4 Escore Tournament StarCraft Season 2
Strategy
Muta micro map competition Fighting Spirit mining rates [G] Hydra ZvZ: An Introduction Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Warcraft III: The Frozen Throne ZeroSpace Megathread War of Dots, 2026 minimalst RTS Nintendo Switch Thread
Dota 2
The Story of Wings Gaming
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread YouTube Thread Russo-Ukrainian War Thread UK Politics Mega-thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Why RTS gamers make better f…
gosubay
How EEG Data Can Predict Gam…
TrAiDoS
ramps on octagon
StaticNine
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1875 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
Denmark9433 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
Replay Cast
00:00
KungFu Cup 2026 Week 7
CranKy Ducklings66
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft414
SpeCial 114
Nina 74
StarCraft: Brood War
GuemChi 5839
Sea 1529
Artosis 630
ajuk12(nOOB) 15
Dota 2
monkeys_forever581
NeuroSwarm137
LuMiX1
League of Legends
JimRising 587
Counter-Strike
Stewie2K985
m0e_tv295
Super Smash Bros
hungrybox294
PPMD68
Other Games
summit1g11020
C9.Mang0382
Maynarde93
Trikslyr54
Livibee52
CosmosSc2 39
Day[9].tv16
Organizations
Other Games
gamesdonequick1143
Counter-Strike
PGL822
Other Games
BasetradeTV48
StarCraft: Brood War
lovetv 9
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• Hupsaiya 84
• davetesta22
• CranKy Ducklings SOOP16
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• Scarra1068
• Day9tv16
Upcoming Events
The PondCast
8h 57m
Kung Fu Cup
9h 57m
WardiTV Qualifier
12h 57m
GSL
1d 8h
Cure vs sOs
SHIN vs ByuN
Replay Cast
1d 22h
GSL
2 days
Classic vs Solar
GuMiho vs Zoun
WardiTV Spring Champion…
2 days
Replay Cast
2 days
Sparkling Tuna Cup
3 days
WardiTV Spring Champion…
3 days
[ Show More ]
Replay Cast
3 days
RSL Revival
4 days
Classic vs SHIN
Rogue vs Bunny
BSL
4 days
Replay Cast
4 days
Afreeca Starleague
5 days
Flash vs Soma
RSL Revival
5 days
BSL
5 days
Patches Events
5 days
Universe Titan Cup
6 days
Rogue vs Percival
Wardi Open
6 days
Monday Night Weeklies
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Escore Tournament S2: W7
2026 GSL S1
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
KK 2v2 League Season 1
BSL 22 Non-Korean Championship
YSL S3
SCTL 2026 Spring
RSL Revival: Season 5
Heroes Pulsing #1
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2

Upcoming

Escore Tournament S2: W8
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
WardiTV Spring 2026
2026 GSL S2
Bounty Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
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 © 2026 TLnet. All Rights Reserved.