[SC2B] A Shot In The Dark - Page 3
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Kamstrup
Denmark5 Posts
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Cpt.beefy
Ireland799 Posts
Or maybe the changes are so new that it was never viable. One things for sure blizzard need to step up and no let SC2 die in beta. | ||
andiCR
Costa Rica2273 Posts
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Chi
Norway27 Posts
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LuDwig-
Italy1143 Posts
1)criticize with mind and not only say "omg this is so hot" 2)rep pack for our no beta users ![]() | ||
Maceifer
Germany11 Posts
On March 10 2010 01:35 Mystlord wrote: The (non-existent) cliff mechanic is also troubling. It takes away an element of realism from the game. Yes, a game where you battle aliens with mechs that are larger than the factory they come out of definately needs realism. by MaDTeMpLaR: I say just put cliff rules like in was in bw. (i know its a different game, I can still point out it was better before) Was it? I know I'm sounding like a broken record here but it was random. You could overcome the defender's advantage by sheer luck or lose a superior army to bad beats. Let's face it, cliff miss chance will never come back because luck should not decide if your unit takes even one point of damage more or less. Reduced range appears to be a good solution so does flat damage reduction. | ||
Jugan
United States1566 Posts
![]() Thanks for keeping us informed! | ||
MapleLeafSirup
Germany950 Posts
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iNcontroL
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USA29055 Posts
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bludragen88
United States527 Posts
I personally think that the first option is the best, because like Nazgul says the third option (warp gates higher in tech tree) changes other matchups (which don't seem to be broken yet), and the second one is rather arbitrary - would 10 seconds always be your opponents main, even if you spawn at close or far positions on a 4 person map? What about with more players in the game (4 person FFA). How would you know the time lag before you started warping to the location, would the game tell you or would you see a status bar as it warps in? Since those issues would remain with option two (warp lag depending on distance), I think using pylon's psi fields would work out much better. There are two distinct ways to implement this - you cannot warp a unit into an opponent's psi area, or you cannot use a pylon in an opponent's psi area to warp. The first means that one pylon cannot block one enemy pylon, so warpgate rush may still be viable, and the second is potentially too powerful because just a few pylons could keep a large area defended. | ||
Ryhn
United States509 Posts
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CursOr
United States6335 Posts
This is my #1 Issue... Ramps? Cliffs? Whats the point if they are just more pathing and LOS blockers? They talk about the game being "more dynamic" but this piece of shit "dynamic" just serves to make the maps more flat, vanilla, and just plain boring. More Zerglings blocking ramps vs Zealots IMO. No more random, do a flat damage reduction up hills please. AND.. lmfao about the 2 gate Warping in PvP. I'm playing just Terran now so I had no idea... though I did notice people were getting REALLY fast with warping Zealots into/close to my base... o.O | ||
ckjy
United States12 Posts
On March 10 2010 03:16 Ryhn wrote: Here you go. =3 M = Miss H = Hit X = Marine Already Dead All possible outcomes of a tank trying to kill a marine in 4 shots (Omitting impossible results such as: HHHM): HMMM - Marine lives HHXX - Marine Dies on Second strike HMHX - Marine Dies on Third strike HMMH - Marine Dies on Fourth strike MHHX - Marine Dies on Third strike MMHH - Marine Dies on Fourth strike MMMH - Marine lives MMMM - Marine lives Results: 3/8 times a marine will survive 4 shots. 2/8 times a marine will die on the 4th shot 2/8 times a marine will die on the 3rd shot 1/8 times a marine will die on the 2nd shot. You asked how a marine could survive 4 shots on average? Well, 5/8 of these results have the marine surviving to take at least 4 shots. -Note- If anyone notices a mistake in my analysis, please say so! This ignores the actual probability of a hit and a miss. Suppose the probability of a hit is 90%. How does that change the calculation? | ||
lipebra
Brazil130 Posts
Put like a 10% redution, and that is it!! | ||
Ryhn
United States509 Posts
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ckjy
United States12 Posts
On March 10 2010 03:39 Ryhn wrote: 50% assumes that they're both equally likely, that's not an issue According to his calculation, the probability of the tank missing four times in a row (MMMM) is the same as the tank killing the marine in two consecutive shots (HHXX). The probability of a single hit or a miss may be the same, but four consecutive misses is not equivalent to two consecutive hits. | ||
Ryhn
United States509 Posts
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After7days
Denmark52 Posts
Personally, id prefer as it is or Damage reduction, that way you know that will happen and the random chance of miss wont effect a battle. fx. Tank shoots at a lets say marauder, tank misses the first 3 shots and losses the battle. Not common but its lucky for the defender. With damage reduction, you know from experience, that a tank will win over 1 marauder and lose vs two. (example) | ||
ikarigendo
United States99 Posts
To get the average number of shots required, you just multiply the number of hits needed by the probability of a hit (assuming no health regeneration). It is basic expected value theory: http://en.wikipedia.org/wiki/Expected_value | ||
Pokebunny
United States10654 Posts
There is a 25% chance for HH, killing the marine instantly. There is a 50% chance of HM/MH, leaving the marine with 1 hit left. 25% chance of MM, leaving it with full HP then repeat. 25% 2 shot 25% 3 shot afaik... idk how to do the rest. On March 10 2010 04:00 After7days wrote: I get that miss seems to be more "fair" but it also adds more "luck" to the game, which i more or less dislike. Personally, id prefer as it is or Damage reduction, that way you know that will happen and the random chance of miss wont effect a battle. fx. Tank shoots at a lets say marauder, tank misses the first 3 shots and losses the battle. Not common but its lucky for the defender. With damage reduction, you know from experience, that a tank will win over 1 marauder and lose vs two. (example) I would prefer that. It's more exciting seeing a player decide to either go in or back out, knowing that the outcome of the battle has a bit to do with luck as well as judging the situation. This is what makes the players with "balls" - playing against the odds and making it work. | ||
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