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Busting myths with UnitTester - Page 7

Forum Index > StarCraft 2 Strategy
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RodrigoX
Profile Joined November 2009
United States645 Posts
July 25 2010 21:45 GMT
#121
This thread is so sexy
We were all raised on televion that made us believe we'd all be Millionairs, Movie gods, and Rockstars..... But we won't.... We are slowly learning that fact. And we are very, very pissed off.
harky
Profile Joined July 2010
98 Posts
July 25 2010 22:05 GMT
#122
NATO, no it doesn't matter. The speed difference combined with the range makes it a moot point. Ultras die before getting a hit in. On creep Ultras do run faster, which makes me think that's where he tested it.

FabledIntegral, test it yourself if you don't believe it. The issue is as follows: Vikings are faster and have a longer range, while Carriers must gets Interceptors out to even attack. This when going 3v1 the Vikings can simply move out before being destroyed one at a time, then when the next wave of attacks goes off they can shoot the Carrier, then move away again. With absolutely no micro the Carrier is left with ~75 health. If Vikings are moved away so that the Carrier is forced to attack a full health Viking the Carrier dies with all Vikings badly damaged. If the Vikings snipe instead they take no damage. Interceptors launch from range 8, Vikings attack from range 9. Because of the difference in movement speed this allows Vikings to hit and run a Carrier to death without ever taking serious damage. The larger the numbers the worse it is for the Carriers. If you'd like some fun try to micro 12 Vikings vs 12 Carriers. Once you get the hang of it you'll be able to win.
MindRush
Profile Joined April 2010
Romania916 Posts
July 25 2010 22:19 GMT
#123
things change with micro and terrain, however

also it depends on production capabilities,
a terran who goes vikings(starports with reactor) will be able to produce more than the protoss will(even with the chrono-boost)

but the article is nice, nonetheless
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." - Albert Einstein
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
July 26 2010 00:13 GMT
#124
good job, thanks for the effort :D
obsid
Profile Joined November 2008
United States389 Posts
Last Edited: 2010-07-26 00:27:58
July 26 2010 00:25 GMT
#125
Your right in that vikings do attack at 9 and carriers launch at 8, but unless your fighting a computer AI only, pulling back as vikings dont work, as the carrier can continue to attack while it moves. 12 carriers will OWN 12 vikings easy.
EssayReader
Profile Joined May 2010
Korea (South)127 Posts
July 26 2010 00:42 GMT
#126
I skipped responses so:

Myth #2 - Was Corruption used?
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
July 26 2010 00:50 GMT
#127
On July 26 2010 07:05 harky wrote:
NATO, no it doesn't matter. The speed difference combined with the range makes it a moot point. Ultras die before getting a hit in. On creep Ultras do run faster, which makes me think that's where he tested it.

FabledIntegral, test it yourself if you don't believe it. The issue is as follows: Vikings are faster and have a longer range, while Carriers must gets Interceptors out to even attack. This when going 3v1 the Vikings can simply move out before being destroyed one at a time, then when the next wave of attacks goes off they can shoot the Carrier, then move away again. With absolutely no micro the Carrier is left with ~75 health. If Vikings are moved away so that the Carrier is forced to attack a full health Viking the Carrier dies with all Vikings badly damaged. If the Vikings snipe instead they take no damage. Interceptors launch from range 8, Vikings attack from range 9. Because of the difference in movement speed this allows Vikings to hit and run a Carrier to death without ever taking serious damage. The larger the numbers the worse it is for the Carriers. If you'd like some fun try to micro 12 Vikings vs 12 Carriers. Once you get the hang of it you'll be able to win.


You tell me to try it, but I've used Carriers probably more than almost anyone else in the entire Beta on the Diamond ladder. You're talking about a 1 range difference - even the pros will hardly be able to take advantage of that. Mutas vs Archons in BW --> Mutas have one more range, but you would not by any means say that Mutas hard counter Archons. Carriers can move while attacking, and once deployed, have an attacking range of 12. Also, you can not use any type of patrol move to attack vs Carriers simply because if Interceptors are deployed, which they almost for sure will be, it won't target the Carrier, while I believe (emphasis on the believe) if you manually target the Carrier, they actually stop to turn around and fire, meaning it's impossible to kite Carriers.

Your situation will almost never play out in an actual game. Even if it does, I would bet you hundreds that you're completely full of shit when you say 12 Vikings vs 4 carriers results in not a single viking dying, especially because your scenario definitely had no mention of kiting. To continue, because vikings can't stack all on each other like in SC1, you can't effective kite with large amounts of Vikings vs Carriers, so your point is moot. It only works to exploit the range if all the vikings are stacked on top of each other. By no means are Vikings a "hard counter" they are a soft counter, and even if they are a hard counter the fact that Carriers >> ground and Vikings << ground means you'll probably win a battle if you've managed to get 4 Carriers and they bought 12 Vikings.
harky
Profile Joined July 2010
98 Posts
Last Edited: 2010-07-26 01:09:54
July 26 2010 01:04 GMT
#128
On July 26 2010 09:25 obsid wrote:
Your right in that vikings do attack at 9 and carriers launch at 8, but unless your fighting a computer AI only, pulling back as vikings dont work, as the carrier can continue to attack while it moves. 12 carriers will OWN 12 vikings easy.


Nah, try it. The issue is that Vikings move substantially faster than Carriers. While a deployed Carrier does have a range of 10 (not 12 as the above poster implied), that only matters for a very short period of time. We're not talking about stutter stepping like Marauders, but moving entirely out of range and reengaging. Thus 'sniping' and not 'kiting'. Again, try it yourself. In very low numbers pulling one back entirely does indeed work and at large enough numbers sniping comes into play as mentioned.

Try it out. Take 12 Vikings against 12 Carriers and from outside either units range have the Viking's attack a Carrier. As soon as the missiles fire move away entirely until the Interceptors return. Usually only 3-5 will be able to launch and only 2-3 are able to fire. Meanwhile you've already killed 1 Carrier.

Edit: Just a note, if you haven't seen it; Yes, Vikings can indeed all stack. They only spread when stationary. There is a spread after the firing when using an attack command to move. They spread much further as you retreat, but a quick patrol loop and they'll be clustered again. If you haven't seen a Viking UFO before you're missing out.
obsid
Profile Joined November 2008
United States389 Posts
Last Edited: 2010-07-26 01:08:15
July 26 2010 01:07 GMT
#129
Yes against the computer AI I can kill like 10 (maybe 12) carriers with just 12 vikings, but with a human on the other side of that I dont think it will work. We can try it out if you want next tuesday .
MythicalMage
Profile Joined May 2010
1360 Posts
July 26 2010 01:12 GMT
#130
I'd like to see Ultra vs Ghost with snipe.
harky
Profile Joined July 2010
98 Posts
Last Edited: 2010-07-26 01:15:43
July 26 2010 01:15 GMT
#131
I'll probably be too busy laddering to worry about it, hehe. It's also not too applicable in a serious game. Most of the fun Viking v. Carrier stuff I've done is in big FFA games. Really though what do you think you'd be doing better than the AI? The AI is fairly stupid, but not when it comes to attacking units and following units. There's little that can be done to overcome a faster unit that's simply doing a hit and run.

Either way the definition I've always seen used is that Hard counter = wins even with lower investment and Soft = wins at equal investment. So I'd still have to put Viking in the 'hard' range even if you could only kill say 5 with 12, which is extremely easy.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2010-07-26 01:20:55
July 26 2010 01:19 GMT
#132
On July 26 2010 10:04 harky wrote:
Show nested quote +
On July 26 2010 09:25 obsid wrote:
Your right in that vikings do attack at 9 and carriers launch at 8, but unless your fighting a computer AI only, pulling back as vikings dont work, as the carrier can continue to attack while it moves. 12 carriers will OWN 12 vikings easy.


Nah, try it. The issue is that Vikings move substantially faster than Carriers. While a deployed Carrier does have a range of 10 (not 12 as the above poster implied), that only matters for a very short period of time. We're not talking about stutter stepping like Marauders, but moving entirely out of range and reengaging. Thus 'sniping' and not 'kiting'. Again, try it yourself. In very low numbers pulling one back entirely does indeed work and at large enough numbers sniping comes into play as mentioned.

Try it out. Take 12 Vikings against 12 Carriers and from outside either units range have the Viking's attack a Carrier. As soon as the missiles fire move away entirely until the Interceptors return. Usually only 3-5 will be able to launch and only 2-3 are able to fire. Meanwhile you've already killed 1 Carrier.

Edit: Just a note, if you haven't seen it; Yes, Vikings can indeed all stack. They only spread when stationary. There is a spread after the firing when using an attack command to move. They spread much further as you retreat, but a quick patrol loop and they'll be clustered again. If you haven't seen a Viking UFO before you're missing out.


Correct me if I'm wrong but I believe they only stack incredibly temporarily, and even when flying begin to slowly unstack. If you're talking about picking off a carrier every minute or so, that's anything but hard countering and the simple fact other units are going to be in the play (aka blinking stalkers, etc.) makes the argument completely null. One range isn't exactly huge, and a single fuckup would mean you'd lose a LOT of vikings. And all the interceptors are deployed nearly simultaneously with the launch upgrade.

EDIT: And you're still completely wrong about the 12 vs 4 situation, which is the main thing I was calling you out on. The 12 range was merely assumed from what other people have said repeatedly, although I admit I haven't confirmed it myself.
Chronopolis
Profile Joined April 2009
Canada1484 Posts
July 26 2010 01:38 GMT
#133
I tested out 6 vikings vs 2 carriers and the viking micro doesn't seem to work. It really only works when the toss doesn't have the graviton catapult upgrade, because otherwise, you can't avoid getting hit once by every interceptor in that carrier. As long as the carriers are resonably bunched together, "sniping" is rather ineffective, all the interceptors get 1 round of shots at the vikings as they retreat. It may work if you have a standing ground army, like thor/marines, which you lure the interceptors into, but that's not the question.
obsid
Profile Joined November 2008
United States389 Posts
Last Edited: 2010-07-26 01:53:55
July 26 2010 01:39 GMT
#134
I would call vikings a soft counter, just a+ move into carriers and your toast, 3 carriers can take 10 vikings if the vikings are attacking the intercepters. With focus fire on both sides, I would call it usualy even (esp with high upgrades on both sides). With really good vikings micro you might be able to get a resource advantage abusing the 1 range diffrence. So I would defintaly say that means a soft counter (requires good micro), to beat carriers with vikings.
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
July 26 2010 01:51 GMT
#135
Already knew all this. There are far more surprising results for other head to head unit matchups. Hint: Carriers.
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
obsid
Profile Joined November 2008
United States389 Posts
July 26 2010 01:54 GMT
#136
Carriers vr what Zato?
Piousflea
Profile Joined February 2010
United States259 Posts
Last Edited: 2010-07-26 02:13:18
July 26 2010 01:54 GMT
#137
I am away from my regular computer right now so I can't check the unit speeds in SC2. However, I definitely tested marine/marauder runspeed vs ultralisk runspeed before running the "kiting" tests. I don't remember exact in-game displayed unit speeds but they were something like this:

Unstimmed Marine/Marauder: 2.25
Stimmed Marine/Marauder: (2.25+1.13) = 3.38
Ultralisk (Off creep): 3.75

Ultralisks on creep are somewhere around 4.5 IIRC. Whether on or off creep they will outrun terran bio.
Seek, behold, and reveal the truth
Darkstar_X
Profile Joined May 2010
United States197 Posts
July 26 2010 01:57 GMT
#138
If you add in other units, viking kiting absolutely disappears (phoenix or stalkers for example). Also if you try to snipe the carriers, the player will most likely go back to sniping your buildings. Air damage is also way more practical to upgrade than air armor, so having x/3 vikings is quite a leap in feasibility, where as carriers gain 16 damage per upgrade (8 * 2). A huge mass of vikings will cause the terran to just lose a ground battle though, where carriers will rip up the ground army as well.
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
Last Edited: 2010-07-26 02:03:11
July 26 2010 02:02 GMT
#139
On July 26 2010 10:54 obsid wrote:
Carriers vr what Zato?

Carriers beat stuff on equal resources that you wouldn't expect; Vikings for instance, and more strikingly Void Rays which are explicitly advertised as a counter to them. They beat Thors handily, and also Hydras iirc, and in large numbers beat even Stalkers in my tests. Units that beat carriers head on include Battlecruisers and Corruptors (too much armor on those against the interceptors' 5x2 attack), as well as Marines (they will demolish your interceptor count).
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
obsid
Profile Joined November 2008
United States389 Posts
Last Edited: 2010-07-26 02:51:36
July 26 2010 02:48 GMT
#140
I dont know I can kill 3 carriers with 5 voidrays which is about equal in value (mind you voidrays dont see to own carriers at all, maybe they come out even though). The real key in voidray vr carrier battles is charge, in small to medium numbers the voidrays do just fine, but at very large numbers (like 10 carriers), the voidrays will actualy kill the first carrier too quickly (if you focus fire), and most of the voidrays wont be charged up enough to kill the rest of the carriers, but if you split fire onthe first carrier, the carriers will rip the voidrays appart with focus fire. Also there doesnt seem to be a lot you can do with micro in this fight, the voidrays can keep up with the carriers and both of them have moving attack.

If the voidrays enter any battle with even close to even resource cost and already charged (on rocks or something), they kill tons of carriers.
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