I moved the camera angle in this replay to show a clear vertical line where the high ground ends, and my mutas for the most part are on the high ground. However, they all die to marine fire, and there are very clearly periods where my mutas are on the high ground and being shot from the low ground.
Can anyone explain?
Is there a range difference for high ground GROUND units and high ground AIR units that low ground can spot air units above high ground? Is there any range mutas can exploit the high ground advantage?
Thanks for any help.... I am puzzled.
EDIT: Thanks for the help, I do understand now.
Apparently because my mutas were attacking at first, they were still revealed for a second or two when I was right click positioning them, which allowed them to be killed even over high ground. In the testing I was doing after posting this, it seems the effect only wears off after 1-2 seconds of noncombat.
Air units do not benefit from high ground like gorund units do, once they fire they are attackable. Colossus count as an air unit in this scenario (you can spot them on the highground without vision of it when they shoot).
It does sometimes seem like units can see air units over high ground at least a little bit, as quite often I've been able to get the last couple hits on an overlord with a stalker even though its already made it onto the cliff on lost temple.
It seems like 1 or maybe 2 at most range. It'd be great for those with spare time to test this out though.
On January 31 2011 14:05 zergrushkekeke wrote: Air units do not benefit from high ground like gorund units do, once they fire they are attackable. Colossus count as an air unit in this scenario (you can spot them on the highground without vision of it when they shoot).
That is a good question. I might test it out at home. It seems for Zerg the only offensive exploiting of the high ground is infestor drops or broodlords.
Do broodlords get reviled when they shoot broodlings at the enemy? What if they were shooting at a unit (infested terran maybe) of its own team?
On January 31 2011 14:14 zergrushkekeke wrote: That is a good question. I might test it out at home. It seems for Zerg the only offensive exploiting of the high ground is infestor drops or broodlords.
Do broodlords get reviled when they shoot broodlings at the enemy? What if they were shooting at a unit (infested terran maybe) of its own team?
Yeah they do, no matter their range they are revealed. They are revealed only to the player they are attacking (and whoever has shared vision with him).
So if i could land a few broodlings (even just plain old attack, then wait the X seconds to lose vision) then target fire more onto them then selecting the broodlings to attack something else, the broodlords would stay un target-able at the cost of the air attack dmg. Even less of an advantage since by the time you have broodlords the other player has to have some air.
Hm, didn't realize this, but yeah makes sense. Strategy/balance wise but also realistic-wise! haha. Thanks for pointing this out, there's so many mechanics people aren't aware of conciously
Yeah, I found this out on Arakan Citadel in a 3v3 where I had Forge First walled off to take the inbase expansions and tech Colossi. When they came with a big push at last after I got out 3 Colossi, I ended up losing two of them while they were on the high ground over the choke the opponents were focusing. Granted I ended the game with only 3 lost units thanks to FF placement and their retreating forces running into a 2 player large Terran Bioball that was flanking them.