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[L][H/R] High ground air vs Low ground??

Forum Index > StarCraft 2 Strategy
Post a Reply
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
Last Edited: 2011-01-31 05:17:18
January 31 2011 04:54 GMT
#1


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.
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
Windows 7
Profile Joined December 2010
United States236 Posts
January 31 2011 05:01 GMT
#2
From what I've seen, high ground advantage does not affect air units.
FC
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
January 31 2011 05:02 GMT
#3
On January 31 2011 14:01 Windows 7 wrote:
From what I've seen, high ground advantage does not affect air units.


If that's the case a siege tank could spot a brood lord from 11 range away.... there has to be some cutoff
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
zergrushkekeke
Profile Joined November 2010
Australia241 Posts
January 31 2011 05:05 GMT
#4
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).

http://wiki.teamliquid.net/starcraft2/High_Ground_and_Low_Ground
KEKEKE
Dhalphir
Profile Blog Joined November 2010
Australia1305 Posts
January 31 2011 05:05 GMT
#5
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.
Supporting TypeII Gaming - www.typeii.net - TypeReaL, TypePhoeNix, TypeSuN, TypeDBS!!
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
Last Edited: 2011-01-31 05:13:15
January 31 2011 05:09 GMT
#6
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).

http://wiki.teamliquid.net/starcraft2/High_Ground_and_Low_Ground


How long until this wears off? Is it permanent for that unit at that ledge? 5 seconds? 10 seconds? Until it stops attacking?


edit: seems to last a few seconds after attacking.
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
zergrushkekeke
Profile Joined November 2010
Australia241 Posts
January 31 2011 05:14 GMT
#7
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?
KEKEKE
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
January 31 2011 05:18 GMT
#8
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).
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
zergrushkekeke
Profile Joined November 2010
Australia241 Posts
January 31 2011 05:29 GMT
#9
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.
KEKEKE
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
January 31 2011 05:44 GMT
#10
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
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
KMARTRULES
Profile Joined August 2010
Australia474 Posts
January 31 2011 05:51 GMT
#11
I was never sure of this myself. Thanks alot to people who contributed :D
Conrose
Profile Joined October 2010
437 Posts
January 31 2011 08:30 GMT
#12
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.
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