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[G] Nada's Tank Line Breaking (micro trick) - Page 2

Forum Index > StarCraft 2 Strategy
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link0
Profile Joined March 2010
United States1071 Posts
May 04 2011 05:59 GMT
#21
Nice post, OP, thanks!
http://www.justin.tv/link0 - Gosu.Linko - http://www.facebook.com/link0
WindCalibur
Profile Blog Joined February 2008
Canada938 Posts
Last Edited: 2011-05-04 06:08:05
May 04 2011 06:07 GMT
#22
Am I missing something? I though the siege tank fires at the place in which it does the most damage (such as infestors etc)... Am I misinformed?
jcarlson08
Profile Joined March 2011
United States267 Posts
Last Edited: 2011-05-04 06:51:53
May 04 2011 06:43 GMT
#23
On May 04 2011 15:07 WindCalibur wrote:
Am I missing something? I though the siege tank fires at the place in which it does the most damage (such as infestors etc)... Am I misinformed?


They fire at the first thing that comes into range. If more than one thing is in range they will prioritize in favor of combat units (including workers on attack command, but not mining or idle workers). In general they will target the closest combat unit to them, although I know there are some exceptions to this, as units will prioritize combat units that can attack them over ones that can't as well (Banshees will attack marines first in a group of M&M, for example). I'm not sure if the units have to be actively attacking/targeting them for them to prioritize this way, or if they will do it passively. Should be easy to test with a cloaked banshee and a group of M&M though, I've just never paid attention.

At any rate, Siege tanks definitely do not discriminate based on unit value or anything like that, they just won't overkill, like all other units with melee and instant-projectile attacks (meaning no delay between starting the attack and the damage being inflicted). No-overkill meaning that only enough siege tanks to kill a unit will fire on it, even if the unit is in range of additional tanks. This is a natural consequence of the instant damage nature of their attack and the sequential nature of computers. Basically, although it may appear that tanks are firing simultaneously, they are actually firing in sequence because the code for the game processes one action at a time. Since the damage is done instantly, Once the attack that kills the enemy unit goes off, the unit is dead, and no more tanks can fire because the unit doesn't exist anymore. On the other hand, with non-instant damage ranged attacks (Stalkers, Marauders, etc), The delay between the attack that kills the enemy going off, and the enemy actually dying from said attack is large enough for additional attacks to fire in the mean-time, because the target isn't actually dead yet and is thus able to be targeted by additional units.
Phanekim
Profile Joined April 2003
United States777 Posts
May 04 2011 08:42 GMT
#24
videos would be awesome hehehe. i am too stupid to be able to do this by myself.
i like cheese
FoFo
Profile Joined April 2010
Netherlands207 Posts
May 04 2011 10:31 GMT
#25
hmm i think you should make some video's of using this versus real life opponents because these test results don't mean that much to be completely honest because that this trick will save you units is a fact, what most people are concerned about is how to use it most efficiently.
thanks a lot for posting it though i will start using this from now on without a doubt!
"we must avoid balancing SC2 by making everything suck equally hard."
jmols
Profile Joined October 2010
New Zealand41 Posts
May 04 2011 13:35 GMT
#26
interesting post, looking foward to seeing some more warp prisims which arent just used for sneaking to the mineral line in top level play.

if you cant make a video maybe a rep of your tests would satisfy the people asking?
see you space cowboy...
Mr. Enchilada
Profile Joined November 2010
United States274 Posts
May 04 2011 18:22 GMT
#27
I was talking about hydra drops. Yes I make a few just for that purpose
My wife for Aiur.
Omnipresent
Profile Blog Joined December 2010
United States871 Posts
May 04 2011 22:47 GMT
#28
On May 04 2011 22:35 jmols wrote:
interesting post, looking foward to seeing some more warp prisims which arent just used for sneaking to the mineral line in top level play.

if you cant make a video maybe a rep of your tests would satisfy the people asking?


[url blocked]

Here is a replay from the unit tester. This replay contains all the attempts I used for my writeup and screenshots. I botched at least one attempt, but it should be clear which attempts I used for the screenshots. I also walked away for about 10 minutes in the middle (I just did this for the screen captures and final numbers, didn't expect to upload it).

The attempt most people will be interested in (15 marines, 6 tanks using Nada's trick) begins at about 48 minutes.

I'm sorry for using a generic upload site, but SC2replayed wont take replays from the test map I used.


I don't have an in game replay at the moment, but I'll upload one from my next TvT (I play random, so it may be a while). If anyone wants to run some tests in realistic scenarios on real maps, send me a PM.

If anyone has used this in a game, upload a replay and I'll add it to the OP.
thoradycus
Profile Joined August 2010
Malaysia3262 Posts
May 04 2011 22:59 GMT
#29
This is also used in BW, where players sacrifice a vulture/goliath to take the 1st shot. Dropships are used to break tanklines as well.
CrucialSC
Profile Joined March 2011
Canada135 Posts
May 04 2011 23:10 GMT
#30
Me being to silly to figure it out for myself, I just always sent in sacrificial units up front and hope for the best when using bio. It often failed, so I stopped using my favorite style in TvT in favor of tank battles. But this post gives me courage to try it again. Well done sir
mothergoose729
Profile Joined December 2010
United States666 Posts
May 04 2011 23:58 GMT
#31
An excellent thread and a great contribution to the forums.
zylog
Profile Joined August 2010
Canada943 Posts
May 05 2011 00:11 GMT
#32
I remember Fruitdealer used drops for this reason back in the first GSL. He would load up roaches, lings and banelings and drop them on tank lines as he charged the rest of his army in.
NoisyNinja
Profile Joined February 2011
United States991 Posts
May 05 2011 00:31 GMT
#33
On May 04 2011 10:31 Mr. Enchilada wrote:
Zergs have been doing this for some time now lol. Either leading with a queen, 175 HP! or dropping stuff out of overlords


Now, if you think Zerg dropping "stuff" is bad, imagine if that "stuff" was an Ultralisk. An ultra on top of a tank will kill the tanks off with their splash damage while he (the ultra) eats the tanks (rather literally) and laughs his ass off at them because they aren't really doing damage to him.
Joementum
Profile Blog Joined October 2010
787 Posts
May 05 2011 07:24 GMT
#34
Or you could do it TLO style and drop a nuke just outside of a tank's range. Most players will move instead of losing/badly damaging tanks.
A marine walks into a bar and asks, "Wheres the counter?"
Wasteweiser
Profile Blog Joined August 2010
Canada522 Posts
May 05 2011 08:55 GMT
#35
Incredible post, thanks! Now i can add this to my tvt strategies
Obitus.243
Heyzhu
Profile Joined February 2011
China4 Posts
May 05 2011 09:42 GMT
#36
This is cool! Although it needs huge micros.
It's not the will to win, but the will to prepare to win that makes a difference.
Warzilla
Profile Joined December 2010
Czech Republic311 Posts
May 05 2011 10:13 GMT
#37
Feels the same as immortal drop.. which is the only way how to break good tank contain
"AFTER LOST GAME - I usually run around in circles yelling "WHY OH GOD WHY" in my room, pointing towards the sky. After 5 to 10min ,i get tired and go back to playing"
Br3ezy
Profile Blog Joined September 2010
United States720 Posts
May 05 2011 10:58 GMT
#38
brings back zealot bombs
Check out my guide to mechanics http://www.teamliquid.net/forum/viewmessage.php?topic_id=319876
1nMack1
Profile Joined December 2010
Canada88 Posts
May 06 2011 17:26 GMT
#39
This is closer to marine splits vs banelings or sc zealot bombs than it is to some of the other drop comparisons i've seen in this thread. How is this not catching on? This is a subtle micro technique that allows you to bust a midgame siege line with equal units - something that was pretty much impossible in the past before Nada showed us how.
stevarius
Profile Joined August 2010
United States1394 Posts
May 06 2011 17:32 GMT
#40
Bomber did about the same thing last night when he dropped mules while breaking a tank line. :D
¯\_(ツ)_/¯
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