[D] Queued research/units refund when destroyed - Page 3
Forum Index > StarCraft 2 Strategy |
Tegin
United States840 Posts
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Zarahtra
Iceland4053 Posts
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Volka
Argentina408 Posts
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Divine-Sneaker
Denmark1225 Posts
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zergrushkekeke
Australia241 Posts
amount refunded Destroying building that is training units (Marine) = 100% Destroying building researching upgrade (Pre-Igniter) = 100% Destroying building upgrading (planetary fortress) = ~75% unit sniped on the way to put down a building(command center) = 100% Cancelling training units (Marine) = 100% Cancelling researching upgrade (Pre-Igniter) = 100% Cancelling building upgrading (command center to planetary fortress) = ~75% Cancelling an addon near end (tech lab) =~75% Cancelling an addon just started(tech lab) =~75% Cancelling a Building being constructed (rax - near complete) =~75% Cancelling a Building being built (rax - just started) =~75% Destroying a cocoon (ultralisk inside) = 100% Cancelling Cocoon before it hatches(zerglings)= 100% Destroying unit upgrading (morphing overseer) = ~75% Cancelling unit upgrading (morphing overseer) = ~75% Cancelling unit upgrading (morphing overseer near end) = ~75% + Show Spoiler + amount LOST: Destroying: Building training units (Marine) = 100% 272-272 188-188 Building researching upgrade (Pre-Igniter) = 100% 272-272 188-188 Building upgrading (planetary fortress) = 0% 753-716=37 , 165- 128=37(from 150, 150) Building upgrading (lair) =% 1636-1599=37, 602-577=25 (from 150, 100) Cancelling: Building training units (Marine) = 100% 272-272 188-188 Building researching upgrade (Pre-Igniter) = 100% 272-272 188-188 Building upgrading (planetary fortress) = 100% 780-743=37,150-113 =37 addon near end tech lab 284-272=12 194-188 =6(from 50.25) addon just started 296 - 284=12, 200 - 194 =6 Building Building rax near complete(150) 333-296=37 Building Building just started 370 - 333=37 unit sniped on the way to put down a building = 150-150 Unit upgrading (morphing overseer) = 75% 1399-1387=12, 477-452=25 (from 50,100) Unit upgrading (morphing overseer near end) = 75% 1387-1375=12, 452-427=25 Destroying unit upgrading (morphing overseer) = 587-575=12,464-439=25 (cant cancel warpins) Cancelling Cocoon before it hatches(zerglings)= 100% 1710 - 1710 Cocoon hatching (sniping a cocoon with an ultralisk inside) = 0%2060-2060, 802-802 sniping the pylon during a unit warp (zealot)= 3521 -3521 sniping the pylon during a building warp (gateway) = (doesn't cancel building) destroying building while being built = 0% 3321- 2971 weird other things, eggs have 10 armor and 200 health, but are not light units anymore (banelings do 10 damage (20 normal -10 armor) - they can still 1 shot larva for 25 damage (35 light bonus -10 armor) | ||
isospeedrix
United States215 Posts
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zergrushkekeke
Australia241 Posts
I think this has convinced me that sniping units that are warping in instead of pylons is way better. The other results really don't change much in terms of strategy besides not trying to cancel before a upgrade building is sniped, it is still 100% worth it to snipe those building if there is a chance as those resources were still being tied up all that time, and the main reason is it messes with the timing, especially if it is something important like stim or siege. | ||
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Philymaniz
United States177 Posts
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zergrushkekeke
Australia241 Posts
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zergrushkekeke
Australia241 Posts
Unit upgrading (morphing, overseer) = 0% Cocoon hatching (sniping a cocoon with an ultralisk inside) = 0% should be something like 75% and 100% The easiest way to remember this is it doesn't matter if you cancel something (except constructing buildings) or if your opponent does (by killin stuff) there is the same refund, which is either 100% or 75% Edit: added construction bit | ||
watwat
48 Posts
So when you plop down 3 pylons on the lowground and they kill 2 of them during warpin, they've wasted a bunch of shots? edit: Why would this be different from other buildings? | ||
Cruzlord
Hungary10 Posts
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RetZ
Australia67 Posts
On June 11 2011 17:23 watwat wrote: Am I reading that correctly that killing a warping-in pylon refunds 100%? So when you plop down 3 pylons on the lowground and they kill 2 of them during warpin, they've wasted a bunch of shots? edit: Why would this be different from other buildings? Units warping in in the power field of a pylon give a full refund if the pylon is destroyed. The pylon still costs 100mins. | ||
zergrushkekeke
Australia241 Posts
On June 11 2011 17:23 watwat wrote: Am I reading that correctly that killing a warping-in pylon refunds 100%? So when you plop down 3 pylons on the lowground and they kill 2 of them during warpin, they've wasted a bunch of shots? edit: Why would this be different from other buildings? I'm wrong about this... If you kill a structure warping in (protoss building constructing) they get 0% refund... If you cancel the structure you get about 75 % back. (tested only with pylons and gateways, and barracks) | ||
Valckrie
United Kingdom533 Posts
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FeyFey
Germany10114 Posts
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Eleaven
772 Posts
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Arcanewinds
United Kingdom197 Posts
Really nice post, just found this through google ftw ![]() | ||
Olsson
Sweden931 Posts
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windsupernova
Mexico5280 Posts
On June 10 2011 04:30 Anihc wrote: This is not the same mechanic as in BW/WC3, hence why there's so much confusion. But you're right, it is annoying to hear casters not know this. Is is almost exactly the same >_> Only difference was that upgrades refund you 75% in BW. I am not sure about W3 but a friend told me its like in SC2 | ||
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