With the latest HOTS Beta patch 2.0.1 we have a slighty updated engine - new physics allow us to see new awesome death animations of many old units. Lets look at some of them, that are most noticeable!
Someone posted only Hydralisks, but Blizzard did it with all unit deaths. Amount of physics reduction can be changed in Graphic Options, well, this option was in WOL too, but haven't any visual differences between Low or High. Now it's more clear, what it does.
Off - turn off all those nice deaths, and you will see standart death animations, like in WoL Low - 75% reduction - only 25% of those deaths you will see Medium - 25% reduction. I don't see difference from High, because reduction is just 25%. High - 0% reduction, meaning that all epic deaths staying in the game, like on the video below.
Siege Tanks
Banelings (video by wyrd_5)
Also, you don't need extreme graphic to have epic deaths with flying dead bodies. You can play on LOWEST and have High physics and you still will have all flying bodies. On this screenshot everything is on Low, except Physics. If you use Physics-Low, you will have 75% less flying bodies.
Some units like those obviously made out of metal look really wrong when they turn into ragdolls. It's cool from a technical standpoint but it doesn't really fit in the game for me.
omg LOL some of these look hilarious, esp stalkers xD
maybe they should change so that not all the units are like that, the physics only applies to some? cus seeing a couple out of 50 hydras fly away for example is less silly looking than like all of them i think
nonetheless, should make the game more fun for ppl X)
On November 02 2012 19:13 Yoshi Kirishima wrote: omg LOL some of these look hilarious, esp stalkers xD
maybe they should change so that not all the units are like that, the physics only applies to some? cus seeing a couple out of 50 hydras fly away for example is less silly looking than like all of them i think
nonetheless, should make the game more fun for ppl X)
edit: ALSO BLUE GOO FUCK YES
The physics already does that. Some units die with their old death animations and some die as ragdolls. It seems randomized.
maybe they should change so that not all the units are like that, the physics only applies to some? cus seeing a couple out of 50 hydras fly away for example is less silly looking than like all of them i think
nonetheless, should make the game more fun for ppl X)
You can reduce it or completely remove by editing Physics graphic option
The actual physics of these 'physics effects' seems to be a bit off. When you march a group of units into siege tank fire, according to the video more of their body parts fly forward than backward. While the victims certainly had forward momentum, I'm pretty sure that a tank shell coming your way has more momentum. So most of the body parts should be flying backwards (in the direction of tank-fire) rather than forwards (in the direction of unit movement).
Animations when hit by tanks make sense because of the explosion. Animation when hit by banelings don't (it not the explosion that kills, it's the acid).
On November 02 2012 19:52 Rannasha wrote: The actual physics of these 'physics effects' seems to be a bit off. When you march a group of units into siege tank fire, according to the video more of their body parts fly forward than backward. While the victims certainly had forward momentum, I'm pretty sure that a tank shell coming your way has more momentum. So most of the body parts should be flying backwards (in the direction of tank-fire) rather than forwards (in the direction of unit movement).
Animations when hit by tanks make sense because of the explosion. Animation when hit by banelings don't (it not the explosion that kills, it's the acid).
Animations when hit by tanks make sense because of the explosion. Animation when hit by banelings don't (it not the explosion that kills, it's the acid).
It can be considered as explosion.
I thought it was the acid that kills too. Banelings don't seem to "explode" like a bomb per se..
On November 02 2012 19:52 Rannasha wrote: The actual physics of these 'physics effects' seems to be a bit off. When you march a group of units into siege tank fire, according to the video more of their body parts fly forward than backward. While the victims certainly had forward momentum, I'm pretty sure that a tank shell coming your way has more momentum. So most of the body parts should be flying backwards (in the direction of tank-fire) rather than forwards (in the direction of unit movement).
What you are saying doesn't make sense.
Actually no, what you are saying doesn't make sense.
i think there could be a little bit of improvements to the physics. I definitely think the inertia of the tank blast should send units flying in the direction of the inertia . Seeing a tank shot come from certain directions blasting units towards the inerita doesn't look to convincing physics wise ( but there will be a few instances realistically where limbs would fly in any direction, but for the main body mass it should fly in the right direction. But then again if a tank shot hits the center of a group of units, it makes sense it sends bodys flying in any direction. Overall i like it, Well done blizzard.
I think it looks kind of neat. Obviously you won't be using it your self when you are playing but from a spectating point of view i think it will look impressive. Makes for more epic-looking battles.
People must really hate change to dissaprove of this, it looks fabulous. Wonder if they're throwing physx in to make it less of a strain on the system.
On November 02 2012 20:40 johnny123 wrote: i think there could be a little bit of improvements to the physics. I definitely think the inertia of the tank blast should send units flying in the direction of the inertia . Seeing a tank shot come from certain directions blasting units towards the inerita doesn't look to convincing physics wise
Well it should depend on where the shell lands, not where it comes from. Valid point for things being hit by splash though. The targets forward momentum seems to outweigh the impulse from the explosions, or its just not directional and it sends them up the way.. Still it looks much more convincing than things dying on the spot with one of 3 animations.
ahahah this is amazing, brb massing siege tanks every game and setting my computer on fire with extreme graphics just to see shit flying all over the place
On November 02 2012 22:46 renaissanceMAN wrote: ahahah this is amazing, brb massing siege tanks every game and setting my computer on fire with extreme graphics just to see shit flying all over the place
You don't need extreme graphic. You can play on LOWEST and have High physics and you still will have all flying bodies.
On this screenshot everything is on Low, except Physics. If you use Physics-Low, you will have 75% less flying bodies.
On November 02 2012 22:50 Rabiator wrote: Waste of resources IMO ... who wants junk like this in an RTS? This isnt an FPS, but apparently "action" and "graphics" is all they care about.
[sigh]
Jesus some people just can't ever appreciate the work people put into games.
You people are funny. Go crazy about blue blood because it resembles brood war but in fact this blue blood has been in the game since the beginning for the death of the immortal.
All in all I like some of the deaths but after a while they seem far to generic. Every small unit behaves like this now and if it dies "the ragdoll" death it is exactly the same.
On November 02 2012 22:50 Rabiator wrote: Waste of resources IMO ... who wants junk like this in an RTS? This isnt an FPS, but apparently "action" and "graphics" is all they care about.
[sigh]
Jesus some people just can't ever appreciate the work people put into games.
Maybe you can explain to me the point of it when you wont see anything of this unless you zoom in.
I *could* appreciate the work they put into the game if that work would improve the gameplay instead of just the looks. I mean they rearrange the menus and add a silly "experience system" which basically is the same old stuff we already had and nothing new .... and people are happy about these "changes" which dont really improve the game. The game itself does have serious problems and yet they stick to making trivial junk like this? So explain to me why it isnt a waste of resources.
On November 02 2012 22:50 Rabiator wrote: Waste of resources IMO ... who wants junk like this in an RTS? This isnt an FPS, but apparently "action" and "graphics" is all they care about.
On November 02 2012 22:50 Rabiator wrote: Waste of resources IMO ... who wants junk like this in an RTS? This isnt an FPS, but apparently "action" and "graphics" is all they care about.
[sigh]
Jesus some people just can't ever appreciate the work people put into games.
Maybe you can explain to me the point of it when you wont see anything of this unless you zoom in.
I *could* appreciate the work they put into the game if that work would improve the gameplay instead of just the looks. I mean they rearrange the menus and add a silly "experience system" which basically is the same old stuff we already had and nothing new .... and people are happy about these "changes" which dont really improve the game. The game itself does have serious problems and yet they stick to making trivial junk like this? So explain to me why it isnt a waste of resources.
The community has complained about the in-game UI and BNET since release. All of the new BNET updates are hugely important for the success of HotS. As far as the new physics engine goes, it is clearly to make SC2 even more fun to watch, and goes along nicely with the new observer tabs and other upcoming observer improvements.
As far as the actual gameplay goes, that's why they have weekly balance patches in the beta. It's not like DB and DK are the ones who spent their time working on all of these improvements, the balance people work on fixing the balance and the BNET folks add all those features people have been waiting for since WoL release.
On November 02 2012 22:50 Rabiator wrote: Waste of resources IMO ... who wants junk like this in an RTS? This isnt an FPS, but apparently "action" and "graphics" is all they care about.
[sigh]
Jesus some people just can't ever appreciate the work people put into games.
Maybe you can explain to me the point of it when you wont see anything of this unless you zoom in.
I *could* appreciate the work they put into the game if that work would improve the gameplay instead of just the looks. I mean they rearrange the menus and add a silly "experience system" which basically is the same old stuff we already had and nothing new .... and people are happy about these "changes" which dont really improve the game. The game itself does have serious problems and yet they stick to making trivial junk like this? So explain to me why it isnt a waste of resources.
Assuming that the ''ressource'' that you mention they are wasting is time and money, what you must realize is that the developer team are not only made of design/game/balance designers. They are a team made of programmers, PR, art team, etc. It's probably 99% that the art team(+ anyone involved with them) made these new rag dolls animation, and of course, the art team doesn't make any game play changes. Same goes for the new UI, clan system and the new UI.
Dustin Browder,David Kim and their team (Design/Gameplay/Balance team?) aren't wasting their time making new rag dolls animations like you would think, they are currently doing what they are supposed to do(If they do it well, it's another story), game play changes. Well, maybe if you see some flying destructible rocks, we would know that Browder had smoked a good joint with the art team.
So, no, it isn't a waste of resources, because they have a team dedicated for these things and they have no incident on the resources that the design/balance team possess. You can't just have a team of game/design/balance designers.
On November 02 2012 22:50 Rabiator wrote: Waste of resources IMO ... who wants junk like this in an RTS? This isnt an FPS, but apparently "action" and "graphics" is all they care about.
[sigh]
Jesus some people just can't ever appreciate the work people put into games.
Maybe you can explain to me the point of it when you wont see anything of this unless you zoom in.
Because you can zoom in.
I *could* appreciate the work they put into the game if that work would improve the gameplay instead of just the looks. I mean they rearrange the menus and add a silly "experience system" which basically is the same old stuff we already had and nothing new .... and people are happy about these "changes" which dont really improve the game. The game itself does have serious problems and yet they stick to making trivial junk like this? So explain to me why it isnt a waste of resources.
Ok, I'll give it a shot.
When you're programming a game, there's a limit to how divisible any given task is. If you have one task and five guys, you can't necessarily assign all five guys to the task to get it done quicker. It may be that only two guys can work on it at once, in which case the other guys may as well be doing something else.
It's also the case that the feedback loop for a feature can be much longer than the creation of the feature. It may take only a few seconds to tweak the stats of a unit, and hours to days to deploy those changes and test the results. This is all time a designer or coder can spend on other tasks.
I can assure you that it's enormously, enormously unlikely that the upgraded physics had the slightest impact on the progression of balance and unit design, a process whose pace - in the context of a mature game engine like the one powering SC2 - is governed almost entirely by testing and feedback.
Not necessarily referring to you here, but does anyone else see the irony in us all yelling "Make the game appealing to a broader audience! But not like that! We don't care about that!"
On November 02 2012 22:50 Rabiator wrote: Waste of resources IMO ... who wants junk like this in an RTS? This isnt an FPS, but apparently "action" and "graphics" is all they care about.
[sigh]
Some people just do nothing but whine...
These new physics look really awesome! I will not use it when playing, but this will make the game much more entertaining for a casual viewer.
These are awesome. I do think, though, that it might be better if there was more ragdoll with parts of bodies rather than with whole ones. Seems somewhat more realistic?
On November 02 2012 22:50 Rabiator wrote: Waste of resources IMO ... who wants junk like this in an RTS? This isnt an FPS, but apparently "action" and "graphics" is all they care about.
[sigh]
Jesus some people just can't ever appreciate the work people put into games.
Maybe you can explain to me the point of it when you wont see anything of this unless you zoom in.
I *could* appreciate the work they put into the game if that work would improve the gameplay instead of just the looks. I mean they rearrange the menus and add a silly "experience system" which basically is the same old stuff we already had and nothing new .... and people are happy about these "changes" which dont really improve the game. The game itself does have serious problems and yet they stick to making trivial junk like this? So explain to me why it isnt a waste of resources.
Gsl observer - ST_Legend occasionally zooms in to great effect. This is a very welcoming change to tournament viewers as they are always on High graphic settings.
On November 02 2012 22:50 Rabiator wrote: Waste of resources IMO ... who wants junk like this in an RTS? This isnt an FPS, but apparently "action" and "graphics" is all they care about.
[sigh]
Wow way to be a downer.... if you don't want them but your settings on low -.- just because some people enjoy seeing corpses going flying when they blow stuff up doesn't mean thats all they care about... It's just a nice little bonus.
But on a happier note BLUE GOOO IS BACK MOTHERFUCKERS!
On November 02 2012 22:50 Rabiator wrote: Waste of resources IMO ... who wants junk like this in an RTS? This isnt an FPS, but apparently "action" and "graphics" is all they care about.
[sigh]
This wasn't put in the game for competetive gamers. It was put in the game for casuals and spectators. Also having this as part of the game helps out the modding community as well.
On November 02 2012 22:50 Rabiator wrote: Waste of resources IMO ... who wants junk like this in an RTS? This isnt an FPS, but apparently "action" and "graphics" is all they care about.
[sigh]
This wasn't put in the game for competetive gamers. It was put in the game for casuals and spectators. Also having this as part of the game helps out the modding community as well.
Yes, but it's just an option, that you can turn off.
Also worker count over HQs is for casuals and spectators too, but it's in multiplayer also for everyone. So you're a bit wrong. You can turn these physics off with regulating your graphic. And yeah, it's not need to set all on low.
This looks terrible. The units just fly up in the randomly in all directions and they move so slow like it feels they are floating. If this was worked out well like units would actually fly in the opposite direction of the tank it would be cool, now it looks utter crap.
I like most of them. As I understood these new animation are for siege tanks and baneling hits only? Maybe widow mine too? So it doesn't get all messy in a small fight, it's cool.
On November 03 2012 01:26 Markwerf wrote: This looks terrible. The units just fly up in the randomly in all directions and they move so slow like it feels they are floating. If this was worked out well like units would actually fly in the opposite direction of the tank it would be cool, now it looks utter crap.
On November 03 2012 01:26 Markwerf wrote: This looks terrible. The units just fly up in the randomly in all directions and they move so slow like it feels they are floating. If this was worked out well like units would actually fly in the opposite direction of the tank it would be cool, now it looks utter crap.
I'm pretty sure I won't be able to make you care about this, but anyhoo:
The kinetic energy of a tank round is of the order of 10megajoules, which is a pretty big impact. However, that energy is applied in such a small area that pretty much no material is strong enough to take that impact and actually pull the rest of the target with it. Think hitting someone with a sword vs a baseball bat - or a rifle round vs a car. What you'll actually get is a hole punched through with a shockwave radiating out and tearing you apart in all directions.
Meanwhile, the energy liberated by 1kg of TNT is 4megajoules, so it wouldn't be unreasonable to imagine a futuristic siege tank round liberating 40-100megajoules upon detonation in a more or less uniform hemisphere. So what you're seeing isn't all that unrealistic. Apart from the gigantic needle-spitting alien claw-vipers, of course.
On November 02 2012 22:50 Rabiator wrote: Waste of resources IMO ... who wants junk like this in an RTS? This isnt an FPS, but apparently "action" and "graphics" is all they care about.
[sigh]
Jesus some people just can't ever appreciate the work people put into games.
Maybe you can explain to me the point of it when you wont see anything of this unless you zoom in.
I *could* appreciate the work they put into the game if that work would improve the gameplay instead of just the looks. I mean they rearrange the menus and add a silly "experience system" which basically is the same old stuff we already had and nothing new .... and people are happy about these "changes" which dont really improve the game. The game itself does have serious problems and yet they stick to making trivial junk like this? So explain to me why it isnt a waste of resources.
Yeah. Let's have those programmers and engineers fix Infestor-Broodlord and Terran mech in TvP and Warpgate and LAN instead of wasting time on something as useless as the game's engine. In fact, let's also have the sound designers, music composers, and artists stop doing what they're doing and work on gameplay instead. Clearly, they're all wasting time not working gameplay and are all just as qualified on game design as David Kim and Dustin Browder and company.
i don't like it. it's too much. everything looks like a fucking cartoon now with stuff flying everywhere. if they toned it down like 80% if would look really nice. but the programmer who made it set the ragdoll effect too damn high.
On November 03 2012 03:40 TheDraken wrote: i don't like it. it's too much. everything looks like a fucking cartoon now with stuff flying everywhere. if they toned it down like 80% if would look really nice. but the programmer who made it set the ragdoll effect too damn high.
Or you could just tone it down yourself by setting your physics setting to a value that is less than ultra.
I think they went overboard with this... lol. Only upon death do units fly with the explosion of the fire of tanks? Please so much realism hurts my brain...
And if nothing else most of them should be projected backwards because of the moment of the projectile not upwards like that.
On November 03 2012 01:26 Markwerf wrote: This looks terrible. The units just fly up in the randomly in all directions and they move so slow like it feels they are floating. If this was worked out well like units would actually fly in the opposite direction of the tank it would be cool, now it looks utter crap.
Why wold they fly in opposite direction of the tank? I dont get it.
Flying in all directions including towards and away from the tank makes the most sense.
Whats all the bitching for? If you don't like it while playing, just turn it off.
I think it's an excellent idea for Blizz to be making the game more visually exciting. Lots more people are watchers of this game rather than players. Observing can be done with full physics and graphics and it will be an awesome spectacle.
On November 03 2012 01:26 Markwerf wrote: This looks terrible. The units just fly up in the randomly in all directions and they move so slow like it feels they are floating. If this was worked out well like units would actually fly in the opposite direction of the tank it would be cool, now it looks utter crap.
I'm pretty sure I won't be able to make you care about this, but anyhoo:
The kinetic energy of a tank round is of the order of 10megajoules, which is a pretty big impact. However, that energy is applied in such a small area that pretty much no material is strong enough to take that impact and actually pull the rest of the target with it. Think hitting someone with a sword vs a baseball bat - or a rifle round vs a car. What you'll actually get is a hole punched through with a shockwave radiating out and tearing you apart in all directions.
Meanwhile, the energy liberated by 1kg of TNT is 4megajoules, so it wouldn't be unreasonable to imagine a futuristic siege tank round liberating 40-100megajoules upon detonation in a more or less uniform hemisphere. So what you're seeing isn't all that unrealistic. Apart from the gigantic needle-spitting alien claw-vipers, of course.
Yes it is. What you say supports a unit hit exploding into pieces in all directions, it doesn't support a whole unit flying in a random direction. The animation now would only fit a little bit with an explosion from underneath, not when hit by a tankshell... That plus the long fall time of the units makes it look terrible.
On November 03 2012 06:36 GolemMadness wrote: God, I hope they don't have this on for observing tournaments. It's hard enough to see what's going on in some battles as it is.
Does anyone know if these look different on other maps? Like, does the space platform tileset have lower gravity so everything is flying up higher? I don't remember for sure, but I think space platform has lower gravity than most ground tilesets.
i think aesthetical aspects are very important (why should i watch or play something that looks like crap or just done badly(with no effort put in?) basically the haters can play games were there are no textures and only dots represent the units. no effects ofc, colors unneeded.
blizzard is a company that promotes their quality (no, i don't want to discuss whether they are right or wrong, just stating their opinion) and i think every element in the game should feature this quality.
and those ppl are the same that a whining about bad effects in movies nowadays... i just.... can't.... i wasn't... strong enough †
The body parts flying everywhere is a bit much, but I wonder what other visuals Blizzard will be upgrading. We already saw from the HoTS preview a while back that they are showing individual impacts from Marine fire on shields.
On November 03 2012 10:46 xPrimuSx wrote: The body parts flying everywhere is a bit much, but I wonder what other visuals Blizzard will be upgrading. We already saw from the HoTS preview a while back that they are showing individual impacts from Marine fire on shields.
the more upgrades the better. Graphics team does not "steal" time from balance guys as some people seem to think
On November 03 2012 11:20 Teoman wrote: I would love it if someone with beta could make a similar video with something else than siege tanks or banelings.
I would love to see some other death animations. As i have heard much about the "zergling slide" or the "immortal blowback"
Nukes are pretty awesome this time around. In WoL, a Nuke would only cause the burning animation on affected units. But in HotS, some of the units are turned into ragdolls, and these ragdolls and other debris fly from the epicenter of the blast as an ever expanding circle of beautiful destruction and death.
On November 03 2012 03:40 TheDraken wrote: i don't like it. it's too much. everything looks like a fucking cartoon now with stuff flying everywhere. if they toned it down like 80% if would look really nice. but the programmer who made it set the ragdoll effect too damn high.
Or you could just tone it down yourself by setting your physics setting to a value that is less than ultra.
right because i can totally do that when i'm watching MLG and they've got the frikin settings on ultra.
Lol @ the people bitching that body parts should fly away from the tanks. The round comes DOWN onto you. Not from a forward direction INTO you. I like it. As others have said, this is everything running into 30 seige tanks at once. When does that ever happen? Units will be dying much more slowly so body parts and such will be flying off on a much smaller scale.
On November 03 2012 16:36 Infernal_dream wrote: Lol @ the people bitching that body parts should fly away from the tanks. The round comes DOWN onto you. Not from a forward direction INTO you. I like it. As others have said, this is everything running into 30 seige tanks at once. When does that ever happen? Units will be dying much more slowly so body parts and such will be flying off on a much smaller scale.
because it has nothing to do with the amount of ragdolling in the videos. it has everything to do with the fact that some of the animations look downright ridiculous. animations like the colossus or the ultra look nice because the flying pieces have some weight to them and so they fall to the ground quickly and fall aside. but if you look at the animation for say the hydra, it looks absolutely retarded. it looks like they're on a trampoline.
On November 03 2012 16:36 Infernal_dream wrote: Lol @ the people bitching that body parts should fly away from the tanks. The round comes DOWN onto you. Not from a forward direction INTO you. I like it. As others have said, this is everything running into 30 seige tanks at once. When does that ever happen? Units will be dying much more slowly so body parts and such will be flying off on a much smaller scale.
because it has nothing to do with the amount of ragdolling in the videos. it has everything to do with the fact that some of the animations look downright ridiculous. animations like the colossus or the ultra look nice because the flying pieces have some weight to them and so they fall to the ground quickly and fall aside. but if you look at the animation for say the hydra, it looks absolutely retarded. it looks like they're on a trampoline.
You're getting hit with a futuristic shell that's carrying massive amounts of energy. Hell get hit by an M105 round today and I guarantee you your body is going to be split into a billion different pieces and fly everywhere. How does it look like a trampoline? Shell hits body, body explodes. Pieces go flying.
On November 03 2012 16:36 Infernal_dream wrote: Lol @ the people bitching that body parts should fly away from the tanks. The round comes DOWN onto you. Not from a forward direction INTO you. I like it. As others have said, this is everything running into 30 seige tanks at once. When does that ever happen? Units will be dying much more slowly so body parts and such will be flying off on a much smaller scale.
Long range tank shots aren't trebuchet shots. The do indeed hit their targets at an angle. So yeah, the parts should fly away from the tanks.
Think about it logically. If a target was like 2 range away from the tank, do you think it would fire a shot almost vertically into the air so that the shell makes a complete parabolic trajectory into the target? Of course not, the tank will just fire directly at the target.
The parts should also be forced away much, much faster.
On November 03 2012 16:36 Infernal_dream wrote: Lol @ the people bitching that body parts should fly away from the tanks. The round comes DOWN onto you. Not from a forward direction INTO you. I like it. As others have said, this is everything running into 30 seige tanks at once. When does that ever happen? Units will be dying much more slowly so body parts and such will be flying off on a much smaller scale.
Long range tank shots aren't trebuchet shots. The do indeed hit their targets at an angle. So yeah, the parts should fly away from the tanks.
The parts should also be forced away much, much faster.
Who says they hit their targets at an angle? If you look at the way the explosion happens it hits like an artillery round. Straight down. The explosion is not slanted in one direction. If you watch it the explosion expands equally on all sides from a central point. Not in one direction, nor does it expand more in any one direction over another.
On November 03 2012 16:36 Infernal_dream wrote: Lol @ the people bitching that body parts should fly away from the tanks. The round comes DOWN onto you. Not from a forward direction INTO you. I like it. As others have said, this is everything running into 30 seige tanks at once. When does that ever happen? Units will be dying much more slowly so body parts and such will be flying off on a much smaller scale.
Long range tank shots aren't trebuchet shots. The do indeed hit their targets at an angle. So yeah, the parts should fly away from the tanks.
The parts should also be forced away much, much faster.
Who says they hit their targets at an angle? If you look at the way the explosion happens it hits like an artillery round. Straight down. The explosion is not slanted in one direction. If you watch it the explosion expands equally on all sides from a central point. Not in one direction, nor does it expand more in any one direction over another.
Watch the videos carefully, you will notice that the units will carry the residual momentum when running towards the tanks, and their bodies will fly towards the tanks slightly more often. Its subtle but its there.
However, when slower or still units such as the queen or the sentry got hit, they tended to fly away from the tanks. They also flew further away from the tanks than towards the tanks, indicating a more head on shot. Notice the first shots onto the still swarmhosts, the flew away from the tanks completely.
If this is the case, then the explosion simulator and momentum simulator arent lining up properly.
The bodies also have the same effect when the banelings slammed into still roaches in the third video, yet they do not have the effect when the banelings just detonate while burrowed and the roaches being still. Its also the same when the detonate while burrowed when lings are moving at full speed, the bodies fly with the residual momentum. This indicates that the flying effects are indeed caused by a momentum simulator in the new physics engine and not caused by the explosion simulator. The roach bodies should not be flying towards the banelings as a result of the momentum transfer.
However the bodies of the marines did fly away when hit by the banelings.
On November 02 2012 19:52 Rannasha wrote: The actual physics of these 'physics effects' seems to be a bit off. When you march a group of units into siege tank fire, according to the video more of their body parts fly forward than backward. While the victims certainly had forward momentum, I'm pretty sure that a tank shell coming your way has more momentum. So most of the body parts should be flying backwards (in the direction of tank-fire) rather than forwards (in the direction of unit movement).
The shells exploding on the ground underneath the unit would push them away from impact.
I'm assuming that the shell itself wouldn't explode on contact with something biological because it wouldn't have the density/mass to trigger the explosive... switch thing.
So on all but the biggest, hardest units, I can see the explosions pushing units forward making sense.
Regarding banelings, the same logic can apply. If the banelings didn't physically explode until they were directly underneath the unit they were attacking, that can cause huge variances in where the unit ends up thrown to.
However, this is a video game, stop thinking so hard.