• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 21:24
CET 03:24
KST 11:24
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
ComeBackTV's documentary on Byun's Career !9Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15
StarCraft 2
General
Micro Lags When Playing SC2? ComeBackTV's documentary on Byun's Career ! When will we find out if there are more tournament Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win RSL Revival - 2025 Season Finals Preview
Tourneys
$100 Prize Pool - Winter Warp Gate Masters Showdow $5,000+ WardiTV 2025 Championship Winter Warp Gate Amateur Showdown #1 Sparkling Tuna Cup - Weekly Open Tournament RSL Offline Finals Info - Dec 13 and 14!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress
Brood War
General
Klaucher discontinued / in-game color settings Anyone remember me from 2000s Bnet EAST server? BGH Auto Balance -> http://bghmmr.eu/ How Rain Became ProGamer in Just 3 Months FlaSh on: Biggest Problem With SnOw's Playstyle
Tourneys
[BSL21] LB QuarterFinals - Sunday 21:00 CET Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] WB SEMIFINALS - Saturday 21:00 CET
Strategy
Simple Questions, Simple Answers Game Theory for Starcraft Current Meta Fighting Spirit mining rates
Other Games
General Games
Stormgate/Frost Giant Megathread General RTS Discussion Thread Nintendo Switch Thread Mechabellum PC Games Sales Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream?
Blogs
The (Hidden) Drug Problem in…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 996 users

Interesting Discovery (Terran) - Page 3

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 6 Next All
Rothbardian
Profile Joined January 2010
United States497 Posts
February 27 2010 23:07 GMT
#41
On February 28 2010 08:04 PredY wrote:
well it's better to target fire the hydras rather than let the tanks target the lings and kill half of your marines in the process


^^

Must watch battles closer instead of focusing on Macro :p
"A tax-supported, compulsory educational system is the complete model of the totalitarian state." - Isabel Paterson <3
Picture
Profile Joined August 2009
Canada75 Posts
Last Edited: 2010-02-27 23:10:41
February 27 2010 23:08 GMT
#42
Would be cool if tanks were stronger but don't auto attack. Intense games ensued.
Probably not going to happen with the current direction the game's going though.

On February 28 2010 08:04 PredY wrote:
well it's better to target fire the hydras rather than let the tanks target the lings and kill half of your marines in the process

Don't think that even works because tanks would autofire as soon as something's in range. Unless you can preset waypoints without getting the "out of range" message.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2010-02-27 23:12:51
February 27 2010 23:11 GMT
#43
On February 28 2010 07:56 Chill wrote:
Cool. If you just let them fire automatically wouldn't they do this anyways? What's the advantage to queuing manually?

Does the AI do it normally? It seems hard to believe it would, given that 1) it would have to work differently (e.g. if you make the units force-attack, it's just a slight modification to how smartcast works, while letting the AI do it means that every unit's AI needs to know what other units are firing at to avoid overkill) and 2) that removes all focus-fire micro altogether, since the computer would optimize A-moved units' attacks.
Moderator
gh0st
Profile Joined January 2010
United States98 Posts
Last Edited: 2010-02-27 23:22:16
February 27 2010 23:20 GMT
#44
On February 28 2010 07:56 Chill wrote:
Cool. If you just let them fire automatically wouldn't they do this anyways? What's the advantage to queuing manually?


If I understand the OP correctly, you could get scenarios like the following:

4 tanks sieged vs. 4 enemy units (which, for the sake of argument, die in 2 tank shots). The most optimal tank "volley" is for the tanks to focus fire and kill 2 of the enemy units. It's possible, however, that each tank will fire at a different enemy unit. This leaves you with 4 enemy units at half health, and it's pretty clear why this is worse than having 2 enemy units at full health. I think this is why queuing manually is important. 'Course I could have misunderstood. I have no way of testing it myself.

Marines aren't an ideal test subject because they die in one shot, I think.
Yamoth
Profile Joined February 2009
United States315 Posts
February 27 2010 23:23 GMT
#45
On February 28 2010 07:56 Chill wrote:
Cool. If you just let them fire automatically wouldn't they do this anyways? What's the advantage to queuing manually?

They do? When I have the unit autofire, it seems like they just fire on the closest unit then more on to the next. I don't remember the game ever attempt to do any focus fire.
niteReloaded
Profile Blog Joined February 2007
Croatia5282 Posts
February 27 2010 23:28 GMT
#46
On February 28 2010 07:56 Chill wrote:
Cool. If you just let them fire automatically wouldn't they do this anyways? What's the advantage to queuing manually?

I was just thinking that too and wondering what the hell am I missing that others are so thrilled about...

Then I realized that it does make a difference to queue manually, because if you don't they could theoretically each target a different unit and spread their fire 'too thin'.
So, if you had 10 tanks vs 10 tanks, those which are queued manually will kill the 1st, 2nd, 3rd and so on in the most efficient way, while those on automatic fire, assuming they're not imba-tweaked too, could each target a different tank which would be a bad approach.

Now, I pray to god they don't have a protection against spreading fire too thin That would seriously suck ass
CowGoMoo
Profile Joined December 2006
United States428 Posts
February 27 2010 23:30 GMT
#47
Just a result of tank damage being instant and there not being a projectile. They won't overkill a unit because they can't attack a dead unit...
Neak
Profile Joined March 2009
United Kingdom124 Posts
February 27 2010 23:40 GMT
#48
This is surprising, last night when I was watching some streams and youtube videous, I realised something quite similar. I think units with splash damage prioritise clumped up units if the player doesn't give specific targets for attack. I.e if there is a lone roach at point A and 2 roaches hugging each other at point B, assuming both points are in the firing range of the colossus, colossus targets the roaches at point B first for its first attack cycle.

It can be just weird coincedence though and i might be wrong of course
Fallen
Profile Joined October 2005
Canada192 Posts
February 27 2010 23:42 GMT
#49
Tanks will acquire the closest target first, and they will not change target until that one is dead.. then they will switch to the other closest one. Thats my experience with them.
oh hay
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
February 27 2010 23:45 GMT
#50
On February 28 2010 08:30 CowGoMoo wrote:
Just a result of tank damage being instant and there not being a projectile. They won't overkill a unit because they can't attack a dead unit...


It didn't work like this in SC1 and tank damage was damn near instant.
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
Feefee
Profile Joined November 2009
Canada556 Posts
February 27 2010 23:51 GMT
#51
On February 28 2010 08:06 TheYango wrote:
I'm curious which units this is relevant for. As far as I can remember:

Terran: Marine, Reaper, Ghost, Tank, Thor, Viking (ground attack), Auto-Turret
Protoss: Immortal
Zerg: None

It seems that of those, only the Tank, Thor, and Immortal actually do enough damage for this to be of huge consequence, and even then, it's not necessarily worth using in all situations. Good to know about, but I don't think it will have an overly large impact on micro, especially since I haven't seen any of those units in large enough numbers that splitting damage manually would be especially hard.


If "this" refers to a no-overkill mechanic then you forgot about the unit it matters the most for: the baneling. 's one of the big reasons why banelings are much more masseable than scourge. Well, splash damage being the other^^
Teejing
Profile Joined January 2009
Germany1360 Posts
February 27 2010 23:56 GMT
#52
I actually do not really mind this feature, the only thing i am hoping is that shortened attack animation so that i can move between the attacks again.
abyss
Profile Joined September 2009
Czech Republic139 Posts
February 27 2010 23:57 GMT
#53
I find out, that thor ,with proper micro, can kill batlecruiser without taking any damage.
Stupid is who stupid does
sob3k
Profile Blog Joined August 2009
United States7572 Posts
Last Edited: 2010-02-28 00:25:02
February 28 2010 00:04 GMT
#54
OK guys, let me explain

THE REASON FOR THE SHIFT-QUEUING

IF, you are being attacked and you DO NOT target your tanks at all
THEN
Tanks will semi-randomly attack units coming into their range BUT never overkill, if 10 units that take 2 shots each to kill are attacking 10 tanks.
THE RESULT: Possible outcomes are the tanks target all ten and bring them all to 50% health (worst possible), they double target 5 enemies and kill 5 (best possible), or any semi-random combination in between these examples.

IF, you are being attacked and you NON-QUEUE target your tanks as fast as you can
THEN
Tanks will double target each unit you manually click and kill it.Obviously you will target five enemies and kill these five. HOWEVER, you cannot click nearly as fast as the computer can process targets, you will end up spamming right click moving from unit to unit for the entire battle, and if you are not clicking on the next unit you want killed by the time the first target is killed, the tanks will fire randomly.
THE RESULT: You will end up killing 5 units guaranteed, BUT, VERY much slower than the computer can process targets, easy to mess up, and difficult. Try this, it really doesn't work well unless you have the mouse accuracy of Legolas.

IF, you are being attacked and you QUEUE target your tanks as fast as you can.
THEN
The tanks will cycle through your queued targets MUCH faster than humanly possible without any possibility of mistake. In order to get a head start on the tanks firing, it is easier to start on a target that will take at least a whole volley to kill (say, a colossus), then queue up a chain of units, this will allow you to get well ahead of the tanks during the cool down.
RESULT: With the first volley 5 units are killed machine gun style (as fast as the tanks can retarget themselves), and 5 units are already queued up to be instantly killed on the second volley. MUCH better.

SUMMARY
1. With NO targeting tanks will not waste shots, and they will be very fast, but they will pick targets poorly.
2. With STANDARD right-click targeting tanks may waste shots based on human error, target slowly, but will pick targets correctly. Like I said, this really doesn't work,it's just frantic spamming due to the unpredictable cooldowns of large tank groups. Exactly like target firing tanks in Sc1, it was only done at the start of battle or to kill super high value units. Compare this to the efficiency of...
3. With SHIFT-QUEUED targeting tanks will never waste a shot, will switch targets instantly, and pick targets perfectly. raep


In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
MidKnight
Profile Joined December 2008
Lithuania884 Posts
February 28 2010 00:08 GMT
#55
On February 28 2010 08:45 Pokebunny wrote:
Show nested quote +
On February 28 2010 08:30 CowGoMoo wrote:
Just a result of tank damage being instant and there not being a projectile. They won't overkill a unit because they can't attack a dead unit...


It didn't work like this in SC1 and tank damage was damn near instant.


It looked damn near instant, but it wasn't
bumatlarge
Profile Blog Joined October 2007
United States4567 Posts
February 28 2010 00:12 GMT
#56
I noticed this with turrets, who in BW, would keep firing until the thing disappeared from existence, now they just shoot enough and move on to other targets, or stop firing.
Together but separate, like oatmeal
sob3k
Profile Blog Joined August 2009
United States7572 Posts
February 28 2010 00:18 GMT
#57
On February 28 2010 08:20 gh0st wrote:
Show nested quote +
On February 28 2010 07:56 Chill wrote:
Cool. If you just let them fire automatically wouldn't they do this anyways? What's the advantage to queuing manually?


If I understand the OP correctly, you could get scenarios like the following:

4 tanks sieged vs. 4 enemy units (which, for the sake of argument, die in 2 tank shots). The most optimal tank "volley" is for the tanks to focus fire and kill 2 of the enemy units. It's possible, however, that each tank will fire at a different enemy unit. This leaves you with 4 enemy units at half health, and it's pretty clear why this is worse than having 2 enemy units at full health. I think this is why queuing manually is important. 'Course I could have misunderstood. I have no way of testing it myself.

Marines aren't an ideal test subject because they die in one shot, I think.


xactly, not to mention good targeting for maximum splash damage.

The marines are used for the example just to show off how fast the tanks chain through and rape them, its pretty sick if you try it.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
CowGoMoo
Profile Joined December 2006
United States428 Posts
February 28 2010 00:21 GMT
#58
On February 28 2010 08:45 Pokebunny wrote:
Show nested quote +
On February 28 2010 08:30 CowGoMoo wrote:
Just a result of tank damage being instant and there not being a projectile. They won't overkill a unit because they can't attack a dead unit...


It didn't work like this in SC1 and tank damage was damn near instant.

near instant =/= instant

I am just saying this is a result of the damage being applied instantly, and not some super AI ez-mode micro feature.

I bet you could do this with Marines in SCBW.
GHOSTCLAW
Profile Blog Joined February 2008
United States17042 Posts
February 28 2010 00:23 GMT
#59
that's pretty freaking cool.
PhotographerLiquipedia. Drop me a pm if you've got questions/need help.
EximoSua
Profile Joined June 2009
171 Posts
February 28 2010 00:25 GMT
#60
Things like these are the elements that will continually get discovered that shut up all the morons saying "this game has no micro". Good find, man.
David Kim for Bonjwa
Prev 1 2 3 4 5 6 Next All
Please log in or register to reply.
Live Events Refresh
Ladder Legends
19:00
WWG Amateur Showdown
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft382
StarCraft: Brood War
Britney 15549
Hyuk 755
Shuttle 215
NaDa 60
Larva 23
Mong 17
Hm[arnc] 17
Dota 2
monkeys_forever547
febbydoto38
Counter-Strike
summit1g10157
Super Smash Bros
hungrybox254
Heroes of the Storm
Khaldor181
Other Games
JimRising 416
Mew2King111
Trikslyr60
ViBE51
kaitlyn23
PiLiPiLi1
Organizations
Other Games
gamesdonequick1116
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• practicex 5
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota22518
League of Legends
• Doublelift4118
Other Games
• Scarra7
Upcoming Events
Sparkling Tuna Cup
7h 36m
Ladder Legends
14h 36m
BSL 21
17h 36m
StRyKeR vs TBD
Bonyth vs TBD
Replay Cast
1d 6h
Wardi Open
1d 9h
Monday Night Weeklies
1d 14h
WardiTV Invitational
3 days
Replay Cast
4 days
WardiTV Invitational
4 days
ByuN vs Solar
Clem vs Classic
Cure vs herO
Reynor vs MaxPax
Replay Cast
5 days
Liquipedia Results

Completed

Acropolis #4 - TS3
RSL Offline Finals
Kuram Kup

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 1
WardiTV 2025
META Madness #9
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

CSL Season 19: Qualifier 2
CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
Nations Cup 2026
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.