On February 28 2010 09:25 EximoSua wrote: 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.
They will just change the complaint to something even lamer like "OK, we admit it has micro but it's not the kind that we enjoy!"
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.
That's OK then. I'm only really against my units doing things for me, even if the end result is the same.
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
You are all missing the most important point, the tanks waste a huge amount of damage if you let them fire on their own! Why? You know, tanks do splash damage! By firing on the nearest unit you waste half of the splash! But, with manual targeting you can get them to really take advantage of that splash! 6 tanks can theoretically kill somewhere around 30 marines in one volley but they don't since their targeting sucks!
On February 28 2010 07:19 rA.BreeZe wrote: *waits for someone to complain about how this will make sc2 suck*
Personally I believe that this makes the game suck; because this is a thing that required some micro/decision making/time consumption. If we believe that this is good, then why not have "auto-muta micro" or hurt units auto run back?
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
You are all missing the most important point, the tanks waste a huge amount of damage if you let them fire on their own! Why? You know, tanks do splash damage! By firing on the nearest unit you waste half of the splash! But, with manual targeting you can get them to really take advantage of that splash! 6 tanks can theoretically kill somewhere around 30 marines in one volley but they don't since their targeting sucks!
I didn't forget..
On February 28 2010 09:18 sob3k wrote: 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.
I actually wonder if this could be a much needed boost for tanks, with a little bit of practice you should be able to literally get tanks firing perfectly, which could be pretty ridiculous. Sux that my actual beta time is limited to mooching off of a friend...
I haven't tried this myself, and I won't get to try this untill the game is out, but I don't really like how this sounds. I don't want my units to make clever decisions on my behalf, I want to be able to prac my ass off so I can do this better than my opponents and get an advantage by learning this.
I think stuff like this will make SC2 less appealing to the pro Koreans as it will take less practice to achieve gosu micro, and they will be less ahead of us mortals despite the massive amounts of time they put into it.
Sure there might be some aspects of Siege Tank micro left like maximizing the use of splash damage, but that was there to be learned in SC as well.
After learning about this, I tried to put it into practice in a couple of matches, but perhaps I'm still just not good enough to do it quickly and effectively. It takes a fast hand to be able to do this with moving units in a raid or assault setting.
I decided to mess around with the siege tank as well and see what other "new" things it had. It was a bit interesting to see the siege/unsiege being two different hotkeys. But the more interesting mechanic was the ability to queue up the tanks commands. For example... you have a tank that is sieged but you want to move it up a bit and re-siege. You can basically unsiege, shift move, shift siege and the command is done correctly.
I am currently posting in this thread that I didn't read; voicing my SC1 elitist concerns that were already addressed. Read what I say and continue to respond with the same answer even though my complaints have already been addressed. I will now continue to be a shit poster while not reading anything before I speak. Thank you for your time.
I must be missing something because I cannot see how shift+queuing attacks can be practical in the real game. You can do it once units to be shot at are in tanks' range. But by the time they are in range and visible, tanks will already have started firing. When exactly do you have time to order tanks to attack specific units in a real game?
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.
Units die on the next frame in BW, so you can't do this with any unit, even the ones that hit instantly. Start the game in single player and slow the game speed to the minimum and attack some units, you'll see every unit with 0 hp when the deathblow hits and the unit will explode after that. You won't notice this while playing, since it's for 0.04 of a second.
In SC2 you won't see an unit with 0 hp, they die instantly.
Banelings also deal damage instantly and they would pretty useless if they overkilled like in BW.
I might be in the minority on this but...I don't really like this mechanic from a "realism" perspective. IE I like how turrets will fire nonstop at an observer until it's dead and over-kill because you would imagine that's what would happen in real life- not a line of tanks knowing and firing exactly enough to kill a target and no over-killing.
GAMEWISE- I don't think this mechanic "dumbs" the game down at all. I actually think it's the opposite, and as an "advanced micro trick" it's something that a better player will use to gain an advantage. As people have been suggesting- it seems like it will be very very difficult to pull off correctly in a real game situation.