tbh i find it hard to believe that the tanks split up their fire automatically even if 1 target is the closest
so if 10 zealots attack 10 tanks i dont think each tank will attack 1 attack on each and every zealot, that doesnt make any sense at all. the tanks should just keep fireing the closest target to himself. most logically the zealots in front will die first
the only difference between sc1 and sc2 is if a zealot is within range of sc1 tanks all tanks will fire (they react slower that the unit is dead) and in sc2 they react instantly that the unit is dead so they dont overfire
my main point is queing up all attacks sounds really stupid unless as mentioned before in this vod "vs hydra + ling"
now if OP really wanna prove to us that 10 siege mode tanks split their fire on all 10 different zealots then make a vod of that plz
On February 28 2010 20:17 MorroW wrote: tbh i find it hard to believe that the tanks split up their fire automatically even if 1 target is the closest
so if 10 zealots attack 10 tanks i dont think each tank will attack 1 attack on each and every zealot, that doesnt make any sense at all. the tanks should just keep fireing the closest target to himself. most logically the zealots in front will die first
the only difference between sc1 and sc2 is if a zealot is within range of sc1 tanks all tanks will fire (they react slower that the unit is dead) and in sc2 they react instantly that the unit is dead so they dont overfire
my main point is queing up all attacks sounds really stupid unless as mentioned before in this vod "vs hydra + ling"
now if OP really wanna prove to us that 10 siege mode tanks split their fire on all 10 different zealots then make a vod of that plz
The OP didn't claim that the tanks would split their fire evenly. All he stated was the lack of overkill, and expanded on the reason for queueing attacks instead of letting tanks autofire. Go and read the post again.
As for queueing up all attacks, this isn't stupid at all: if done correctly it gives a huge advantage to the terran player, as his tanks are now operating perfectly, assuming correct targeting. However, it'll take a lot of micro/eapm to pull off in an extended battle, so people with better mechanics can get more out of their tanks.
On February 28 2010 22:19 Catch]22 wrote: Doesn't look like its any different to SC1 here. Sounds more like shots being instant rather than having an AI that calculates who to shoot.
If you did that in BW, all siege tanks would shoot the first marine AT THE SAME TIME.
Doesn't look like its any different to SC1 here. Sounds more like shots being instant rather than having an AI that calculates who to shoot.
wtf are u talking about? tanks NEVER did that in sc1bw and its humanly impossible to manual fire each individual marine that fast in such succession. whether its a result of atks being instant or not show me a vid of tanks doing that in sc1bw pls.
Doesn't look like its any different to SC1 here. Sounds more like shots being instant rather than having an AI that calculates who to shoot.
wtf are u talking about? tanks NEVER did that in sc1bw and its humanly impossible to manual fire each individual marine that fast in such succession. whether its a result of atks being instant or not show me a vid of tanks doing that in sc1bw pls.
cause tanks in SC1 didn't have instant damage o_O and apparently in SC2 units can't hit another unit at very same time (you can see it that youtube video above. edit: or may be you can't ) as somebody said already unit can't shoot dead, so 1st tank shoots, hits and kills marine, 2nd tank can't shoot simulteneously, so he waits till 1st one shoot, then he sees that mariner is dead and shoot something else.
why on earth are people having such a tough time understanding the concept of this.. should be pretty damn easy, especially with the VODs showing that. Nice find.
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.
Why? It makes sense to me that in a tank/artillery battle, commanders would coordinate their fire to maximize effectiveness.
On February 28 2010 22:19 Catch]22 wrote: Doesn't look like its any different to SC1 here. Sounds more like shots being instant rather than having an AI that calculates who to shoot.
If you did that in BW, all siege tanks would shoot the first marine AT THE SAME TIME.
Doesn't look like its any different to SC1 here. Sounds more like shots being instant rather than having an AI that calculates who to shoot.
wtf are u talking about? tanks NEVER did that in sc1bw and its humanly impossible to manual fire each individual marine that fast in such succession. whether its a result of atks being instant or not show me a vid of tanks doing that in sc1bw pls.
He's acknowledging what a previous poster said, that this exists with other units in SC1 that do instant damage. It's not a product of a smarter AI, but simply the fact that tanks now do instant damage.
This is something I wanted to test but I'm not in the beta. Imagine if scourge were in sc2. Or rather, this is why they really couldn't be in starcraft 2..
On March 01 2010 03:47 TheYango wrote: He's acknowledging what a previous poster said, that this exists with other units in SC1 that do instant damage. It's not a product of a smarter AI, but simply the fact that tanks now do instant damage.
Like was said, this is probably a product of destruction being calculated instantly. IOW the tanks shoot sequentially on processor-level (to us it looks instantaneous ofcourse) and when enough have fired to destroy a building/unit, the next tanks will already see it as destroyed and pick different targets.
So the AI isn't smarter but the conclusions that this is very different from sc:bw is still valid.
On March 01 2010 09:21 EsX_Raptor wrote: Hell the code must be fucking fast to determine what to shoot given that tanks have instantaneous attacks!
Is that sarcasm? In case it is not, it looks like instantaneous to our slow-ass human brains but the tanks shoot in sequence in the code that is why they don't shoot at targets that are dead already anymore. An average CPU these days does like 50 billion computations per second.