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Interesting Discovery (Terran)

Forum Index > SC2 General
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sob3k
Profile Blog Joined August 2009
United States7572 Posts
Last Edited: 2010-03-01 00:29:39
February 27 2010 21:55 GMT
#1
Well, I was messing about in sandbox mode today and I discovered something interesting about siege tanks

They refuse to overkill.

If you target an scv with 12 sieged tanks, only 1 will fire and kill the scv.
If you target a CC with 12 sieged tanks, they will all fire on the first volley, and on the second volley only enough will fire to finish the CC off.

I tested with many units, and it appears the group of tanks calculates how many will be required to kill the target in the smallest number of volleys, and only those tanks engage.

This is pretty cool, and I found that all units with instant hit attacks do this.(tanks,ghosts,rines,the flying think that's hotkey is v)

The new firing calculation shouldn't effect rines or the V things much, due to their high rate of fire (their firing gets out of sync anyway) but just by itself it should make siege tanks much more powerful in masses. The old tactic of mixing in workers and such as cannon fodder will be far less effective, as each one will only absorb 1 tank hit instead of the several they would in sc1.

SOOOOO, I was like, "how can I, take advantage of this?"
Well, I found a new and handy trick. It turn out if you hold the shift key while queuing up a chain of attacks, the tanks will intelligently distribute their fire among them very fast. The game will check for how many tanks it needs to kill the first target, allocate this number, then move to the next queued target nearly instantly, allocate enough for that, then on to the next target...etc.

The result is that instead of unleashing 10 tanks shots on the first marine, cooldown, 10 tank shots on the second marine, cooldown...etc..
The tanks will instead allocate one tank for each shift clicked marine, and rape all 10 of them all in about 1 second.

Try it!

Siege 4-10 tanks up in a pile, within their range build a barracks and position 6 rines far enough apart that they wont be splashed, shift queue an attack chain starting with the rax and then going through each marine,

Result: Tanks fire a few volleys to kill the rax, then quickly gun down the marines like a machine gun with one shot for each .
The exact same thing can be done with ghosts (replacing the tanks, not the rines lol)

I don't think any other races have instant hit attacks,maybe immortals? But I think this is going to be most effective by far with tanks due to their long cooldown and huge damage.

moral, shift key is imba
jesus that was long

WHY THE QUEUING?

+ Show Spoiler +
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 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 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


Video: Thanks JoshSuth! Here is the basic idea in demo.
Keep in mind that with these 7 tanks he could have killed 4 more marines in the second marine volley
+ Show Spoiler +
http://www.youtube.com/watch?v=cK9nGsLkTCo&feature=player_embedded

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.
Urth
Profile Blog Joined November 2007
United States1249 Posts
February 27 2010 21:57 GMT
#2
awesome find!
BY.HERO FIGHTING!!!!
LordWeird
Profile Blog Joined November 2007
United States3411 Posts
February 27 2010 21:57 GMT
#3
Haha oh wow that's pretty nice.
Chains none
uiotui
Profile Joined February 2010
United States54 Posts
February 27 2010 21:59 GMT
#4
I would love to see a video of this on youtube or something :D
Latham
Profile Blog Joined May 2007
9560 Posts
February 27 2010 22:00 GMT
#5
Incredible find ! GJ
For the curse of life is the curse of want. PC = https://be.pcpartpicker.com/list/4JknvV
xlep
Profile Joined December 2009
Germany274 Posts
February 27 2010 22:02 GMT
#6
awesome feature
skill is scissors beating rock
RiGun
Profile Joined February 2010
Argentina155 Posts
February 27 2010 22:02 GMT
#7
It's the same as the snipe cast for the Ghost, you can shift+r with 3 ghosts and kill a pack of mutalisks in a second and a half.
Mystlord *
Profile Blog Joined July 2008
United States10264 Posts
February 27 2010 22:02 GMT
#8
Woah that's neat. Unfortunately with the decreased usage of Siege Tanks in SC2 (for now), we won't get to see this really in action.
It is impossible to be a citizen if you don't make an effort to understand the most basic activities of your government. It is very difficult to thrive in an increasingly competitive world if you're a nation of doods.
N3rV[Green]
Profile Blog Joined August 2009
United States1935 Posts
February 27 2010 22:03 GMT
#9
I knew tanks had a secret they were holding. Lawls at people saying mech is impossible in sc2.

More 2 fac openings v P and T maybe?
Never fear the darkness, Bran. The strongest trees are rooted in the dark places of the earth. Darkness will be your cloak, your shield, your mother's milk. Darkness will make you strong.
unit
Profile Blog Joined March 2009
United States2621 Posts
February 27 2010 22:04 GMT
#10
you are pushing me closer to playing terran in sc2 (the more i see and learn the more i like sc2 terran ^^, still a fan of Protoss though)
Jazriel
Profile Joined April 2008
Canada404 Posts
February 27 2010 22:05 GMT
#11
People only noticed this now?

Hopefully TD map makers get on this bandwagon with the appropriate map theory.
#1 LoL player
getSome[703]
Profile Blog Joined December 2009
United States753 Posts
February 27 2010 22:05 GMT
#12
Does this work for units of other races as well? I know you don't mention it but I assume it should. Great find!
Running Log! http://www.runningahead.com/logs/5081b4d7a4a94c5e8fa20b01e668dfb6/calendar
Rothbardian
Profile Joined January 2010
United States497 Posts
Last Edited: 2010-02-27 22:07:49
February 27 2010 22:05 GMT
#13
As a Terran player, and having used tanks a lot, due to the mobility of the races (Chargelots + Blink + Zerglings moving at light speed, etc.), tanks have become support. In TvT though tanks see a lot more use, and it really becomes like TvT in SC1, if no one goes 2 Starport Banshee (Scan takes care of this).

Tanks are no where near as strong as they were in BW. If you go heavy Tank you will be hurting big time on gas, and won't have enough for Ghosts/Ravens/etc.

Thanks for the find though! Against 'Toss I find tanks suck due to Immortal (Ghost cost is pretty prohibitive and bio seems to be a lot better). Against Zerg, they are important, but as support. If you get too many roaches will own them mid-game when they get burrow+movement (You will run out of scans), and zerglings are ridiculously fast ;/

Also, against zerglings you end up killing most of your marines with splash. So, I end up using only tanks against Zerg's who go heavy Hydra/Roach/Ultra.

I will say this....tanks are awesome to protect early FE on the high ground due to how the new mechanic works. Overall I look at the Tank like the Colossus/Reaver as support units.

In your games how have your tanks fared?
"A tax-supported, compulsory educational system is the complete model of the totalitarian state." - Isabel Paterson <3
sob3k
Profile Blog Joined August 2009
United States7572 Posts
February 27 2010 22:08 GMT
#14
On February 28 2010 07:02 RiGun wrote:
It's the same as the snipe cast for the Ghost, you can shift+r with 3 ghosts and kill a pack of mutalisks in a second and a half.


not actually the same mechanic, the snipe queue is taking advantage of smartcast and skipping the retarget phase of the ability, while this trick is taking advantage of the fact that the game calculates damage to avoid overkill.
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.
Jazriel
Profile Joined April 2008
Canada404 Posts
February 27 2010 22:09 GMT
#15
On February 28 2010 07:05 Rothbardian wrote:I will say this....tanks are awesome to protect early FE on the high ground due to how the new mechanic works.


Bingo. Finally someone's doing it right. As for the TvP match-up, you say Tanks aren't good vs Immortals but that's like saying Paper isn't good against Scissors. Immortals are designed to directly counter tank masses. You say Bio is better, but depending on how you build bio it can be mineral heavy or even. I would say you should try some medivac strats going marines and tanks. Medivac's heal and drop tanks, seems like an extremely solid strategy. With the new emphasis on cliffs and the fact that Colossi can't hit air, it just seems like 2 + 2 = 4 to me.
#1 LoL player
sob3k
Profile Blog Joined August 2009
United States7572 Posts
February 27 2010 22:10 GMT
#16
On February 28 2010 07:05 getSome[703] wrote:
Does this work for units of other races as well? I know you don't mention it but I assume it should. Great find!


last paragraphs above:

I don't think any other races have instant hit attacks,maybe immortals? But I think this is going to be most effective by far with tanks due to their long cooldown and huge damage.
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.
Rothbardian
Profile Joined January 2010
United States497 Posts
February 27 2010 22:17 GMT
#17
On February 28 2010 07:09 Jazriel wrote:
Show nested quote +
On February 28 2010 07:05 Rothbardian wrote:I will say this....tanks are awesome to protect early FE on the high ground due to how the new mechanic works.


Bingo. Finally someone's doing it right. As for the TvP match-up, you say Tanks aren't good vs Immortals but that's like saying Paper isn't good against Scissors. Immortals are designed to directly counter tank masses. You say Bio is better, but depending on how you build bio it can be mineral heavy or even. I would say you should try some medivac strats going marines and tanks. Medivac's heal and drop tanks, seems like an extremely solid strategy. With the new emphasis on cliffs and the fact that Colossi can't hit air, it just seems like 2 + 2 = 4 to me.


It's not even that, but tanks get taken out by blink and chargelots...since they are so gas heavy you won't have much support, and the little support you do have will be killed by your splash. One siege tank shot obliterates marines, and chargelots are on your MM in a sec. It's hard to support 2-3 Facs early before Toss gets up immortals/Colossus, and if you go heavy tank, Colossus will rape you.

You need that gas for Medivacs/Vikings and Ghosts. Gas comes much slower in SCII than in SCI.

Anyways, take that as you will from 55-31 Plat player. I actually find my Terran matchups the hardest since I have no fucking clue what I should do. Sometimes I 2 Fac if I don't see the opponent is going Banshee. Then it turns into SCI with mass siege tank lines and drops...which isn't exactly my strong point (Siege Lines) since I'm an Age/RA95 player :p

Once the game gets to that point drops are nullified by Vikings and Thors and Turrets which are a lot better in SCII than in SCI. What I've found if you can't kill off the Terran early/mid game it's going to be a long ass game 45Min-1Hr and end up in BC battles.

I think I might try some sneaky ghost nuke play and hellion harass....
"A tax-supported, compulsory educational system is the complete model of the totalitarian state." - Isabel Paterson <3
z]Benny
Profile Joined April 2006
Romania253 Posts
February 27 2010 22:18 GMT
#18
Great job contributing, even with such limited resources!
azndsh
Profile Blog Joined August 2006
United States4447 Posts
February 27 2010 22:18 GMT
#19
I would worry about things like this "dumbing" down the game a lot more than auto-mine or MBS
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
February 27 2010 22:19 GMT
#20
oo that's useful
rA.BreeZe
Profile Blog Joined April 2008
Canada56 Posts
February 27 2010 22:19 GMT
#21
*waits for someone to complain about how this will make sc2 suck*
baeracaed
Profile Blog Joined June 2009
United States604 Posts
February 27 2010 22:20 GMT
#22
Dude! Great find, props.
(☞゚ヮ゚)☞ Cookies! ☜(゚ヮ゚☜)
sob3k
Profile Blog Joined August 2009
United States7572 Posts
Last Edited: 2010-02-27 22:27:29
February 27 2010 22:24 GMT
#23
On February 28 2010 07:19 rA.BreeZe wrote:
*waits for someone to complain about how this will make sc2 suck*


you only had to wait negative 2 posts!

On February 28 2010 07:18 azndsh wrote:
I would worry about things like this "dumbing" down the game a lot more than auto-mine or MBS


I confess, I don't really understand how an advanced micro trick will "dumb down the game", but whatever...
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.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
February 27 2010 22:36 GMT
#24
You don't see how the game making micro decisions for you is dumbing down the game......? I hate this - it's a skill to not overkill units but instead split fire when you need to =/
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
-orb-
Profile Blog Joined September 2007
United States5770 Posts
February 27 2010 22:36 GMT
#25
Wow that sounds really misguided to have in the game.

I guess when you have masses of ranged units the thing to do is to shiftclick attack through every one of the enemy's units on your way to the battle and if your opponent didn't do the same thing you'll win?

jeez if everyone starts doing this it will be like whoever engages first wins
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
Rothbardian
Profile Joined January 2010
United States497 Posts
February 27 2010 22:37 GMT
#26
On February 28 2010 07:36 -orb- wrote:
Wow that sounds really misguided to have in the game.

I guess when you have masses of ranged units the thing to do is to shiftclick attack through every one of the enemy's units on your way to the battle and if your opponent didn't do the same thing you'll win?

jeez if everyone starts doing this it will be like whoever engages first wins


Tanks aren't that great.
"A tax-supported, compulsory educational system is the complete model of the totalitarian state." - Isabel Paterson <3
sob3k
Profile Blog Joined August 2009
United States7572 Posts
Last Edited: 2010-02-27 22:41:20
February 27 2010 22:39 GMT
#27
Oh, I see what you mean, yeah...

hmmm, I'm not sure what to think about this one, the game is taking away overkill prevention micro (keep in mind this ONLY occurs in units whose projectiles do not take time to reach a target), but you can sort of use this tendancy as a micro trick in itself...we will see
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.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
February 27 2010 22:42 GMT
#28
On February 28 2010 07:36 -orb- wrote:
Wow that sounds really misguided to have in the game.

I guess when you have masses of ranged units the thing to do is to shiftclick attack through every one of the enemy's units on your way to the battle and if your opponent didn't do the same thing you'll win?

jeez if everyone starts doing this it will be like whoever engages first wins

I mean, you already do this (at least if you have long ranged units), but this removes the step of making sure you don't overkill.

Meh, I don't see it as a HUGE deal but it's not something I like. Is the zergling vs probe problem still in the game? (I don't play zerg - but the one where if you told 6 lings to attack a probe in a mineral path, they would spread out and attack different ones)?
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
IceCube
Profile Blog Joined June 2009
Croatia1403 Posts
February 27 2010 22:46 GMT
#29
Nice find! It will be useful when I get my hands on original upon release. Hope this doesn't change till then tho.
Forever Vulture.. :(
Jazriel
Profile Joined April 2008
Canada404 Posts
February 27 2010 22:50 GMT
#30
On February 28 2010 07:17 Rothbardian wrote:It's not even that, but tanks get taken out by blink and chargelots...since they are so gas heavy you won't have much support, and the little support you do have will be killed by your splash. One siege tank shot obliterates marines, and chargelots are on your MM in a sec. It's hard to support 2-3 Facs early before Toss gets up immortals/Colossus, and if you go heavy tank, Colossus will rape you.

You need that gas for Medivacs/Vikings and Ghosts. Gas comes much slower in SCII than in SCI.

Anyways, take that as you will from 55-31 Plat player. I actually find my Terran matchups the hardest since I have no fucking clue what I should do. Sometimes I 2 Fac if I don't see the opponent is going Banshee. Then it turns into SCI with mass siege tank lines and drops...which isn't exactly my strong point (Siege Lines) since I'm an Age/RA95 player :p

Once the game gets to that point drops are nullified by Vikings and Thors and Turrets which are a lot better in SCII than in SCI. What I've found if you can't kill off the Terran early/mid game it's going to be a long ass game 45Min-1Hr and end up in BC battles.

I think I might try some sneaky ghost nuke play and hellion harass....


But how do stalkers get sight of tanks on a cliff? Turrets > Observers. You say Chargelots > Marines, but are Chargelots > Helions?

I see tank strats being extremely effective in SC2, just no one seems to do them right. I don't know of any hybrid bio/mech strats for SCI yet people seem to think they can mass M&M and still make tanks.
#1 LoL player
lololol
Profile Joined February 2006
5198 Posts
February 27 2010 22:51 GMT
#31
This is probably due to units dying instantly instead of on the next frame, and since dead units can't be attacked the tanks simply choose another target.
I'll call Nada.
Picture
Profile Joined August 2009
Canada75 Posts
February 27 2010 22:53 GMT
#32
So what happens when you don't target fire at all?
Chill
Profile Blog Joined January 2005
Calgary25980 Posts
February 27 2010 22:56 GMT
#33
Cool. If you just let them fire automatically wouldn't they do this anyways? What's the advantage to queuing manually?
Moderator
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-02-27 23:00:24
February 27 2010 22:56 GMT
#34
great find, big tnx to u, altho im not using siege tanks so much

ye i thought the same thing as u chill :p the tanks will spread out even if ur not touching them? and same goes to all ranged units without projectiles?
Progamerpls no copy pasterino
Fallen
Profile Joined October 2005
Canada192 Posts
February 27 2010 22:58 GMT
#35
yea I dont get this at all, why would you shift queue.. if they would do it normally?
oh hay
Rothbardian
Profile Joined January 2010
United States497 Posts
February 27 2010 23:03 GMT
#36
On February 28 2010 07:50 Jazriel wrote:
Show nested quote +
On February 28 2010 07:17 Rothbardian wrote:It's not even that, but tanks get taken out by blink and chargelots...since they are so gas heavy you won't have much support, and the little support you do have will be killed by your splash. One siege tank shot obliterates marines, and chargelots are on your MM in a sec. It's hard to support 2-3 Facs early before Toss gets up immortals/Colossus, and if you go heavy tank, Colossus will rape you.

You need that gas for Medivacs/Vikings and Ghosts. Gas comes much slower in SCII than in SCI.

Anyways, take that as you will from 55-31 Plat player. I actually find my Terran matchups the hardest since I have no fucking clue what I should do. Sometimes I 2 Fac if I don't see the opponent is going Banshee. Then it turns into SCI with mass siege tank lines and drops...which isn't exactly my strong point (Siege Lines) since I'm an Age/RA95 player :p

Once the game gets to that point drops are nullified by Vikings and Thors and Turrets which are a lot better in SCII than in SCI. What I've found if you can't kill off the Terran early/mid game it's going to be a long ass game 45Min-1Hr and end up in BC battles.

I think I might try some sneaky ghost nuke play and hellion harass....


But how do stalkers get sight of tanks on a cliff? Turrets > Observers. You say Chargelots > Marines, but are Chargelots > Helions?

I see tank strats being extremely effective in SC2, just no one seems to do them right. I don't know of any hybrid bio/mech strats for SCI yet people seem to think they can mass M&M and still make tanks.


Your tanks won't be on a cliff when you push.
"A tax-supported, compulsory educational system is the complete model of the totalitarian state." - Isabel Paterson <3
PredY
Profile Joined September 2009
Czech Republic1731 Posts
February 27 2010 23:04 GMT
#37
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
http://www.twitch.tv/czelpredy
wintergt
Profile Joined February 2010
Belgium1335 Posts
February 27 2010 23:05 GMT
#38
On February 28 2010 07:58 Fallen wrote:
yea I dont get this at all, why would you shift queue.. if they would do it normally?

He can only play vs himself but in real play you don't need to shift queue ofcourse because tanks will auto-engage and avoid overkill.
here i am
TheYango
Profile Joined September 2008
United States47024 Posts
February 27 2010 23:06 GMT
#39
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.
Moderator
DeCoup
Profile Joined September 2006
Australia1933 Posts
February 27 2010 23:07 GMT
#40
Very nice. I don't think waypointing is needed tho is it? If an ally had the 10 marines in your tank range and broke alliance they would still not overkill and chain the whole lot down.
Waypoint targeting key units in a wave will be very very good with this system tho, because lack of overkill will stop wasted shots.
Exellent find!
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
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
Croatia5281 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
Bane_
Profile Joined October 2005
United Kingdom494 Posts
February 28 2010 00:30 GMT
#61
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!"
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
February 28 2010 00:32 GMT
#62
On February 28 2010 09:21 CowGoMoo wrote:
Show nested quote +
On February 28 2010 08:45 Pokebunny wrote:
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.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
February 28 2010 00:32 GMT
#63
On February 28 2010 09:04 sob3k wrote:
+ Show Spoiler +
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



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!
rererebanned
Profile Blog Joined September 2009
67 Posts
February 28 2010 00:41 GMT
#64
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?
sob3k
Profile Blog Joined August 2009
United States7572 Posts
February 28 2010 00:54 GMT
#65
On February 28 2010 09:32 Klockan3 wrote:
Show nested quote +
On February 28 2010 09:04 sob3k wrote:
+ Show Spoiler +
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



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...

somebody go try to abuse this!!!
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.
AskJoshy
Profile Blog Joined February 2010
United States1625 Posts
Last Edited: 2010-02-28 01:03:44
February 28 2010 01:02 GMT
#66
Here's video of what he's talking about. Feel free to put this on the first post of the thread, sob3k.

Heroes, Hearthstone, and SC2 videos: http://www.youtube.com/AskJoshy
Noah
Profile Joined June 2008
Norway164 Posts
February 28 2010 01:03 GMT
#67
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.
AskJoshy
Profile Blog Joined February 2010
United States1625 Posts
February 28 2010 05:53 GMT
#68
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.
Heroes, Hearthstone, and SC2 videos: http://www.youtube.com/AskJoshy
G3nXsiS
Profile Joined July 2009
United States656 Posts
February 28 2010 05:58 GMT
#69
Dang great job on the find.
Hope is the first step on the road to dissapointment
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
February 28 2010 06:04 GMT
#70
At least this makes players pay more attention to splash units.

But I miss the map where you kill a stream of Medics with a few Photon Cannons...
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
February 28 2010 06:10 GMT
#71
neato
..and then I would, ya know, check em'. (Aka SpoR)
leejas
Profile Blog Joined August 2007
United States440 Posts
February 28 2010 06:16 GMT
#72
I like this :D... but it makes the game feel too smart =(
flamewheel
Profile Blog Joined December 2009
FREEAGLELAND26781 Posts
February 28 2010 06:22 GMT
#73
Very nice! Hopefully this will lead to more tanks being used... I miss them so.
Writerdamn, i was two days from retirement
Skaff
Profile Joined February 2010
United States240 Posts
February 28 2010 06:23 GMT
#74
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.
keV.
Profile Blog Joined February 2009
United States3214 Posts
Last Edited: 2010-02-28 06:27:42
February 28 2010 06:27 GMT
#75
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.
"brevity is the soul of wit" - William Shakesman
StayFrosty
Profile Joined February 2010
Canada743 Posts
February 28 2010 09:51 GMT
#76
very helpful thanks so much
phexac
Profile Joined March 2004
United States186 Posts
February 28 2010 10:08 GMT
#77
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?
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2010-02-28 10:29:17
February 28 2010 10:14 GMT
#78
Double post.
I'll call Nada.
lololol
Profile Joined February 2006
5198 Posts
February 28 2010 10:28 GMT
#79
On February 28 2010 09:21 CowGoMoo wrote:
Show nested quote +
On February 28 2010 08:45 Pokebunny wrote:
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'll call Nada.
smurftaro
Profile Joined February 2010
United States6 Posts
February 28 2010 10:58 GMT
#80
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.
MorroW
Profile Joined August 2008
Sweden3522 Posts
February 28 2010 11:17 GMT
#81
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
Progamerpls no copy pasterino
Krolinkos
Profile Joined February 2010
Australia74 Posts
February 28 2010 13:10 GMT
#82
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.

I like it. Nice find, OP.
Unashamedly nerdy.
PredY
Profile Joined September 2009
Czech Republic1731 Posts
Last Edited: 2010-02-28 13:32:20
February 28 2010 13:13 GMT
#83
nvm.
http://www.twitch.tv/czelpredy
Catch]22
Profile Blog Joined July 2009
Sweden2683 Posts
February 28 2010 13:19 GMT
#84
On February 28 2010 10:02 JoshSuth wrote:
Here's video of what he's talking about. Feel free to put this on the first post of the thread, sob3k.

http://www.youtube.com/watch?v=cK9nGsLkTCo


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.
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
February 28 2010 13:21 GMT
#85
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.
Ballistixz
Profile Joined January 2010
United States1269 Posts
February 28 2010 13:29 GMT
#86
On February 28 2010 22:19 Catch]22 wrote:
Show nested quote +
On February 28 2010 10:02 JoshSuth wrote:
Here's video of what he's talking about. Feel free to put this on the first post of the thread, sob3k.

http://www.youtube.com/watch?v=cK9nGsLkTCo


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.
lamarine
Profile Joined January 2003
586 Posts
Last Edited: 2010-02-28 13:48:02
February 28 2010 13:36 GMT
#87
On February 28 2010 22:29 Ballistixz wrote:
Show nested quote +
On February 28 2010 22:19 Catch]22 wrote:
On February 28 2010 10:02 JoshSuth wrote:
Here's video of what he's talking about. Feel free to put this on the first post of the thread, sob3k.

http://www.youtube.com/watch?v=cK9nGsLkTCo


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.

PS sorry for my bad English
So... BW is back
7mk
Profile Blog Joined January 2009
Germany10157 Posts
February 28 2010 13:49 GMT
#88
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.
beep boop
gh0st
Profile Joined January 2010
United States98 Posts
February 28 2010 14:46 GMT
#89
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.

TheYango
Profile Joined September 2008
United States47024 Posts
February 28 2010 18:47 GMT
#90
On February 28 2010 22:21 lolaloc wrote:
Show nested quote +
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.

On February 28 2010 22:29 Ballistixz wrote:
Show nested quote +
On February 28 2010 22:19 Catch]22 wrote:
On February 28 2010 10:02 JoshSuth wrote:
Here's video of what he's talking about. Feel free to put this on the first post of the thread, sob3k.

http://www.youtube.com/watch?v=cK9nGsLkTCo


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.
Moderator
errol1001
Profile Joined April 2008
454 Posts
February 28 2010 19:01 GMT
#91
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..
wintergt
Profile Joined February 2010
Belgium1335 Posts
February 28 2010 19:26 GMT
#92
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.
here i am
Puremiss
Profile Joined August 2008
United States232 Posts
February 28 2010 20:27 GMT
#93
amazing find! this makes me want to actually use seige tanks now.
blizz should give u a beta key just for shedding light on this AI improvement :D
Orzabal
Profile Joined December 2009
France287 Posts
February 28 2010 22:24 GMT
#94
GJ !

You are my hero of the month !
Kim_Hyun_Han
Profile Blog Joined January 2009
706 Posts
February 28 2010 22:27 GMT
#95
haha thats good

phoenix stack here we come
DorF
Profile Blog Joined July 2009
Sweden961 Posts
February 28 2010 22:40 GMT
#96
Sounds bitching
BW for life !
EsX_Raptor
Profile Blog Joined February 2008
United States2801 Posts
March 01 2010 00:21 GMT
#97
Hell the code must be fucking fast to determine what to shoot given that tanks have instantaneous attacks!
FragKrag
Profile Blog Joined September 2007
United States11552 Posts
March 01 2010 00:29 GMT
#98
This sounds like a lot of work for the CPU D:
*TL CJ Entusman #40* "like scissors does anything to paper except MAKE IT MORE NUMEROUS" -paper
wintergt
Profile Joined February 2010
Belgium1335 Posts
Last Edited: 2010-03-01 00:36:57
March 01 2010 00:33 GMT
#99
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.
here i am
member1987
Profile Joined February 2010
141 Posts
March 01 2010 00:52 GMT
#100
good find.
member1987
Profile Joined February 2010
141 Posts
March 01 2010 00:56 GMT
#101
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


So this is a bad feature for you?

Get real man, stop living 100 years in the past and stop whining, this is a great feature.
Badjas
Profile Blog Joined October 2008
Netherlands2038 Posts
March 01 2010 08:53 GMT
#102
It used to be a skill to draw tank fire in the right way with reaver and templar drops. Just put an extra 2-4 tanks at a base and you have nothing to worry about. Positional play will also be less relevant. Dumb 'em down please.
I <3 the internet, I <3 you
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
March 01 2010 13:50 GMT
#103
Bye bye zealot bombs.
You want 20 good men, but you need a bad pussy.
Jonoman92
Profile Blog Joined September 2006
United States9103 Posts
March 12 2010 03:55 GMT
#104
That's pretty neat. I'm probably too slow to utilize this most of the time (and I generally don't have that many tanks) but it's definitely something to consider.
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