On April 21 2010 00:36 Osmoses wrote: Bleeeh internal server error, cannot view, but this seems really useful. Except for against the numerous high-damage units, like immortals, where armor don't mean shit.
I guess the most useful thing is seeing if +1 +2 +3 armor/weapons, stim pack, or whatever combo you can think of will 1 shot or take a shot off killing a unit.
Just wondering about something; Atk. Immortal Def. Thor Winner is usually an Immortal unless the thor uses the "250 mm gun skill" Source; However in this chart, the thor wins. Does this means that this hit tool uses this ability?
Atk. Sentry Def. Mutalisk The sentry is according to husky a counter to the mutalisk, but in this tool the muta wins.
Great tool all in all. Would be nice if you could add options for spells, upgrades and such.
On April 23 2010 05:20 Shouryu wrote: Just wondering about something; Atk. Immortal Def. Thor Winner is usually an Immortal unless the thor uses the "250 mm gun skill"
However in this chart, the thor wins. Does this means that this hit tool uses this ability?
Atk. Sentry Def. Mutalisk The sentry is according to husky a counter to the mutalisk, but in this tool the muta wins.
Great tool all in all. Would be nice if you could add options for spells, upgrades and such.
I do have options for upgrades, guardian shield, and some other abilties.. are you not seeing them?
My tool has the Immortal winning vs Thor, so I'm not sure what you're looking at exactly? My tool also shows 7 volleys from the Thor hitting the Immortal which is similar to what is happening in that video you linked.
Sentry vs Muta... did you use guardian shield? I think the issue you're seeing is 1v1 compared to 20 vs 20. In 20 v 20 sent vs muta the bounce attacks from the mutas become almost useless, so my tool isnt an end all for deciding a battle.. it's just a quick reference guide.
On my tool, Muta wins vs Sentry without guardian shield active, but if you use it.. the Sentry actually comes up the winner by 1 hit. It is very very accurate as long as the attack times we have are spot on.
has anyone asked about a more user-friendly way of turning on-off weapon and armor levels for units? The only way i found to reset it is to just re-select the unit, which works.
I'm also curious on the time it takes for units to take down buildings.
On April 23 2010 10:26 CrabTrap wrote: Great work, this tool will be VERY usefull
has anyone asked about a more user-friendly way of turning on-off weapon and armor levels for units? The only way i found to reset it is to just re-select the unit, which works.
I'm also curious on the time it takes for units to take down buildings.
I've made the interface for changing upgrades a lot more user friendly.
I need a little feedback from the community.. I'm honestly not a min maxer or do much with my own tool, I've just been bored on lunch breaks at work.
I've thought it might be a good idea to have a table output of each fight so that users can copy paste this into excel or whatnot to have it permanently stored.
I'd like some feedback on what kind of info would be useful to see in this table for comparison purposes. Any layout or table combo is perfectly acceptable as a suggestion. I might even try to automate this process and have it online in the future.
This kind of data not useful to anyone or does no one understand the capability? Was hoping to see some discussion about the # of hits and whatnot certain units take to kill others and some charting.
Take Marauder vs Stalker for instance. Attacker Defender Winner, BattleTime, AtkHPLeft, DefHPLeft, and upgrades. So with Marauder using +1, +2, +3 to weapons it shows the diff.
I would love to see you add a way to see how many of the selected unit it would take to kill the other unit. An example would be how many corruptors do you need to kill 1 void ray etc.
Are you sure you added the +10 hp to marine when you get the combat shield upgrade? I'm looking at the combat stats for both and it has it that the marine has 45 hp in both situations (with upgrade and without)