SC2 Tool - Hits to Kill Chart - Page 9
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Raikynn
41 Posts
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Stirlitz
Greece28 Posts
It would of course be impossible to take movement into consideration in a way to simulate micro but if range+speed were combined into the formula then we'd have a little more accurate results in the end. Great work, btw, quite helpful program! | ||
Stromming
Sweden64 Posts
On November 09 2010 02:42 Stirlitz wrote: I have an idea to make it a little better since right now it acts as if the units start on top of each other and range isn't calculated. Do you think that you could make it so that the guy with the lesser range starts attacking a little later to cover for the range difference? for example on a colossus vs thor fight they both shoot at each other at 0:00 while the collosus has a greater range and should start attacking first if it had the extended thermal lance upgrade. It would of course be impossible to take movement into consideration in a way to simulate micro but if range+speed were combined into the formula then we'd have a little more accurate results in the end. Great work, btw, quite helpful program! I agree, this shouldn't be too hard. Just put a (x-y)/z second delay before the short range unit attacks, where x = Range of the longer-range unit y = Range of the shorter-range unit z = Speed of the shorter-range unit, measured in range units per second Or something? | ||
out4blood
United States313 Posts
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HenryGale
United States23 Posts
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forelmashi
421 Posts
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