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Warping Units’ Damage Taken - Page 2

Forum Index > SC2 General
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kerpal
Profile Blog Joined June 2009
United Kingdom2695 Posts
February 20 2011 03:18 GMT
#21
good to know, good testing, good write-up. if you ever want to write lab reports let me know and i'll send you my results.
CrimsonPhoenix
Profile Joined March 2010
Mexico16 Posts
February 20 2011 03:29 GMT
#22
Yes and no... If you can volley it fast, it dies before it's warped in because at the begging of the warp it starts with less HP, so if you target fire a zealot at the front of a line warping in, chances are you are going to kill it without having to deal the full damage to it.

If you want to see it in terms of DPS, if you outdps the building HPS, you won't need to do the full damage to the unit in order to kill it.


I'm not locked in here with you, you're locked in here with me!
LagT_T
Profile Joined March 2010
Argentina535 Posts
February 20 2011 03:43 GMT
#23
On February 20 2011 12:07 diegonolan wrote:
This needs to be fixed warping in units should take increased damage


Would you mind stating why?
"The tactics... no. Amateurs discuss tactics, professional soldiers study logistics." - Tom Clancy, Red Storm Rising
Icemind
Profile Joined May 2010
Germany570 Posts
Last Edited: 2011-02-20 03:51:24
February 20 2011 03:51 GMT
#24
Wow good to know i really thought that they still took additional damage.
But i wonder why they removed it, i always thought that it was a somewhat neat idea to balance out warp in when done too close to the fight.
Simberto
Profile Blog Joined July 2010
Germany11910 Posts
February 20 2011 03:51 GMT
#25
Just to suggest a simpler and more accurate test, why don't you simply shoot the warping unit once or twicewith a stalker, or a marauder, or something like that?

Afterwards, you can look at how much HP it has, and deduce whether or not that is more damage taken than if you would have hit a full health unit once or twice.
wolfe
Profile Joined March 2010
United States761 Posts
February 20 2011 05:56 GMT
#26
Anyone know why they would change this mechanic? And btw double pylon overlap doesn't speed up warp in does it?
Swift as the wind, felt before noticed.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
February 20 2011 05:58 GMT
#27
yea i had heard a while back that they did but it hasnt seemed that way in a long time, so now it's pretty clear to just go for the units that are already there :/
ModeratorBlame yourself or God
ineedadrink
Profile Joined January 2011
United States108 Posts
February 20 2011 05:58 GMT
#28
Guess they changed this during a recent patch without telling anyone.
Logarythm
Profile Joined November 2010
United States264 Posts
February 20 2011 06:03 GMT
#29
On February 20 2011 11:53 Ketara wrote:
They do not take extra damage, but if you have enough units firing you can kill them before all of their HP generates, thereby doing, in effect, extra damage.


Try warping in a Zealot next to 15 Marauders. It should take 15 Marauders 2 volleys to kill a Zealot. I bet if they catch him warping in it will only take 1!


He raises a good point!
Making bad decisions.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10376 Posts
February 20 2011 06:07 GMT
#30
Edit: woah, I really overdid this...hah, you can just shoot a unit warping in once and see how much it takes, oh well, at least it was fun.


Haha was gonna say, but don't worry! It's good math practice And until they read the end people will be like, wow this is deep stuff... lol

anyways thanks for sharing, I too noticed this and was like, wtf I thought they took more damage? But I also can't remember when this was changed.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
PetRockSteve
Profile Joined February 2011
United States70 Posts
February 20 2011 06:14 GMT
#31
Wouldn't your decision to focus fire warping units depend on how much dps you can achieve? Take the zealot warp in as an example. Assume your can focus fire it for 40 dps and start attacking it after it has been warping in for 1 second. In order for it to die you will only need to be attacking it for 3 seconds, dealing only 120 damage in order to kill it and killing it 0.75 seconds faster than a zealot that has already warped in. The time savings is even greater with higher dps. Imagine that you can deal 60 dps instead. Under the same conditions, it would only take one second to kill the zealot for a savings of 1.5 seconds over an already warped in zealot.
Excalibur_Z
Profile Joined October 2002
United States12248 Posts
February 20 2011 06:22 GMT
#32
Oh man, really?? All this time I thought they took double damage. Where did this information come from originally, because it seems like a pretty widespread misconception. It's even in Liquipedia!

http://wiki.teamliquid.net/starcraft2/Psionic_Matrix
"Units that are warping into a Psionic Matrix take double damage from attacks, so one must be careful when warping in units to not expose them to enemy fire."

Moderator
Noev
Profile Blog Joined January 2010
United States1105 Posts
February 20 2011 06:34 GMT
#33
nice work, i laughed at the edit at the end my first thought was that when i read how you came to the conclusion i was like wow someone over thinked it. lol either way i always suspected this when playing nice to see that it has been proven
Fa1nT
Profile Joined September 2010
United States3423 Posts
February 20 2011 06:41 GMT
#34
On February 20 2011 12:43 LagT_T wrote:
Show nested quote +
On February 20 2011 12:07 diegonolan wrote:
This needs to be fixed warping in units should take increased damage


Would you mind stating why?


Because warping directly into my base should have a consequence?

SheaR619
Profile Joined October 2010
United States2399 Posts
February 20 2011 06:47 GMT
#35
On February 20 2011 15:41 Fa1nT wrote:
Show nested quote +
On February 20 2011 12:43 LagT_T wrote:
On February 20 2011 12:07 diegonolan wrote:
This needs to be fixed warping in units should take increased damage


Would you mind stating why?


Because warping directly into my base should have a consequence?



I agree, warping unit right in front of me should have consequences. I mean, warp in already generate unit insanely fast and in any location, it should have some penalty. Terran and zerg unit will have to be rally from all the way back in base but toss can just magically warp in crap load of unit right in front of me or alot of zealot for meat shield with no extra penalty? It doesnt really make sense to me :/
I may not be the best, but i will be some day...
Silmakuoppaanikinko
Profile Joined November 2010
799 Posts
February 20 2011 06:49 GMT
#36
Kind of related, but I always see people focussing a spine crawler when it uproots and reroots as in 'now's my chance!', completely unsupported by sound logic, rooting or not, you should depend only on what unit has the highest priority to be taken out. It's not like it's going to suddenly spine you if you don't fire when it roots.

In fact, when it roots you should be focussing on other units that actually do damage at that point and remove them from the game. Say you take 35 hp of a rooting spine, that then changes nothing about the amount of dps the opponent can deliver, but if you take that off a zergling, it dies, and the opponent's dps is reduced.

Same thing with warp ins, people always fire at warping in units for the 'now's my chance psychology', while they should actually concentrate their fire on the units whose removal from the game immediately reduces dps, rather than in 3 seconds (assuming it takes 2 to focus a zealot down).
Workers and town centres are the ultimate counter to turtles.
da_head
Profile Blog Joined November 2008
Canada3350 Posts
February 20 2011 06:51 GMT
#37
wow really? sweeet.
When they see MC Probe, all the ladies disrobe.
SheaR619
Profile Joined October 2010
United States2399 Posts
February 20 2011 06:53 GMT
#38
On February 20 2011 15:49 Silmakuoppaanikinko wrote:
Kind of related, but I always see people focussing a spine crawler when it uproots and reroots as in 'now's my chance!', completely unsupported by sound logic, rooting or not, you should depend only on what unit has the highest priority to be taken out. It's not like it's going to suddenly spine you if you don't fire when it roots.

In fact, when it roots you should be focussing on other units that actually do damage at that point and remove them from the game. Say you take 35 hp of a rooting spine, that then changes nothing about the amount of dps the opponent can deliver, but if you take that off a zergling, it dies, and the opponent's dps is reduced.

Same thing with warp ins, people always fire at warping in units for the 'now's my chance psychology', while they should actually concentrate their fire on the units whose removal from the game immediately reduces dps, rather than in 3 seconds (assuming it takes 2 to focus a zealot down).


Well, if the spine takes 50% more damage when uprooted, i would most likely target the spine because taking it out fast before it get a chance to become a pain in the butt :p.
I may not be the best, but i will be some day...
hmsrenown
Profile Joined July 2010
Canada1263 Posts
February 20 2011 06:59 GMT
#39
On February 20 2011 14:58 Zelniq wrote:
yea i had heard a while back that they did but it hasnt seemed that way in a long time, so now it's pretty clear to just go for the units that are already there :/

Wow it's surprising how this could even fool zelniq...I guess we should all take note and stop target firing the warp-in unit, and focus the present units better
sas01
Profile Joined February 2010
Canada303 Posts
February 20 2011 07:14 GMT
#40
I had no idea they removed this.... Im sure i remember in beta that there was a tip or something that said that they took extra dmg!! Anyways good to know!! Thanks!
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