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Warping Units’ Damage Taken - Page 4

Forum Index > SC2 General
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Whitewing
Profile Joined October 2010
United States7483 Posts
March 02 2011 01:56 GMT
#61
You get 5 seconds to do free damage to the units, during which they cannot micro, or attack back.

Seems like a penalty to me.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
pirsq
Profile Blog Joined September 2010
Australia145 Posts
March 02 2011 02:01 GMT
#62
Off topic idea: If units did take significant additional damage while warping in, that would help fix the 4gate vs 4gate problem. It's much harder to warp in zealots up your opponent's ramp when they take 2x damage. And if you make the additional damage depend on distance from warpgate (which is pretty realistic), it won't break the warp-in-to-defend mechanic.
MuteZephyr
Profile Joined August 2010
Lithuania448 Posts
March 02 2011 02:02 GMT
#63
I was actually wondering about this the other day! I was target firing units warping in, and it just didn't FEEL like I was killing them any faster, especially compared to how fast they died in Beta.

Thanks for confirming my suspicions!
I don't Micro, I FEMTO. That's 9 orders of magnitude more extreme.
101toss
Profile Blog Joined April 2010
3232 Posts
Last Edited: 2011-03-02 02:04:26
March 02 2011 02:04 GMT
#64
Target firing a warping in unit can still be worth it, as you can kill a stalker when it is at 20/20 health as opposed to 80/80.
Math doesn't kill champions and neither do wards
thobel
Profile Joined August 2010
United States37 Posts
March 02 2011 02:04 GMT
#65
On February 20 2011 11:12 Ichabod wrote:
Since zealots have 1 armor for effectively 2/3 of their total health, a sentry’s actual damage can be adjusted on a warping in zealot to 5.333 damage per second.


This is false. Because the zealot has 1 armor, he spends more than 2/3 of his life getting his health shot at rather than his shields. It's in fact slightly less than 5.333.

He spends 100 health getting shot at with 5 damage : 20 seconds
50 shields at 6 damage : ~ 8.3 seconds

So closer to 5.29, not counting roundoff from the shields getting overkilled by one of the sentry hits.

(Sorry to nitpick, but if it were something like 3 armor, this would show up to a much bigger degree.)
hifriend
Profile Blog Joined June 2009
China7935 Posts
March 02 2011 02:10 GMT
#66
Haha it's so silly that people didn't know about this. I'm pretty sure most of the top commentators and a lot of pro's had this misconception as well. Nice job Ichabod!
Whynaut
Profile Blog Joined January 2011
Canada367 Posts
March 02 2011 02:19 GMT
#67
I think the fact that we didn't notice this was gone until now means it isn't really that big a deal, balance-wise. Still, good to know.
DarkPlasmaBall
Profile Blog Joined March 2010
United States46529 Posts
March 02 2011 02:22 GMT
#68
I had no idea that my Protoss units were supposedly taking extra damage when being warped in o.O Totally missed the memo there.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
March 02 2011 02:23 GMT
#69
wow, I didnt know this was out of the game. This will definitely change a few things for me.
Sek-Kuar
Profile Joined November 2010
Czech Republic593 Posts
March 02 2011 02:35 GMT
#70
Why is this so... complicated?

Why not just warp-in zealot, while doing so tell Stalker to attack him 3 times, and if Zealot is finished with 20 shield he didnt take extra dmg...?
Scientists finally discovered what's wrong with the female brain: On the left side, there is nothing right, and on the right side, there's nothing left. [http://eu.battle.net/sc2/en/profile/213948/1/DJVibrejtr/]
GagnarTheUnruly
Profile Joined July 2010
United States655 Posts
March 02 2011 03:31 GMT
#71
I'm glad to have this cleared up, because I remember hearing that they take extra damage but couldn't ever find anything about it. I kind of wish they did, though. It might make 4-gates a little less powerful.
Ichabod
Profile Joined May 2010
United States1659 Posts
Last Edited: 2011-03-02 04:02:19
March 02 2011 03:36 GMT
#72
On March 02 2011 11:35 Sek-Kuar wrote:
Why is this so... complicated?

Why not just warp-in zealot, while doing so tell Stalker to attack him 3 times, and if Zealot is finished with 20 shield he didnt take extra dmg...?

I mentioned this in the edit @ the bottom

On March 02 2011 11:04 thobel wrote:
Show nested quote +
On February 20 2011 11:12 Ichabod wrote:
Since zealots have 1 armor for effectively 2/3 of their total health, a sentry’s actual damage can be adjusted on a warping in zealot to 5.333 damage per second.


This is false. Because the zealot has 1 armor, he spends more than 2/3 of his life getting his health shot at rather than his shields. It's in fact slightly less than 5.333.

He spends 100 health getting shot at with 5 damage : 20 seconds
50 shields at 6 damage : ~ 8.3 seconds

So closer to 5.29, not counting roundoff from the shields getting overkilled by one of the sentry hits.

(Sorry to nitpick, but if it were something like 3 armor, this would show up to a much bigger degree.)

Oh, I guess you are right about that, thankfully the margin of error was small enough to be irrelevant

Regarding this having an effect on 4gate vs 4gate; there would be as much of an advantage for the attacker as for the defender, since both would be warping in units nearby, vulnerable to the formerly-increased damage, so ultimately this wouldn't give an advantage to the attacker or defender, just potentially change the focus-firing micro a little.
roemy
Profile Joined April 2010
Germany432 Posts
March 02 2011 07:35 GMT
#73
hummm i specifically tested this (in very much the same way ^^) for liquipedia during beta and it was indeed double damage back then - much like a hallucination.

although i'm not opposed to 'normal' damage itself, it is the combination with their non-existent attack priority; units that warp in do not get attacked if there's another aggressive one (in close vicinity). they're more like buildings in that state and unless the opponent focuses, they do not get attacked until they're fully warped.

so... personally i do believe this should have a downside;
either by receiving extra damage
- or -
by flagging them as a fully 'deployed' and aggressive unit so they get attacked immediately and automatically. this way protoss will not be able to spam zealots right in front of cannons without any repercussions -.-
rock is fine.. paper could need a buff, but scissors have to be nerfed
CookieMaker
Profile Blog Joined November 2010
Canada880 Posts
Last Edited: 2011-03-02 07:51:04
March 02 2011 07:50 GMT
#74
focus firing units that are warping in is now totally useless. One unit is attacking you for 5 seconds, the other is warping in.... pick one to attack. Duh. Thanks OP for confirming this
Micro your Macro
KoreanCharles
Profile Joined December 2010
United States31 Posts
March 02 2011 09:34 GMT
#75
Technically, since you are being warped in, shouldn't armor be nonexistant, as it is yet to be warped in? Just nitpicking i guess :3
HAI
Aikin
Profile Joined April 2010
Austria532 Posts
Last Edited: 2011-03-02 09:45:29
March 02 2011 09:44 GMT
#76
On March 02 2011 10:56 Whitewing wrote:
You get 5 seconds to do free damage to the units, during which they cannot micro, or attack back.

Seems like a penalty to me.


What? If a protoss need a gateway unit he just needs a proxy pylon and once that finishes and his warpgates are ready he can warp in to the front.

If you clash with 200/200 armys the protoss can instantly build out of all his gateways while zerg and terran need the production time and then walk from their facilities. How are five secounds building on the field a penalty to that????
[A]dmiral Bulldog | Naniwa | [A]lliance
BearStorm
Profile Joined September 2010
United States795 Posts
March 02 2011 09:52 GMT
#77
I really hope they make warping units take 2-3x more damage. This will help prevent 4gate spam in pvp by a lot.
"Anti-intellectualism has been a constant thread winding its way through our political and cultural life, nurtured by the false notion that democracy means that 'my ignorance is just as good as your knowledge."
DestroManiak
Profile Joined December 2010
257 Posts
March 02 2011 10:00 GMT
#78
It is still extremely powerful to target fire warping units if you have the firepower to kill them off before they can fully warp in because if you target a warping stalker with 2 marauders you can simply kill it off before it gets the chance to have full hp.
supernovice007
Profile Joined January 2011
United States29 Posts
Last Edited: 2011-03-02 10:16:56
March 02 2011 10:11 GMT
#79
On March 02 2011 16:50 TheCookieMonster wrote:
focus firing units that are warping in is now totally useless. One unit is attacking you for 5 seconds, the other is warping in.... pick one to attack.


This isn't really true. It changes the math required for the decision though.

I believe a zealot has 100 health and 50 shield, so it should be gaining 20 health and 10 shield per second. Assuming, you could hit it in the first second, 4 marauders [10 + (10-1) x 3 = 37 damage] could kill it instantly. If you waited until it warped in completely, you'd need 17 [10x5 + (10-1) x 12 = 158 damage] total attacks by marauders to kill it instead of 4.

Of course, you're also taking damage from units that are already in the fight so you have to weigh that as well but I think you'd still be better off targetting warping in units if your micro is good enough to hit them immediately since you are gaining a HUGE damage bonus if you manage to kill a warping in unit quickly.

In any case, it's good knowledge to have that warping units aren't taking extra damage so we can make better decisions in game.

Edit: The guy above me just said the same thing while I creating this post. Damn my slow typing skills!
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2011-03-02 10:16:05
March 02 2011 10:15 GMT
#80
I would like that Warp-ins took additional damage since it would severly weaken cheesy warpgate all-ins, but in the otherside how should P defend drops? if they even take additional damage from the most costeffectiv combo M&M?...
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