• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 23:07
CEST 05:07
KST 12:07
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8
Community News
SC4ALL: II SC2 Complete Invited Player Lineup4StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026)66Weekly Cups (Sept 21-27): herO and ByuN double2Weekly Cups (Sep 13-20): herO scores triple3BSL Season 2315
StarCraft 2
General
Back to SC2 after 14 years - Protoss CTRL groups? How do you feel about the mass reverts in the 5.0.17 PTR? October World Ranking: herO stays #1, ByuN returns SC4ALL: II SC2 Complete Invited Player Lineup StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026)
Tourneys
Stellar Fest TWO the Moon (Dec 16-20) Sparkling Tuna Cup - Weekly Open Tournament 2026 GSTL Grand Finals Sea Duckling Open (Global, Bronze-Diamond) SC2 INu's Battles#21 [ 3-Days tournament ]
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 545 And Drops and Rifts Mutation # 544 Double Trouble Mutation # 543 Enhanced Defenses
Brood War
General
BW General Discussion Sagi.gg Launcher Released RepMastered™: replay sharing and analyzer site Bot on ladder BSL Season 23
Tourneys
2v2v2v2 Tournament [ASL22] Ro8 Day 4 [Megathread] Daily Proleagues [ASL22] Ro8 Day 3
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread Total Annihilation Zero
Dota 2
Dota 2 Champions League Season 3 Begins April 25! Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Canadian Politics Mega-thread Artificial Intelligence Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Escaping Into Video Games: G…
TrAiDoS
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Regacy Esports:Our Goa…
regacyesports
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8843 users

insta vs. missile shot - Page 14

Forum Index > SC2 General
Post a Reply
Prev 1 12 13 14 15 16 19 Next All
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2011-03-07 00:14:25
March 07 2011 00:02 GMT
#261
i just tested it right now, Marines don't even overkill when target firing.
this is huge, cause using marines you can always target fire, their firepower will distribute without wasting damage at all.

can be easily reproduced:
Take 2 drones and the right amount of units to deal enough damage to kill both.

Take 8 Stalker right click them near to the drones than target fire one drone -> result 1 drone dies other live (needs another attack cycle)
Take 7 Hydras right click them near to the drones than target fire -> result 1 drone dies other live (needs another attack cycle)
take 14 marines right click them near to the drones than target fire -> result both drones dies (within the first attack cycle)

so besides having the advantage while A-Moving, even Target Firing has an bigger advantage makes no wonder why marines are decimating economy so fast.
Kantutan
Profile Blog Joined February 2010
Canada1319 Posts
March 07 2011 00:05 GMT
#262
People also seem to forget the fact that attacks using a projectile can also be stopped by the point defense drone.
hugman
Profile Joined June 2009
Sweden4644 Posts
March 07 2011 00:10 GMT
#263
Well tbh they should just remove the smartfire, at least test it on the PTR. Marines were fine without it in BW
supernovice007
Profile Joined January 2011
United States29 Posts
March 07 2011 00:20 GMT
#264
On March 07 2011 07:00 Mephyss wrote:
I did a small test on map editor. changed marines, marauders and hydralisks stats to 50 damage (1 shot zerglings), 5 sec firerate (to check between hits easier) and 20 range (so they dont waste time moving to shoot).

I put 10 of them in a line with 10 burrowed zerglings and unburrowed ingame. On marine lane all 10 zerglings died on first shoot cycle. Hydras were taking 3 cycles to kill all zerglings (3 or 4 zerglings dying each cycle) and marauders were slowers with only 2 kills each cycle, 5 cycles to get all kills


This is a really interesting result. Why would the marauders kill less than the hydras? It would seem like the marauders and hydras should kill at exactly the same rate. If you still have this set up, is it possible to run a couple more iterations of the marauders and hydras?

The OP establishes a pretty large discrepancy between the effectiveness of instant vs missile shots and your test confirms it. However, your test also seems to show a discrepancy even within the performancy of missile shots for different units. Given the long delay and insta-kill damage, I can't imagine why this would be so...
KiF1rE
Profile Blog Joined November 2009
United States964 Posts
March 07 2011 00:20 GMT
#265
On March 07 2011 09:02 freetgy wrote:
i just tested it right now, Marines don't even overkill when target firing.
this is huge, cause using marines you can always target fire, their firepower will distribute without wasting damage at all.

can be easily reproduced:
Take 2 drones and the right amount of units to deal enough damage to kill both.

Take 8 Stalker right click them near to the drones than target fire one drone -> result 1 drone dies other live (needs another attack cycle)
Take 7 Hydras right click them near to the drones than target fire -> result 1 drone dies other live (needs another attack cycle)
take 14 marines right click them near to the drones than target fire -> result both drones dies (within the first attack cycle)

so besides having the advantage while A-Moving, even Target Firing has an bigger advantage makes no wonder why marines are decimating economy so fast.



the same happens with siege tanks, which is what made them so strong.

this video does a good job showing the difference between instashot and missile though for units like marines.
iPBioOrMech
Profile Joined May 2010
Turkey297 Posts
March 07 2011 00:21 GMT
#266
Ok first off, if u pause with the Hydralisks, the hydralisks have 46 health hes obviously trolling TL...im sure hydras are over 100+...

User was warned for this post
i created scan BM, MvP created mule drop.
iPBioOrMech
Profile Joined May 2010
Turkey297 Posts
March 07 2011 00:23 GMT
#267
Hmm idk... explain that?
i created scan BM, MvP created mule drop.
TwoToneTerran
Profile Joined March 2009
United States8841 Posts
March 07 2011 00:25 GMT
#268
If you read the very first sentence of the post you will realize that the hydras have their stats changed to match marines. This isn't marines vs hydras, it's purely testing the difference of damage output caused by their attack animations. It's not that hard to pay attention and read the bolded sentence right above the video.
Remember Violet.
Zerker
Profile Joined May 2010
Canada201 Posts
March 07 2011 00:36 GMT
#269
Wow, mind = blown. Didn't know that missile attacks vs Instant attacks made that big of a difference. Really good find. I wonder if the balance team for starcraft 2 overlooked the fact of missile vs instant, Or at least they didn't know it was going make that big of a difference.

I wonder something though, say if the spine from the hyrda is in mid flight to it's target and the hyrda dies, Does the missile attack die with the hyrda or does the Missile attack finish because the missile was already launched. Logically i would say it does, but who knows how the game is actually made.
Victim
Profile Joined August 2010
United States188 Posts
March 07 2011 00:43 GMT
#270
On March 07 2011 09:20 supernovice007 wrote:

This is a really interesting result. Why would the marauders kill less than the hydras? It would seem like the marauders and hydras should kill at exactly the same rate. If you still have this set up, is it possible to run a couple more iterations of the marauders and hydras?

The OP establishes a pretty large discrepancy between the effectiveness of instant vs missile shots and your test confirms it. However, your test also seems to show a discrepancy even within the performancy of missile shots for different units. Given the long delay and insta-kill damage, I can't imagine why this would be so...


Different missile animations aren't necessarily moving at the same speed. It would make sense if faster projectiles were closer in performance to instant attacks. So if Hydra spines were faster in flight than marauder grenades, they would kill more efficiently.
Gummy
Profile Blog Joined October 2010
United States2180 Posts
March 07 2011 00:56 GMT
#271
Thanks for the OP, which really shows the power of the auto-targeting AI. This thread has become, as Destiny would put it, a retard magnet Overlord. So many people are posting ridiculous comments that prove they did not read the OP. :D
¯\_(ツ)_/¯ There are three kinds of people in the world: those who can count and those who can't.
SupItsG
Profile Joined March 2011
United States59 Posts
March 07 2011 01:05 GMT
#272
Please simulate phoenix vs BC with equal stats and post here and watch everyone go crazy
AndyBear
Profile Joined May 2010
Canada132 Posts
March 07 2011 01:12 GMT
#273
On March 06 2011 23:58 Nis wrote:
I think the main reason why instant shots have such a huge adv over missile shots is the fact that the ai targeting for instant shots make it impossible for units with instant shots to do overkill, but thats not the case for missile shots.

Eg 2 hydra fires 1 after another at a marine with only 6 hp left leads to quite a significant dps loss


well said and just what I was thinking. That must be it, I can't think of any other reason. I just didn't know it made such a huge difference. Cool video, thanks.
iPBioOrMech
Profile Joined May 2010
Turkey297 Posts
March 07 2011 01:22 GMT
#274
Well imagen the hydralisks with instant shooting at 100+ health..
i created scan BM, MvP created mule drop.
gurrpp
Profile Blog Joined October 2009
United States437 Posts
March 07 2011 01:23 GMT
#275
Wow. I knew projectiles were less effective, but not that much less effective. I'm not sure if this has been mentioned, but it is it possible to modify the projectile speed? I think it would be interesting to model the effect of changing the projectile speed on how efficient the hydralisks are.
hot fuh days
Slago
Profile Joined August 2010
Canada726 Posts
March 07 2011 01:23 GMT
#276
hmmmm that is interesting I sure hope blizz takes missles vs insta attack into account for balance, I'm sure they do, but the difference is so huge that is just incredible
I came here to kick ass and chew bubble gum and I'm all out of... ah forget it
worldsnap
Profile Joined November 2010
Canada222 Posts
March 07 2011 01:24 GMT
#277
On March 07 2011 09:56 Gummy wrote:
Thanks for the OP, which really shows the power of the auto-targeting AI. This thread has become, as Destiny would put it, a retard magnet Overlord. So many people are posting ridiculous comments that prove they did not read the OP. :D


It would almost be worth re-making the thread and instead of hydra/marine just make both groups marines (or both hydras), but give one group a missile shot and one a hitscan. Then people wouldn't automatically start talking nonsense about marine vs hydra, and focus on what this thread is about (hitscan vs missile).
LoLAdriankat
Profile Blog Joined August 2010
United States4307 Posts
March 07 2011 01:26 GMT
#278
On March 07 2011 10:22 Bio0rMech wrote:
Well imagen the hydralisks with instant shooting at 100+ health..

That's not the point. Slowly read what people said to you, please.
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2011-03-07 01:47:47
March 07 2011 01:30 GMT
#279
On March 07 2011 10:23 gurrpp wrote:
I'm not sure if this has been mentioned, but it is it possible to modify the projectile speed? I think it would be interesting to model the effect of changing the projectile speed on how efficient the hydralisks are.
It can be done in the editor. I think doing this to units like hydra and siege tank could be rather informative.
On March 06 2011 23:55 OFCORPSE wrote:
That's sick. They were instant in BW right? why did they decide to shoot spines instead of that acid spit anyway.

They wanted to shoot spines in sc1 too (well the description does say spines), there was just a technical limitation in sc1 supposedly. They wanted spines to be shot, but they used the splash because either the spine weren't visible or perhaps more-so it couldn't support fast-moving small sprites like that or something,

And yeah the reason why void rays and siege tanks and marines are so damn strong is because of their instant shots. the reason siege tanks don't overkill any more is because they removed the attack "projectile" delay that existed in brood war.

I think hydralisks should gain +2 damage per upgrade, because their damage is 12, and only +1 per attack sucks, especially when it's a projectile attack. Marines get +1 and they deal only HALF the damage (6), it's pretty ridiculous.

Marines also need their movement delay increased after attacking... it's so ridiculous how marines can move at like 95% of their speed while shooting. Combined with the fact that marines have an instant attack, this amplifies things even worse, because it makes for no auto kill while doing it.

I also don't know why the hell melee units like zerglings (and especially ultralisks) have such a long movement delay AND attack lag. Despite having a movement seed advantage over a worker, it takes ages and ages for a retreating drone to die to a zergling.
The ultralisk is even worse. I think they might have fixed this specific issue, but I know at one point ultralisks could not deal damage to a fleeing spore/spine crawler off-creep when auto attacking, because the crawler would get away before the attack animation completes, even though ultralisk had a huge movement speed advantage.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
KevinIX
Profile Joined October 2009
United States2472 Posts
Last Edited: 2011-03-07 01:36:24
March 07 2011 01:34 GMT
#280
Blizzard definitely knows about this. They take into account the "overkill" damage of projectile units when balancing units. It's ok for most units to overkill. It makes units like Terran infantry/tanks unique. Also, instant attacks aren't affected by PDDs.
Liquid FIGHTING!!!
Prev 1 12 13 14 15 16 19 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 6h 53m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 194
StarCraft: Brood War
Hyuk 566
NaDa 47
TT1 3
Dota 2
NeuroSwarm206
LuMiX0
Other Games
summit1g10181
JimRising 693
WinterStarcraft367
Mew2King97
ViBE90
ArmadaUGS55
Organizations
Other Games
gamesdonequick1351
BasetradeTV274
Dota 2
PGL Dota 2 - Main Stream156
[ Show 12 non-featured ]
StarCraft 2
• Hupsaiya 97
• davetesta45
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush756
• Lourlo430
Upcoming Events
Sparkling Tuna Cup
6h 53m
INu's Battles
8h 53m
herO vs Classic
Percival vs Rogue
Shopify Rebellion Sundays
11h 53m
MilkiCow vs TBD
Clem vs TBD
BSL Open Qualifier
15h 53m
BSL Open Qualifier
15h 53m
Replay Cast
19h 53m
Afreeca Starleague
1d 6h
Rush vs Light
WardiTV Weekly
1d 7h
Monday Night Weeklies
1d 12h
Replay Cast
1d 19h
[ Show More ]
Afreeca Starleague
2 days
Soma vs Soulkey
INu's Battles
2 days
SHIN vs Cure
ByuN vs Zoun
PiGosaur Cup
2 days
The PondCast
4 days
INu's Battles
4 days
Replay Cast
5 days
BSL: Ladder Tournament
6 days
Liquipedia Results

Completed

CSL 2026 AUTUMN (S22)
Blizzard Classic Cup 2026
Calamity Invitational

Ongoing

ASL Season 22
Super Anchor Qualifying S3
Acropolis #5
Acropolis #5 - GSB
Copium Cup
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual

Upcoming

Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Custodian Cup
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.