insta vs. missile shot - Page 19
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Cheerio
Ukraine3178 Posts
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T0fuuu
Australia2275 Posts
Thor splash cant really be compared to tank splash unless 20 marines can stack on top of each other. | ||
Hittegods
Stockholm4640 Posts
On March 08 2011 20:40 T0fuuu wrote: Thor splash cant really be compared to tank splash unless 20 marines can stack on top of each other. Seeker missiles? | ||
T0fuuu
Australia2275 Posts
Yes.Comparing probably the slowest missile in the game to instant hit will really be a great way to demonstrate the difference in effeciency between the two ways of dealing damage. Are you guys just arguing for semantics or is your only purpose in this thread to do 1 liners and contribute nothing to the discussion? Anyways I am still keen to see what tanks do with a fast projectile speed compared to their instant hit. | ||
yourhealer
Poland1 Post
On March 07 2011 00:21 Crisium wrote: ^Spine hits marine. The lack of overkill means that every marines shot hits (and does so instantly). While they are spines traveling in the air at a Marine, even enough to kill it, other Hydras will fire more spines and cause overkill. The problem is bigger than in SC1 because of smart targeting that prevents overkill. Zerg: Baneling Infested Terran does it apply to beanlings to? ive seen some video where terran drops 1 marine from mediv to blow up some beanlings they fly over, and i was quite sure like 5-6 explode from a single marine | ||
The Touch
United Kingdom667 Posts
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 I feel this warrants repeating. Insta-shots simply can't be wasted in the same way that missile attacks can be. | ||
hugman
Sweden4644 Posts
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Mataza
Germany5364 Posts
Hydralisk has the damagepoint(where the missile flies out of the hydra) not instant, whereas marines have the damagepoint first and then the animation. This will add maybe 0.1 or 0.2 sec to the delay which is not on behalf of missile fly speed. Compare for example stutter stepping for roaches and marines. Roaches wiull first do their little animation and only at the end the projectile will come out. You can cancel the animation roaches won´t attack, but you can´t do that with marines. Just wanted to add this, I think it´s another puzzle piece to consider. Comes to mind, Thor ground attack has an animation, but is still instanthit. Same test with thors and hydralisks, the hydralisks would win by far, even though thor has instanthit. | ||
Blasterion
China10272 Posts
On March 08 2011 22:17 yourhealer wrote: does it apply to beanlings to? ive seen some video where terran drops 1 marine from mediv to blow up some beanlings they fly over, and i was quite sure like 5-6 explode from a single marine That's because it takes more than 1 baneling to kill a marine | ||
turdburgler
England6749 Posts
On March 19 2011 00:31 Blasterion wrote: That's because it takes more than 1 baneling to kill a marine im 99% certain banelings work the same way as tanks, if you surround a command centre with banelings, then attack it, if they worked like a 'projectile' every baneling would die, this isnt the case; only enough to kill the command centre explode. | ||
aka_star
United Kingdom1546 Posts
On March 19 2011 00:34 turdburgler wrote: im 99% certain banelings work the same way as tanks, if you surround a command centre with banelings, then attack it, if they worked like a 'projectile' every baneling would die, this isnt the case; only enough to kill the command centre explode. That makes some sense, because the banelings will surround the command center, they will all dart towards it and begin blowing up until it dies since it is instant then the moment it is dead the remaining banes now target something else This is probably why banes are more cost effective than other zerg units. | ||
majestouch
United States395 Posts
now going offtopic regarding implications of stutter step micro: as for marines in early game zvt, the 2rax (12/12 [this cuts OC]one not the standard 12/14) is slowly making a reappearance, which, the 12/12 one hits at a very critical timing regardless of the opening from a Z, and adding in the stutter step, the marines just do too much dps and have "too much mobility with firing" so i would propose either making marines missile attack OR significantly reducing the acceleration of marines (to begin moving again after shooting) and significantly increasing the the deceleration of marines, to make the stutter step less effective because as in, vs slow lings its ridiculous. | ||
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