• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:19
CEST 02:19
KST 09:19
  • 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
Power Rank - Esports World Cup 202530RSL Season 1 - Final Week8[ASL19] Finals Recap: Standing Tall15HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16
Community News
BSL Team Wars - Bonyth, Dewalt, Hawk & Sziky teams2Weekly Cups (July 14-20): Final Check-up0Esports World Cup 2025 - Brackets Revealed19Weekly Cups (July 7-13): Classic continues to roll8Team TLMC #5 - Submission re-extension4
StarCraft 2
General
Power Rank - Esports World Cup 2025 RSL Revival patreon money discussion thread The GOAT ranking of GOAT rankings Esports World Cup 2025 - Final Player Roster Why doesnt SC2 scene costream tournaments
Tourneys
Esports World Cup 2025 Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond) FEL Cracov 2025 (July 27) - $8000 live event RSL: Revival, a new crowdfunded tournament series
Strategy
How did i lose this ZvP, whats the proper response
Custom Maps
External Content
Mutation # 483 Kill Bot Wars Mutation # 482 Wheel of Misfortune Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame
Brood War
General
BSL Team Wars - Bonyth, Dewalt, Hawk & Sziky teams BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ Flash Announces (and Retracts) Hiatus From ASL Corsair Pursuit Micro?
Tourneys
[Megathread] Daily Proleagues [BSL 2v2] ProLeague Season 3 - Friday 21:00 CET The Casual Games of the Week Thread BWCL Season 63 Announcement
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread [MMORPG] Tree of Savior (Successor of Ragnarok) Path of Exile CCLP - Command & Conquer League Project
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread The Games Industry And ATVI Stop Killing Games - European Citizens Initiative
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
[\m/] Heavy Metal Thread Anime Discussion Thread Movie Discussion! [Manga] One Piece Korean Music Discussion
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Ping To Win? Pings And Their…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Socialism Anyone?
GreenHorizons
Customize Sidebar...

Website Feedback

Closed Threads



Active: 559 users

insta vs. missile shot - Page 6

Forum Index > SC2 General
Post a Reply
Prev 1 4 5 6 7 8 19 Next All
FarbrorAbavna
Profile Joined July 2009
Sweden4856 Posts
March 06 2011 16:54 GMT
#101
On March 07 2011 00:03 hugman wrote:
Show nested quote +
On March 06 2011 23:56 FarbrorAbavna wrote:
If I take one hydra and one marine(both unupgraded) and pit them against each other, the hydra will come out on top. Almost to the point of being ridiculous. Should there really be that big a difference in the game between instant and missile shot?

These videos are as silly now just as they were back in the beta when you would see one pop up almost every day. They dont really prove anything and just waste peoples time. Not to berate you in any way but it's more or less why you dont see them any more. Most have realised that the only true way to see something as op or not is through testing the units out in real battle conditions not in a vacuum like in this video.


These are not Hydralisks
They are Marines with the Hydralisk model and attack animation

Wow I'm fucking stupid, I completely missed the obvious. Sorry op!

Regarding the matter, as long as the units arent exact copies of each other(where the only discerning factor is one has instant hit and the other has missiles) there are other factors at work to balance out instant vs missile shot. So even though the results of the op's work points to instant being in favor it is still a very specific situation and as such only tells us instant is better. Nothing more nothing less.
Do you really want chat rooms?
Sensator
Profile Joined April 2010
Australia377 Posts
March 06 2011 17:00 GMT
#102
I'm fine with the Hydra shot delay, I just want Hydras to be buffed (slightly). I dunno how, movement speed or something like that.

User was warned for this post
thesideshow
Profile Blog Joined May 2010
930 Posts
March 06 2011 17:17 GMT
#103
On March 07 2011 01:54 FarbrorAbavna wrote:
Show nested quote +
On March 07 2011 00:03 hugman wrote:
On March 06 2011 23:56 FarbrorAbavna wrote:
If I take one hydra and one marine(both unupgraded) and pit them against each other, the hydra will come out on top. Almost to the point of being ridiculous. Should there really be that big a difference in the game between instant and missile shot?

These videos are as silly now just as they were back in the beta when you would see one pop up almost every day. They dont really prove anything and just waste peoples time. Not to berate you in any way but it's more or less why you dont see them any more. Most have realised that the only true way to see something as op or not is through testing the units out in real battle conditions not in a vacuum like in this video.


These are not Hydralisks
They are Marines with the Hydralisk model and attack animation

Wow I'm fucking stupid, I completely missed the obvious. Sorry op!

Regarding the matter, as long as the units arent exact copies of each other(where the only discerning factor is one has instant hit and the other has missiles) there are other factors at work to balance out instant vs missile shot. So even though the results of the op's work points to instant being in favor it is still a very specific situation and as such only tells us instant is better. Nothing more nothing less.


What are the other factors?
OGS:levelchange
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2011-03-06 17:29:22
March 06 2011 17:25 GMT
#104
On March 07 2011 01:34 Grummler wrote:
Show nested quote +
On March 07 2011 01:23 Mailing wrote:
On March 07 2011 01:13 Grummler wrote:
On March 07 2011 01:06 Slunk wrote:
You are wrong, there is a smartfire algorhythm. If you have two tanks and you drop a zergling in the range of both, in SC1 both would fire, in SC2 only one fires. This has nothing to do with delays ion fire rate or something, this is just an intended mechanis m that we call smartfire .


YOU are wrong. There is NO smartfire. The tanks doesnt shot simultaniously, because the game engine calculates everything step by step. Once the first shot, there is no zergling anymore, so no need to the 2nd tank to shoot.

Dustin Bowder even said this in an interview, that this wasnt intentional and purely is a coincident. Back then he said, that they might give tanks a (very fast) missle atack without changing the shot animation at all.




You have TWO tanks at EQUAL range from an overlord.

BOTH are in siege mode.

You now DROP a zergling. WHICH tank fires FIRST, and WHY. They SHOULD fire at the same time, but do not. Why.


Because the sc2 engine works like this:
- take unit 1: Are there enemy units in range? If yes: shoot!
- take unit 2: Are there enemy units in range? If yes: shoot!
- take unit 3: Are there enemy units in range? If yes: shoot!
...

in sc:bw it was like:
- take unit 1: Are there enemy units in range? save answer
- take unit 2: Are there enemy units in range? save answer
- take unit 3: Are there enemy units in range? save answer
...

- every unit having an enemy unit in range: shoot!

And whats the point of asking me which tank is going to shot first? I dont know, i didnt write the engine. Maybe every unit gets an integer once they are build, and the engine goes thrue those numbers every tick, maybe its the closest one, or whatever.

I mean, its the same with every instant shoot unit. Drop a 1 hp marauder in range of 2 immortals. Only one will shoot. Smart fire? No! Its just how the engine works. By the time the engine works with the 2nd immortal, they is no marauder anymore.

Oh, here is the original dustin bowder post:
+ Show Spoiler +
DustinB: Yeah, I have the same feeling. But the numbers don't support that. ZvT is almost 50/50 win/loss right now. We are studying the issue and trying to figure out if we should make a move and what that move should be. Also the Siege Tanks do not smart target. It's just the way the code works. To help with perfomance, units do not fire all at once. There is a tiny offset between different units firing their weapons. From the users perspective it is almost simultaenous, but the shots are actually 1/8-1/16th of a second apart. Since units cannot target units that are already dead and since Siege Tanks hit their targets instantly, this creates the situation you are describing, where Siege Tanks waste fewer shots.


About the Browder quote, he actually got it wrong and gave the numbers for the random attack delay, but that can't explain why there's no overkill at all, since if it was random, then it would randomly overkill or not, the chance depending on how many units can fire and the granulity of the randomness. He even said "waste fewer shots" as if they still overkill, but they actually don't overkill at all.

The delay between each unit is in the internal calculations only, the units still fire at the same game frame.

There are also other delays that are part of the game mechanics, like the damage point and turning rate, which you can actually notice, but they can't result in a lack of overkill.



In BW the units died on the next frame. If you set the game speed to slowest, you can easily see that units sit with 0 hp for a short time before dying. This does not happen in SC2.
I'll call Nada.
Adeeler
Profile Blog Joined June 2009
United Kingdom764 Posts
Last Edited: 2011-03-06 17:32:04
March 06 2011 17:26 GMT
#105
Its certainly odd but its probably that the 1st few marines don't die for the short duration that they are in immune to being overkilled flagged and so closer hydrines don't kill them from close earlier while they are in that state even though they could.

Thus those immune to being overkilled are immune to dmg for the duration of the missile arriving the kill them, giving them time to output the odd shot extra giving them an advantage of insta shot vs missile shot.

It would be interesting to see if actual hydras(not these hydrines) would have a significant benefit if given insta shots instead.
JerKy
Profile Blog Joined January 2011
Korea (South)3013 Posts
March 06 2011 17:30 GMT
#106
I understand what you're trying to say here, but I think this was a bit of a bad example.

Marines counter hydralisks, so I think this match was tilted towards marines to begin with.
You can type "StarCraft" with just your left hand.
Ichabod
Profile Joined May 2010
United States1659 Posts
Last Edited: 2011-03-06 17:43:05
March 06 2011 17:34 GMT
#107
Wow, extremely interesting simulation, I never realized how much of an effect the projectile mechanic had on the game. I wonder if marines would even be used if every unit behaved in the same way o.O

Edit:
On March 07 2011 02:30 JerKy wrote:
I understand what you're trying to say here, but I think this was a bit of a bad example.

Marines counter hydralisks, so I think this match was tilted towards marines to begin with.

He's exploring projectile vs instant attack; the units are exactly the same otherwise (he tweaked the health/rate of fire).

In addition, there's not a definite reason why marines should counter hydralisks, this somewhat simulation explains that nuance.

Edit2: I suppose removal of the instant attack between BW and SC2 was an enormous stealth-nerf, I wonder if they just did this to put hydras in line with the PDD mechanic...
godemperor
Profile Joined October 2010
Belgium2043 Posts
March 06 2011 17:36 GMT
#108
On March 07 2011 02:30 JerKy wrote:
I understand what you're trying to say here, but I think this was a bit of a bad example.

Marines counter hydralisks, so I think this match was tilted towards marines to begin with.

Please read the OP, these are NOT hydras, they are hydras with marine stats (hp, attack, attack rate...)
TFB
Profile Joined December 2010
United Kingdom89 Posts
March 06 2011 17:44 GMT
#109
On March 07 2011 01:34 Grummler wrote:
Oh, here is the original dustin bowder post:
+ Show Spoiler +
DustinB: Yeah, I have the same feeling. But the numbers don't support that. ZvT is almost 50/50 win/loss right now. We are studying the issue and trying to figure out if we should make a move and what that move should be. Also the Siege Tanks do not smart target. It's just the way the code works. To help with perfomance, units do not fire all at once. There is a tiny offset between different units firing their weapons. From the users perspective it is almost simultaenous, but the shots are actually 1/8-1/16th of a second apart. Since units cannot target units that are already dead and since Siege Tanks hit their targets instantly, this creates the situation you are describing, where Siege Tanks waste fewer shots.

Hmmm, I smell something decidedly fishy in that quote, insofar as I think Mr. Browder has misunderstood what his techies are telling him.

In order for that to be true, the following scenario would be possible...

Assuming a 1/16th of a second delay between each instant firer's shot, if a force of 54 marines were moved into range of a target and the target right clicked, it would take a minimum of three seconds for each of those marines to get a shot off. Furthermore, given that marines attack roughly every 0.9 game seconds, the rate of fire of those marines would be reduced by a factor of almost three. In fact, in order for marines to be able to shoot every 0.9 game seconds, under Mr. Browders scenario a force could consist of no more than about 15 marines, with every additional marine after that point not contributing to the overall DPS (by virtue of having to wait for all the others to take a shot before it's allowed to shoot).

Clearly, this does not happen.

I suspect what he means it takes between 1/8th and 1/16th of a second to poll the AI of all units on the field, so whilst all shots are not simultaneous, all units that are eligible to fire within a given pool of the AI will do so over the course of between 1/8th and 1/16th of a second.
WARNING : TFB is rubbish, do not treat post as gospel
hugman
Profile Joined June 2009
Sweden4644 Posts
March 06 2011 18:05 GMT
#110
I wouldn't mind if they added overkill for all hitscan attacks. It might mess with the balance but it'd make the game more interesting, and make stuff like Zealot bombs more viable again (if anyone built tanks in TvP)
TimeSpiral
Profile Joined January 2011
United States1010 Posts
Last Edited: 2011-03-06 18:08:01
March 06 2011 18:05 GMT
#111
I'm not sure why this argument exists
================================


(1) Isn't it obvious that if everything is the same except instant shot and projectile that the projectile would perform worse? How is this even remotely surprising or revealing?

(2) Why are people comparing marines to hydras? That is not what the video is about, at all.

(3)
There are plenty of other stats and balancing attributes that were taken into consideration when deciding which units to have instant hit or projectile.

(4)
Doesn't the smart fire system have a short delay before every single attack command regardless of whether or not it is instant shot or projectile? Unless you are target firing, an a+moved force should not overkill regardless of instant shot or projectile. I could be wrong about this, but that is my understanding.

(4.a)
If a Stalker laser is traveling through the air, and it is going to kill its target, that target is no longer eligible to receive an automatic attack command but can receive a manual attack command. I'm pretty sure about this, but could be wrong.

I don't know. This argument seems pointless and will do nothing but create a thread of devolving QQing about mechanics that are not fully understood.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Grummler
Profile Joined May 2010
Germany743 Posts
March 06 2011 18:07 GMT
#112
On March 07 2011 01:52 Slunk wrote:
Show nested quote +
On March 07 2011 01:34 Grummler wrote:
On March 07 2011 01:23 Mailing wrote:
On March 07 2011 01:13 Grummler wrote:
On March 07 2011 01:06 Slunk wrote:
You are wrong, there is a smartfire algorhythm. If you have two tanks and you drop a zergling in the range of both, in SC1 both would fire, in SC2 only one fires. This has nothing to do with delays ion fire rate or something, this is just an intended mechanis m that we call smartfire .


YOU are wrong. There is NO smartfire. The tanks doesnt shot simultaniously, because the game engine calculates everything step by step. Once the first shot, there is no zergling anymore, so no need to the 2nd tank to shoot.

Dustin Bowder even said this in an interview, that this wasnt intentional and purely is a coincident. Back then he said, that they might give tanks a (very fast) missle atack without changing the shot animation at all.




You have TWO tanks at EQUAL range from an overlord.

BOTH are in siege mode.

You now DROP a zergling. WHICH tank fires FIRST, and WHY. They SHOULD fire at the same time, but do not. Why.


Because the sc2 engine works like this:
- take unit 1: Are there enemy units in range? If yes: shoot!
- take unit 2: Are there enemy units in range? If yes: shoot!
- take unit 3: Are there enemy units in range? If yes: shoot!
...

in sc:bw it was like:
- take unit 1: Are there enemy units in range? save answer
- take unit 2: Are there enemy units in range? save answer
- take unit 3: Are there enemy units in range? save answer
...

- every unit having an enemy unit in range: shoot!

And whats the point of asking me which tank is going to shot first? I dont know, i didnt write the engine. Maybe every unit gets an integer once they are build, and the engine goes thrue those numbers every tick, maybe its the closest one, or whatever.

I mean, its the same with every instant shoot unit. Drop a 1 hp marauder in range of 2 immortals. Only one will shoot. Smart fire? No! Its just how the engine works. By the time the engine works with the 2nd immortal, they is no marauder anymore.

Oh, here is the original dustin bowder post:
+ Show Spoiler +
DustinB: Yeah, I have the same feeling. But the numbers don't support that. ZvT is almost 50/50 win/loss right now. We are studying the issue and trying to figure out if we should make a move and what that move should be. Also the Siege Tanks do not smart target. It's just the way the code works. To help with perfomance, units do not fire all at once. There is a tiny offset between different units firing their weapons. From the users perspective it is almost simultaenous, but the shots are actually 1/8-1/16th of a second apart. Since units cannot target units that are already dead and since Siege Tanks hit their targets instantly, this creates the situation you are describing, where Siege Tanks waste fewer shots.


Well there you have it. In the end it doesn't matter what the reasoning for the occurence of smartfire is. It is a fact that units with missile do overkill targets while instant shooting units do not.
In BW both did overkill. Not overkilling units is smartfire and makes for better effective DPS.


In case you already forgot, thats what you said hours ago:

[...] there is a smartfire algorhythm


And no, there is no algorithm at all. Its wrong what you said. I never said that tanks do overkill, though. Many people also think thats its only the tanks that have a "smart fire" thingy - thats wrong too.

Just because instant shoot untis doesnt overkill, there doesnt have to be some kind of mystic smart fire.
workers, supply, money, workers, supply, money, workers, ...
junemermaid
Profile Joined September 2006
United States981 Posts
March 06 2011 18:08 GMT
#113
On March 07 2011 00:29 Grummler wrote:
Show nested quote +
On March 06 2011 23:56 Zalias wrote:
Not bad video, ofcourse it allmost never happens that hidra will fight like that vs marines ( no1 will even make those in zvt). But i always thought that marine is a bit too much cost-effective...


The video shows two equal units with 100% equal stats, but one of them has a missle, the other one an instant atack. It coincedently just happens to be a marine and a hydra graphic modell. Immortal (without shields and stuff) vs marauder would be the same. Maybe even worse, cause the marauders missle are much slower than the hydras.


It's unreal how many people here cannot grasp this simple fact.
the UMP says YER OUT
dave333
Profile Joined August 2010
United States915 Posts
March 06 2011 18:12 GMT
#114
Don't bring needles to a gun fight
SheaR619
Profile Joined October 2010
United States2399 Posts
March 06 2011 18:13 GMT
#115
Woo! That was awesome and very interesting. I never knew there was such a big differences. Maybe you should of done armor upgrade instead of attack? Just a thought
I may not be the best, but i will be some day...
skipgamer
Profile Blog Joined April 2010
Australia701 Posts
Last Edited: 2011-03-06 18:25:06
March 06 2011 18:20 GMT
#116
On March 06 2011 23:50 FortuneSyn wrote:
all hydra stats (collision size, hp, attack dmg and shot delays) were tweaked to match the marine. The only difference between the 2 in this video is that the hydra shoots a missile, the marine shoots instantly.

I really don't believe it... Will be running my own tests on this as it simply makes no sense...

The hydra's look like they are attacking MUCH slower... Was the attack animation sped up aswell? because it doesn't look like it, in which case the "shot delay" whatever value they changed is flat-out wrong.

Everyone who's played any DotA/HoN game knows how important the attack animation speed is when it comes to attacks... It is the deciding factor in this video, NOT the fact that it is a missile attack.



Should change the title of the thread to "long attack animation vs short attack animation" as that's the major difference in this vid. NOT the missile attack.

(ps, anyone who's saying it's overkill that's the problem, is flat-out wrong. If that were the case the first marine would die in the first hit...)
arb
Profile Blog Joined April 2008
Noobville17921 Posts
March 06 2011 18:20 GMT
#117
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.

Good luck with trying to avoid the balance discussion though

They shot spines in broodwar too by the way

"Needle Spines" <- hydralisks attack name
Artillery spawned from the forges of Hell
DrGreen
Profile Joined July 2010
Poland708 Posts
March 06 2011 18:23 GMT
#118
That shit is ridiculous.

Thats the reason why marines can shoot while moving when other units would just overkill and waste 80% of dmg.

hugman
Profile Joined June 2009
Sweden4644 Posts
March 06 2011 18:24 GMT
#119
On March 07 2011 03:07 Grummler wrote:
Show nested quote +
On March 07 2011 01:52 Slunk wrote:
On March 07 2011 01:34 Grummler wrote:
On March 07 2011 01:23 Mailing wrote:
On March 07 2011 01:13 Grummler wrote:
On March 07 2011 01:06 Slunk wrote:
You are wrong, there is a smartfire algorhythm. If you have two tanks and you drop a zergling in the range of both, in SC1 both would fire, in SC2 only one fires. This has nothing to do with delays ion fire rate or something, this is just an intended mechanis m that we call smartfire .


YOU are wrong. There is NO smartfire. The tanks doesnt shot simultaniously, because the game engine calculates everything step by step. Once the first shot, there is no zergling anymore, so no need to the 2nd tank to shoot.

Dustin Bowder even said this in an interview, that this wasnt intentional and purely is a coincident. Back then he said, that they might give tanks a (very fast) missle atack without changing the shot animation at all.




You have TWO tanks at EQUAL range from an overlord.

BOTH are in siege mode.

You now DROP a zergling. WHICH tank fires FIRST, and WHY. They SHOULD fire at the same time, but do not. Why.


Because the sc2 engine works like this:
- take unit 1: Are there enemy units in range? If yes: shoot!
- take unit 2: Are there enemy units in range? If yes: shoot!
- take unit 3: Are there enemy units in range? If yes: shoot!
...

in sc:bw it was like:
- take unit 1: Are there enemy units in range? save answer
- take unit 2: Are there enemy units in range? save answer
- take unit 3: Are there enemy units in range? save answer
...

- every unit having an enemy unit in range: shoot!

And whats the point of asking me which tank is going to shot first? I dont know, i didnt write the engine. Maybe every unit gets an integer once they are build, and the engine goes thrue those numbers every tick, maybe its the closest one, or whatever.

I mean, its the same with every instant shoot unit. Drop a 1 hp marauder in range of 2 immortals. Only one will shoot. Smart fire? No! Its just how the engine works. By the time the engine works with the 2nd immortal, they is no marauder anymore.

Oh, here is the original dustin bowder post:
+ Show Spoiler +
DustinB: Yeah, I have the same feeling. But the numbers don't support that. ZvT is almost 50/50 win/loss right now. We are studying the issue and trying to figure out if we should make a move and what that move should be. Also the Siege Tanks do not smart target. It's just the way the code works. To help with perfomance, units do not fire all at once. There is a tiny offset between different units firing their weapons. From the users perspective it is almost simultaenous, but the shots are actually 1/8-1/16th of a second apart. Since units cannot target units that are already dead and since Siege Tanks hit their targets instantly, this creates the situation you are describing, where Siege Tanks waste fewer shots.


Well there you have it. In the end it doesn't matter what the reasoning for the occurence of smartfire is. It is a fact that units with missile do overkill targets while instant shooting units do not.
In BW both did overkill. Not overkilling units is smartfire and makes for better effective DPS.


In case you already forgot, thats what you said hours ago:
Show nested quote +

[...] there is a smartfire algorhythm


And no, there is no algorithm at all. Its wrong what you said. I never said that tanks do overkill, though. Many people also think thats its only the tanks that have a "smart fire" thingy - thats wrong too.

Just because instant shoot untis doesnt overkill, there doesnt have to be some kind of mystic smart fire.

When units don't overkill we attribute them as having smartfire. The two concepts are synonymous. The word "smartfire" does not imply intent. Blizzard wrote code that produces this effect, that's what he's talking about when he mentions the algorithm. Whether or not they intended it to be that way is inconsequential.
ch4ppi
Profile Joined July 2010
Germany802 Posts
Last Edited: 2011-03-06 18:29:51
March 06 2011 18:27 GMT
#120
Im pretty sure it doesnt have to do much with missile vs. not missile, since the marines has "missile" attacks, they can overkill, too

The reason why Hydra loose so bad is because they overkill very much. due to their slower attack speed.

For example take a target with 23 HP (completly made up scenario)
Marine dmg: 4 + 4 + 4 + 4 + 4 + 4 = 24 HP dmg done, with an overkill of 1.
Hydra dmg: 7 + 7 + 7 + 7 = 28 HP dmg done, with an overkill of 5.

So the Hydra lost 5 dmg, due to its higher dmg resulting in an overkill.

Now think about that scenario with 3 Marines/Hydras shooting simultaniously on a target with 3 HP.
Hydra would overkill for 18(!) HP, while marines would only do overkill for 9. Thats a huge difference.

So in conclusion u have to say the quicker attackspeed and the quicker traveltime of the marines give them the advantage, because they switch targets more efficient.
I want to emphazise again Marines dont have instant attack like tanks. If u run away from 10x3HP lings u will not just shoot 10 times, because the AI will focus down the nearest target first and overkill it very hard, even with marines.


EDIT:
Nevermind? I just read on the one side there are marines and on the other "marines" in Hydra models with just slower missles. Well my calculation is still valid and for a view on the actual marine vs. Hydra it is an explanation, why Hydra get killed so hard by Marines.
Prev 1 4 5 6 7 8 19 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 9h 41m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 79
ProTech44
StarCraft: Brood War
Hyuk 910
NaDa 71
Aegong 47
Dota 2
monkeys_forever380
LuMiX1
League of Legends
syndereN401
Counter-Strike
Fnx 1421
Coldzera 318
Super Smash Bros
hungrybox373
AZ_Axe102
Other Games
tarik_tv8786
Grubby2046
Day[9].tv1089
shahzam604
C9.Mang0225
ViBE187
Maynarde155
Livibee83
Liquid`Ken11
Organizations
Other Games
gamesdonequick1344
BasetradeTV32
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• RyuSc2 50
• rockletztv 14
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Doublelift4617
Other Games
• Scarra1652
• Day9tv1089
Upcoming Events
Esports World Cup
9h 41m
ByuN vs Zoun
SHIN vs TriGGeR
Cyan vs ShoWTimE
Rogue vs HeRoMaRinE
Clem vs Solar
Reynor vs Maru
herO vs Cure
Serral vs Classic
Esports World Cup
1d 9h
Esports World Cup
2 days
CranKy Ducklings
3 days
BSL20 Non-Korean Champi…
3 days
CSO Cup
3 days
BSL20 Non-Korean Champi…
3 days
Bonyth vs Sziky
Dewalt vs Hawk
Hawk vs QiaoGege
Sziky vs Dewalt
Mihu vs Bonyth
Zhanhun vs QiaoGege
QiaoGege vs Fengzi
FEL
4 days
BSL20 Non-Korean Champi…
4 days
BSL20 Non-Korean Champi…
4 days
Bonyth vs Zhanhun
Dewalt vs Mihu
Hawk vs Sziky
Sziky vs QiaoGege
Mihu vs Hawk
Zhanhun vs Dewalt
Fengzi vs Bonyth
[ Show More ]
Sparkling Tuna Cup
6 days
Online Event
6 days
Liquipedia Results

Completed

CSL Xiamen Invitational
Championship of Russia 2025
Murky Cup #2

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL20 Non-Korean Championship
Esports World Cup 2025
CC Div. A S7
Underdog Cup #2
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25

Upcoming

CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
BSL Season 21
RSL Revival: Season 2
SEL Season 2 Championship
uThermal 2v2 Main Event
FEL Cracov 2025
HCC Europe
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
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 © 2025 TLnet. All Rights Reserved.