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I like to figure out the mechanics in how the game works so I often do tests like these.
I used the unit tester to figure these things out as I was not sure if range is measured from the center of the unit or its perimeter.
![[image loading]](http://i.imgur.com/ixAzol.jpg)
Here you can see the comparative ranges of units. Infestor and High Templar have the same range as Colossi when considering the direct center of the casting circle hitting the very edge of the unit. In Starcraft 2 targeting is determined if a unit can hit the edge of a unit according to my tests. Ghost has 1 extra range and so it is exactly 1 range behind the High Templar.
Here is another picture with the casting circle while the Colossus fires from max range.
![[image loading]](http://i.imgur.com/rU8Ncl.jpg)
This also applies to flying units. Meaning in order to hit them with a spell or attack they have to be in range of their perimeter extending from the center. Meaning you do not have to have the edge of the casting circle touch the flyer helper circle.
Here is a comparison of Ultralisk splash before patch:
![[image loading]](http://i.imgur.com/jshGLl.jpg)
and after:
![[image loading]](http://i.imgur.com/8NVicl.jpg)
The Ultralisk on the bottom of this image is unable to hit the Immortal and the Immortal that has lost some shields is about about the farthest distance it can be and still get hit by Ultralisk splash after patch. Splash originates from the Ultralisk now rather than the unit it is hitting.
I do not know why but the Medivac is either an anomaly or the info on Medivac healing range is wrong.
Anyone confirm that the code for Medivac heal range is really 5?
Proof:
![[image loading]](http://i.imgur.com/IsTPbl.jpg)
These Medivacs are barely in range.
![[image loading]](http://i.imgur.com/oujL3l.jpg)
These Medivacs are way out of range but are still closer than the 5 range Marines attacking the units.The animation the Medivacs show means nothing. The top Medivac has a longer healing beam but if you where to move that Zergling even a tiny bit forward the bottom Medivac would not be able to heal at the same range as the top Medivac.
One thing I am uncertain about quite yet but I do not think it is that large selection circle that determines range but rather the unit model. This is most noticeable with the Void Ray as it seems to fire from farther behind other units if you where going by distance due to selection circle. However when comparing attack ranges with models it seems to display this correctly with the initial model state.
![[image loading]](http://i.imgur.com/KPOltl.jpg)
The Void Ray extends its crystal forward but when not firing it is parallel to the other unit models. If you where to move the Zealot forward even a tiny bit the Void Ray would follow and not use its new model range and stay in place.
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I think blizzard would like to see this o.o; I'm not trolling but that medivac thing really gets me.
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Something to note on the Void Ray - after locking on, the range of the VR is increased by 2 until it switches targets. However, it tries to stay within 6 range so that the beam is never interrupted.
I think that's what you were referencing.
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On May 10 2011 16:43 Aequos wrote: Something to note on the Void Ray - after locking on, the range of the VR is increased by 2 until it switches targets.
I think that's what you were referencing.
Yes but it will try to move forward and keep itself in line with its original range. It can not stay in place and maintain its extended range from what I could see. When the beam breaks it has to go back into range 6 to reacquire even the same target though the crystal will still be extended.
For example if the Void Ray where on hold position it would not have +2 range when the target moved slightly out of its normal range. The beam will instantly break past 6 range like this.
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The Medivac probably works like the Colossus when they shoot Stalkers which are blinking away. If the "spell" starts when the unit is in range it doesnt finish even if the unit moves out of range.
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On May 10 2011 17:12 Rabiator wrote: The Medivac probably works like the Colossus when they shoot Stalkers which are blinking away. If the "spell" starts when the unit is in range it doesnt finish even if the unit moves out of range.
I am not sure what you are trying to say but their spell does not work in any way like the Colossus beams at all. It will heal at a certain range and no farther and will instantly cut off as soon as anything moves out of range.
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On May 10 2011 17:36 AzureD wrote:Show nested quote +On May 10 2011 17:12 Rabiator wrote: The Medivac probably works like the Colossus when they shoot Stalkers which are blinking away. If the "spell" starts when the unit is in range it doesnt finish even if the unit moves out of range. I am not sure what you are trying to say but their spell does not work in any way like the Colossus beams at all. It will heal at a certain range and no farther and will instantly cut off as soon as anything moves out of range. Could you clarify the medivac part a bit? I don't really understand what you're trying to say there.
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Medivac heals beams are basically around 4 range not 5. Going past 4 range will break the beams. The Medivac beam animation targets the center of the unit they are healing so it looks longer than they really are. In actuality they are targeting the perimeter or edge of the unit.
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United States12235 Posts
Are you sure the Medivacs are in the same position in both screenshots? It looks like they might be a few pixels closer in the top one.
Also I thought it was known that selection circles don't necessarily correspond to hitboxes?
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![[image loading]](http://i.imgur.com/IxEb5.jpg) i think this might be it square represents location of unit from 1 square to another is 1 range the smaller circle is the center of the unit
so if a small unit with range 5, it can it small unit with it's center range 5 away it cannot it a small unit with it's center range 6 away but it can it a large unit with it's body, not center, range 5 away and when it does so, the animation simply goes to target's center regardless actual range
perhaps animation works indepently?
Edit: i think there are range 5.5 or so, so a unit's radius might be important as well... Edit2: it makes sense then for lings/zealots/marine with smaller radius to run through, but block bigger units, see picture below
![[image loading]](http://i.imgur.com/mUt9I.jpg) i see all the time probes/lings run through the gap on the left, but not stalkers
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Seakayku has a good point, if you notice the medivac beams always target the center of the model
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On May 11 2011 00:09 Excalibur_Z wrote: Are you sure the Medivacs are in the same position in both screenshots? It looks like they might be a few pixels closer in the top one.
Also I thought it was known that selection circles don't necessarily correspond to hitboxes?
Well that is why I mentioned that models are a more important indicator. Also the Zergling and Ultralisk have not moved. The Medivacs where pulled back slightly and they stopped healing. Their flyer helper circle is right on top of the edge of the Marine model. I specifically used the tiny Zergling model and the giant Ultralisk mode to measure if the center of the unit was what was being used for range on healing. It was not. The top picture was taken when I managed to get the maximum range of healing I could possibly get before it would break in tiny increments.
If a Zergling was moved to a distance close to the center of the Ultralisk it would stop healing.
Let me repeat. Ultralisk, Zergling, Marine, and Stalker have not moved. Only the Medivacs. Zergling died a little too fast though in second screenshot.
If anyone is unsure how or why these results occurred then you are welcome to test it yourself.
BTW how was that range of 5 on Medivac obtained for the wiki? What is the source?
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i've always had medivac heal range at 4 , as did liquipedia. alas, MPQs are a mess these days with patches and stuff so i couldn't prove this with absolute certainty anymore, sry
edit: just had a look at the 'original' mpq in liberty.sc2mod - i don't believe the spell has had any changes...? heck... did it change even during beta..? ^^ anyways, if so, than i can confirm that abildata.xml says <Range value="4"/>
editedit: hummm i just noticed that liquipedia sports both values on different occasions - i'm indeed inclined to change it all to 4
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I'd have to check in the SC2 map editor, but there's different entries for: -Selection circle -Model size -Model collision
In the WC3 map editor. I assume it works the same way. Meaning those three factors have no relation to each other in terms of how the game works. Any similarity is from the game devs.
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Wait wait wait...are you trying to tell me that once again, Ultralisk splash range has been reduced?
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On May 11 2011 18:13 Atticus.axl wrote: Wait wait wait...are you trying to tell me that once again, Ultralisk splash range has been reduced?
No this just shows the Ultralisk before when it could splash all SCV repairing a Planetary and the current Ultralisk. The nerf it took was extreme but in my opinion was warranted. The old Ultralisk had potentially the most powerful splash weapon in the game. In some cases several times bigger than a Baneling blast.
Ultralisks have started to become more prominent recently and the old one would have probably been far too powerful with current strategies.
I showed it to mainly illustrate changes in mechanics despite it retaining the same range of splash just different points of origin.
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