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Bug with attack rate BC and reaper - Page 7

Forum Index > SC2 General
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Whitewing
Profile Joined October 2010
United States7483 Posts
July 21 2012 06:57 GMT
#121
On July 21 2012 09:15 Excalibur_Z wrote:
Show nested quote +
On July 18 2012 05:52 chuDr3t4 wrote:
Random attack delay is in BW too lol.
Not a bug, just a feature.


Yeah it's actually funny how many people like to point to BW as the pinnacle of competitive games because of its lack of randomness, but BW had MANY random elements from high-ground miss chance to random firing delays. If anything, SC2 is LESS random than BW which is sort of an ironic conclusion for many people.

Ever wonder why it was so difficult in BW to kill off both your remaining SCVs when you were an observer? Cooldown variance... aka random attack delay.


Not to mention reavers.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2012-07-21 09:46:25
July 21 2012 09:25 GMT
#122
I've known about this issue for a long time, and have personally wondered why the random modifiers on periodic attacks aren't always equalized on both sides (ex +0.1 and -0.1), or at least don't include the discrepancy into the in-game listed attack period.

I guess that a call to action about this issue is way overdue.

These anomalies exists on more units than just reaper and battle cruiser. I think I recall it existing with zerglings, and may also exist on units like infested terrans, broodlings, or other units that attack quite quickly.

These random attack period modifiers do have a significant effect, but I don't think that they are the only cause.

The rest of the cause is probably due to limited sections of time that the game engine can work with with regards to attacks, which is not a simple thing to hash out exactly, but could probably be approximated.
"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!"
Archerofaiur
Profile Joined August 2008
United States4101 Posts
July 23 2012 11:44 GMT
#123
One thing I still dont get, how do replays work with the random delay? Does the replay need to include what the computer rolled? My understanding that the replay was just the player commands.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
DreadKnight
Profile Joined October 2010
United Kingdom123 Posts
Last Edited: 2012-07-23 11:55:52
July 23 2012 11:54 GMT
#124
On July 23 2012 20:44 Archerofaiur wrote:
One thing I still dont get, how do replays work with the random delay? Does the replay need to include what the computer rolled? My understanding that the replay was just the player commands.


Computer randomisation is psuedo random. I think if you start with an identical seed you can replicate the identical randomisations as long as they happen at the same time relative to the initial seeding if the seeding is based on time.
Prillan
Profile Joined August 2011
Sweden350 Posts
July 23 2012 11:56 GMT
#125
On July 23 2012 20:44 Archerofaiur wrote:
One thing I still dont get, how do replays work with the random delay? Does the replay need to include what the computer rolled? My understanding that the replay was just the player commands.


It probably uses a seed from the start time, player ids or something like that.

That way the RNG will calculate the same numbers every time.

NOTE ABOUT RNGs:+ Show Spoiler +
(Pseudo) Random Number Generators is provided a seed when initialized and is from there deterministic.
Example:
Say a really bad RNG looks like this:
y = x^2 (mod 13)
Then it will give the chain
2 -> 4 -> 3 -> 9 -> 3 -> 9 -> ...
if initialized with the number 2
and
5 -> 12 -> 1 -> 1 -> ...
if initialized with the number 5
TheBB's sidekick, aligulac.com | "Reality is frequently inaccurate." - Douglas Adams
Ropid
Profile Joined March 2009
Germany3557 Posts
July 23 2012 12:04 GMT
#126
Yes, if you need a lot of random numbers in your program, only the very first random number (the seed) is done by looking at stuff like the hardware clock and other hardware measurements. This would be too slow to do all the time, the rest of the random numbers are produced by doing some kind of simple calculation on the previous random number, so everything can be reproduced if the seed is saved in the replay.
"My goal is to replace my soul with coffee and become immortal."
Archerofaiur
Profile Joined August 2008
United States4101 Posts
July 23 2012 14:07 GMT
#127
Thanks. That clears up allot.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
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