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[DISCOVERY] 2x high templar feedback - older dies - Page 3

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 8 9 10 Next All
herbie
Profile Blog Joined September 2011
140 Posts
July 25 2012 20:39 GMT
#41
It does make me wonder, if you created a newer army of 10 marines and an older army of 10 marines, would the newer army win slightly more often because it is updated first?
canikizu
Profile Joined September 2010
4860 Posts
Last Edited: 2012-07-25 20:39:53
July 25 2012 20:39 GMT
#42
I wonder if a scv is old enough, can he 1v2 other newest scvs?

urashimakt
Profile Joined October 2009
United States1591 Posts
Last Edited: 2012-07-25 20:41:50
July 25 2012 20:41 GMT
#43
On July 26 2012 05:39 herbie wrote:
It does make me wonder, if you created a newer army of 10 marines and an older army of 10 marines, would the newer army win slightly more often because it is updated first?

Over a long period of testing, sure. A LONG period. Super long. This advantage is infinitesimal when the random min/max delay appended to attacks is considered.

On July 26 2012 05:39 canikizu wrote:
I wonder if a scv is old enough, can he 1v2 other newest scvs?


No. A newer SCV could very well lose to an older SCV 1v1 with no micro.
Who dat ninja?
Mestru
Profile Joined July 2011
Poland10 Posts
July 25 2012 20:42 GMT
#44
We checked that with Yegwen and it works only for abilities. Normal attack seems to be random.
Lorch
Profile Joined June 2011
Germany3690 Posts
July 25 2012 20:44 GMT
#45
Should be very useful once somebody figures out how to make storm based armies viable in pvp, or blizz removes colossi.
herbie
Profile Blog Joined September 2011
140 Posts
Last Edited: 2012-07-25 20:45:56
July 25 2012 20:44 GMT
#46
On July 26 2012 05:41 urashimakt wrote:
Show nested quote +
On July 26 2012 05:39 herbie wrote:
It does make me wonder, if you created a newer army of 10 marines and an older army of 10 marines, would the newer army win slightly more often because it is updated first?

Over a long period of testing, sure. A LONG period. Super long. This advantage is infinitesimal when the random min/max delay appended to attacks is considered.

Oh yeah, I guess thats one of the big reasons to have attack delays lol. Without them newer units would probably have a bit of an advantage. When they both get into range they would start firing and always update on the same cycle.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
July 25 2012 20:46 GMT
#47
On July 26 2012 05:39 herbie wrote:
It does make me wonder, if you created a newer army of 10 marines and an older army of 10 marines, would the newer army win slightly more often because it is updated first?

It can only happen if two marines are attacking each other at exactly the same time, which won't happen with larger armies because of how you group up your marines is kind of random. Maybe it comes into play just for the first two marines that come into range of each other, but it won't make a real difference.

I don't think the comment about snipe that some people mentioned is correct by the way. I think in the case of snipe either the ghost or high templar will always win, because both have different range. (easy enough to test)
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
graNite
Profile Blog Joined December 2010
Germany4434 Posts
July 25 2012 20:46 GMT
#48
I just did it with 2 medivacs from the same player. The newer one is always picking up earlier.

+ Show Spoiler +
just kidding



Battlecruiser yamato cannon vs feedback: feedback always wins because the yamato cannon is stopped while loading when the bc loses its energy.
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
Aunvilgod
Profile Joined December 2011
2653 Posts
July 25 2012 20:46 GMT
#49
If this applies to scouting workers too... (?) what about spawning workers?
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
Chronos.
Profile Joined February 2012
United States805 Posts
July 25 2012 20:51 GMT
#50
Great discovery guys, I'd love to watch your show if I could speak Polish.
urashimakt
Profile Joined October 2009
United States1591 Posts
Last Edited: 2012-07-25 20:57:42
July 25 2012 20:52 GMT
#51
On July 26 2012 05:46 Grumbels wrote:
Show nested quote +
On July 26 2012 05:39 herbie wrote:
It does make me wonder, if you created a newer army of 10 marines and an older army of 10 marines, would the newer army win slightly more often because it is updated first?

It can only happen if two marines are attacking each other at exactly the same time, which won't happen with larger armies because of how you group up your marines is kind of random. Maybe it comes into play just for the first two marines that come into range of each other, but it won't make a real difference.

The advantage from the update order is in milliseconds at best. The randomized advantage all attacks gain upon execution is measured in centiseconds.

In essence, the update order only matters for abilities with 0 seconds between cast time and impact time. Effects with travel time or a delay between cast and impact and attacks are unaffected.

On July 26 2012 05:52 Grumbels wrote:
Show nested quote +
On July 26 2012 05:44 herbie wrote:
On July 26 2012 05:41 urashimakt wrote:
On July 26 2012 05:39 herbie wrote:
It does make me wonder, if you created a newer army of 10 marines and an older army of 10 marines, would the newer army win slightly more often because it is updated first?

Over a long period of testing, sure. A LONG period. Super long. This advantage is infinitesimal when the random min/max delay appended to attacks is considered.

Oh yeah, I guess thats one of the big reasons to have attack delays lol. Without them newer units would probably have a bit of an advantage. When they both get into range they would start firing and always update on the same cycle.

You're wrong, I think. Most attacks are projectiles that take time to land. This means that all two units that attack each other at the exact same time, bar marines, tanks, snipe, feedback, infested terrans and immortals afaik - will also kill each other at the exact same time. What can happen is that a newly created marine fires at a colossus and will kill it just as the colossus was about to fire, however these moments are really random and require for the timings to match up exactly (which will rarely happen). This problem still exists even with random attack delays. (you're talking about a random delay before firing, right?)

Again, the advantage granted by this phenomenon is so small compared to the random attack delay that, if you were an SC2 Scientist working for SC2 NASA, you would omit it from your calculations as a margin of error.
Who dat ninja?
InfusedTT.DaZe
Profile Joined August 2010
Romania693 Posts
July 25 2012 20:52 GMT
#52
this is intersting but it should not happen, if the que is used i belive it should be draw every time
"Echoes of past events nudge the tiller on my present course, I await its reflection in the future"
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
July 25 2012 20:52 GMT
#53
On July 26 2012 05:44 herbie wrote:
Show nested quote +
On July 26 2012 05:41 urashimakt wrote:
On July 26 2012 05:39 herbie wrote:
It does make me wonder, if you created a newer army of 10 marines and an older army of 10 marines, would the newer army win slightly more often because it is updated first?

Over a long period of testing, sure. A LONG period. Super long. This advantage is infinitesimal when the random min/max delay appended to attacks is considered.

Oh yeah, I guess thats one of the big reasons to have attack delays lol. Without them newer units would probably have a bit of an advantage. When they both get into range they would start firing and always update on the same cycle.

You're wrong, I think. Most attacks are projectiles that take time to land. This means that all two units that attack each other at the exact same time, bar marines, tanks, snipe, feedback, infested terrans and immortals afaik - will also kill each other at the exact same time. What can happen is that a newly created marine fires at a colossus and will kill it just as the colossus was about to fire, however these moments are really random and require for the timings to match up exactly (which will rarely happen). This problem still exists even with random attack delays. (you're talking about a random delay before firing, right?)
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
graNite
Profile Blog Joined December 2010
Germany4434 Posts
July 25 2012 20:53 GMT
#54
Guys, it only works with abilities. Not with scout workers, not with marines...
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
Zenbrez
Profile Joined June 2012
Canada5973 Posts
July 25 2012 20:54 GMT
#55
On July 26 2012 05:20 MyLastSerenade wrote:
wtf, thats quite a discovery!
would like to see a statment from blizz on that...

Why? Out of the two, one of them should die. Which one? Well they decided to put in a circumstance, time happened to be the one they chose.
Refer to my post.
Yegwen
Profile Joined September 2011
Poland80 Posts
July 25 2012 20:56 GMT
#56
if you do some testing with Ghost vs high templar and que up snipe vs feedback - we found than in scenarios where the HT could die from one snipe the younger unit always won. It's been a rather long day so we might have missed something so please enlight me if you think that is invalid.
We don't grow old, we get old by not growing
j4vz
Profile Joined March 2010
Canada976 Posts
Last Edited: 2012-07-25 20:58:54
July 25 2012 20:57 GMT
#57
On July 26 2012 05:46 Aunvilgod wrote:
If this applies to scouting workers too... (?) what about spawning workers?


and what about drones when you gas steal, and cancel, does it reset the age of the drone?

i think worker management will be important now, you dont want to send an old one and lose a 1v1 fight during a bunker rush or something

edit: oh its not working on regular attack
someone_elses_lies@live.fr
magnaflow
Profile Joined August 2011
Canada1521 Posts
July 25 2012 20:58 GMT
#58
Could it be because it has more energy pooled?
KirA_TheGreaT
Profile Joined April 2011
France204 Posts
July 25 2012 20:58 GMT
#59
Great discovery there, i'm curious to know what blizzard has to say about this because the randomization myth is now gone
Toastie.NL
Profile Joined July 2012
Netherlands232 Posts
July 25 2012 21:00 GMT
#60
2 Infestors nearaling ?
EU Random Player - Contact me for anything :-)!
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