[DISCOVERY] 2x high templar feedback - older dies - Page 3
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herbie
140 Posts
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canikizu
4860 Posts
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urashimakt
United States1591 Posts
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. | ||
Mestru
Poland10 Posts
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Lorch
Germany3657 Posts
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herbie
140 Posts
On July 26 2012 05:41 urashimakt wrote: 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
Netherlands7028 Posts
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) | ||
graNite
Germany4434 Posts
+ 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. | ||
Aunvilgod
2653 Posts
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Chronos.
United States805 Posts
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urashimakt
United States1591 Posts
On July 26 2012 05:46 Grumbels wrote: 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: 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. | ||
InfusedTT.DaZe
Romania693 Posts
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Grumbels
Netherlands7028 Posts
On July 26 2012 05:44 herbie wrote: 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?) | ||
graNite
Germany4434 Posts
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Zenbrez
Canada5973 Posts
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. | ||
Yegwen
Poland80 Posts
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j4vz
Canada976 Posts
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 | ||
magnaflow
Canada1521 Posts
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KirA_TheGreaT
France204 Posts
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Toastie.NL
Netherlands232 Posts
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