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[DISCOVERY] 2x high templar feedback - older dies - Page 6

Forum Index > SC2 General
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hpTheGreat
Profile Joined August 2010
United States173 Posts
July 26 2012 00:17 GMT
#101
On July 26 2012 05:11 eNtitY~ wrote:
This is pretty crazy, if it works on workers too hmm..


you just blew my mind
JacobShock
Profile Blog Joined April 2012
Denmark2485 Posts
July 26 2012 00:20 GMT
#102
On July 26 2012 07:28 Mestru wrote:
Show nested quote +
On July 26 2012 07:25 Zenbrez wrote:
On July 26 2012 07:06 PauseBreak wrote:
This is actually a pretty huge find! So basically, you want to have a pretty good turn over of casters.

It's not very often you have high templars battles in a pvp.

But Ghosts vs High Templars are quite often in TvP. It affects them too


Do ghost and templar have the same range?
"Right on" - Morrow
Mestru
Profile Joined July 2011
Poland10 Posts
July 26 2012 00:20 GMT
#103
On July 26 2012 09:20 JacobShock wrote:
Show nested quote +
On July 26 2012 07:28 Mestru wrote:
On July 26 2012 07:25 Zenbrez wrote:
On July 26 2012 07:06 PauseBreak wrote:
This is actually a pretty huge find! So basically, you want to have a pretty good turn over of casters.

It's not very often you have high templars battles in a pvp.

But Ghosts vs High Templars are quite often in TvP. It affects them too


Do ghost and templar have the same range?

No, but snipe takes additional time to prepare before shotting. It's timed properly.
NB
Profile Blog Joined February 2010
Netherlands12045 Posts
July 26 2012 00:20 GMT
#104
for a random thread like this there are quite a handsome first post in the front page. Mod definitely should check IP to make sure there is no smurfing involved.

About the topic: not only queue order is a given, there is also network environment to take in hand. If i send a command from US East to Korea sever, it will be much slower than a guy sending a same command from Korea itself. Given that we have a method to sync up our action, the data procession time will be different along with our computer specs etc... To much random element and the lack of LAN environment simply make the problem inconclusive. Pretty much /thread
Im daed. Follow me @TL_NB
Yoduh
Profile Joined August 2010
United States216 Posts
Last Edited: 2012-07-26 00:25:43
July 26 2012 00:25 GMT
#105
another case of facts getting mixed up with lies and people going crazy. can OP please add to the first post that this is for abilities only and not workers/normal attacks? just took me 5 minutes to load a sandbox and tested workers myself and its still random.
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
July 26 2012 00:28 GMT
#106
On July 26 2012 08:18 ZenithM wrote:
Show nested quote +
On July 26 2012 07:20 ZeromuS wrote:
I think the fact that this impacts Ghost v Templar might be a bigger issue.

O.O

It kinda isn't, EMP is a projectile and has more casting range than feedback as well as AoE. So basically you'll always manage to shoot the projectile.
Feedback is instant so in the time the EMP is traveling air, you can land the feedback if you're close enough to the ghost.

To sum it up, if the two casters cast at the same time, both can land and it's not really up to luck or production date for that matter.
This shit only affect instant spells/attacks with exactly the same range.


No, actually, younger templar will feedback first if both units have a queued attack and then with no energy they dont get sniped

As it is, a single younger ghost will get one snipe off for sure on the templar in the case of snipe before they are hit by feedback.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Infernal_dream
Profile Joined September 2011
United States2359 Posts
July 26 2012 00:28 GMT
#107
It doesn't work on workers/any other attacking unit because they have RANDOM ATTACK DELAY. If you don't believe me please open the map editor and look at stats. This was discussed in a thread before because someone "found out bc's have much lower dps than proposed." Even though it wasn't true. Every unit in the game has a random attack delay so that not everything fires at the same exact time. Hence "smart fire" tanks. Honestly both of the templars should die.
Ahli
Profile Joined May 2012
Germany355 Posts
Last Edited: 2012-07-26 01:08:25
July 26 2012 00:46 GMT
#108
On July 26 2012 07:48 GodZo wrote:
so bad, the first that make ghost or templar win the battle? Oo

I just made some tests with the editor.

There is a randomness in the ghost vs HT battle.

I tested ghost's snipe versus HT's feedback. Snipe has 1 range more, but a cast time of 0.5 seconds (= duration before spell effect (damage) is executed). So the mechanics behind the spells are different as snipe is no instant effect spell.
In HT vs HT the order of the units checked for their ingame ability execution is applied which has been proofed by the OP.
The OP's rule should/might be true for snipe vs snipe.


In my tests I used triggers to create and order the units.

First I gave both players full map vision, then I created one unit, waited, created the second unit, waited, ordered both to use the spells on each other.

My results are that it depends on the unit's distance when they get the order.
At first the ghost might always lose to the HT, but altering one factor changed the outcome.
If I moved the ghost's spawnpoint slightly more left or right, it started to damage the HT on some points which means snipe was successfully casted before the feedback killed the ghost. So the distance had a factor in the result of the battle.

-> Altering the spawning order had no effect on the result.

-> Ghost snipe vs HT feedback is kind of random as it depends on the distance.

BUT the distances in which one spell is executed before the other one might not be equally distributed (-> not 50%).
So you might end up with a result of 70 to 30% for one unit to win the battle. But maybe it's 60 to 40, maybe it's 90 to 10...
-> FURTHER testings are required!

I tested this in 1.4.4 with multi dependency. So all balance changes should have been applied.
In a short test in 1.5 the ghost never dealt damage to the HT, but I didn't alter the spawnpoints. I noticed that the distance could be a factor as the ghost dealt damage in my 1.4.4 test attempt (which contains the balance changes).


To make a good test for the distances I need an example of the area in which the ghost are and where the HTs are when they both receive their order to use their ability on each other.



TIME FOR A MASSIVE SCALE TEST with random distances:

In the new test I would create an area in which I would spawn the units on a random position within the area. Then I would order both to use their spell on each other. In the end I would try to run the test a lot of times on the map at once and test it over and over with random points. In the end we might have a good idea which unit has how big chances to win.

Since I want results now I just made a test map for that.

Settings:
- Every unit spawns in a random circular area.
- The area has a radius of 3.
- The distance between the center points of each area is 17.
- Ghost and Templar have each 50% chance to spawn first (random integer between 0 and 1).
- Fight is always approximated west vs east.
- West unit is always created first. (But west unit's type is random.)
- Both units receive their order at the same time.

Result:
[image loading]

Templar has a win chance of approx 56% versus ghost snipe in 1.4.4 in these test settings. But they might be flawed as both units spawn in circular areas.

It's possible to get some stable results for the templar win percentage within a short duration with my test map.

If you want me to alter the test or add some features for it to make it a useful tool for battle.net, just ask (PM me).


edit:
After setting the east unit's area to 0 (= always same spawnpoint), the templar's winrate was 53%.
Using a cicular area still might be a problem as the distance isn't evenly distributed.

next test:
Now I'm using points for both units. The west unit has a random x-offset. It is now created with a random distance of 12.0 - 17.0. The result is 53% as seen in the next screenshot.

[image loading]

=> Templar has a win chance of approx 53% versus ghost snipe in 1.4.4.


edit:
- Changing the random distance to 12.0 - 16.0 results in the same win chance for the HT.
- Changing the random distance to 12.0 - 15.0 results in the same win chance for the HT.

This was only a test with west vs east. Maybe it's different in north vs south or in north-west vs south-east.

~ Ahli
AhliSC2@Twitter - GameHeart Observer UI - "HomeStoryCup XX" extension mod fixes WCS GameHeart's small bugs, adds a lot of new features -
nanaoei
Profile Blog Joined May 2010
3358 Posts
July 26 2012 00:47 GMT
#109
between different kinds of caster units, all of their abilities have different ranges. would a newly spawned phoenix be able to move in and lift a HT before it could feedback?
for obvious reasons, no.

i don't see how this is any different than when you try to feedback (wth say an observer hovering over a terran's ghosts and you queue up some feedback uses) and end up getting sniped a couple times before it goes off.
snipe simply has a longer range than most abilities, including feedback.
unless you have some evidence (with this new discovery i mean) i really doubt that a fresh templar gets priority over a direct-snipe that has a longer spell-cast range.

how does this affect units attacking each other (at the same time) at all?
where do you even jump to that idea/conclusion ?
*@boesthius' FF7 nostalgia stream bomb* "we should work on a 'Final Progamer' fangame»whitera can be a protagonist---lastlie: "we save world and then defense it"
-Celestial-
Profile Joined September 2011
United Kingdom3867 Posts
July 26 2012 00:49 GMT
#110
In fairness to people saying about workers: it DOES still provide an advantage.

That advantage is infinitesimally small when compared with the comparatively huge effect of random attack delay but it IS there. It may only translate to winning an extra 1v1 worker vs worker battle once in every 10,000 times, or every 100,000 games or whatever, but it is still an advantage. Its just not a significant one.
"Protoss simultaneously feels unbeatably strong and unwinnably weak." - kcdc
Yoduh
Profile Joined August 2010
United States216 Posts
July 26 2012 00:57 GMT
#111
On July 26 2012 09:49 Lightspeaker wrote:
In fairness to people saying about workers: it DOES still provide an advantage.

That advantage is infinitesimally small when compared with the comparatively huge effect of random attack delay but it IS there. It may only translate to winning an extra 1v1 worker vs worker battle once in every 10,000 times, or every 100,000 games or whatever, but it is still an advantage. Its just not a significant one.


and how do you know this? as far as we know this is a mechanic only active in spell vs. spell calculations. normal attacks might just omit this completely. to say you know for sure you would have to prove it and run 10,000 1v1 worker battles and get some statistics going.
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
July 26 2012 00:59 GMT
#112
On July 26 2012 09:49 Lightspeaker wrote:
In fairness to people saying about workers: it DOES still provide an advantage.

That advantage is infinitesimally small when compared with the comparatively huge effect of random attack delay but it IS there. It may only translate to winning an extra 1v1 worker vs worker battle once in every 10,000 times, or every 100,000 games or whatever, but it is still an advantage. Its just not a significant one.


Its only important in mirrors anyway since the way drones v probes v scvs works is impacted more by race than anything. Natural regen of Drones and higher HP of SCVs comes to mind.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
nanaoei
Profile Blog Joined May 2010
3358 Posts
July 26 2012 01:04 GMT
#113
all i know is that this affects high templar in fairly specific situation.

i'd love for there to be other finds but as is, the only thing proven is what's posted in the OP currently
*@boesthius' FF7 nostalgia stream bomb* "we should work on a 'Final Progamer' fangame»whitera can be a protagonist---lastlie: "we save world and then defense it"
dafunk
Profile Joined January 2009
France521 Posts
July 26 2012 01:06 GMT
#114
Veridis Quo
DMKraft
Profile Joined December 2010
476 Posts
Last Edited: 2012-07-26 01:18:48
July 26 2012 01:12 GMT
#115
Drone vs SCV is who gets the last hit first. Probe is the only one that always loses straight up (but always wins with a tiny bit of micro.)

Edit: I guess we all get slower as we get older.
QuantumChaos
Profile Joined November 2011
Canada37 Posts
July 26 2012 01:15 GMT
#116
Just tried it with SCVs, built 2 SCVs and fought them, the older one killed the younger one. Then took a new one I had built and put it against one of my original 6, and the older one died. In another test, the original SCV killed the new SCV.

http://drop.sc/227785 new SCV killed by original SCV
http://drop.sc/227786 First built SCV kills Second built SCV, then third built SCV kills original SCV.
Ahli
Profile Joined May 2012
Germany355 Posts
July 26 2012 01:38 GMT
#117
On July 26 2012 10:15 QuantumChaos wrote:
Just tried it with SCVs, built 2 SCVs and fought them, the older one killed the younger one. Then took a new one I had built and put it against one of my original 6, and the older one died. In another test, the original SCV killed the new SCV.

http://drop.sc/227785 new SCV killed by original SCV
http://drop.sc/227786 First built SCV kills Second built SCV, then third built SCV kills original SCV.

Weapons have random wait times as already mention a dozen of times.
It would require an automatic test map to test that.
AhliSC2@Twitter - GameHeart Observer UI - "HomeStoryCup XX" extension mod fixes WCS GameHeart's small bugs, adds a lot of new features -
ZenithM
Profile Joined February 2011
France15952 Posts
July 26 2012 01:42 GMT
#118
On July 26 2012 09:28 ZeromuS wrote:
Show nested quote +
On July 26 2012 08:18 ZenithM wrote:
On July 26 2012 07:20 ZeromuS wrote:
I think the fact that this impacts Ghost v Templar might be a bigger issue.

O.O

It kinda isn't, EMP is a projectile and has more casting range than feedback as well as AoE. So basically you'll always manage to shoot the projectile.
Feedback is instant so in the time the EMP is traveling air, you can land the feedback if you're close enough to the ghost.

To sum it up, if the two casters cast at the same time, both can land and it's not really up to luck or production date for that matter.
This shit only affect instant spells/attacks with exactly the same range.


No, actually, younger templar will feedback first if both units have a queued attack and then with no energy they dont get sniped

As it is, a single younger ghost will get one snipe off for sure on the templar in the case of snipe before they are hit by feedback.

Sorry I was talking about EMP vs Feedback and forgot about snipe, but apparently tests reveal that it's close to random so I wouldn't worry too much about that.
Fyrewolf
Profile Joined January 2010
United States1533 Posts
July 26 2012 01:52 GMT
#119
On July 26 2012 09:57 Yoduh wrote:
Show nested quote +
On July 26 2012 09:49 Lightspeaker wrote:
In fairness to people saying about workers: it DOES still provide an advantage.

That advantage is infinitesimally small when compared with the comparatively huge effect of random attack delay but it IS there. It may only translate to winning an extra 1v1 worker vs worker battle once in every 10,000 times, or every 100,000 games or whatever, but it is still an advantage. Its just not a significant one.


and how do you know this? as far as we know this is a mechanic only active in spell vs. spell calculations. normal attacks might just omit this completely. to say you know for sure you would have to prove it and run 10,000 1v1 worker battles and get some statistics going.


It's not a mechanic, it's just the effect of SC2 using in order processing for all actions that get executed. The younger unit ends up higher in the list of actions that the game processes, it doesn't do any actions at the same time, but in very quick successions of fractions of a second, which is also why SC2 can do smart pathing and smart firing.
"This is not Warcraft in space" "It's much more...... Sophisticated" "I KNOW IT'S NOT 3D!!!"
-Celestial-
Profile Joined September 2011
United Kingdom3867 Posts
Last Edited: 2012-07-26 01:57:26
July 26 2012 01:56 GMT
#120
On July 26 2012 09:57 Yoduh wrote:
Show nested quote +
On July 26 2012 09:49 Lightspeaker wrote:
In fairness to people saying about workers: it DOES still provide an advantage.

That advantage is infinitesimally small when compared with the comparatively huge effect of random attack delay but it IS there. It may only translate to winning an extra 1v1 worker vs worker battle once in every 10,000 times, or every 100,000 games or whatever, but it is still an advantage. Its just not a significant one.


and how do you know this? as far as we know this is a mechanic only active in spell vs. spell calculations. normal attacks might just omit this completely. to say you know for sure you would have to prove it and run 10,000 1v1 worker battles and get some statistics going.


Simple deduction, your proposal makes absolutely no sense as far as the actual running of the game goes.

To explain...the reason this spellcasting trick works is that the game has to resolve the actions of every single unit somehow. This spellcast test demonstrates how this is done - chronologically, with the youngest given priority. What that action actually IS is irrelevant. You cannot OMIT this because its something that has to be done.

Simply put: the game needs instructions for how to resolve the actions of all of the units. This test demonstrates that it does this in chronological reverse order. Unless for some insane reason they've coded different actions to be resolved in different ways which would be more complex and slow the game down.


Edit: Fyrewolf summarised it rather nicely above.
"Protoss simultaneously feels unbeatably strong and unwinnably weak." - kcdc
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