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Perfect micro with Phoenixes - Page 4

Forum Index > SC2 General
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XanaNA
Profile Joined September 2013
United States15 Posts
July 25 2014 21:52 GMT
#61
My mind....ow. Thanks for taking the time to do this, it's really interesting and, while not the most viable in competitive play, is really awesome to know.
chairmobile
Profile Joined July 2013
United States111 Posts
July 26 2014 04:14 GMT
#62
On July 25 2014 06:44 phil.ipp wrote:
Show nested quote +
On July 25 2014 06:39 DinoMight wrote:
This is pretty awesome, but nobody will be able to make their Phoenixes take that path in the heat of battle, let alone in a game where their opponent lets the Corruptor chase it around like that!

But sick nonetheless.


what ? why not its pretty easy, just kite in a circle ..

Have you heard of fungal? Hydras? Queens? No?

There's this great thing called liquipedia you might want to check out.

That being said, perfect kiting with nix is hardly necessary given shields (note: I mean absolutely perfect or near perfect, not good kiting).
The game is balanced. We just suck.
KingWilhelm
Profile Joined November 2013
11 Posts
Last Edited: 2014-07-26 16:46:55
July 26 2014 13:27 GMT
#63
The solution for more than one Corrupter and one Phoenix should be easy assuming linearly separable sets of Corrupters and Phoenix. The main point is to every given time you only have to pay attention to one Corrupter:
It exist one Corrupter j with
d(j,t)= min_i d(i,t),

where d(i,t) is the distance between the Phoenix and Corrupter i at time t. For all k!=j with d(k,t)=d(j,t), we know that Corrupter k lies on a circle around the Phoenix. As the Phoenix and the Corrupters are linearly separable we know further that a sector of a circle enclosing all Corrupters k exist. We choose one of the edge Corrupters k and can use the above micro in direction of this Corrupter. (At this point it is obvious that linear separability is stronger than needed. It would be enough that the Phoenix is not trapped by the set of Corrupters ... but I'm not in the mood to find the corresponding assumptions ) If at any time T a second Corrupter j with d(j,T)= min_i d(i,T)= d(k,T) exist, we start to use the above mico in regards of this Corrupter (as we where traveling towards him) and so on.

EDIT: For more than one Phoenix it gets messy if the Phoenix are not "close enough" to each other. See

p_1-----------D---------------p_2
|-----------------------------|
d-----------------------------d
|-----------------------------|
c_1------------c_3------------c_2


p Phoenix, c Corrupter, distance between p_i and c_i d, distance between p_1 and p_2 D>d. p_1 and p_2 should use different mico to avoid getting hit by c_3.

Salient
Profile Joined August 2011
United States876 Posts
July 26 2014 14:30 GMT
#64
Too bad there isn't a painted circle to follow in game. The Phoenix only outranges corruptors by 1, so this works better in theory (where you can focus your full attention on 1 unit against a non -microed corruptor while following a painted circle) than in practice.
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
July 26 2014 15:20 GMT
#65
On July 26 2014 23:30 Salient wrote:
Too bad there isn't a painted circle to follow in game. The Phoenix only outranges corruptors by 1, so this works better in theory (where you can focus your full attention on 1 unit against a non -microed corruptor while following a painted circle) than in practice.

Of course. But it's definitely something that isn't impossible to learn, and I'm sure the top players have enough APM to do at least something similar.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
Lobotomist
Profile Joined May 2010
United States1541 Posts
July 26 2014 21:34 GMT
#66
WOW. very well done.
Teching to hive too quickly isn't just a risk: it's an ultrarisk
kramuti
Profile Joined July 2014
4 Posts
July 26 2014 21:47 GMT
#67
Calculating individual results, applying them, and then calculating the net will result in more 'singularities' that you must account for (or something to know to not get trapped). Using superposition first, and then applying the result (you can do this BECAUSE the variables are linearly separable). will result in less of these instances, but your overall movement suggestion would result in phoenix not always firing since their primary goal is to get to the optimal line.

In the end, the 'real' result is possibly best modeled using field theory, and pertubation theory...you could actually write a dissertation on a game of starcraft...and it is directly applicable to almost any field in science, math, economics, biology...games are fun!
fenix404
Profile Joined May 2011
United States305 Posts
July 27 2014 10:31 GMT
#68
i love math. any more math is wonderful. i will apply this math to any other units i can (i know theres only the one move/shoot)
"think for yourself, question authority"
Advantageous
Profile Blog Joined May 2012
China1350 Posts
July 28 2014 03:56 GMT
#69
On July 25 2014 06:38 Big J wrote:
That's probably the most well-researched post ever in the history of SC2. :-)


Actually... from the beginning of the phoenix hype in all match ups you can kinda tell that phoenix's faster firing rate would actually make them a counter to units like corruptor... but, nonetheless, props for doing the math and actual research!
"Because I am BossToss" -MC ヽ༼ຈل͜ຈ༽ノ raise your dongers ヽ༼ຈل͜ຈ༽ノ I'm sure that all of my fellow class mates viewed me as the Adonis of the Class of 2015 already. -Xenocider, EG, ieF 2013 Champion.
neptunusfisk
Profile Blog Joined July 2012
2286 Posts
July 28 2014 06:51 GMT
#70
On July 25 2014 07:23 Orek wrote:
This is super impressive. I haven't seen anyone else in this community who has such deep knowledge both in math and game editor. Also, so much passion for SC2 I'm looking forward to reading your researches!!


This isn't really advanced math you know
maru G5L pls
eightym
Profile Joined May 2011
United States76 Posts
July 28 2014 17:33 GMT
#71
LOL, I can respect this. Interesting use of trigonometry.
hfsrj
Profile Joined October 2012
Germany166 Posts
July 28 2014 17:36 GMT
#72
Nice
Banchan
Profile Joined May 2011
United States179 Posts
July 28 2014 19:54 GMT
#73
This map looks really nifty, any plans to share it?
timchen1017
Profile Joined May 2014
37 Posts
August 02 2014 21:18 GMT
#74
Well, this result basically stems from the fact that you want to move with the same speed with the corrupter in the direction it is moving, to keep the distance the same. If the corrupter is made to always follow you and you need to move at full speed at all times, the end result will be a circle.

In reality, suppose the corrupter indeed follows (so that the term kiting makes sense), you can kite with any radius larger than your calculation shows, including a straight line. You just need not to move at all times, effectively reducing your speed. Now this in isolation is probably harder to execute, as you not only have to place your move command at the right place but also at the right time. But in game it is probably seen more often, as there is no strategic need to move in a circle anyway (so that you just try as you can to keep the distance between your phoenix and the corrupter the same as the phoenix range.)
Reborn8u
Profile Blog Joined January 2010
United States1761 Posts
August 02 2014 21:22 GMT
#75
If you wanted to perform this but head in a specific direction across the map, could you perform this in an "S" shape? Or would further modification need to be made to the path?
:)
timchen1017
Profile Joined May 2014
37 Posts
August 02 2014 21:42 GMT
#76
On August 03 2014 06:22 Reborn8u wrote:
If you wanted to perform this but head in a specific direction across the map, could you perform this in an "S" shape? Or would further modification need to be made to the path?


You can just move in a straight line. But you have stutter step to keep the corrupters in range (and not too much to be too close to them).
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
August 02 2014 21:59 GMT
#77
On August 03 2014 06:22 Reborn8u wrote:
If you wanted to perform this but head in a specific direction across the map, could you perform this in an "S" shape? Or would further modification need to be made to the path?

At any point of the circle, you can decide not to continue the current circle, but to start another one, which is the mirror image of the original one with the line defined by the Corruptor and the Phoenix as mirror axis. That means, if you travel clockwise, you can turn by 2*alpha counterclockwise and start a circle counterclockwise (or vice versa). That is because only the size of the angle you have to hold matters, whether it's cw of ccw does not.
The resulting curve will not be C1 continuous, i. e. it won't be smooth, but will rather have a "break point".
It will not be an "S", but some weird looking curve, that's for sure.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
August 03 2014 02:48 GMT
#78
Well done.

I think that it is possible to solve this with a bit less math, but that is all fine. As you pointed out in your post just above, you missed an important part though. Cos(x)=y has the solution, x=+-acos(y). The plus minus is what you say above, the the phoenix at any point can change direction. And a bit of zig-zagging is probably often a better solution in a real game.

Further, you could do a similar calculation for a corruptor moving away from you, and how you would have to move towards it at an angle to keep within range without getting to close. So it would still be a circle. And maybe also solve for a corruptor moving in a straight line, independently of the phoenix. How to kill retreating corruptor without getting in range.

For groups of phoenix/corruptor, you could approximate the groups of units with circles (yay physics!) And see how quickly you deal damage/take damage at different distances. A safe distance would be when no part of the circles are within 6 units distance, but you can deal damage faster (still at a good exchange rate) if you allow the circles to partially go within range. How much phoenix damage are you willing to take to damage the corruptor faster?

You solve for steady state, always same distance, but in practice it is equally important to know how to get there, and how to adjust, when you are getting too close/far away. The answer her would be to adjust the escape angle more directly away to slowly increase distance, and angle more towards the corruptor to close distance slowly. This would be a lot easier than what many people are doing now, which is running directly towers or away from the corruptor, giving you a very small time window when you are at exactly the right distance. By adjusting the angle you can increase or decrease distance slower, and it'll be easier to find the right distance.
DnCL
Profile Joined May 2013
86 Posts
August 07 2014 06:19 GMT
#79
1: Could you summarize what's the discovery here. What is the main advantage of kiting in a circle instead of kiting backwards ?

2: I try to reformulate your post in my words, how close is it ? '' I've formulated an hypothesis, then verified in game, that there is a way for Phoenixes to never stop attacking OR shooting a target that follow them, and it is to travel on this circle.'' (shown above)

3: I find very interesting the answer
Then you have to adjust accordingly to another circle.
It shouldn't cause you to lose Phoenixes because the Corruptor can only attack your Phoenixes if your opponent recognizes the pattern in your movement and intecepts the Phoenixes at another point of the circle. Worst thing to happen is that you can't kill the Corruptor.


I feel it is sometimes what the best players do already.

A: The zerg tries to do swift movement toward the Phoenixes or away from them in a attempt to ''break the circle''

B: If feel that's the important point: The protoss should not adjust with a movement on the same direction, but simply try to modify it's circle.

4: I'll try to notice that in replays and post them to see what we can see at high level of play.
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
August 07 2014 11:05 GMT
#80
1: The "discovery" is essentially what you write in 2: If you move in a circle, the Phoenix never stops attacking the unit that follows it, nor will it ever be attacked.
3: It was a poor choice of words on my part. Again, you have it right: the Corruptor will stop following the Phoenix at some point, trying to move away. Then, theoretically, you should immediately start simply following the Corruptor (you will still be able to attack it and it won't attack you). If the Corruptor ever turns back to attack the Phoenix again, you will have to start moving in a circle again. This will be another circle, obviously, since the positions of the units have changed.
4: I don't think you will really see this in actual games, because I think it requires far too much (constant) attention and you are pretty well off with just good, not perfect, micro, due to shield regeneration (I may be wrong, though).
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
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