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Multihit attacks are bugged

Forum Index > SC2 General
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1 2 3 4 Next All
graNite
Profile Blog Joined December 2010
Germany4434 Posts
October 15 2014 18:27 GMT
#1
http://drop.sc/387433

GIFs:
http://gfycat.com/OddNearKinglet
http://gfycat.com/GroundedSpottedIndianjackal
credit /u/LeJimmeh

I want to talk about the multi hit attacks, i think they are bugged.
The second zealot swing always hits, even if you kite away or you are entering a bunker, medivac or pf. I just reproduced the same thing with two thors and a medivac. first thor attack hits the other thor, ill pick it up, second attack still hits.
In my opinion this is clearly a game changing bug. If you try to micro away the second zealot attack will always hit if the first one did.
I noticed it a few times before when a zealot killed my scout scv with the second swing although it was far away already. I told my friend about it and he said zealot range is clearly too high :D

"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
October 15 2014 18:29 GMT
#2
--- Nuked ---
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2014-10-15 18:31:30
October 15 2014 18:29 GMT
#3
On October 16 2014 03:27 graNite wrote:
http://drop.sc/387433

GIFs:
http://gfycat.com/OddNearKinglet
http://gfycat.com/GroundedSpottedIndianjackal
credit /u/LeJimmeh

I want to talk about the multi hit attacks, i think they are bugged.
The second zealot swing always hits, even if you kite away or you are entering a bunker, medivac or pf. I just reproduced the same thing with two thors and a medivac. first thor attack hits the other thor, ill pick it up, second attack still hits.
In my opinion this is clearly a game changing bug. If you try to micro away the second zealot attack will always hit if the first one did.
I noticed it a few times before when a zealot killed my scout scv with the second swing although it was far away already. I told my friend about it and he said zealot range is clearly too high :D



Good catch.

Perhaps it's "intended" meaning it's what they programmed - but I don't think that's how it should work. It just seems stupid that the Zealot has 2 "attacks" but they're really one attack with a delayed second animation.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
October 15 2014 18:34 GMT
#4
--- Nuked ---
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-10-15 18:35:31
October 15 2014 18:34 GMT
#5
This is intented. It's how the attack system works.

Edit: And Zealots have an attack that causes the unit to attack twice.
JimmyJRaynor
Profile Blog Joined April 2010
Canada16972 Posts
Last Edited: 2014-10-15 18:36:18
October 15 2014 18:35 GMT
#6
good enthusiasm by the OP.

but this point is dead wrong.
On October 16 2014 03:29 DinoMight wrote:
Perhaps it's "intended" meaning it's what they programmed - but I don't think that's how it should work. It just seems stupid that the Zealot has 2 "attacks" but they're really one attack with a delayed second animation.


it should be 2 attacks.. its how it was made. and its the best way to have things... and its never changing.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
graNite
Profile Blog Joined December 2010
Germany4434 Posts
October 15 2014 18:36 GMT
#7
On October 16 2014 03:29 SatedSC2 wrote:
This is wholly intended behaviour. Definitely not a bug.


Did you see the GIFs? The scv is inside the bunker and still dies?!
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
triforks
Profile Joined November 2010
United States370 Posts
October 15 2014 18:36 GMT
#8
yea its mainly there to mess around with the armor reductions of damage.
Big J
Profile Joined March 2011
Austria16289 Posts
October 15 2014 18:37 GMT
#9
On October 16 2014 03:36 triforks wrote:
yea its mainly there to mess around with the armor reductions of damage.


you could do two times the damage instantly. But that would mess with the animation.
graNite
Profile Blog Joined December 2010
Germany4434 Posts
October 15 2014 18:40 GMT
#10
On October 16 2014 03:37 Big J wrote:
Show nested quote +
On October 16 2014 03:36 triforks wrote:
yea its mainly there to mess around with the armor reductions of damage.


you could do two times the damage instantly. But that would mess with the animation.


that would give the wrong damage because you would reduce it only once by the armor, not twice.
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
Penev
Profile Joined October 2012
28503 Posts
October 15 2014 18:40 GMT
#11
It's weird though, considering this patch note:
Patch 1.3.0

Charge will now hit a fleeing target at least once.
I Protoss winner, could it be?
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
October 15 2014 18:41 GMT
#12
On October 16 2014 03:37 Big J wrote:
Show nested quote +
On October 16 2014 03:36 triforks wrote:
yea its mainly there to mess around with the armor reductions of damage.


you could do two times the damage instantly. But that would mess with the animation.


And it would impact armor reduction which has huge implications across the whole game.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
TerranosaurusWrecks
Profile Blog Joined December 2011
Canada187 Posts
October 15 2014 18:43 GMT
#13
i don't see how this is a big deal, i was under the impression it has always been like this
¯\_(ツ)_/¯ "Like you can train a n00b, but they will just be a trained n00b."
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
October 15 2014 18:47 GMT
#14
--- Nuked ---
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2014-10-15 18:48:47
October 15 2014 18:47 GMT
#15
The SCV dies while it's inside a bunker.

It's clearly a glitch.

I don't know what all this "this is the way it's supposed to be" nonsense is coming from. Yes I understand that it's the way the game is currently *coded.

But that doesn't mean it's right. Clearly the in game behavior is wrong.

EDIT - I'm not saying anything regarding balance. Keep everything the way it is, but if there are 2 separate attacks then the second one should be dodgeable in this case.

Maybe that is a miniscule nerf to Protoss, but whatever it will almost never matter. They can speed up the animation slightly to compensate.

"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
algue
Profile Joined July 2011
France1436 Posts
October 15 2014 18:50 GMT
#16
On October 16 2014 03:43 TerranosaurusWrecks wrote:
i don't see how this is a big deal, i was under the impression it has always been like this

It would open some small micro possibilites in the early game (Marine vs Zealot & zergling vs zealot). It's not a big deal but this kind of small possibilities are always nice.
rly ?
graNite
Profile Blog Joined December 2010
Germany4434 Posts
October 15 2014 18:50 GMT
#17
On October 16 2014 03:47 SatedSC2 wrote:
Show nested quote +
On October 16 2014 03:36 graNite wrote:
On October 16 2014 03:29 SatedSC2 wrote:
This is wholly intended behaviour. Definitely not a bug.

Did you see the GIFs? The scv is inside the bunker and still dies?!

I can't believe that the impact of this on balance (especially re: how damage reduction and armour work) is less important to you than how an animation looks.


Because what I see should be what is happening if I play. When the screen shows me the SCV is inside the bunker, it should be there and it should be safe.
And you will get the impact on balance if you try to micro away from zealots with Marines.
What other multihit units are there? As I said, I reproduced this with Thors, where you should only get half the damage when picked up in the middle on an attack, but you still get the full damage.
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-10-15 18:57:22
October 15 2014 18:55 GMT
#18
On October 16 2014 03:41 ZeromuS wrote:
Show nested quote +
On October 16 2014 03:37 Big J wrote:
On October 16 2014 03:36 triforks wrote:
yea its mainly there to mess around with the armor reductions of damage.


you could do two times the damage instantly. But that would mess with the animation.


And it would impact armor reduction which has huge implications across the whole game.


On October 16 2014 03:40 graNite wrote:
Show nested quote +
On October 16 2014 03:37 Big J wrote:
On October 16 2014 03:36 triforks wrote:
yea its mainly there to mess around with the armor reductions of damage.


you could do two times the damage instantly. But that would mess with the animation.


that would give the wrong damage because you would reduce it only once by the armor, not twice.


No it would not, because it is two times the damage? Not once 16?

As it works right now, the attack is:
do damage
wait
do damage

What I'm saying is that you could do:
do damage
do damage

but without the wait it messes up the animation
graNite
Profile Blog Joined December 2010
Germany4434 Posts
October 15 2014 18:57 GMT
#19
Ah ok, you said two times the damage, I understood that as damage x2.
Why do you want to do it that way and not just check if the unit is still in range and then attack the 2nd time?
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2014-10-15 19:00:13
October 15 2014 18:58 GMT
#20
On October 16 2014 03:50 graNite wrote:
Show nested quote +
On October 16 2014 03:47 SatedSC2 wrote:
On October 16 2014 03:36 graNite wrote:
On October 16 2014 03:29 SatedSC2 wrote:
This is wholly intended behaviour. Definitely not a bug.

Did you see the GIFs? The scv is inside the bunker and still dies?!

I can't believe that the impact of this on balance (especially re: how damage reduction and armour work) is less important to you than how an animation looks.


Because what I see should be what is happening if I play. When the screen shows me the SCV is inside the bunker, it should be there and it should be safe.
And you will get the impact on balance if you try to micro away from zealots with Marines.
What other multihit units are there? As I said, I reproduced this with Thors, where you should only get half the damage when picked up in the middle on an attack, but you still get the full damage.


The only ones I can think of that do this are Zealots and Thors. All other multi shot units fire both at the same time.

And I do think it's clearly a glitch. Because clearly the unit doesn't die until the second attack animation completes, but the first hit is telling the game engine that both hits have registered instead of requiring the second hit to register as well. So basically it's an error on the coder's behalf of failing to program in a second hit trigger.

Or lazy game design.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
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