• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:33
CEST 18:33
KST 01:33
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro24 Preview: Summer's End6Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7
Community News
GSTL Returns in 2026!43Weekly Cups (Aug 3-9): Protoss get shut out7RSL goes to London! 2026 Offline Finals Nov 21-2212Weekly Cups (July 27-Aug 2): SHIN's big week0SC4ALL II: Brood War - $2500 - Dec 5-611
StarCraft 2
General
GSTL Returns in 2026! Balance hotfix patch 5.0.16b (July 16) SC4ALL: II Talent Announcement! Protoss AoE skill expression Weekly Cups (Aug 3-9): Protoss get shut out
Tourneys
PIG STY FESTIVAL 8.0! (13 - 23 August) WardiTV Mondays 2026 KungFu Cup Announcement Sparkling Tuna Cup - Weekly Open Tournament 2026 GSTL Announcement
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
The PondCast: SC2 News & Results Mutation # 539 Thunder Dome Mutation # 538 Media Blackout Mutation # 537 Hostile Territory
Brood War
General
SC4ALL II: Brood War Player Announcement 3/4 - soO Rush's Odyssey Controversy [ASL22] Ro24 Preview: Summer's End BW General Discussion StarCraft 64 is coming to Philly at SC4ALL II
Tourneys
[ASL22] Ro24 Group A Small VOD Thread 2.0 CSLAN 4 is Coming! ASL Season 22 LIVESTREAM with English Commentary
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Anyone here play Quakeworld back in the day? Stormgate/Frost Giant Megathread EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Artificial Intelligence Thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread The Letting Off Steam Thread
Fan Clubs
MarineLorD Fan Club The ShoWTimE Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently...
Sports
MLB/Baseball 2023 Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
LOCKPICKING NOOB
LUCKY_NOOB
Chinese Gen Z: Between Dream…
TrAiDoS
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Hello guys!
LIN1s
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7507 users

Multihit attacks are bugged - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 Next All
WombaT
Profile Blog Joined May 2010
Northern Ireland27267 Posts
October 15 2014 19:01 GMT
#21
That is indeed a bit odd

I'm generally always for cleaning up these inconsistencies, and sometimes it's bigger things that are only picked up upon by diligent testing such as this.

Anyone remember the WC3 bug with Mountain Giants? They had some pretty hefty upgrade to give them a reduction in damage taken, somehow in the game they had the ability by default
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Pursuit_
Profile Blog Joined June 2012
United States1330 Posts
Last Edited: 2014-10-15 19:05:40
October 15 2014 19:01 GMT
#22
Edit: nvm

Really weird.

Doesn't work when a drone turns into a building or with any projectile (i.e. non-instant) attacks.
In Somnis Veritas
Big J
Profile Joined March 2011
Austria16289 Posts
October 15 2014 19:03 GMT
#23
On October 16 2014 03:57 graNite wrote:
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?


well, that obviously influences balance. And I think quite massively, given how tiny melee range is and how zealots have to stop when attacking. Basically they get into 0.25 range, attack once and then all the bio is out of 0.25. So effectively with kiting, you'd halve zealot damage.
Big J
Profile Joined March 2011
Austria16289 Posts
October 15 2014 19:05 GMT
#24
On October 16 2014 04:01 Pursuit_ wrote:
Edit: nvm


damage or animation? Because you cancel the animation, the damage should still be done as far as I understand attacks. Unless the reaper attack has been implemented very weirdly.
Pursuit_
Profile Blog Joined June 2012
United States1330 Posts
October 15 2014 19:06 GMT
#25
On October 16 2014 04:05 Big J wrote:
Show nested quote +
On October 16 2014 04:01 Pursuit_ wrote:
Edit: nvm


damage or animation? Because you cancel the animation, the damage should still be done as far as I understand attacks. Unless the reaper attack has been implemented very weirdly.


Replying to my original post, damage. You can get a reaper to only use one of it's 2 attacks by pulling it back too early. But that's not what the OP is talking about here.
In Somnis Veritas
graNite
Profile Blog Joined December 2010
Germany4434 Posts
October 15 2014 19:08 GMT
#26
On October 16 2014 04:03 Big J wrote:
Show nested quote +
On October 16 2014 03:57 graNite wrote:
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?


well, that obviously influences balance. And I think quite massively, given how tiny melee range is and how zealots have to stop when attacking. Basically they get into 0.25 range, attack once and then all the bio is out of 0.25. So effectively with kiting, you'd halve zealot damage.


Only if you kited perfectly. And should it be possible to dodge the attacks then? That is what the charge upgrade is for...
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
CakeSauc3
Profile Joined February 2011
United States1437 Posts
October 15 2014 19:10 GMT
#27
I knew that Zealots had a delayed second attack, and normally it looks okay. But the case in that GIF does make it look silly.

That poor SCV thought he had made it, too
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
October 15 2014 19:11 GMT
#28
Easiest way to test this would be to assign a second hit trigger to the second animation on the Zealot for the 2nd/half of the damage (meaning to check if the second attack actually connected rather than assume it did).

Then load up a unit tester and check the difference when a bunch of Zealots attacks some kiting marines.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
graNite
Profile Blog Joined December 2010
Germany4434 Posts
October 15 2014 19:11 GMT
#29
On October 16 2014 04:06 Pursuit_ wrote:
Show nested quote +
On October 16 2014 04:05 Big J wrote:
On October 16 2014 04:01 Pursuit_ wrote:
Edit: nvm


damage or animation? Because you cancel the animation, the damage should still be done as far as I understand attacks. Unless the reaper attack has been implemented very weirdly.


Replying to my original post, damage. You can get a reaper to only use one of it's 2 attacks by pulling it back too early. But that's not what the OP is talking about here.


Right, we are talking about the defender, not the attacker. You can cancel zealot attacks as the protoss player, but you can not cancel them as the defender with running away or being picked up.
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-10-15 19:13:15
October 15 2014 19:12 GMT
#30
On October 16 2014 04:08 graNite wrote:
Show nested quote +
On October 16 2014 04:03 Big J wrote:
On October 16 2014 03:57 graNite wrote:
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?


well, that obviously influences balance. And I think quite massively, given how tiny melee range is and how zealots have to stop when attacking. Basically they get into 0.25 range, attack once and then all the bio is out of 0.25. So effectively with kiting, you'd halve zealot damage.


Only if you kited perfectly. And should it be possible to dodge the attacks then? That is what the charge upgrade is for...


It's really just kiting at all as far as I understand it.
Like: if you are moving in the moment the zealot attacks you it's 0.25range (because the zealot won't close in any further than that before triggering its attack), it means that regardless how slow you move, and regardless how tiny the delay between the attacks, movement*delay>0 so the distance traveled is >0 so the second attack gets canceled because 0.25 requirement is not fullfilled anymore.

On October 16 2014 04:11 graNite wrote:
Show nested quote +
On October 16 2014 04:06 Pursuit_ wrote:
On October 16 2014 04:05 Big J wrote:
On October 16 2014 04:01 Pursuit_ wrote:
Edit: nvm


damage or animation? Because you cancel the animation, the damage should still be done as far as I understand attacks. Unless the reaper attack has been implemented very weirdly.


Replying to my original post, damage. You can get a reaper to only use one of it's 2 attacks by pulling it back too early. But that's not what the OP is talking about here.


Right, we are talking about the defender, not the attacker. You can cancel zealot attacks as the protoss player, but you can not cancel them as the defender with running away or being picked up.


ah right, of course. That's the difference. If you order something else to your unit, you literally overwrite the previous command.
Serejai
Profile Blog Joined September 2010
6007 Posts
October 15 2014 19:12 GMT
#31
In Brood War, zealots also had two attacks but you could dodge the second attack with good micro.
I HAVE 5 TOAST POINTS
404AlphaSquad
Profile Joined October 2011
839 Posts
October 15 2014 19:14 GMT
#32
I dont get the "thats how its supposed to be talk". An scv inside a bunker dies from this attack. How is this how it is supposed to be?
aka Kalevi
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
October 15 2014 19:20 GMT
#33
On October 16 2014 04:14 404AlphaSquad wrote:
I dont get the "thats how its supposed to be talk". An scv inside a bunker dies from this attack. How is this how it is supposed to be?


Don't worry some people agree with you =)

On October 16 2014 03:47 DinoMight wrote:
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.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
ejozl
Profile Joined October 2010
Denmark3533 Posts
October 15 2014 19:22 GMT
#34
Nice find, rly funny bug.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
hg2g2
Profile Joined January 2013
Canada71 Posts
October 15 2014 19:36 GMT
#35
On October 16 2014 04:14 404AlphaSquad wrote:
I dont get the "thats how its supposed to be talk". An scv inside a bunker dies from this attack. How is this how it is supposed to be?


The same way a ball of kiting marines look like they're shooting at eachother and not their attackers. As much as its a real-time strategy game, certain aspects will always be involve turn-based occurences.
H0i
Profile Joined October 2010
Netherlands484 Posts
October 15 2014 19:42 GMT
#36
The actual purpose/function behind the double attack mechanism that applies to thors and zealots, is that if they are killed after the first attack, but before the second, then the second never completes. Also, imagine a low hp zealot fighting some lings, in the end if the zealot did both damage instantly the ling will die. But instead, the ling attacks after the zealots 1st attack part and then dies to the second, at least allowing it to do some more damage.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2014-10-15 19:47:49
October 15 2014 19:47 GMT
#37
On October 16 2014 04:42 H0i wrote:
The actual purpose/function behind the double attack mechanism that applies to thors and zealots, is that if they are killed after the first attack, but before the second, then the second never completes. Also, imagine a low hp zealot fighting some lings, in the end if the zealot did both damage instantly the ling will die. But instead, the ling attacks after the zealots 1st attack part and then dies to the second, at least allowing it to do some more damage.


Thats not how it works though.

The second attack animation has to complete for the zealot to DO the damage. If you watch the GIF the SCV only dies after the Zealot swings his second attack. But the second attack animation doesn't check to see if the unit is still in range before killing the targeted unit. That's the glitch.

So in your example if the Zealot died before the second attack it would not deal the second damage.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
H0i
Profile Joined October 2010
Netherlands484 Posts
October 15 2014 19:55 GMT
#38
It's not a glitch. They want it to be possible to kill zealots mid-attack, or for units like lings to get another hit in before they die, but not to micro out of zealot attack to reduce it's damage by 50%. If that kind of micro was possible it would be really really strong on lings, although it would be interesting in zealot vs zealot.
ZenithM
Profile Joined February 2011
France15952 Posts
Last Edited: 2014-10-15 20:08:44
October 15 2014 20:03 GMT
#39
Huh...it was always like this. Multihit attacks are there to fine tune damage/armor interactions. Like, a missile turret sends 2 simultaneous missiles that most likely will always both hit.
It's also what renders zealots very effective against immortals.

Edit: I agree that it does look visually strange that the SCV dies in the bunker ;D. But what can you do... just learn that you can't rely on the second attack not hitting, because unless the player cancels the animation (which cancels the second attack), the damage will be dealt.
Nightshake
Profile Joined November 2010
France412 Posts
October 15 2014 20:06 GMT
#40
Why is it 2 attacks when the second one kills an SCV inside a bunker ? Plus we can add the fact that it could be balancing the game to make single attack with zealot so that they dont get so strong with upgrades.
Prev 1 2 3 4 Next All
Please log in or register to reply.
Live Events Refresh
The Patches Monday
16:15
#3
RotterdaM578
TKL 232
TaKeTV 159
SteadfastSC59
IndyStarCraft 56
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 578
TKL 232
ByuN 137
ProTech76
SteadfastSC 59
IndyStarCraft 56
UpATreeSC 37
RushiSC 29
StarCraft: Brood War
Calm 4971
Shuttle 1677
BeSt 756
Mini 615
Soma 362
Soulkey 325
Stork 312
Larva 251
Mong 153
ggaemo 128
[ Show more ]
Dewaltoss 80
sSak 57
Hyun 57
sorry 36
Bale 26
Terrorterran 25
yabsab 16
ajuk12(nOOB) 12
Dota 2
Gorgc8399
qojqva3467
Counter-Strike
pashabiceps816
x6flipin505
Super Smash Bros
C9.Mang036
Other Games
singsing1673
Liquid`RaSZi1571
FrodaN753
Beastyqt724
B2W.Neo643
ceh9462
Hui .158
ToD122
ArmadaUGS111
Livibee99
QueenE57
Mew2King54
KnowMe50
Trikslyr40
[ Show 15 non-featured ]
StarCraft 2
• StrangeGG 58
• mYiSmile126
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• HerbMon 24
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV1216
League of Legends
• Jankos2628
• TFBlade1039
Other Games
• Shiphtur252
Upcoming Events
Afreeca Starleague
17h 27m
Sharp vs Shinee
Action vs Shine
GSL
18h 27m
PiGosaur Cup
1d 7h
Replay Cast
1d 16h
Afreeca Starleague
1d 17h
BeSt vs Paralyze
Jaedong vs Speed
Kung Fu Cup
1d 18h
Replay Cast
2 days
The PondCast
2 days
KCM Race Survival
2 days
Replay Cast
3 days
[ Show More ]
PiG Sty Festival
3 days
CranKy Ducklings
4 days
PiG Sty Festival
4 days
Sparkling Tuna Cup
5 days
PiG Sty Festival
5 days
The Patches Monday
6 days
Liquipedia Results

Completed

CSLAN 4
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
RSL Revival: Season 6
PiG Sty Festival 8.0
META DYMY #4
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

CSL Season 22: Qualifier 1
Escore Tournament S3: W8
CSL Season 22: Qualifier 2
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Big Dog Cup 2026 Div 1
Stake Ranked Episode 5
PGL Masters Bucharest 2026
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.