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Northern Ireland23413 Posts
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
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Edit: nvm
Really weird.
Doesn't work when a drone turns into a building or with any projectile (i.e. non-instant) attacks.
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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.
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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.
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On October 16 2014 04:05 Big J wrote: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.
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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...
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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
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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.
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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.
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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.
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In Brood War, zealots also had two attacks but you could dodge the second attack with good micro.
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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?
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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.
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Nice find, rly funny bug.
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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.
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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.
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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.
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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.
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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.
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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.
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