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Multihit attacks are bugged

Forum Index > SC2 General
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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
Canada16665 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
28469 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
WombaT
Profile Blog Joined May 2010
Northern Ireland24824 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
Denmark3343 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.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2014-10-15 20:10:22
October 15 2014 20:09 GMT
#41
On October 16 2014 04:55 H0i wrote:
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.


I think you misunderstand:

You CAN kill a Zealot mid attack as it is currently.The second hit does not register until the Zealot's attack animation has completed.

However, you can not escape from the Zealot's second attack if the first one hits you. The attack animation kills you even if you are out of range (the way the scv is in the bunker).

"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
ZenithM
Profile Joined February 2011
France15952 Posts
October 15 2014 20:10 GMT
#42
On October 16 2014 05:06 Nightshake wrote:
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.

Not really relevant for upgrades which add +1 damage, as the opponent's +1 armor upgrades also are taken twice into account.
Saechiis
Profile Blog Joined May 2010
Netherlands4989 Posts
October 15 2014 20:20 GMT
#43
On October 16 2014 03:40 Penev wrote:
It's weird though, considering this patch note:
Show nested quote +
Patch 1.3.0

Charge will now hit a fleeing target at least once.


I think they mean 1 attack cycle, I believe they could get stuck and not get even a single attack (cycle) off on kiting bio.
I think esports is pretty nice.
Unsane
Profile Joined September 2010
Canada170 Posts
October 15 2014 20:23 GMT
#44
This is how it should work and how it has always worked. A multi hit attack isn't designed for the purpose of somehow dodging the second (or third/fourth) hit. Once the unit has been given the 'ok' by the engine that it's allowed to perform its attack, the whole attack should go off.

-A zealot has 1 attack that hits twice. NOT 2 seperate attacks that fire at twice the rate of what the tooltip says.
-If a Thor shoots at a unit with 1HP remaining and it kills it with its first shot, it does not fire it's second shot at another target, it overkills that already dead unit.
"What is the plural of y'all? All y'all." -Day9
Gwavajuice
Profile Joined June 2014
France1810 Posts
Last Edited: 2014-10-15 20:25:29
October 15 2014 20:24 GMT
#45
Funny I didn't see exactly the same thing than other people :

- If you pause the gif, you see the animation of the second attack starts when the scv is still outside

- when the animation is finished, the scv is inside the bunker. He's dead already but he doesn't know

To me it's totally not related to the game mechanics but to the animations that shows us these mechanics.

Namely, it seems to be linked to the "death animation" things, you kill a marine and then he explodes, like a "if hit points = 0 then do 'death_animation_procedure' like of command. that would explain why there this split second when the scv appears in the bunker.

The question of the delay that actually exists between the 2 players might also play a role. I mean lag has created some wierder stuff.

All in all I think there is no issue with mechanics, scv is hit by second attack when he's outside, not inside...
Dear INno and all the former STX boys.
opisska
Profile Blog Joined February 2011
Poland8852 Posts
October 15 2014 20:25 GMT
#46
I am sorry, but this can't be just "fixed". Yes, I agree with the general idea that consistency is good, but this is quite important in the early game and "fixing" this would make zealots significantly weaker against anything that moves. It probably won't be such a big deal in the late game, where zealot harass is already pretty strong and in big fights, zealots are useful in larger numbers only in PvT and there it is mainly their HP that matters ... but the PvWhatever early game is a knife's edge at the moment and a minuscule change could have a butterfly effect. Anyone remembers the measly 1 range on the queen? And even in PvP, the increased ability of probes to sneak around zealots could have tragic consequences ...
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
EJK
Profile Blog Joined September 2013
United States1302 Posts
October 15 2014 20:30 GMT
#47
its definitly intended
Sc2 Terran Coach, top 16GM NA - interested in coaching? Message me on teamliquid!
Uyo
Profile Joined July 2012
35 Posts
October 15 2014 20:44 GMT
#48
can we get animated blood coming out of the bunker's windows?
HomeWorld
Profile Joined December 2011
Romania903 Posts
Last Edited: 2014-10-15 20:51:33
October 15 2014 20:51 GMT
#49
This is a huge bug indeed, the unit(units) inside bunkers should be invulnerable.
Good catch. (this reminds me of Schrodinger's cat thing)
Hider
Profile Blog Joined May 2010
Denmark9366 Posts
Last Edited: 2014-10-15 20:55:40
October 15 2014 20:54 GMT
#50
Anyone remembers the measly 1 range on the queen?


No. But I remember the 2 range buff that everyone knew beforehand would kill reactor before expand hellion openings in TvZ, and which was especially designed to buff zerg in the early game and managed to do that succesfully. The fact that Broodlord/Infestor was imbalanced late game and that Blizzard was super slow by patching is a different story.
ZenithM
Profile Joined February 2011
France15952 Posts
Last Edited: 2014-10-15 21:07:53
October 15 2014 21:07 GMT
#51
On October 16 2014 05:54 Hider wrote:
Show nested quote +
Anyone remembers the measly 1 range on the queen?


No. But I remember the 2 range buff that everyone knew beforehand would kill reactor before expand hellion openings in TvZ, and which was especially designed to buff zerg in the early game and managed to do that succesfully. The fact that Broodlord/Infestor was imbalanced late game and that Blizzard was super slow by patching is a different story.

You mean, the patch which nearly destroyed eSportZ? :D
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2014-10-15 21:16:42
October 15 2014 21:13 GMT
#52
The Actor animation has nothing to do with the Effect applied by the Weapon.

Seems more like a latency issue to me. Weapon Effects can be applied to units inside of bunkers.

On October 16 2014 05:09 DinoMight wrote:
Show nested quote +
On October 16 2014 04:55 H0i wrote:
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.


I think you misunderstand:

You CAN kill a Zealot mid attack as it is currently.The second hit does not register until the Zealot's attack animation has completed.

However, you can not escape from the Zealot's second attack if the first one hits you. The attack animation kills you even if you are out of range (the way the scv is in the bunker).


This is because the game checks that the Unit applying the Effect is still alive after the delay between the first and second attacks, not because of the animation.
~ ~ <°)))><~ ~ ~
FeyFey
Profile Joined September 2010
Germany10114 Posts
Last Edited: 2014-10-15 21:30:13
October 15 2014 21:28 GMT
#53
Now I am curious if units that are already dead via the system, but still are alive and waiting for the animation, can actually still do damage. (oh that part already got covered in the thread)
Reminds me about DoW and how kill animations that took ages made Units invulnerable while doing them. Saw a match were an almost dead Hero went from one kill animation into the other tanking the whole army for quiet a while. So Funny.

Design decision like this can't be reworked easily, since the handling of the Zealot would be heavily affected. Make it possible to dodge the second hit and you have to buff the stats quiet heavily or change the animation even. In the end it would make micro more important against Zealots and move away from the easy to learn hard to master approach.

Blizzard has always been about gameplay that works well together. so that not every unit is controlled completely different. And they never card about how much sense it makes. So you are now warned.
Anyway if a scv dies after entering a bunker their life support was clearly damaged and they just died. They even explained how stim works.

PS: if this disturbs you, never ever touch d3. Game is now fun as hell, but some design decisions they adjusted afterwards are so abnormal now. Every corner reminds me that this a game made for fun and not for immersion.
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
October 15 2014 22:45 GMT
#54
If this isn't a bug, someone needs to make sure a Yamato sticks to a blinking Stalker. And every other ranged attack, for that matter. Sorry, Zest, that's some dead Colossi you got in those Warp Prisms.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
OpTiKcoyote
Profile Joined March 2011
United States60 Posts
October 15 2014 22:52 GMT
#55
I think thats a cool catch, never noticed it before. I would want to hear from the programmers/blizzard what the intention is.
Goldfish
Profile Blog Joined August 2010
2230 Posts
Last Edited: 2014-10-16 22:38:30
October 16 2014 22:36 GMT
#56
It's not probably not a glitch because:

1. Zealot Damage is a persistent periodic effect that has 0.5 second wait after the first attack.

2. The second attack could have two validators: Is target in cargo (false) and Is distance between caster and target less than or equal to 0.5.

Since neither of those validators are used for the zealot attack, it is probably intended.

If Blizzard wanted to, they could easily (anyone can easily too, if you are familiar with the galaxy editor) make it so the second attack has those two checks (is target in cargo = false and is distance between caster and target less than or equal to 0.5) except in this case, neither of those are used for the second attack.

So it is mostly a balance thing and is probably intended.

If it is not intended, Blizzard can add those two validators (you create one validator with "And" that combines those two validators, then use that validator for the damage check of the second hit of the second attack) to the second attack and this wouldn't happen.

tl;dr - There's an easy way to add "Is target in cargo = false" and "Is distance between caster and target less than or equal to 0.5" to the second attack of a zealot's attack but Blizzard chose not to, so it is likely intended behavior for balancing reasons.
https://connect.microsoft.com/WindowsServerFeedback/feedback/details/741495/biggest-explorer-annoyance-automatic-sorting-windows-7-server-2008-r2-and-vista#details Allow Disable Auto Arrange in Windows 7+
Fecalfeast
Profile Joined January 2010
Canada11355 Posts
October 16 2014 23:02 GMT
#57


Reminds me of the brood war glitch where if a zealot kills a unit with his first attack, his second attack doesn't check for range and hits any unit in vision
ModeratorINFLATE YOUR POST COUNT; PLAY TL MAFIA
PinoKotsBeer
Profile Joined February 2014
Netherlands1385 Posts
October 21 2014 00:34 GMT
#58
When a banshee/mine is targeting a unit and it goes into a bunker/geiser it doesnt hit. but with the zealot it is a feature, im confused.
http://www.twitch.tv/pinokotsbeer
brickrd
Profile Blog Joined March 2014
United States4894 Posts
Last Edited: 2014-10-21 00:45:08
October 21 2014 00:44 GMT
#59
On October 21 2014 09:34 PinoKotsBeer wrote:
When a banshee/mine is targeting a unit and it goes into a bunker/geiser it doesnt hit. but with the zealot it is a feature, im confused.

also i believe if a widow mine fires at a DT or banshee as main target and you lose detection of it during the firing animation it will do zero damage to the main target but still splash anything near it

as for the main subject of the thread - i have a lot of respect for people who study the mechanics of the game and figure these things out, but in all honesty whether this is intended or not i've read the effects people say this has and i honestly don't care. the game works fine and i don't think it needs to change. if it's a coding inconsistency then oh well do better for LOTV? and if it's intended then whatever :D
TL+ Member
Maestro85
Profile Joined October 2014
Australia30 Posts
October 21 2014 01:01 GMT
#60
the scv deserved to die regardless. there was plenty of time to put it in the bunker....
Dollar Sign 0 Dollar Sign :)
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
October 21 2014 01:05 GMT
#61
On October 21 2014 09:44 brickrd wrote:
Show nested quote +
On October 21 2014 09:34 PinoKotsBeer wrote:
When a banshee/mine is targeting a unit and it goes into a bunker/geiser it doesnt hit. but with the zealot it is a feature, im confused.

also i believe if a widow mine fires at a DT or banshee as main target and you lose detection of it during the firing animation it will do zero damage to the main target but still splash anything near it

as for the main subject of the thread - i have a lot of respect for people who study the mechanics of the game and figure these things out, but in all honesty whether this is intended or not i've read the effects people say this has and i honestly don't care. the game works fine and i don't think it needs to change. if it's a coding inconsistency then oh well do better for LOTV? and if it's intended then whatever :D


The reason it doesnt hurt it is because its a projectile. Projectile's apply damage on hit at time of impact. If the unit is no longer visible (cloaked) then it can't take damage (unless it is being revealed). Therefore the damage does not apply, but the projectile is already on the way. It will explode then thats it.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
graNite
Profile Blog Joined December 2010
Germany4434 Posts
January 17 2019 16:09 GMT
#62
Can someone tell me if this is still in the game?
I need to know this for bot development
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
InfCereal
Profile Joined December 2011
Canada1759 Posts
January 17 2019 18:55 GMT
#63
On January 18 2019 01:09 graNite wrote:
Can someone tell me if this is still in the game?
I need to know this for bot development


Yes
Cereal
Justinian
Profile Joined August 2012
United Kingdom158 Posts
Last Edited: 2019-01-17 19:02:03
January 17 2019 19:01 GMT
#64
Yes, I saw a video showing this still in action not long ago, I think it was something like a maruader getting hit by a zealot, being lifted alive into a medivac and then dying in the medivac from the second hit.
misterxy1994
Profile Joined July 2013
Germany53 Posts
January 17 2019 19:50 GMT
#65
They should also fix the animation bug, that shots go around a corner when you fire on high ground units. That is totally unrealistic as well.
BlysK
Profile Joined March 2011
Singapore48 Posts
January 17 2019 20:03 GMT
#66
Let's think logically, the zealot probably got that slice on the scv through the windows of the bunker.
Take It Easy :)
brickrd
Profile Blog Joined March 2014
United States4894 Posts
Last Edited: 2019-01-17 23:39:00
January 17 2019 23:38 GMT
#67
On January 18 2019 04:50 misterxy1994 wrote:
They should also fix the animation bug, that shots go around a corner when you fire on high ground units. That is totally unrealistic as well.

you realize the alternative is that they pass through a solid cliff?? (unless you're being sarcastic )
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