• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 04:24
CEST 10:24
KST 17:24
  • 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
[ASL20] Ro24 Preview Pt2: Take-Off7[ASL20] Ro24 Preview Pt1: Runway132v2 & SC: Evo Complete: Weekend Double Feature4Team Liquid Map Contest #21 - Presented by Monster Energy9uThermal's 2v2 Tour: $15,000 Main Event18
Community News
Weekly Cups (Aug 18-24): herO dethrones MaxPax6Maestros of The Game—$20k event w/ live finals in Paris34Weekly Cups (Aug 11-17): MaxPax triples again!13Weekly Cups (Aug 4-10): MaxPax wins a triple6SC2's Safe House 2 - October 18 & 195
StarCraft 2
General
A Eulogy for the Six Pool BoxeR's Wings Episode 2 - Fan Translation Greatest Players of All Time: 2025 Update #1: Maru - Greatest Players of All Time Geoff 'iNcontroL' Robinson has passed away
Tourneys
$5,000 WardiTV Summer Championship 2025 Maestros of The Game—$20k event w/ live finals in Paris $5,100+ SEL Season 2 Championship (SC: Evo) Esports World Cup 2025 Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
External Content
Mutation # 488 What Goes Around Mutation # 487 Think Fast Mutation # 486 Watch the Skies Mutation # 485 Death from Below
Brood War
General
Post ASL20 Ro24 discussion. BGH Auto Balance -> http://bghmmr.eu/ No Rain in ASL20? How do I speak directly to Coinbase?1-(888)-419-97 Recent recommended BW games
Tourneys
[ASL20] Ro24 Group F [ASL20] Ro24 Group E [IPSL] CSLAN Review and CSLPRO Reimagined! [ASL20] Ro24 Group D
Strategy
Muta micro map competition Simple Questions, Simple Answers Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Stormgate/Frost Giant Megathread Mechabellum General RTS Discussion Thread Nintendo Switch Thread Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine The year 2050 European Politico-economics QA Mega-thread
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece [\m/] Heavy Metal Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s) Gtx660 graphics card replacement
TL Community
The Automated Ban List TeamLiquid Team Shirt On Sale
Blogs
How Culture and Conflict Imp…
TrAiDoS
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
INDEPENDIENTE LA CTM
XenOsky
[Girl blog} My fema…
artosisisthebest
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2877 users

Depth of Micro

Forum Index > SC2 General
Post a Reply
1 2 3 4 5 59 60 61 Next
LaLuSh
Profile Blog Joined April 2003
Sweden2358 Posts
Last Edited: 2014-05-13 13:30:05
October 30 2013 23:30 GMT
#1
[image loading]
Banner credit: sagi



I'm back with another one of these, TL!





What are the exact reasons that cause units in SC2 to behave in an inconsistent manner? That's the question I set out to answer as I began learning how to use the SC2 Galaxy editor about a month ago.

After fiddling around for a while, I eventually came across and identified two major engine bugs that impose restrictions on unit movement in SC2. My video covers those bugs as well as the various editor variables I think would benefit from changes.

I want to thank Decemberscalm from the Starbow Mod team for teaching me how to use the editor and answering my many questions about it.

1) Separation radius (bug)

(Separation) radius is a variable in the editor that controls the amount of space a unit occupies, be it on the ground or in the air. Whenever two units' seperation radii overlap, they will be pushed apart by the SC2 engine's mechanic for separating units.

The way this separation mechanic was coded is the main reason we don't have moving shot in starcraft II. The SC2 engine prioritizes spreading units apart before allowing them to glide (and glide is essential to fluid air unit micro). The current implementation of the separation mechanic forces units' whose seperation radii overlap to dead stop when ordered to attack. The code that tells them to glide for a distance is interrupted by the code that tells them to spread out -- this happens whenever an attack command is issued.

2) Damage Point

Damage point is sometimes also known as a "frontswing". It functions as a delay between when an attack initiates and when the attack is actually executed and the damage is dealt. Damage point essentially allows for a pre-firing-animation to take place (the "frontswing" part). This variable makes sense to use for most ground based units.

In SC2, all air units except the mutalisk have been "blessed" with a blanket damage point value of 0.167 (about 120 ms delay). In Brood War air units generally did not have any damage point delay (the devourer being the only exception I think).

There does not seem to be any particular logic behind why SC2 employs a blanket damage point value on all air units (with the exception of the mutalisk). The simplest and most likely explanation is that 0.167 is the default value and that nobody at Blizzard bothered to question whether this value was appropriate. I quite frankly see no reason as to why basic air fighters with standard projectile attacks should be equipped with anything other than a 0.000 damage point.

3) General Weapons Bug + The Oracle

In Starcraft II, units with instantaneous attacks (tanks, oracles, void rays, reapers etc) are programmed in a way where they are not allowed to overkill targets. The units are placed in some sort of a firing queue and will all fire with micro-delays while waiting for their turn. This is done to avoid "overkilling" a target.

The overkill prevention mechanic was unfortunately not implemented ideally. It interferes with and disrupts flying units' movement when firing. When for example 2 oracles shoot at a low hp SCV that only needs 1 shot to die, only 1 of the oracles will be allowed to fire and keep moving. The other oracle will have its movement interrupted by the queueing code and will just dead stop.

***Blizz dev advisory***: Please observe that these bugs affect all air units. It's not just the oracle! This would probably affect all ground units too if they had the potential to move and shoot.

4) Turret attacks/weapons

A turret is a weapon strapped on top of a unit's body. This weapon can rotate freely and independently of whatever direction the unit's body is facing.

In Brood War turrets were designed in a way where they continually tracked targets even when the controlled unit was ordered to move (imagine the phoenix, but without the ezmode autoattack).

In SC2. Every single unit with a turret attack will have the turret reset when moving (the turret points in the direction of movement, not in the direction of the target). To me, the entire point of strapping a turret that can rotate 360 degrees on top of a unit in the first place is to have this tracking feature! I think the immortal and the tank should have tracking turrets.

(There are exceptions where tracking turrets are required by design. Certain units must be designed with 360 degree turrets. One example is the colossus. Its body and legs face all orientations at the same time, it is an omni-directional unit. So the colossus needs a 360 degree turret by design to have an orientation. Certain units may also need to have ineffective turrets due to balance.)

5) Turn Rate

Turn rate and damage point are the two most critical values for getting a shot off before your air unit runs out of "glide" distance and stops. Because air units in SC2 rotate around their axis to aim, Blizzard should take a second look at turn rates. The basic air fighters of each race should, in my opinion, have higher turn rates.

6) Lateral Acceleration

Lateral Acceleration controls how sharply units turn. When a unit has low lateral acceleration, it turns with a very wide turn radius (imagine the oracle). Lateral acceleration makes a difference in how responsive and fresh air units feel to control. This is not a critical value, but I nonetheless think the most basic agile fighters of each race should have a higher lateral acceleration.

7) Hovering Units

In Brood War there were a class of "hovering" units. Vultures were a hover-bike. Archons levitated. Probes and drones also didn't touch the ground. These units shared the same type of behavior as air units (they glided for a distance after an attack command was issued). But they still retained the pathfinding of ground units. This dynamic allowed for very interesting forms of unit micro and unit designs.

In SC2, all ground units always come to a full stop when attacking. There is a flag in the editor that reads "Slowing". This means that after a unit attacks, it should keep moving, but in a state of deceleration. This flag does not work on ground units. It only works on air units (whenever they're not disrupted by the bugs explained in the previous points).

The only way in which you can currently get a moving shot for ground units is to set the flag "Moving". Which is Blizzard's hot fix for moving shot. "Moving" basically makes the unit automatically fire while in range and under a move command (no attack command has to be issued). "Moving" is currently used on the phoenix.





Are you willing/capable to provide subtitles for my video?

I would especially appreciate someone to translate this from english into korean.

Subtitles can be done in 1 of 2 ways:

1. Send me a PM with your googleaccount (email name) and the language you want to translate the video into. I will then share access with you to my video's subtitling feature on youtube. There is already a working transcript in english with time stamps. You basically only have to do a sentence-by-sentence translation.

OR

2. You download one of the following raw subtitle files: .srt-format or .vtt-format. You then edit them yourself in a subtitle editor program and reupload them for me to download.




My test map can be tried by searching on b.net arcade: "Depth of Micro (Air)".

If you want to try tanks with a tracking turret, search for: "Starbow Unit Tester"

Reddit thread Link: http://www.reddit.com/r/starcraft/comments/1pkq5y/depth_of_micro_a_detailed_critique_on_the/
+
Noam
Profile Joined September 2010
Israel2209 Posts
October 30 2013 23:35 GMT
#2
I would love to hear David Kim's thoughts about each one of the topics you raised in the video, and whether incorporating some of them into Legacy of the Void would be possible.

Great job LaLuSh!
Liquipedia
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
Last Edited: 2013-10-30 23:39:09
October 30 2013 23:38 GMT
#3
Ty for that, will watch it later (now lo3), but i think it will be interesting.
I think you should formulate more in the op though, cause i think written information >>> videos but yeah
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
TT1
Profile Blog Joined December 2008
Canada10010 Posts
October 30 2013 23:40 GMT
#4
excellent vid, apart from feeling as if i was in a seminar you make alot of valid suggestions. hopefully blizzard will take note and implement a few of your suggestions in lotv. would def. add some flair back into the game
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
StarStruck
Profile Blog Joined April 2010
25339 Posts
October 30 2013 23:43 GMT
#5
I love all the BW foreign player puns. Good work as usual LuSh.
TaShadan
Profile Joined February 2010
Germany1976 Posts
Last Edited: 2013-10-30 23:57:46
October 30 2013 23:45 GMT
#6
I appreciate your effort but Blizzard showed several time that they give a shit. Overkill prevention is the greatest crap they ever implemented.
Total Annihilation Zero
Liquid`Nazgul
Profile Blog Joined September 2002
22427 Posts
October 30 2013 23:45 GMT
#7
you are so awesome when you're not angry
Administrator
StarStruck
Profile Blog Joined April 2010
25339 Posts
October 30 2013 23:46 GMT
#8
On October 31 2013 08:45 TaShadan wrote:
I appreciate your effort but Blizzard showed several time that they give a shit.


In many cases they completely misunderstood what we were initially saying, but you never know.
TT1
Profile Blog Joined December 2008
Canada10010 Posts
October 30 2013 23:46 GMT
#9
On October 31 2013 08:45 Liquid`Nazgul wrote:
you are so awesome when you're not angry


lol
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
Plansix
Profile Blog Joined April 2011
United States60190 Posts
October 30 2013 23:47 GMT
#10
Another thread where we compare BW to SC2. Its an interesting topic, but but will these ever end?
I have the Honor to be your Obedient Servant, P.6
TL+ Member
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
Last Edited: 2013-10-30 23:54:14
October 30 2013 23:50 GMT
#11
Hi, I'm decemberscalm one of the data editors for the Starbow mod. I've spent countless hours experimenting with micro for the Starcraft 2 engine.

A lot of micro esque issues are hardcoded problems you can't fix easily in the editor.
Turrets have no option to simply track targets within range. The only way to do that is make them like a phoenix or diamond back where they automatically shoot, we don't want that.
I had to make a fake second weapon that doesn't shoot to accomplish this for the immortal and siege tank.

Another issue is moving shot for ground units.
It is currently impossible to give them a moving shot without making them like a phoenix. Acquiring a target will make them dead stop.
For the Starbow vulture, I had to use triggers to manually slow the unit down, 2 weapons, an extra ability that acts as a target fire. It was insane how much work I had to do to get a simple moving shot for a ground unit.
Needless to say Starbow does not have moving shots for the drone, probe, or archon because of the insane lengths you must go to to implement it.

Carrier micro was slightly improved in response to nonys video. It is still a far cry from its BW glory.
If you kill a unit, your interceptors have mabye half a second to be given a new target or they WILL return to the carrier.
In BW as long as the interceptors were not docked you could re-route them to another target.
The carrier is not fixed.

Warp Prisms have a small amount of accelleration. If you right click to pick up a unit, the warp prism may or may not go to a dead stop. This means you spend half a second getting your speed back. Micro shinnanigans is punished by this. That actual reason why they dead stop some times but not all the time has something to do with how far the warp prism is and at what angle. Still, random behavior and consistency where it should just work. The shuttle in BW has no qualms with this, it keeps its momentum. For Starbow I have told people to click the reaver, and right click the warp prism instead to avoid this issue.

Another hardcoded issue is the glaring lack of backswing.
The damage point is how far into your attack animation you swing. The backswing WC3 editor calls it is how long you must go into your attack animation before you are able to move again.
BW made a lot of use with this variable. Marines did not look like they shot their allies when kiting. Zealots are a lot more defined in how they fight.
Its not a huge issue due to how SC2 makes no use of it period, but its again another fundamental aspect of how units worked in both BW and WC3 that was basically never even implemented into the engine.

It shows a complete lack of attention to the micro aspect of the game. Turrets don't track. Instead of really beautiful zealot vs hydra micro we saw from BW due to how units are built, they opted for a lazy approach like charge, just giving free hits forgoing micro entirely.

TLDR:
-Everything micro related I do requires a crazy workaround
-Turrets are hardcoded NOT to be able to track targets
-Ground units are hardcoded NOT to be able to do a moving shot
-Carrier micro even though it was looked at it still broken and flawed
-Warp Prism suffers from random loss of momentum when picking up units
-Engine cannot do a backswing like BW and WC3 was able to
-There is a complete lack of attention to micro and unit details
StarStruck
Profile Blog Joined April 2010
25339 Posts
October 30 2013 23:53 GMT
#12
On October 31 2013 08:47 Plansix wrote:
Another thread where we compare BW to SC2. Its an interesting topic, but but will these ever end?


It goes beyond a simple comparison. All developers should take note of such things and as it would improve the game-play of their game.
Orome
Profile Blog Joined June 2004
Switzerland11984 Posts
October 30 2013 23:54 GMT
#13
Very, very awesome. When I started playing Sc2 I realised quickly that units felt a lot more sluggish and harder to micro, but I never really understood why until after watching this video.

Also the depth to which you've analysed all this stuff in the editor is amazing.
On a purely personal note, I'd like to show Yellow the beauty of infinitely repeating Starcraft 2 bunkers. -Boxer
Plansix
Profile Blog Joined April 2011
United States60190 Posts
October 30 2013 23:58 GMT
#14
On October 31 2013 08:53 StarStruck wrote:
Show nested quote +
On October 31 2013 08:47 Plansix wrote:
Another thread where we compare BW to SC2. Its an interesting topic, but but will these ever end?


It goes beyond a simple comparison. All developers should take note of such things and as it would improve the game-play of their game.

I know, I watched a good chunk of it and it is well done. I am just bracing for the "BW = Perfect, Blizzard ruined legacy, SC2 inferior game" circle jerk that will take place soon. Its a good topic, but it tends to bring out the least fun parts of the "community".
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Jono7272
Profile Joined November 2010
United Kingdom6330 Posts
October 30 2013 23:58 GMT
#15
Really interesting stuff. Would love to see Blizzard look into this.
Innovation | Flash | Mvp | Byun | TY
Cheren
Profile Blog Joined September 2013
United States2911 Posts
October 31 2013 00:01 GMT
#16
I'm curious as to whether people really want units to turn faster. I thought one of the most common arguments for Dota 2 over LoL was that the units didn't turn instantaneously.
sent1nel
Profile Joined April 2012
Sweden47 Posts
October 31 2013 00:02 GMT
#17
Loved it, great job Lalush
LaLuSh
Profile Blog Joined April 2003
Sweden2358 Posts
October 31 2013 00:02 GMT
#18
On October 31 2013 08:58 Plansix wrote:
Show nested quote +
On October 31 2013 08:53 StarStruck wrote:
On October 31 2013 08:47 Plansix wrote:
Another thread where we compare BW to SC2. Its an interesting topic, but but will these ever end?


It goes beyond a simple comparison. All developers should take note of such things and as it would improve the game-play of their game.

I know, I watched a good chunk of it and it is well done. I am just bracing for the "BW = Perfect, Blizzard ruined legacy, SC2 inferior game" circle jerk that will take place soon. Its a good topic, but it tends to bring out the least fun parts of the "community".


Better brace for the truth train.
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
October 31 2013 00:03 GMT
#19
On October 31 2013 09:01 Cheren wrote:
I'm curious as to whether people really want units to turn faster. I thought one of the most common arguments for Dota 2 over LoL was that the units didn't turn instantaneously.

His advice was for airborne fighters, nothing else.

You'd expect air units to be really agile, especially for such an esports focused game like this.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
October 31 2013 00:09 GMT
#20
On October 31 2013 09:02 LaLuSh wrote:
Show nested quote +
On October 31 2013 08:58 Plansix wrote:
On October 31 2013 08:53 StarStruck wrote:
On October 31 2013 08:47 Plansix wrote:
Another thread where we compare BW to SC2. Its an interesting topic, but but will these ever end?


It goes beyond a simple comparison. All developers should take note of such things and as it would improve the game-play of their game.

I know, I watched a good chunk of it and it is well done. I am just bracing for the "BW = Perfect, Blizzard ruined legacy, SC2 inferior game" circle jerk that will take place soon. Its a good topic, but it tends to bring out the least fun parts of the "community".


Better brace for the truth train.

I wouldn't call the communities habit of fawning over BW like the second comings as truth. Its an amazing game, but the habit of a set group within SC2 community that loves to shit on the game isn't really an indicator of fact.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
1 2 3 4 5 59 60 61 Next
Please log in or register to reply.
Live Events Refresh
Next event in 2h 36m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Larva 292
TY 146
BeSt 130
Leta 126
Zeus 84
ToSsGirL 69
Hyun 57
NotJumperer 45
Sacsri 34
sorry 29
[ Show more ]
Bale 13
Dota 2
XcaliburYe125
League of Legends
JimRising 522
Counter-Strike
Stewie2K629
Super Smash Bros
Westballz19
Other Games
summit1g8467
singsing1203
ceh9545
Hui .98
NeuroSwarm43
Happy13
SortOf9
Organizations
Counter-Strike
PGL3363
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• Berry_CruncH259
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Stunt785
• Jankos384
Upcoming Events
LiuLi Cup
2h 36m
MaxPax vs TriGGeR
ByuN vs herO
Cure vs Rogue
Classic vs HeRoMaRinE
Cosmonarchy
7h 36m
OyAji vs Sziky
Sziky vs WolFix
WolFix vs OyAji
Big Brain Bouts
7h 36m
Iba vs GgMaChine
TriGGeR vs Bunny
Reynor vs Classic
Serral vs Clem
BSL Team Wars
10h 36m
Team Hawk vs Team Dewalt
BSL Team Wars
10h 36m
Team Hawk vs Team Bonyth
Code For Giants Cup
14h 6m
SC Evo League
1d 3h
TaeJa vs Cure
Rogue vs threepoint
ByuN vs Creator
MaNa vs Classic
Maestros of the Game
1d 7h
ShoWTimE vs Cham
GuMiho vs Ryung
Zoun vs Spirit
Rogue vs MaNa
[BSL 2025] Weekly
1d 9h
SC Evo League
2 days
[ Show More ]
Maestros of the Game
2 days
SHIN vs Creator
Astrea vs Lambo
Bunny vs SKillous
HeRoMaRinE vs TriGGeR
BSL Team Wars
2 days
Team Bonyth vs Team Sziky
BSL Team Wars
2 days
Team Dewalt vs Team Sziky
Monday Night Weeklies
3 days
Replay Cast
3 days
Sparkling Tuna Cup
4 days
PiGosaur Monday
4 days
LiuLi Cup
5 days
Replay Cast
5 days
The PondCast
6 days
RSL Revival
6 days
Maru vs SHIN
MaNa vs MaxPax
Liquipedia Results

Completed

CSL Season 18: Qualifier 1
WardiTV Summer 2025
HCC Europe

Ongoing

Copa Latinoamericana 4
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
ASL Season 20
Acropolis #4 - TS1
CSL Season 18: Qualifier 2
SEL Season 2 Championship
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025

Upcoming

CSL 2025 AUTUMN (S18)
LASL Season 20
BSL Season 21
BSL 21 Team A
Chzzk MurlocKing SC1 vs SC2 Cup #2
RSL Revival: Season 2
Maestros of the Game
EC S1
Sisters' Call Cup
Skyesports Masters 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
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 © 2025 TLnet. All Rights Reserved.