|
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
|
|
On October 16 2014 03:27 graNite wrote:http://drop.sc/387433GIFs: http://gfycat.com/OddNearKinglethttp://gfycat.com/GroundedSpottedIndianjackalcredit /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.
|
|
This is intented. It's how the attack system works.
Edit: And Zealots have an attack that causes the unit to attack twice.
|
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.
|
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?!
|
yea its mainly there to mess around with the armor reductions of damage.
|
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.
|
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.
|
It's weird though, considering this patch note:
Patch 1.3.0
Charge will now hit a fleeing target at least once.
|
Canada13378 Posts
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.
|
i don't see how this is a big deal, i was under the impression it has always been like this
|
|
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.
|
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.
|
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.
|
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
|
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?
|
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.
|
|
|
|