Edit: don't forget to turn on the subtitles
How to damage units under dark swarm
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Slyzor
9 Posts
Edit: don't forget to turn on the subtitles | ||
Highgamer
1368 Posts
Never heard that explanation before, that highground-advantage only works for attacks 'from the front' and gets cancelled if the attack from below hits the unit on top from behind (splash damage from a targeted unit standing behind it). And on top of that, that the attack cancellation under Dark Swarm can be selectively circumvented in the same way, by targeting DSed units in the back with a splash-attack... Thanks a lot for sharing. edit: Maybe you want to change the title and include the highground-advantage-cancellation-thing in there. Like "How to cancel DS/highground-advantage" | ||
Slyzor
9 Posts
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Highgamer
1368 Posts
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Atom[Bomb]
Sweden108 Posts
However, the splash can still do damage(at the hit location). I knew this for ages hehe. | ||
asel
Germany1597 Posts
Didn't knew it depends on the direction, though. | ||
Navane
Netherlands2727 Posts
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Freakling
Germany1525 Posts
What is miss chance? Miss chance only applies to ranged, direct impact attacks (from both air and ground units) and has the following effects:
When does miss chance apply?
Useful notes:
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james1024
118 Posts
like an above poster said, I remember Last suiciding medics to tankshots against zero's swarm'd lurkers. But man, as a zerg, TvZ is HARD | ||
Demurity
United States424 Posts
On November 08 2017 21:36 james1024 wrote: Hey yo like an above poster said, I remember Last suiciding medics to tankshots against zero's swarm'd lurkers. But man, as a zerg, TvZ is HARD TvZ is really hard for both players tbh | ||
mauwee
Vatican City State78 Posts
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Highgamer
1368 Posts
brain | ||
Chronopolis
Canada1484 Posts
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Peeano
Netherlands4631 Posts
On November 09 2017 04:04 Highgamer wrote: Freakling, did you just pull that overview out of your + Show Spoiler + brain Freakling's post are generally like that. Very detailed and well formatted. Quite commendable! He really gets going when the subject is anything map related! ^^ | ||
Freakling
Germany1525 Posts
On November 09 2017 04:04 Highgamer wrote: Freakling, did you just pull that overview out of your + Show Spoiler + brain Some of it can be found on liquipedia, albeit spread across multiple articles and requiring some searching and link chasing. The exact probabilities can be found somewhere on the BWAPI pages, which are a great source for most of the more technical aspects of the game. Another (as-good-as-) first-hand source is the OpenBW project on sourceforge, but you'd have to search through several hundred lines of code to find governing functions. Apart from that I have learned not to trust any sources a long time ago, as they are just completely wrong more often than not, and become my own best source. I don't make any claims I have not tested thoroughly in-game. | ||
chuDr3t4
Russian Federation483 Posts
On November 10 2017 01:49 Freakling wrote: Apart from that I have learned not to trust any sources a long time ago, as they are just completely wrong more often than not, and become my own best source. I don't make any claims I have not tested thoroughly in-game. On slightly off-topic note, do you happen to know what determines where larvas sit at the hatcheries? Am I going crazy or they funnel to the opposite side of the mineral line? | ||
Freakling
Germany1525 Posts
On November 09 2017 04:43 Chronopolis wrote: So does this mean an archon's attack is almost on top of itself (even possibly slightly behind itself), since it's short range attack gets pushed back a full tile? Thank you for the immaculate run-down, was only half sure of things after watching the video. For bulky units such as Archons, Dragoons or unsieged Tanks this means indeed that the impact of a missed attack will be right on top of the attacker (the distace from unit centre to unit centre being exactly one tile if they are directly horizontal or vertical to each other). For smaller units, such as Hydras or Marines, which can fit closer than one tile together, you really get the effect where the impact is basically right on the back of the head of the attacker. Looks rather funny. | ||
Liquid`Drone
Norway28444 Posts
While the mineral benefits from doing this is pretty negligible, there are situations outside the early game where it can be very useful. For two such examples, if I play zvt on fighting spirit against someone who opens factory and I'm in the top right spawn location, I like to build my third hatch at my natural making a slight wall, and then the sunken is slightly above and in the middle. Sometimes the terran is able to position a vulture so that they can kill the larvea spawning below the hatchery - which seriously hurts my production - but then if whenever a new larva spawns I immediately tell it to stop so it moves to the left, it ends up being covered by the sunken. Another is in zvp, where moving larvea to the left side can in some instances make your sim city way stronger through blocking an area the zealots would otherwise be able to get through. | ||
ortseam
996 Posts
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MichaelMinix
4 Posts
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