But yes, this is interesting, I didn't realize that the projectile delay could result in lost damage.
Focus Fire - Page 2
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Ketara
United States15065 Posts
But yes, this is interesting, I didn't realize that the projectile delay could result in lost damage. | ||
iEchoic
United States1776 Posts
On August 23 2010 09:20 Ketara wrote: I think part of the mass marauder problem is just that sometimes people don't realize that Marines do more damage per cost to Light units than Marauders do. But yes, this is interesting, I didn't realize that the projectile delay could result in lost damage. I thought about this, but it seems to happen even against stalkers, roaches, etc. I think that the density of marauders contributes to this effect. | ||
Ketara
United States15065 Posts
Plus, since the Marines range is shorter, they naturally run ahead of the Marauders, making it even easier to get a good concave. The two units really do mesh together marvelously. But we should keep on topic. How does this focus fire problem affect melee units? Is it more detrimental to FF say, Zerglings? | ||
Mindspider
91 Posts
I would argue that focus-firing makes a big difference in small-scale battles, though. A common scenario I run across this is when I'm playing a ZvZ game, and my first batch of 3-4 mutas goes against an equal number of my opponents mutas. In that situation, overkill is not a much of a factor due to the small number of units involved, and therefore focus-firing makes a big difference. Edit: So we know that non-projectile attacks don't have overkill. How about void rays? | ||
Baksteen
Netherlands438 Posts
On August 23 2010 09:50 Mindspider wrote: This is really good to know, thanks for bringing it to my attention OP. I would argue that focus-firing makes a big difference in small-scale battles, though. A common scenario I run across this is when I'm playing a ZvZ game, and my first batch of 3-4 mutas goes against an equal number of my opponents mutas. In that situation, overkill is not a much of a factor due to the small number of units involved, and therefore focus-firing makes a big difference. Edit: So we know that non-projectile attacks don't have overkill. How about void rays? VR's attack with quite a high speed so i'd say that isn't much of an issue. | ||
x89
United Kingdom276 Posts
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AcidReniX
United Kingdom66 Posts
For example: It takes 9 marauder attacks to kill a stalker. You should select only 9 marauders to focus fire down stalkers. However it's quite hard to get 9 marauders in an arc to hit a single stalker without sacrificing a little time to get the marauders in position. In general I like pushing out against protoss with 20 marauders. I have them in 2 control groups of 10 each, and use a 3rd control group to select them all. You can use all 20 to focus fire zealots down in one shot as it takes 17 hits to kill a zealot. For stalkers I focus fire with 2 seperate groups. It works well at the start of the battle until you start losing units, then it becomes a bit inefficient as your full selection would overkill a unit and your partial selection wouldn't be enough to kill a unit. Focus fire is always risky though. One misclick and you could put yourself in trouble. With fast firing units such as marines, so many times I've focussed a target and changed target just before it died allowing it to get a few more shots off before i realise. But even worse, I'd then use my whole selection to finish the remaining 5hp left on that unit causing like, a 95% overkill on it ;/ It's almost like my failed focus firing is providing my enemy with free 'perfect micro', keeping a single unit alive on nearly 0 HP. | ||
nytelynx
Australia56 Posts
very interesting indeed though | ||
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