Fungal Growth, Psi Storm, and Crucio Shock Cannon AoE
Just did this because I was curious :p. Some of you guys may already know this.
Both the AoE for Fungal Growth and Psi Storm is just slightly larger than the actual casting icon:
http://sclegacy.com/forums/attachmen...1&d=1267444437
http://sclegacy.com/forums/attachmen...1&d=1267444486
The Siege Tank shock cannon's AoE is quite large, but it only deals the full 60 damage in maybe about 1 unit in size (note how the marine which was targeted and 3 others nearby were vaporised). Units slightly further away from the centre of the blast take 30 damage. Units on the edge of the blast take 15 damage.
I noticed that Hydras actually do pretty good against Siege Tanks. The Hydras are most vulnerable when they're approaching the tanks in a blob, but once they start firing and spread into a line, the Siege Tank's splash becomes less effective (although it'll still of course do a lot of damage).
http://sclegacy.com/forums/attachmen...1&d=1267444540
The Marine you see selected is the one I ask my Siege Tank to shoot.
http://sclegacy.com/forums/attachmen...1&d=1267444575
Boom!
Also, here's a thread on TeamLiquid highlighting a very interesting fact of Siege Tank behaviour! http://www.teamliquid.net/forum/view...opic_id=114026
Re: Fungal Growth, Psi Storm, and Crucio Shock Cannon AoE
Great, just what we needed, Siege Tanks that intelligently distribute it's attacks :rolleyes:
I hope he's mistaken about the random shooting. They should target the nearest unit first.
Re: Fungal Growth, Psi Storm, and Crucio Shock Cannon AoE
Quote:
Originally Posted by
Norfindel
Great, just what we needed, Siege Tanks that intelligently distribute it's attacks :rolleyes:
I hope he's mistaken about the random shooting. They should target the nearest unit first.
They don't just automatically intelligently distribute them. You have to manually shift attack them in order for that to work.
Re: Fungal Growth, Psi Storm, and Crucio Shock Cannon AoE
i think this is good. it encorages micro by shift-targeting valuable targets or dense masses of voulnerable units.
so long as ST stats arnt broken, its a cool and rational mechanic.
Re: Fungal Growth, Psi Storm, and Crucio Shock Cannon AoE
Quote:
Originally Posted by
Norfindel
Great, just what we needed, Siege Tanks that intelligently distribute it's attacks :rolleyes:
I hope he's mistaken about the random shooting. They should target the nearest unit first.
Not only that...
Re: Fungal Growth, Psi Storm, and Crucio Shock Cannon AoE
Oh shoot... that is ridiculous. Siege Tanks don't waste their shots if you shift-click with them?
Jeez...
Re: Fungal Growth, Psi Storm, and Crucio Shock Cannon AoE
Quote:
Originally Posted by
Hav0x
They don't just automatically intelligently distribute them. You have to manually shift attack them in order for that to work.
They don't automatically distribute the attacks in the best possible way, but they still automatically distribute the attacks: there's no possible overkill.
At least will encourage using attack queues, but you cannot exploit overkill anymore, just send whatever units can take more damage to the front.
Still, it looks ridiculous, and it's far from realistic. They attack all at the same time, but can predict how many tanks need to shoot to kill the unit. That's before shooting.
I don't think it's going to hurt gameplay, or at least not much, however.
.
Re: Fungal Growth, Psi Storm, and Crucio Shock Cannon AoE
I'd like to know the AoE of a baneling. They seem to suck when I use them :(
Re: Fungal Growth, Psi Storm, and Crucio Shock Cannon AoE
No need to complain about the reduction of the siege tank damage anymore. That should make up for it.
Re: Fungal Growth, Psi Storm, and Crucio Shock Cannon AoE
Quote:
Oh shoot... that is ridiculous. Siege Tanks don't waste their shots if you shift-click with them?
Why? You told the Siege Tanks to attack multiple units, in a specific order. If the unit is already dead (as in, just shot by another Siege Tank), it can't and shouldn't attack it. This is simply an outgrowth of Siege Tanks being hitscan.
Note that this works with all hitscan attacks: Marines, Thor GtG, perhaps Immortals, etc. Any attack with a visible projectile (and thus has a time to impact) doesn't work this way.