Re: RUMORED - Patch 1.1.0 notes
Quote:
Originally Posted by
Nicol Bolas
That's because Siege Tanks don't have smart firing. There is no code in SC2 that decides an optimal pattern of fire. It is simply in inevitable outgrowth of ordering the operations in a different way.
In SC1, unit fire was calculated separately from unit damage. In a single frame, all unit attacks were registered and given targets, then the results of those attacks happened. More then likely, this was due to the small instruction caches on CPUs of the day (Pentium 75 and so forth). It's more efficient to execute all of the targeting code for a frame in one loop, then do the code that handles the results of that targeting.
SC2 is designed for CPUs with larger instruction caches. It's built on a more modern engine, which prefers to think in parallel rather than serial. So each unit completes its attack in turn within a given frame. If 5 Siege Tanks are in range of a Marine and able to fire on it, the first one will target it, deal damage, and kill it. The second will scan for viable targets, and see nothing, because the Marine is already dead.
Now, this only works for hitscan attacks: attacks that deal damage in the same frame that they fire. If Blizzard really wanted, they could insert a 1-frame delay between the Siege Tank's attack and damage. But it wouldn't change things for any other hitscan attacks (Marines, for example).
I believe the smart firing is due to the fact that all units in game have a 0.168 second random delay (-+) for their firing so that's mainly why they can tell if the unit is dead or not since they don't all fire at the same frame. I'll test out this in the map editor actually right now to see if I remove the delay if they overkill.
I agree, making Siege tank a projectile shot would make more sense and will effectively "remove" this problem.
Re: RUMORED - Patch 1.1.0 notes
Quote:
Originally Posted by
unentschieden
1. I thought Pylons were SUPPOSED to be a weakness in the Protoss infrastructure
2. wouldn´t that be partly your fault anyway for relying on a single Pylon?
eh idk, technically it would be my fault… I never found proxies and cannon rushes any problem… but i guess some people do
In response to every single person wondering why the head attack would be removed… its because the normal attack actually does more damage than the building attack. Wouldn't it make sense for the ultra to do the same damage to buildings as to other units?
Re: RUMORED - Patch 1.1.0 notes
Quote:
Originally Posted by
Wankey
Fazing is switching between targets faster than the actual spell DPSes due to a tick bug.
Head attack is the 75dmg attack that ultralisks do the buildings. Obviously it's not gonna be removed.
Head attack damage is actually lower dps than their normal attack against buildings.
Quote:
Originally Posted by
unentschieden
1. I thought Pylons were SUPPOSED to be a weakness in the Protoss infrastructure
2. wouldn´t that be partly your fault anyway for relying on a single Pylon?
Pylons are already extremely weak, if you make them any weaker then protoss would instantly fall over if you let any units get into your base.
Re: RUMORED - Patch 1.1.0 notes
Quote:
* Concussion Shell Cooldown. How would that even work, anyway? There's no way to control it.
Passive Spells can have cooldowns, its very easy to code in the data editor and occurs in Wc3 and WoW.
Re: RUMORED - Patch 1.1.0 notes
Quote:
Originally Posted by
Nicol Bolas
That's because Siege Tanks don't have smart firing. There is no code in SC2 that decides an optimal pattern of fire. It is simply in inevitable outgrowth of ordering the operations in a different way.
I realize that.
I also realize that this guy thought that fazing was an actual mechanic in the game.
Re: RUMORED - Patch 1.1.0 notes
Quote:
Originally Posted by
Artanis186
This is just way too obvious. They don't need to work on balance changes... they need to fix Battle.net.
couldent agree more
battle.net seriously need some of the good old stuff put into it like chat channels actually the possibility to amke a clan and more custom map culture
Re: RUMORED - Patch 1.1.0 notes
Quote:
Originally Posted by
newcomplex
Passive Spells can have cooldowns, its very easy to code in the data editor and occurs in Wc3 and WoW.
It could also just be turned into an autocast instead of passive.
Re: RUMORED - Patch 1.1.0 notes
• Numerous performance and stability improvements.
• Multi-threading improved.
• Rally points can now be issued an attack move command when being placed.
• Players may now manually rebind keys.
• Added a new control scheme for players familiar with first-person shooter controls.
• New maps added to ladder.
• Challenges now default to faster, but can be played at any speed.
Yeah, right! This is all someone's wishful thinking.
Re: RUMORED - Patch 1.1.0 notes
Quote:
Concussive shells now has a cool-down of 5 seconds.
whaaaaat!? this is FAKE!
Re: RUMORED - Patch 1.1.0 notes
Quote:
Originally Posted by
HydraHydra
whaaaaat!? this is FAKE!
Yeah I think everyone agree's this must be fake (you never know... but it is unlikely :p). This thread is for the sake of discussion : )
Re: RUMORED - Patch 1.1.0 notes
I don't even understand what "Added a new control scheme for players familiar with first-person shooter controls." means. You control the camera with WASD?
Re: RUMORED - Patch 1.1.0 notes
Quote:
Originally Posted by
Hav0x
I don't even understand what "Added a new control scheme for players familiar with first-person shooter controls." means. You control the camera with WASD?
Yea, I think its just a different keybind setup. They have one for left handed players so adding another for FPS players that are used to wasd wouldnt be a huge change.
Another thing I was thinking is that maybe they fully incorporated things like mouselook and such for FPS/TPS maps so that they dont have the lag issue.
Re: RUMORED - Patch 1.1.0 notes
These changes actually wouldn't take that long for them to do, seeing it's just changing a few settings in the editor. Changes sound good for the most part, but whether or not this is geniune is hard to tell.
Re: RUMORED - Patch 1.1.0 notes
I'd say it's fake based on the "Buildings being warped in take more damage" changes.
Re: RUMORED - Patch 1.1.0 notes
I'd actually like pylons to take more damage while warping in. It's much easier to wall in the opponents choke with 2 pylons and build a single cannon behind it. This forces a somewhat all in, if you have already FE-d.
Re: RUMORED - Patch 1.1.0 notes
What gives it away immediatly is the usage of "fazing". If they are supposed to be patchnotes they need to be understandable by non-forumgoers.
Further on the Queen changes are also very suspect. What does "bind" mean?
Slightly less obvious are changes that go against conscious design desicions Blizzard established - the Interceptor default to autobuild for example. There is a reason autorepair is toggled on in Singleplayer but toggled off in Multiplayer.
Just after that comes the fact that most of these changes are popular suggestions on the forums. Blizzard often releases a patch that adresses much talked issues, but hardly ever the way the "community" suggested.
Re: RUMORED - Patch 1.1.0 notes
Quote:
Originally Posted by
infernal
couldent agree more
battle.net seriously need some of the good old stuff put into it like chat channels actually the possibility to amke a clan and more custom map culture
Yeah I'm hoping for more of a content patch than a racial balance patch.
"fingers crossed"