10-10-2009, 08:28 PM
#91
10-10-2009, 08:43 PM
#92
10-10-2009, 08:44 PM
#93
I'm sorry, but you can't bathe 18 marines in fire with only 6 enemy marines.
10-10-2009, 08:51 PM
#94
Oh, i see what you mean. But doesn't make any difference.
When the map starts, the red marines and mines appear at the same time.
Brown marines just attack whatever is near.
When the Mines die, everyone attack the red marines.
Then, when the mines appear again, they ignore them (already engaged against the red marines).
When the mines appear just another time, if you attack-move, the brown marines closer to the mines targets them.
Your suggestion of all red marines attacking all brown marines cannot be tested, because the first line of marines is all that is going to be attacked, because units in SC shoot at the closest enemy.
Also, take a look:
Originally Posted by Starcraft Compendium
Originally Posted by Batch 29
Originally Posted by Starcraft Compendium
Last edited by Norfindel; 10-10-2009 at 08:59 PM.
10-10-2009, 09:03 PM
#95
You're not getting the point here. The point is that defensive structures cannot be told to attack anything and then have them attack the mines, because a bunker is a unit itself so to speak. When Reapers are shooting the bunker, the marines inside are going to shoot the Reaper, not the mines.
10-11-2009, 08:56 AM
#96
That depends on who is closer, at least on SC1.
Take i look, i realized that by putting a lonely Marine, it would be shot all the time, so just deleted the others. This is what happends from top to bottom:
1- Brown marine ignoring the mines.
2- Mines explode on marine.
3- More mines appear, they're ignored (cursor ready to attack-move)
4- After attack-move, the marine acquires the closest target (one of the mines). It continues to shoot the closest mine, until it's destroyed, then turns against the marines, when the mines burrow.
It seems like an uburrowed mine is a threat with attack 125, and is managed like an active attack, which makes sense. If you're inside a trench, and a grenade lands there, it's advisable to jump out of there, even if there's a possibility of being shot. It's better than waiting for the grenade to explode, which is assured to kill you.
So, what would make the most sense, is that a D8 charge is managed like a unit with attack 30 (+30 vs Armored) that is actively attacking the AoE as long as the timer is active.
Note: the marines have 4000 HP in this map.
10-11-2009, 11:38 AM
#97
Ah I stand corrected then.
10-11-2009, 04:01 PM
#98
The targeting algoritm isnīt all that important especially since the one in SC2 will most likely be more refined than "target the closest one". If D-8īs are useless against static defense they either are supposed to or get a patch.
Reapers have the unique nice of being ground harrass. They are the only option that avoid AA. If Hellions could slip by the ground access to the base it wouldnīt be harrass, at least midgame. D-8 charges also provide flanking opportunities during "real" fights.
10-11-2009, 09:03 PM
#99
They don't need to be useless just because of that, you still would need to react quickly (well, not that quickly) to avoid the damage.
The problem i see with the D8 Charges, is that they put a timed, AoE, instant-damage bomb in a fairly cheap and massable unit that can jump cliffs without any spotter. Either the damage is going to suck, or something would need to be tweaked to avoid cheesy situations.
In the case of the Spider Mines, they dealed a lot of damage, but were limited to 3 per Vulture, and the deploying process was very slow.
That's why i had always praised Psi Storm. The damage is brutal, but at least the enemy can dodge some damage, and the caster can damage his own units. Oh, and the caster is costly (as any caster should be) and vulnerable.
.
Last edited by Norfindel; 10-11-2009 at 09:06 PM.
10-12-2009, 12:29 AM
#100