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7 months ago
#101

conCentrate9

  1
2008-04-02 18:03:09, Idealdamage wrote:
Buildings does not have armor afaik


Most buildings have 1 armor but sunkens have 2 while cannons, pylons, bunkers, and turrets all have 0.
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7 months ago
#102

Tarquin

  1
I have a few short questions all with basic units vs defense

So my question is, assuming no micro what so ever, how many of each units does it take to take down: a sunken or a cannon. if possible please phrase it like the following

Building : (amount of zealots) (amount of zerglings) (amount of marines)

then if theres are 2 defensive buildings, should the number be doubled or how does the amount of units needed look like then.

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7 months ago
#103

leimleim

  1
hi, I got two questions:
1 How do armor modifiers work in SC? Do they get applied before or after damage is calculated?

2 Is damage rounded down or up?

Example:
Siege tank shoots at Hydralisk with 1 armor, hydra is medium unit. How much damage would the tank do?


cheers
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7 months ago
#104

SoLarK

  4
Nice forum
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7 months ago
#105

vis

  2
I think the damage is rounded down.
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7 months ago
#106

Lord_of_Chaos

  17
2008-04-15 00:00:24, leimleim wrote:
hi, I got two questions:
1 How do armor modifiers work in SC? Do they get applied before or after damage is calculated?

2 Is damage rounded down or up?

Example:
Siege tank shoots at Hydralisk with 1 armor, hydra is medium unit. How much damage would the tank do?


cheers

1. [(Original attack)+Upgrade]x[attack vs armor type]=real damage
example: +1 hydra vs mutalisk
(10+1)x0.5=5.5 damage
Does that answer your question?

2. Damage is never rounded off. Just the numbers that you see. In reality the sc engine keeps track of decimal numbers too when it comes to damage if I remember correctly.
For example: +1 mutalisks will deal 10 damage on first hit, 3.333333333... etc. on second hit.
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7 months ago
#107

leimleim

  1
thanks a lot, mate

Is enemy armor applied after the damage is calculated or somewhere inbetween? So, if the mutalisk had +1 armor it would get 4,5 damage?
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7 months ago
#108

Elyk

  6
recalling sieged tanks works in UMS
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7 months ago
#109

akzent

  1
would it be okay to think this?:

3 Gateways per Nexus

and a combination:

2 gateways and 1 robotics facility per Nexus



is it okay to think that way?
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7 months ago
#110

mrbobby

  2
2008-04-25 01:16:37, AkzenT wrote:
would it be okay to think this?:

3 Gateways per Nexus

and a combination:

2 gateways and 1 robotics facility per Nexus



is it okay to think that way?

3 gateways/nexus someone else can answer, coz i don't know toss :p
but, for the combination- no. because if you have 5 nexus', assuming 3gates/nex is correct, you will want 15 gates. but you wouldn't want want 10 gates and 5 robo facility. because there's no point.... no one's gonna use 5 robo facilities... it can only hold true for gates because they're the only production you need all the time.
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7 months ago
#111

Jotodragoon

  1
2008-04-25 01:16:37, AkzenT wrote:
would it be okay to think this?:

3 Gateways per Nexus

and a combination:

2 gateways and 1 robotics facility per Nexus



is it okay to think that way?

I'm not too good of a Protoss player, but one of my friends that has taught me a lot agrees that on average, you'll want 4 gateways for each expansion you take, ie if you have 3 bases(including your main) you should have 12 gateways, and 1 robo bay at least. Depending on if you're going reavers, or need them for expo defense in PvZ, then you'll want more robos.

Also, I had a question about PvT match ups, when T is set up with mines/vults/tanks/turrets, should Zealots be sent in at the same time as the dragoons, or afterwards? I don't send them in ahead anymore because vultures and mines are there to counter them, and I think it's more logical to send the vulture/mine counter(goons) in first.
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7 months ago
#112

aresake

  2
I think it really depends on the situation: density of mines, ratio of vultures to tanks, overall size of the two armies involved.

When T is fully set up with mines/vults/tanks/turrets, generally charging in is suicide no matter how you do it, unless somehow you have an overwhelming advantage in numbers. If this is the case: first pick off any mines that are in safe goon range, then charge in simultaneously with everything from as many different angles as possible. Ideally you want a couple zeals a little ahead of the others to clear mines. At least, this is what gosu P players tend to do in replays.
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7 months ago
#113

aresake

  2
Or, use the best strategy ever!!! namely mass hallucination -> archon morph -> attack-move all real & imaginary units
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7 months ago
#114

skyasunder

  1
actually, hallucination is really useful against sieged tanks. i take a shuttle with hallucinate zealots and drop them over tanks. they either leave tanks sieged and kill each other or they unsiege them which lets you rush in with your army without losing units before they even start fighting. usually sending in zealots work better in case of a lot of mines, especially if you have speed upgrade. also, using corsairs d web and arbiters with stasis can really help against a mines/vults/tanks setup.
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7 months ago
#115

smurfaka

  3
yup, around 4 gates per exp is a fine guideline. but then it also depends how good you are, if you have bad macro and you know it, make some more gates then.
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7 months ago
#116

Jotodragoon

  1
Alright, thanks for the tips. :D

And the hally Zealot idea is pretty good. o.0 I don't usually use Hallucinations since I like to have the energy for Storm, but whatever works, works.
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7 months ago
#117

Sknoll

  2
Damage calculation. Does toss gain double armor when they damage is done on both body and shield?
example:
A zealot have 5 shield and 100 life, full upgrade, that is 4 body and 3 shield damage reduct.
Is it then true that a unupgraded vulture only does 20-7 = 13 damage on that zealot (does the damage reduct stack?).
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7 months ago
#118

YVW

  1
Sorry for being a noob, and sorry if I missed the post of that question, but:
what is the recommended playing speed?
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7 months ago
#119

jinang

  2
fastest...
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7 months ago
#120

aresake

  2
#117: Yes, I tested it myself. In the scenario you mentioned, vulture does 13 damage.
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