Well I had a whole thing written, but my squirrel failed.
Oh well, here's the results of my
test mapCollapsable Box
FPA Triggers Name
5.74 2871 Devouring One (Zergling)
8.52 4261 Zerg Zergling
9.11 4557 Jim Raynor (Marine) (Stim)
9.45 4723 Protoss corsair
11.66 3885 Gui Montag (Firebat) (Stim)
15.57 7785 Terran SCV
15.57 7787 Zerg Broodling
15.60 7802 Zerg Spore Colony
15.61 7807 Terran Missile Turret
15.63 7817 Zerg Hydralisk
15.64 7819 Terran Marine
15.76 7882 Zerg Ultralisk (force attack)
17.54 8771 Zerg Ultralisk
20.73 10363 Protoss Archon
22.45 5612 Terran Goliath (Air)
22.49 11246 Fenix (Dragoon)
22.53 11265 Floor Gun Trap
22.57 11284 Protoss Probe
22.59 11295 Terran Ghost
22.59 5648 Protoss Zealot
22.61 11305 Jim Raynor (Vulture)
22.61 7538 Terran Firebat
22.64 11322 Protoss Photon Cannon
22.65 11324 Zeratul (Dark Templar)
22.65 11325 Zerg Drone
22.65 11327 Terran Goliath (Ground)
22.65 11327 Terran Wraith (Air)
22.68 11341 Floor Missile Trap
22.70 11349 Left Wall Missile Trap
22.74 11371 Tassadar (Templar)
22.76 11382 Hyperion (Battlecruiser)
22.78 1139 Left Wall flame Trap
22.84 5709 Protoss Scout (Air)
24.53 12265 Infested Kerrigan (Infested Terran)
30.50 15248 Protoss Dark Templar
30.55 15273 Terran Wraith (Ground)
30.58 15290 Terran Battlecruiser
30.63 15314 Zerg Guardian
30.65 15324 Terran Vulture
30.68 15339 Protoss Scout
30.71 30705 Protoss Dragoon
30.72 15362 Zerg Mutalisk
32.58 16292 Zerg Sunken Colony
37.53 18763 Zerg Lurker
37.58 18792 Terran Siege Tank (Tank Mode)
38.30 2394 Protoss Carrier (8 Interceptors)
38.42 4803 Protoss Carrier (4 Interceptors)
45.75 45750 Protoss Arbiter
62.49 31243 Protoss Reaver
64.27 4017 Terran Valkyrie
75.63 37814 Terran Siege Tank (Siege Mode)
100.83 5243 Zerg Devourer
I think there's a random frame inserted somewhere in the animation sequence for every attack, so you don't have everyone always shooting at the exact same time. Infested kerri has a 9 frame delay in her attack animation, corsairs seem to have a 1 frame delay, ultralisks have an average of 2 frame delay (I'm thinking a 16 and 18 frame attack) and I have no idea about stimmed rines or cracklings. Cracklings are attacking faster than blizzard's listed attack speed for them, which leads me to believe they actually have a cooldown of like 5.5 or something. I don't know. Remember SC runs at 24 fps on fastest, 21 on faster, etc...
Post has been edited 3 time(s), last time on Feb 10 2010, 7:37 am by rockz.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
Ultralisks attack faster if spammed with an attack order. (Right clicking a Unit)
Did you take that into account? (Don't know if that helps, or what you're really trying to achieve in the end here)
None.
What about zergling upgraded attack speed? That's the same as Devouring One right?
None.
It should be the same as dev one.
Pyro, it didn't occur to me that spamming would do that, so I tried it, and indeed I got a much faster rate of attack.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
No Problem. It skips a few frames of animation. I don't know about any others, but I think there's probably some out there.
If I were to guess, I'd put my money on one of the DTs. (Just a hunch)
None.
So are we supposed to wait till a marine dies or something?.. I don't really understand the point if this. Is it just telling us how long it took for a unit to kill another unit?
None.
It tells you how many trigger cycles it takes for one unit to kill another unit. Based on the custom damage of 1, and the custom life of 1000, that means there will be at least 1000 attacks made in the time it takes to kill the unit. Map is attached for reference, my numbers are in the collapse box. You bring a shuttle by the unit to see how long it took to kill the marine/bc.
If you compare my numbers with the ones in the wiki, you'll see they're different. What I'm really getting at is understanding the SC attack sequence, and perhaps an explanation for cracklings, reavers, stimmed marines, corsairs, and infested kerrigan.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
No Problem. It skips a few frames of animation. I don't know about any others, but I think there's probably some out there.
If I were to guess, I'd put my money on one of the DTs. (Just a hunch)
In Snipers this is called a "Skip" and Ghosts do it, and to be honest I'm pretty sure all units do. Attacking a unit in a very small time frame when it's about to attack and you tell it to attack again it ends up "skipping"
None.
Well, Maybe ghosts can do it, but there are some units that definately can't, Like Infested Kerrigans, or Dragoons.
None.
"skip" would mean you "skip" an attack. Ghosts, goons, infested kerris etc all do it.
Actually ALL units do this I believe, but it just so happens that the only ones that make any difference are those that the attack animation is a little bit longer than most, which ends up causing the unit to skip the attack frame, but still go through a cooldown. Ultras don't do this because the attack frame is early in the sequence. The only one that makes a real attack speed difference is ultra, though I may try out stimmed marine and corsair.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
I believe scvs can be spammed with some sort of combination to make them attack faster as well. I think you stop them then order an attack, I've seen pros do it.
I also had no idea that the Jim Raynor vulture attacks faster than a normal vulture, or that "Byperion" attacks faster than a normal battlecruiser. Interesting stuff, but slightly irrelevant to anything. =o
The interval between attacks varies for some units, you can see that pretty clearly in some units, so there may just be a randomization factor.
None.
it's more than just a frame too. I'll try out the scv trick.
Interestingly enough, I think infested kerri can also attack faster, if you time it right. If you immediately attack right after she hits, she'll skip a few frames during the cooldown animation.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
Ew. TS/maelstrom rapage.
Were you just bored and felt like doing this?
None.
yep. Infested Kerri attacks like a ghost if you can time it right, but there's a small window of opportunity. If you mess up, she skips the attack frame. It's better to just let her attack normally. I can't get an even timing to get accurate results, though.
Post has been edited 1 time(s), last time on Mar 30 2009, 1:36 am by Zachary Taylor.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
When you spam SCV attacks, it returns to the "inactive" sprite automatically. The Attack speed (from what my eyes can time out) is no different.
Also, it isn't "irrelevant" to anything. An entire balancing system is based upon Hyperion's faster attack rate in Heaven's Last Stand.
Plenty of maps deal with the hero's increased attack speed.
None.
Just spam right click with the SCV, it should be faster (according to top melee players).
I'm interested in seeing your result for it, especially given that you already show it being significantly faster than drone/probe attacks.
None.
this is a bit off topic but you have a lot of freakin time on your hands.
None.
Why not just open the iscript.bin for the units and count the number of waits and add on the cooldown as seen in Data Edit? That would give you more accurate results.
BroodlingGndAttkInit:
playfram 0x77 # Frame set 7
wait 1
nobrkcodestart
playfram 0x88 # Frame set 8
wait 1
playfram 0x99 # Frame set 9
attackmelee 1 786 # Zerg\BROODLING\ZBrAtt00.WAV
wait 1
playfram 0xaa # Frame set 10
wait 1
playfram 0xbb # Frame set 11
wait 1
nobrkcodeend
gotorepeatattk
goto BroodlingGndAttkToIdle
If you explain what wait 1 means, then sure, but this doesn't tell me anything as to why my brood doesn't have exactly 15 fpa.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"