Attack speed
Mar 25 2009, 5:48 am
By: rockz  

Mar 25 2009, 5:48 am rockz Post #1

ᴄʜᴇᴇsᴇ ɪᴛ!

Well I had a whole thing written, but my squirrel failed.

Oh well, here's the results of my test map
Collapsable Box


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?"

Mar 26 2009, 8:26 pm Pyro682 Post #2



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.

Mar 26 2009, 11:19 pm ClansAreForGays Post #3



Quote from Pyro682
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)
Really? cool.




Mar 27 2009, 12:01 am blacklight28 Post #4



What about zergling upgraded attack speed? That's the same as Devouring One right?



None.

Mar 27 2009, 12:26 am rockz Post #5

ᴄʜᴇᴇsᴇ ɪᴛ!

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?"

Mar 27 2009, 3:23 am Pyro682 Post #6



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.

Mar 27 2009, 4:47 pm Pigy_G Post #7



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.

Mar 27 2009, 8:16 pm rockz Post #8

ᴄʜᴇᴇsᴇ ɪᴛ!

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?"

Mar 27 2009, 10:11 pm SkiPz Post #9



Quote from Pyro682
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.

Mar 29 2009, 4:02 pm Pyro682 Post #10



Well, Maybe ghosts can do it, but there are some units that definately can't, Like Infested Kerrigans, or Dragoons.



None.

Mar 29 2009, 8:50 pm rockz Post #11

ᴄʜᴇᴇsᴇ ɪᴛ!

"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?"

Mar 29 2009, 10:26 pm Decency Post #12



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.

Mar 29 2009, 10:36 pm rockz Post #13

ᴄʜᴇᴇsᴇ ɪᴛ!

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?"

Mar 29 2009, 10:47 pm stickynote Post #14



Ew. TS/maelstrom rapage.
Were you just bored and felt like doing this?



None.

Mar 30 2009, 1:26 am rockz Post #15

ᴄʜᴇᴇsᴇ ɪᴛ!

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?"

Mar 31 2009, 1:13 am Pyro682 Post #16



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.

Apr 18 2009, 11:44 am Decency Post #17



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.

Apr 19 2009, 11:07 pm samsizzle Post #18



this is a bit off topic but you have a lot of freakin time on your hands.



None.

Apr 25 2009, 4:05 am A_of-s_t Post #19

aka idmontie

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.



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Apr 27 2009, 6:25 pm rockz Post #20

ᴄʜᴇᴇsᴇ ɪᴛ!

Code
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?"

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