Staredit Network > Forums > SC1 Mapping Tools > Topic: Unit specifics
Unit specifics
Feb 10 2010, 10:06 am
By: fat_flying_pigs  

Feb 10 2010, 10:06 am fat_flying_pigs Post #1



I needed a way to find (almost) exact figures for balancing my map. How many hits will a zergling do before it kills a unit? Damage types, unit sizes are both annoying. Also, another thing I look at is the time it takes to kill a unit.

I've made an excel spread sheet that calculates 1v1 unit fights; it reports the number of hits to kill the opposing unit, the time it takes, and damage per second. It also shows unit statistics, such as unit range (in fine grid), cooldowns, and a couple other things to be added later.


Includes:
Unit cooldowns (attacks/game second)
Damage
Life and Shields
Base Armor
Unit Size
Damage Type
2x damage and 2x armor effectiveness
Range
Multiple Shots (Valk, Carrier, etc.)

To be implemented:
Set upgrade level (to see how it affects all units) by each upgrade type (weapons, armor, shields)
Weapons upgrades
Armor upgrades
Shield Upgrades
Independent Unit Size and "Attack = enemy Armor" (.5 damage).
Protoss Shield Regeneration
Protoss Shield Regeneration w/ Battery
Zerg Regeneration
Medic Healing
Movement Speed/Distance for extra shots in ranged vs melee (or longer range vs shorter range)
Buildings
Compare different players w/ different upgrades (ie: 2 rines w/ different ups)
Maximum Splash Damage


Change Log


Attachments:
SCMA.xls
Hits: 8 Size: 535kb

Post has been edited 7 time(s), last time on Feb 10 2010, 10:33 pm by fat_flying_pigs.



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Feb 10 2010, 10:13 am The Starport Post #2



Cool. You should probably make it into a simple application or something if you can.



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Feb 10 2010, 10:44 am Lanthanide Post #3



Quote
everything else however, is (life, shields, armor)
Even including protoss shield regen and zerg life regen?



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Feb 10 2010, 4:21 pm fat_flying_pigs Post #4



Yes, and possibly accounting for the extra shot(s) a ranged unit does to a melée unit. And maybe include minimum and max damage done from splash.

As for making it a program, maybe, but that would require me to learn how to code in c++ or something.



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Feb 10 2010, 10:08 pm rockz Post #5

ᴄʜᴇᴇsᴇ ɪᴛ!

So this is what you were doing... I've been meaning to get some of this stuff into the wiki, but making tables is quite annoying.

Interceptors are 38.something frames per attack.

A game second is always 16 frames, or 8 hyper trigger runs. A real second is dependent on game speed and 1 game second can never actually = 1 real second.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Feb 10 2010, 10:31 pm fat_flying_pigs Post #6



Quote from rockz
So this is what you were doing... I've been meaning to get some of this stuff into the wiki, but making tables is quite annoying.

Interceptors are 38.something frames per attack.

A game second is always 16 frames, or 8 hyper trigger runs. A real second is dependent on game speed and 1 game second can never actually = 1 real second.

To clarify:
[16 frames = 8 hyper trig runs = 1 game second] <-- always true for any speed
fastest = 24 means "24 frames = 1 real time second"
faster = 21 means "21 frames = 1 real time second"
etc.



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Feb 10 2010, 10:34 pm NudeRaider Post #7

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from fat_flying_pigs
Yes, and possibly accounting for the extra shot(s) a ranged unit does to a mel�e unit.
I don't know how you'd do that when a player micros a vulture, for example (or any other fast ranged unit).

Quote from fat_flying_pigs
And maybe include minimum and max damage done from splash.
huh? Like when a reaver attacks another unit how much damage your "main unit" receives? Unnecessary imo.




Feb 10 2010, 10:44 pm fat_flying_pigs Post #8



Quote from NudeRaider
Quote from fat_flying_pigs
Yes, and possibly accounting for the extra shot(s) a ranged unit does to a mel�e unit.
I don't know how you'd do that when a player micros a vulture, for example (or any other fast ranged unit).
Micro beats the system, of course. Theoretically, the vulture could never take damage. What i mean is if a ghost and a zergling stand X grid apart and patrol to each other. The ghost will start shooting the ling before the ling reaches the ghost, giving the ghost 1-2 extra shots. Or a stimmed jimmy might have 3-4 shots on a slow ultralisk.

Quote
Quote from fat_flying_pigs
And maybe include minimum and max damage done from splash.
huh? Like when a reaver attacks another unit how much damage your "main unit" receives? Unnecessary imo.
Yeah, I wasn't entirely sure about this topic; was gonna read up more on it. But if a firebat attacks a zergling, does it do just its normal damage (and splash damages other near by units), or is it normal damage + splash damage to the zergling? Either way, I'm gonna list the possible splash damage it does to the inner/medium/outer areas.

How is splash calculated?



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Feb 10 2010, 11:53 pm rockz Post #9

ᴄʜᴇᴇsᴇ ɪᴛ!

See the nuke wiki article for what splash looks like.

There's an inner, middle, and outer section, each doing 100%, 50%, 25% damage.

Firebats are finicky.
Collapsable Box

The firebat's attack sequence has 3 distinct attacks, I believe one is 24 pixels away, the next is 52 pixels away, then 80 pixels away, each are on 1 frame apiece. I assume that the splash radius is centered along this, which is why when you attack a unit diagonally, they tend to take more damage. However, that would mean the third hit would always do splash damage to the unit, which it doesn't always work that way. In any case 80-25=55, which is 3 more than 52, so it's possible for the unit being attacked to get hit only by the first two and not the third, especially if it's really close.

IDK how lurkers work, but I do know that attacking diagonally doubles the damage on larger units, since two "spines" hit. I would presume these spines are 20 pixels apart, since that's their splash radius.

Tanks, scarabs, and infested terrans are easy, since they do point based splash. Treat them just like nukes. There's also no way to get "extra" damage. Valkyries have a sort of random halo rocket fire, which has a large splash radius (5, 50, 100). I think it was designed so that the rockets don't usually do their full damage.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

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[07:44 am]
O)FaRTy1billion[MM] -- Pr0nogo
Pr0nogo shouted: they have it in sc though?
i meant in sc
[07:21 am]
Pr0nogo -- a scattered army also reaches the enemy much sooner than a few control groups in a conga line
[07:21 am]
Pr0nogo -- in sc2 units collide into one another, in war3 formations are permanently on
[07:20 am]
Pr0nogo -- scattering your army gives way better damage absorption for one, especially vs aoe
[07:20 am]
Pr0nogo -- bwapi's been around for years
[06:48 am]
NudeRaider -- since when does BWAPI exist?
[06:20 am]
NudeRaider -- Pr0nogo
Pr0nogo shouted: war3 and sc2 give you no precision
not sure what'S that supposed to mean... I mean sure can push each other, but how is the alternative - scattering your army all over the map at choke points - any better?
[06:16 am]
NudeRaider -- or to go around areas, scout bases and so on.
[06:15 am]
NudeRaider -- I mostly use it to repair stuff without having to check it all the time
[06:14 am]
NudeRaider -- Pr0nogo
Pr0nogo shouted: they have it in sc though?
lol. Yes. But units make a short pause on each waypoint, making it not particularly useful to get somewhere faster.
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