i realized at one point while playing arround on the unit test map with thor vs thor 250mm strike cannon duels, the left thor nearly always lost... but as i didn't think of them as older/younger but as left/right, i thought that wasn't really worth pursuing.. thanks for actually clearing that up lol.
[DISCOVERY] 2x high templar feedback - older dies - Page 7
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dNa
Germany591 Posts
i realized at one point while playing arround on the unit test map with thor vs thor 250mm strike cannon duels, the left thor nearly always lost... but as i didn't think of them as older/younger but as left/right, i thought that wasn't really worth pursuing.. thanks for actually clearing that up lol. | ||
lost_artz
United States366 Posts
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lazyitachi
1043 Posts
The op also seem to not know how to do proper hypothesis testing. not sure what is with all the randoming since the tests will bee much more conclusive without random. Also it is not possible to issue the command to both units at the same time. Tl at its best. Lol. | ||
RaiKageRyu
Canada4773 Posts
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dani`
Netherlands2402 Posts
On July 26 2012 16:25 lazyitachi wrote: Another thread derailing into know nothings discussing everything. The op also seem to not know how to do proper hypothesis testing. not sure what is with all the randoming since the tests will bee much more conclusive without random. Also it is not possible to issue the command to both units at the same time. Tl at its best. Lol. Instead of only criticizing people who have put some effort in their investigation - even though you think it's flawed - you might want to enlighten us with your knowledge of how to do it better. You have a point regarding which units casts Feedback first. I have to admit at points in their video I thought the one who died was always the one who issued the command last. They seemed to have a certain pattern in their tests such that whichever HT they thought would win would always begin with casting the spell. However, I also ran some test myself and this does not seem to matter. I think the tests are fairly conclusive, but should probably be ran automatically a couple thousand times to show that the newer one indeed wins 100% of the time. | ||
Chantastic
86 Posts
On July 26 2012 15:44 lost_artz wrote: So..has anyone tried this with siege tanks yet? I doubt there is any real effect with siege tanks. When sieged, whoever sieges first will get the first, and thus last, shot in. Because you can't move when sieged, there isn't an issue where you'll run into each other and start attacking at the same time. | ||
Nekovivie
United Kingdom2599 Posts
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Infernal_dream
United States2359 Posts
On July 26 2012 16:46 Nekovivie wrote: I can't even remember the last time I saw HT's feedbacking HT's before today.. so I doubt the implications of this will be groundbreaking. Mostly because storm sucks against protoss due to the mass hp of the units anyways. And that you rely on a lot of melee vs. melee so you'd storm the shit out of your own stuff as well. | ||
Ryuu314
United States12679 Posts
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AlanSmithee
39 Posts
It's fundamental in game programmnig that all agents are handled with the same priorety each loop. for example: agent a cast spell agent b cast spell agent a collision detection agent b collision detection agent a loose hp agent b loose hp By your results the loop would look like agent a cast spell agent a collision detection agent a loose hp agent b cast spell agent b collision detection agent b loose hp and that would be a very fundamental flaw in the code design. I doubt it is actually a bug, it must be an active desicion of blizzards part to have it work this way. I wonder why though, it makes very little sense to me. And why would they sort their priority-queue baed on how it was added.. Like they are using a stack or something... Efficient but not very dynamic for this kind of a game.. Would love to see their code. Nice find! | ||
Sandermatt
Switzerland1365 Posts
On July 26 2012 16:50 Infernal_dream wrote: Mostly because storm sucks against protoss due to the mass hp of the units anyways. And that you rely on a lot of melee vs. melee so you'd storm the shit out of your own stuff as well. I think I have seen PvP storms, in a Kespa vs GSL showmatch. I think Ace stromed to Kespa player whos name I forgot (From WJ). | ||
Sandermatt
Switzerland1365 Posts
On July 26 2012 16:41 Chantastic wrote: I doubt there is any real effect with siege tanks. When sieged, whoever sieges first will get the first, and thus last, shot in. Because you can't move when sieged, there isn't an issue where you'll run into each other and start attacking at the same time. It might be important for workers that approach each other with an attack command. The one who gets the first hit of wins. | ||
scypio
Poland2127 Posts
On July 26 2012 09:20 NB wrote: for a random thread like this there are quite a handsome first post in the front page. Mod definitely should check IP to make sure there is no smurfing involved. Sigh... Yegwen did his testing on stream with ~250 people watching. Once he was done he said that he's going to write on TL about it and perhaps some of the viewers could share their thoughts on TL too. And that's the whole conspiracy. | ||
WindWolf
Sweden11767 Posts
Also, Yegwen, have you done some English casts, or do you have any plans to? | ||
kochanfe
Micronesia1338 Posts
yeh know, because HTs are so common in PvP... | ||
Roxor9999
Netherlands771 Posts
On July 26 2012 17:12 Sandermatt wrote: It might be important for workers that approach each other with an attack command. The one who gets the first hit of wins. Random attack delay, will make sure that doesn't happen also that has been said about 15 times before. | ||
Big J
Austria16289 Posts
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JyB
France466 Posts
On July 26 2012 17:06 AlanSmithee wrote: This finding is very wierd to me. It's fundamental in game programmnig that all agents are handled with the same priorety each loop. for example: agent a cast spell agent b cast spell agent a collision detection agent b collision detection agent a loose hp agent b loose hp By your results the loop would look like agent a cast spell agent a collision detection agent a loose hp agent b cast spell agent b collision detection agent b loose hp and that would be a very fundamental flaw in the code design. I doubt it is actually a bug, it must be an active desicion of blizzards part to have it work this way. I wonder why though, it makes very little sense to me. And why would they sort their priority-queue baed on how it was added.. Like they are using a stack or something... Efficient but not very dynamic for this kind of a game.. Would love to see their code. Nice find! I think you nailed it. Since those attacks are instantaneous it might just launch it and process the damage right away and not look at the rest of the stack. I d love to see their code too ! | ||
ThePlayer33
Australia2378 Posts
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Roxor9999
Netherlands771 Posts
On July 26 2012 18:04 ThePlayer33 wrote: so does this work with melee units or not If you would have read the thread you would've known the answer, no. | ||
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