Odowan Paleolithic Profile Blog Joined May 2013 United States 230 Posts #2 So we can safely infer on cross spawns one player will always get scouted first even both players send unit at exact same time from exact same distance from the other player. I need a bigger fridge. I cannot hold all the Cheese that are given to me.

swissman777 Profile Joined September 2014 1106 Posts #3 Hats off to you who makes these calculations and a lot of work.

timchen1017 Profile Joined May 2014 37 Posts #4 The jackpot question is I guess, then, should we rotate the map to the direction such that our scv can move more quickly to the gas geysers.



Also if the acceleration and the max velocity are all sinusoidal functions, should that not mean there is a optimum direction (namely, at 225 degrees as defined in your article) that the mineral patch should face relative to the CC?

linuxguru1 Profile Joined February 2012 Belgium 110 Posts Last Edited: 2015-02-21 14:21:12 #5 *mind blown*



EDIT:

I was always under the impression that overlords travelling southwest were faster. I thought it was only my imagination, but there seems to be truth to it. So my question is: do all units have the same absolute speed-increase when travelling south-west or is it relative to their actual moving speed?

-Kyo- Profile Blog Joined August 2010 Japan 1900 Posts Last Edited: 2015-02-21 01:28:43 #6 On February 21 2015 09:49 timchen1017 wrote:

The jackpot question is I guess, then, should we rotate the map to the direction such that our scv can move more quickly to the gas geysers.



Also if the acceleration and the max velocity are all sinusoidal functions, should that not mean there is a optimum direction (namely, at 225 degrees as defined in your article) that the mineral patch should face relative to the CC?



Or we could just get blizzard to like maybe fix their game >.>? This seems like the most reasonable expectations we can have as a group of players who populate a forum of a game that has been made into an eSport. ... :/



This thing has actually always bothered me tbh. I remember on some of the WoL maps not only were the gas distances further but then you also had the angle. It's easy to understand in retrospect how this is even worse than we even originally thought, but man, I really wish they'd do something about this.



On a random side note: the zergling pushing units is back in the game if your unit is attacking instead of hold position even if the pixel area it occupies is the same size as the unit trying to move past it. AKA by walking into units they can change other units positions even if the space they're trying to move past is the same size as them. It makes no sense >.>



How can stuff like this continue to exist? They're pretty huge bugs... Or we could just get blizzard to like maybe fix their game >.>? This seems like the most reasonable expectations we can have as a group of players who populate a forum of a game that has been made into an eSport. ... :/This thing has actually always bothered me tbh. I remember on some of the WoL maps not only were the gas distances further but then you also had the angle. It's easy to understand in retrospect how this is even worse than we even originally thought, but man, I really wish they'd do something about this.On a random side note: the zergling pushing units is back in the game if your unit is attacking instead of hold position even if the pixel area it occupies is the same size as the unit trying to move past it. AKA by walking into units they can change other units positions even if the space they're trying to move past is the same size as them. It makes no sense >.>How can stuff like this continue to exist? They're pretty huge bugs... Anime is cuter than you. Legacy of the Void GM Protoss Gameplay: twitch.tv/kyo7763 youtube.com/user/KyoStarcraft/

Skirmjan Profile Joined October 2012 Italy 190 Posts Last Edited: 2015-02-21 01:40:37 #7 On February 21 2015 10:27 -Kyo- wrote:

Show nested quote +

On February 21 2015 09:49 timchen1017 wrote:

The jackpot question is I guess, then, should we rotate the map to the direction such that our scv can move more quickly to the gas geysers.



Also if the acceleration and the max velocity are all sinusoidal functions, should that not mean there is a optimum direction (namely, at 225 degrees as defined in your article) that the mineral patch should face relative to the CC?



Or we could just get blizzard to like maybe fix their game >.>? This seems like the most reasonable expectations we can have as a group of players who populate a forum of a game that has been made into an eSport. ... :/



This thing has actually always bothered me tbh. I remember on some of the WoL maps not only were the gas distances further but then you also had the angle. It's easy to understand in retrospect how this is even worse than we even originally thought, but man, I really wish they'd do something about this.



On a random side note: the zergling pushing units is back in the game if your unit is attacking instead of hold position even if the pixel area it occupies is the same size as the unit trying to move past it. AKA by walking into units they can change other units positions even if the space they're trying to move past is the same size as them. It makes no sense >.>



How can stuff like this continue to exist? They're pretty huge bugs... Or we could just get blizzard to like maybe fix their game >.>? This seems like the most reasonable expectations we can have as a group of players who populate a forum of a game that has been made into an eSport. ... :/This thing has actually always bothered me tbh. I remember on some of the WoL maps not only were the gas distances further but then you also had the angle. It's easy to understand in retrospect how this is even worse than we even originally thought, but man, I really wish they'd do something about this.On a random side note: the zergling pushing units is back in the game if your unit is attacking instead of hold position even if the pixel area it occupies is the same size as the unit trying to move past it. AKA by walking into units they can change other units positions even if the space they're trying to move past is the same size as them. It makes no sense >.>How can stuff like this continue to exist? They're pretty huge bugs...



It's worth noting that the BW engine had the same property and it was much more apparent there, which allowed for some strange micro interactions.... that being said, it would be probably nice to fix it. (actually, it's a very strange coincidence, is there perhaps a technical reason behind it?)

Anyways thanks for shedding some light on this mistery! It's worth noting that the BW engine had the same property and it was much more apparent there, which allowed for some strange micro interactions.... that being said, it would be probably nice to fix it. (actually, it's a very strange coincidence, is there perhaps a technical reason behind it?)Anyways thanks for shedding some light on this mistery!

ZackAttack Profile Joined June 2011 United States 879 Posts #8 This is very well done. I am surprised that this is the case, that things accelerate faster in different directions. It seems obvious that this would be true of the other units as well. Did you test this with any other unit? It's better aerodynamics for space. - Artosis

THERIDDLER Profile Joined July 2014 Canada 70 Posts #9 That why we want frost back. The only map with fair gas mining Please don't fricken hack, its just a game.

y0su Profile Blog Joined September 2011 Finland 7871 Posts #10 ....

i need sleep!



will read again tomorrow, probably a few times!

TelecoM Profile Blog Joined January 2010 United States 10250 Posts #11 WOW holy ****, hats off to you sir, AMAZING work. AKA: TelecoM[WHITE] Protoss fighting

decemberscalm Profile Blog Joined July 2009 United States 1352 Posts Last Edited: 2015-02-21 04:43:32 #12



Oh wow the very small differences in unit speeds based on the angle you are moving at is incredibly obvious when actively showing a units move speed. Nice find!!!



edit: I think this is probably going to be most significant for situations where moving just a littttttle bit faster than another unit matters. Think chase scenarios, especially where you only need 1-2 more hits to kill. And obviously where the verrryyyy small difference in speed adds up over a long period of time (mining). edit: I think this is probably going to be most significant for situations where moving just a littttttle bit faster than another unit matters. Think chase scenarios, especially where you only need 1-2 more hits to kill. And obviously where the verrryyyy small difference in speed adds up over a long period of time (mining).

varsovie Profile Joined December 2013 Canada 323 Posts #13 On February 21 2015 08:03 Sholip wrote:



[*]They spend more time travelling because they have to travel a shorter distance.

[*]They spend more time travelling because they travel faster in some cases.



How would it take more time to travel shorter distance when moving faster??? It feels like an hypothesis made AFTER the research was concluded.



But yeah the fact unit pathing and movement is radian dependant isn't new in a video game. It's a propriety of nearly all pathing that it will favor one side over the other, maybe in this case the engine only refreshes one direction before the other in a cyclic way. Or it may simply be rounding "error" with either the sin/cos functions or the vector additions.



But out of curiousity, wouldn't it mean minimg imbalance of mineral too in diferent patches disposition/orientation?

Can you also test few military units (spine crawler, marine, slow/speedling, mamacore, medevac) to see if the acceleration difference is consistant there too?



Anyway thank man for the !!science!!.



*If I may suggest for table 2 to use the same ammount of precision on all values of Total T (add the missing 0s). How would it taketime to traveldistance when moving faster??? It feels like an hypothesis made AFTER the research was concluded.But yeah the fact unit pathing and movement is radian dependant isn't new in a video game. It's a propriety of nearly all pathing that it will favor one side over the other, maybe in this case the engine only refreshes one direction before the other in a cyclic way. Or it may simply be rounding "error" with either the sin/cos functions or the vector additions.But out of curiousity, wouldn't it mean minimg imbalance of mineral too in diferent patches disposition/orientation?Can you also test few military units (spine crawler, marine, slow/speedling, mamacore, medevac) to see if the acceleration difference is consistant there too?Anyway thank man for the !!science!!.*If I may suggest for table 2 to use the same ammount of precision on all values of Total T (add the missing 0s).

Hard_86 Profile Joined February 2015 Romania 3 Posts #14 I am sad because this is a competitive game.



Nightshake Profile Joined November 2010 France 412 Posts #15 Great work, thank you putting so much time into improving SC !

mvdunecats Profile Joined December 2011 United States 102 Posts #16 Proof that Scrap Station was the most balanced map ever!

FueledUpAndReadyToGo Profile Blog Joined March 2013 Netherlands 25797 Posts #17 On February 21 2015 13:35 decemberscalm wrote:

Oh wow the very small differences in unit speeds based on the angle you are moving at is incredibly obvious when actively showing a units move speed. Nice find!!!



https://www.youtube.com/watch?v=ny7MiakJo10&feature=youtu.be



edit: I think this is probably going to be most significant for situations where moving just a littttttle bit faster than another unit matters. Think chase scenarios, especially where you only need 1-2 more hits to kill. And obviously where the verrryyyy small difference in speed adds up over a long period of time (mining). Oh wow the very small differences in unit speeds based on the angle you are moving at is incredibly obvious when actively showing a units move speed. Nice find!!!edit: I think this is probably going to be most significant for situations where moving just a littttttle bit faster than another unit matters. Think chase scenarios, especially where you only need 1-2 more hits to kill. And obviously where the verrryyyy small difference in speed adds up over a long period of time (mining).

Hmm the differences seem very minor. Can't see this having much effect except for mining. Hmm the differences seem very minor. Can't see this having much effect except for mining. Neosteel Enthusiast

And G Profile Joined May 2012 Germany 491 Posts #18 Interesting. I always assumed the reason was the footprints being slightly off-centre, but apparently I was wrong. not a community mapmaker

Uvantak Profile Blog Joined June 2011 Uruguay 1380 Posts Last Edited: 2015-02-21 15:38:55 #19 -Nuked- @Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.

TheoMikkelsen Profile Joined June 2013 Denmark 196 Posts #20 E 0-45 and E 135-180 should be the same distance - but the fact about different travel speeds is true, yes. Any sufficiently cheesy build is indistinguishable in skill

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