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[2017-9-06. : 6:53 am] Neiv -- And obviously the best thing about this all is that scv/probe mining animations also count towards the 100 bullet limit[2017-9-06. : 6:51 am] Neiv -- Unloading actually does help; The order units attack in depends on the order they became visible/clickable - from either being created or unloaded.[2017-9-06. : 6:45 am] NudeRaider -- readabookreadabook shouted: well that's still lag in effect because 80/100 shots still get fired, the units that exceed that will have to take turns shooting which slows down overall shot output no, the shot isn't lagging behind, or you firerate is slowed. You are just denied your shot. It even registers right on time. Look at goliaths, for example: They have an attack animation where the unit gets lit up from muzzle flash. You see the muzzle flash, but on a normal hit at the same time you would see bullet impact sparks at your target. But when it hit sprite limit you only see the muzzle flash, not the bullet impact, because that's a sprite that is separate from the unit.[2017-9-06. : 6:38 am] NudeRaider -- readabookreadabook shouted: the two questions are, will valks present massively increase the chance that 100 is reached, and if it is reached, do valks have a super low priority to where they don't shoot at all or do they still get a turn albeit very slow yes, because NudeRaiderNudeRaider shouted: oh and no separate pool. Valks are just cut off earlier, because one volley creates like 20 sprites. no, like I said: NudeRaiderNudeRaider shouted: oh and no separate pool. Valks are just cut off earlier, because one volley creates like 20 sprites. I think generally you're overthinking it. There is no priority, turns, refreshing or any other hidden mechanic to it. All there is is "if there's already 100 (80 for valks) shots (or other animations that are not part of the idle unit) in the air, andyou're trying to shoot, you won't. But your weapon cooldown activates." This is why units with low cooldowns, like marines, still fire a lot more often (they are just trying to shoot more often) than ones with long cooldowns. And it's also why you're seeing units dropping out of transports shoot more often: They getting another attack attempt. Not sure if loading and unloading would decrease weapon cooldown (which would increase your rate of fire) though.[2017-9-06. : 5:59 am] readabook -- the two questions are, will valks present massively increase the chance that 100 is reached, and if it is reached, do valks have a super low priority to where they don't shoot at all or do they still get a turn albeit very slow[2017-9-06. : 5:57 am] readabook -- there are a bunch of maps where it's a thing to use dropships to "refresh" units to give them priority when limited, I've empirically noticed refreshing does work, little tricks like that are the context of what I'm asking[2017-9-06. : 5:56 am] readabook -- well that's still lag in effect because 80/100 shots still get fired, the units that exceed that will have to take turns shooting which slows down overall shot output[2017-9-06. : 5:48 am] NudeRaider -- oh and no separate pool. Valks are just cut off earlier, because one volley creates like 20 sprites.[2017-9-06. : 5:44 am] NudeRaider -- readabookreadabook shouted: damn so if I want to avoid firelag I should cut out valks from map entirely? "firelag" Lag is when commands are processed delayed. So pleeeease call it what is: Weapon sprite limit. readabookreadabook shouted: hmm I just thought of something else though, the other units just slow down at 100 this I know, does valk slow down at 80 or stop entirely? if it only slows down, it would be a great way to purposeful exploit firelag So no, nothing is slowed down. Just when there already exist 80 weapon sprites ("shots flying") sc won't let valks shoot anymore. 100 for other units.[2017-9-06. : 4:58 am] Pr0nogo -- CorboCorbo shouted: That was a pretty cool narcos season. Highly recommend. Specially eps4-9. First 3 are required to build up the show I guess. Ending was kind meh but I guess it was necesary t wrap things up but over all it was pretty good. +1 which season was it that opened with that completely nonsensical part that had the main bad guy defeat the cops by looking at them?[2017-9-06. : 4:35 am] readabook -- hmm I just thought of something else though, the other units just slow down at 100 this I know, does valk slow down at 80 or stop entirely? if it only slows down, it would be a great way to purposeful exploit firelag[2017-9-06. : 4:33 am] readabook -- damn so if I want to avoid firelag I should cut out valks from map entirely?[2017-9-06. : 4:30 am] readabook -- does it mean separate pools of 80 and 100 or does it mean same pool and valk reaches it at 80, other units at 100[2017-9-06. : 4:26 am] readabook -- I finally understand why some maps ccmu drop now tho https://us.battle.net/forums/en/starcraft/topic/20754367303[2017-9-06. : 4:23 am] jjf28 -- http://webcache.googleusercontent.com/search?q=cache:467jqK4Vo6QJ:www.staredit.net/wiki/index.php/Map_Limits+&cd=1&hl=en&ct=clnk&gl=us[2017-9-06. : 4:21 am] Corbo -- That was a pretty cool narcos season. Highly recommend. Specially eps4-9. First 3 are required to build up the show I guess. Ending was kind meh but I guess it was necesary t wrap things up but over all it was pretty good. +1[2017-9-06. : 1:53 am] readabook -- so there will be +1 for all players and +1 for the specific guy to confirm right?[2017-9-06. : 1:50 am] readabook -- the context is I want to detect killing an observatory, it has specific score of 525, only other unit that has a 25 in it to mess it up is rax[2017-9-06. : 1:49 am] jjf28 -- if the trigger is owned by all players and a specific player and you used "add 1" for instance, that would result in the trigger running twice and the deaths being 2[2017-9-06. : 1:48 am] jjf28 -- I want to say no in all cases, but you should clarify whether you're referring to the players who own the trigger, players for the death condition, or players for the set deaths action[2017-9-06. : 1:43 am] readabook -- does death count double count for the specific player and all players?[2017-9-05. : 6:29 pm] Ashamed -- Suicidal InsanitySuicidal Insanity shouted: Did everybody vote to kill corbo? yep[2017-9-05. : 12:08 pm] NudeRaider -- Oh_ManOh_Man shouted: http://i.imgur.com/ECVd3MQ.jpg disabled bunkers a bit more obvious in Remaster does the shadow stacking option affect that?[2017-9-05. : 12:08 pm] NudeRaider -- jjf28jjf28 shouted: looks like I might be headed to TN Thursday, Irma looks threatening better than beheaded in TN, because aunt Irma is visiting (watch the full episode for context) ![]() [2017-9-05. : 11:23 am] Oh_Man -- http://i.imgur.com/ECVd3MQ.jpg disabled bunkers a bit more obvious in Remaster[2017-9-04. : 2:36 pm] Oh_Man -- Watch this if you want to piss yourself: https://www.youtube.com/watch?v=39VgNWzh2oQ[2017-9-04. : 2:16 pm] NudeRaider -- this just keeps getting better and better http://i.imgur.com/XiPlceF.jpg[2017-9-04. : 7:34 am] NudeRaider -- http://i.imgur.com/y3DyXzz.jpg the Iraqi one literally made me laugh[2017-9-04. : 2:37 am] Corbo -- Results are in. They are more shocking than got. Will make post tonight. |
IlyaSnopchenko