Timeline for What is the optimal Marine stutter step frequency and timing?
Current License: CC BY-SA 3.0
5 events
when toggle format | what | by | license | comment | |
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May 17, 2012 at 3:51 | comment | added | Decency | Hi, I think you're right actually. Turn speed shouldn't affect the interval, just when you need to begin each attack. | |
May 17, 2012 at 1:56 | comment | added | ayckoster | Still not the correct answer. I looked into it and there seems to be a random delay between attacks (Random Delay Maximum 0.125 Random Delay Minimum - 0.0625) see teamliquid.net/forum/viewmessage.php?topic_id=127158. Furthermore you forgot to factor in the game speed (1.4 X). I tried to set a metronome to 60/0.8608 = 69 speed and it was all wrong. But you are right that its easier to stutter step with stop or hold. | |
May 17, 2012 at 1:23 | comment | added | Ampersand | Turn speed has no effect on cooldown though, right? It would only affect the delay between stopping and moving again, which is also dependent on lag. Please correct me if I'm wrong. | |
May 17, 2012 at 1:20 | comment | added | Decency | This answer is not quite correct because it doesn't account for turn speed. This is the correct answer when attacking a unit you're moving towards, however. | |
May 16, 2012 at 23:43 | history | answered | Ampersand | CC BY-SA 3.0 |