Game Speed

From Liquipedia StarCraft Brood War Wiki

Game Speed is a value that adjusts the time it takes for the game to perform each Logical Step (referred to as a Frame).[1] Fastest is the default speed for custom and ladder matches.

Logical Step[edit]

Brood War uses Logical Steps to run all of the game-important time-sensitive functions. Every time-based mechanic, such as attack speed, movement speed, and build times, are all based off of this. Logical Steps have a delay between them, and this is the game speed.

Game Speeds[edit]

Each game speed puts a different delay, in milliseconds, between each Logical Step. This is as follows:

Game Speed Milliseconds per Logical Step Logical Steps per Second (LSPS)
Slowest 167 5.99
Slower 111 9.01
Slow 83 12.05
Normal 67 14.93
Fast 56 17.86
Faster 48 20.83
Fastest 42 23.81

Movement Speed[edit]

The raw movement speed values, basically, are calculated in pixels per Logical Step. For movement speeds that are controlled via the Iscript.bin file, movement speeds are only approximate averages. Here is a list of all the unit's raw movement speed values:

Ground Units[edit]

Protoss

Unit name Speed
Probe 4.92
Zealot 4
Zealot (upg.) 6
Dragoon 5.25
High Templar 3.2
Dark Templar 4.92
Archon 4.92
Dark Archon 4.92
Reaver 1.78

Terran

Unit name Speed
SCV 4.92
Marine 4
Marine (stim) 6
Firebat 4
Firebat (stim) 6
Medic 4
Ghost 4
Vulture 6.4
Vulture (upg.) 9.6
Goliath 4.57
Siege Tank 4

Zerg

Unit name Speed
Drone 4.92
Zergling 5.49
Zergling (upg.) 8.24
Hydralisk 3.66
Hydralisk (upg.) 5.49
Lurker 5.82
Broodling 6
Infested Terran 5.82
Defiler 4
Ultralisk 5.12
Ultralisk (upg.) 7.68

Air Units[edit]

Protoss

Unit name Speed
Shuttle 4.44
Shuttle (Upg.) 6.67
Observer 3.33
Observer (Upg.) 5
Corsair 6.67
Scout 5
Scout (Upg.) 6.67
Carrier 3.33
Interceptor 13.33
Arbiter 5

Terran

Unit name Speed
Wraith 6.67
Dropship 5.47
Valkyrie 6.6
Science Vessel 5
Battlecruiser 2.5

Zerg

Unit name Speed
Overlord 0.83
Overlord (Upg.) 3.33
Queen 6.67
Scourge 6.67
Mutalisk 6.67
Devourer 5
Guardian 2.5

Cells Per Second[edit]

The Movement Speed that is seen on a unit's Liquipedia page is listed in the amount of full cells it will cross in a second based on the game speed. A cell is always 32 pixels wide and 32 pixels long. A map can only be 256 cells by 256 cells at maximum and only 64, 96, 128, 192, and 256 values for height and length are possible using the regular map editor.[Note 1]

The formula for calculating movement speed is raw speed * GameSpeedLSPS / 32.

Turning Speed[edit]

When a unit changes direction, it turns. The rate at which it turns is controlled by Turning Speed. A unit will turn its turning rate in degrees every frame when turning. Although it appears units have only 32 facings, the facings are actually fully 360 degrees.

Acceleration[edit]

Some units accelerate. This is the amount of speed they gain each Logical Step before they reach their maximum speed. Related is Halt Distance which is the distance in pixels from the point they were ordered to go to when they will begin to subtract their acceleration rate from their current speed. Units that are ordered to stop or hold position will still subtract their acceleration from their current speed.

Rush Distance[edit]

Rush Distances on the Map Pages are based on a Worker's traveling time.

The standard format look like this (add appropriate spots / timings)


This is measured by the speed of a Worker

Spot 12:3 12:6 12:9 3:6 3:9 6:9
Main 34s 33s 31s 30s 24s 35s
Natural 34s 33s 31s 30s 24s 35s

Cooldown[edit]

Cooldown, or attack speed, is the delay in Logical Steps that it takes for a unit to reload and be able to fire it's weapon again. The Cooldown that is seen on a unit's Liquipedia page will be listed as per second in real-time on Fastest game speed. The formula to calculate this is raw cooldown * GameSpeedLSPS.

Here is a list of every unit's raw cooldown:

Ground Units[edit]

Protoss

Unit name Cooldown
Probe 22
Zealot 22
Dragoon 30
High Templar 30 (Unused)
Dark Templar 30
Archon 20
Dark Archon none
Reaver 60
Photon Cannon (Ground) 22
Photon Cannon (Air) 22

Terran

Unit name Cooldown
SCV 15
Marine 15
Marine (stim) 7.5
Firebat 22
Firebat (stim) 11
Medic none
Ghost 22
Vulture 30
Goliath (Ground) 22
Goliath (Air) 22
Siege Tank (Tank Mode) 37
Siege Tank (Siege Mode) 75
Missile Turret 15

Zerg

Unit name Cooldown
Drone 22
Zergling 8
Zergling (Adrenal Glands) 6
Hydralisk 15
Lurker 37
Broodling 15
Infested Terran 0
Defiler 22 (Unused)
Ultralisk 15
Sunken Colony 32
Spore Colony 15

Air Units[edit]

Protoss

Unit name Cooldown
Shuttle none
Observer none
Corsair 8
Scout (Ground) 30
Scout (Air) 22
Carrier Unknown
Interceptor Unknown
Arbiter 45

Terran

Unit name Cooldown
Wraith (Ground) 30
Wraith (Air) 22
Dropship none
Valkyrie 64
Science Vessel none
Battlecruiser (Ground) 30
Battlecruiser (Air) 30

Zerg

Unit name Cooldown
Overlord none
Queen none
Scourge 0
Mutalisk 30
Devourer 100
Guardian 30

Spells[edit]

Although not specifically stated or obvious, quite a few abilities actually do have a cooldown. The cooldown is how many Logical Steps a unit must wait before it can use the same spell again. Just to name a few abilities that do, there is Psionic Storm, Disruption Web, Mind Control, Yamato Cannon, laying a Spider Mine, Optical Flare, and Restoration. Here are the raw values extracted from DAT files:

Protoss

Spell Cooldown
Psi Storm 45
Disruption Web 22
Mind Control 22
Feedback 22

Terran

Spell Cooldown
Spider Mine 22
Yamato Gun 15
Irradiate 75
Restoration 22
Optical Flare 22

DPS[edit]

Damage Per Second is calculated by taking the damage a unit does and then dividing it by the cooldown converted to real-time seconds (ex: 0.63 on the Marine). For the Marine, this comes out to 9.523.

Against Ground[edit]

Protoss

Unit name DPS
Reaver E S 39.68 (+9.92)
Archon S 35.71 (+3.57)
Dark Templar 31.75 (+2.38)
Photon Cannon 21.65
Zealot X2 17.32 (+2.16)
Dragoon E 15.87 (+1.59)
Scout 6.35 (+0.79)
Probe 5.41
Arbiter E 5.29 (+0.53)
Interceptor 3.86 (+0.64)

Terran

Unit name DPS
FirebatC S
(stim)
25.40 (+3.17)
Siege Tank ES
(Siege Mode)
22.22 (+1.59)
Battlecruiser 19.84 (+2.38)
Siege Tank E
(Tank Mode)
19.31 (+1.93)
Firebat C S 17.32 (+2.16)
Vulture C 15.87 (+1.59)
Marine
(stim)
14.29 (+2.38)
Goliath 12.99 (+1.08)
Ghost C 10.82 (+1.08)
Marine 9.52 (+1.59)
SCV 7.94
Wraith 6.35 (+0.79)

Zerg

Unit name DPS
Ultralisk 31.75 (+4.76)
Sunken Colony E 29.76
Zergling
(Adrenal Glands)
19.84 (+3.97)
Hydralisk E 15.87 (+1.59)
Guardian 15.87 (+1.59)
Zergling 14.88 (+2.98)
Lurker 12.87 (+1.29)
Mutalisk X3
2 Bounces
10.32 (+1.15)
Mutalisk 7.14 (+0.79)
Broodling 6.35 (+1.59)
Drone 5.41

Against Air[edit]

Protoss

Unit name DPS
Archon S 35.71 (+3.57)
Scout E X2 30.30 (+2.16)
Photon Cannon 21.65
Dragoon E 15.87 (+1.59)
Corsair E S 14.88 (+2.98)
Arbiter E 5.29 (+0.53)
Interceptor 3.86 (+0.64)

Terran

Unit name DPS
Missile Turret E 31.75
Wraith E 21.65 (+2.16)
Goliath E X2 21.64 (+4.33)
Battlecruiser 19.84 (+2.38)
Valkyrie E X8 17.86 (+2.98)
Marine
(stim)
14.29 (+2.38)
Ghost C 10.82 (+1.08)
Marine 9.52 (+1.59)

Zerg

Unit name DPS
Spore Colony 23.81
Hydralisk E 15.87 (+1.59)
Mutalisk X3
2 Bounces
10.32 (+1.15)
Mutalisk 7.14 (+0.79)
Devourer E 5.95 (+0.48)


E Explosive Damage (100% vs Lrg, 75% vs Med, 50% vs Sml)
C Concussive Damage (25% vs Lrg, 50% vs Med, 100% vs Sml)
S Splash Damage
X# Multi-hit, armor has greater effectiveness, applying once for each hit. e.g. X2 is two-hits which applies armor twice.

Build Time[edit]

Build Time is the amount of Logical Steps something takes to be built. This includes units, structures, and upgrades. The Build Times you will see on something's Liquipedia page will be in real-time seconds on Fastest game speed. The formula for this is raw Build Time * GameSpeedLSPS. The build time on the Wiki will all be listed for the fastest game speed.

Ground Units[edit]

Note that these do not include the hatching frames of the Egg iscript, which the impact on the final build time is debatable, these are only the values directly from the .DAT files that contain statistics for the units. Morphs do not include the time of the base unit (Such as Hydralisk->Lurker)

Protoss

Unit name Build Time
Probe 300
Zealot 600
Dragoon 750
High Templar 750
Dark Templar 750
Reaver 1050
Scarab 105
Archon 300
Dark Archon 300

Terran

Unit name Build Time
SCV 300
Marine 360
Firebat 360
Ghost 750
Medic 450
Vulture 450
Goliath 600
Siege Tank 750

Zerg

Unit name Build Time
Drone 300
Zergling 420
Hydralisk 420
Lurker 600
Infested Terran 600
Ultralisk 900
Defiler 750

Air Units[edit]

Protoss

Unit name Build Time
Scout 1200
Corsair 600
Arbiter 2400
Carrier 2100
Observer 600
Shuttle 900

Terran

Unit name Build Time
Wraith 900
Dropship 750
Valkyrie 750
Science Vessel 1200
Battlecruiser 2000

Zerg

Unit name Build Time
Overlord 600
Mutalisk 600
Scourge 450
Queen 750
Guardian 600
Devourer 600

Buildings[edit]

Casting Time[edit]

Very few abilities use Casting Time, or Channeling Time. Casting Time is the time it takes for the unit to use the ability after being ordered to use it on their target. Yamato Cannon, Burrow, and Recall to name some of the only ones that do.[citation needed]

Regeneration Rates[edit]

Regeneration for health, energy, and shields is a little bit complicated. In order to calculate the actual regeneration per second, first you have to determine how long it takes to generate 1 energy. To do this, you must do (X/256)*GameSpeedLSPS. GamespeedLSPS can be taken from the game speed table. Plugging in the energy regen per frame of 8, we get (8/256)*23.81=0.744.

Here is a list of all regenerations (including drains) as their game value (values in game are at an accuracy of 1/256) as well as per second on fastest game speed[2]:

Type Regen Regen (#/256)
Energy 0.744 8
Life Regen 0.372 4
Shield Battery 119.047 1280
Shield Battery (Cost) - 59.525 - 640
Shields 0.651 7
Medic Heal 18.601 200
Heal Cost - 9.300 - 100
Ghost Cloaking - 0.930 - 10
Ghost Cloaking (- Energy Regen) 1 - 1.674 - 18
Wraith Cloaking - 1.209 - 13
Wraith Cloaking (- Energy Regen) 1 - 1.953 - 21
Structure Burning - 1.860 - 20

1 Cloaking disables energy regen by increasing the cost of cloaking to include energy regen.

Notes[edit]

  1. It is possible have a map with custom dimensions down to 20x12 with special editors, but a regular-sized map will have to be played first, or the game will crash.

References[edit]