Starcraft 1 has a different psionic storm than Starcraft 2, so I'll only be answering Starcraft 2
It is 80 damage spread out over 4 seconds. Psionic storm is true damage and is not reduced by abilities or armor. Any unit caught under the storm (friendly or otherwise) will take 80 damage if it remains for the full duration. Its worth noting that Zerg units at full health will regenerate 1 HP when first hit. Storms do not stack. Any unit under a storm gains the storm effect. It is this effect which conveys the damage. You can only have 1 storm effect at a time on a given unit.
Depending on your army composition running through storms is often recommended you run from storms. Because there is a slight animation delay (1.5 seconds) you can negate a large portion of the damage if you act quickly.
Storms only hurt units. Units inside bunkers or carriers or other transport are unaffected.
Storms have a range of 8.25 to 9.75 as they have a radius of 1.5. Smart cast means the closest templar will energy will cast the storm.
I realize some of my answers are a little long, so I made a TL;DR version
I'm going to ask you a few rhetorical questions and I don't want you to be offended, but they are things you need to be thinking about.
- What was your plan going in to this game?
- When did you plan your timing push?
- Why did you build 3 Barracks?
- What did you think when you scanned a Factory with a tech lab and a Starport building?
In my opinion these were the three major mistakes you made. By 7:30 it had become your opponents game to lose before a single shot was fired.
Looking at your BO I saw:
- 3 Rax (1 tech 1 reactor)
- 1 Factory, all before the 7 minute mark.
If you can cut the produce of the factory, and done an MM timing push at 6:30 (which is the usualy MM timing push) you would have easily won the game. At that time your opponent had 5 marines and 1 tank (no siege mode). The normal MM push there is 4-5 of each Marauders and Marines. You would have steam rolled him.
If you had done so your answers would have been:
3 Rax timing push, heavy on Marauders at 6:30
Instead, you chose to go 4 unit producing structures off 1 based (which you can't really afford as Terran). This meant that your Barracks sat idle, you didn't produce Marauders and you didn't have a good timing push. Its because of this I asked my first 3 questions.
You don't really seem to have a plan.
Strangely this wasn't what lost you the game. Not having a plan, while hard to over come, is not crucial, especially since your opponent didn't really have one either (there is no good reason he builds that second Barracks). The problem became your response to what your opponent was doing.
At 6:30 you saw a Factory with a tech lab, two Barracks and a Starport being built. The second Barracks is really the red herring here, so let's ignore it for 5 seconds. What does: 1 Barracks, 1 Factory, 1 Starport mean? In TvT this means Marine/Siege/Viking.
In response you throw down an Engineer Bay (for Turrets, which you build) and a Starport for Vikings, and continue to build Marines (and a single Marauder). Which of these things is supposed to counter Siege tanks using Vikings for sight? Well Viking vs Viking is key, but what about the Siege tanks?
By 11 Minutes you'll have built 2 Vikings and 3 Marauders with another one of each on the way. Ultimately there is nothing you can do about the Siege Tanks and they roll your Marine heavy force. They box you in and that's game.
In theory you probably could have done something clever with Dropships around 9-10 Minutes and caught him with his pants down, but really you don't do anything to stop him.
Before you play your next game (before you even load up Starcraft) I want you to have an answer to the first three questions I asked. And next time you scan Factory/Starport I want you to think "Great! My timing push should arrive right before he gets Siege Tanks!"
A plan is like a story, it has a beginning, a middle and an end. Turtling and finding the right moment to attack isn't a story, its like a blurb you'd find on the cover. Let me tell you the story of Bio into Biomech:
I'm going to open up three Barracks into Marine/Marauder. Marauders will work well as a meat shield and the Marines will provide the real fire power. I'll push just before stim finishes so that I arrive with it. The goal of my push is to stop early expansions and punish heavy teching strategies. I know that I can support 3 Barracks on 1 base and still have a little extra income to plan for expanding.
Mid-game I'm going to transition into MMM and Medivac drops. This will keep my opponent contained and force him to build a lot of defenses he won't be able to use to attack me. Additionally, Medivacs will let me really take advantage of Stim and keep me mobile. I know I can support Medivacs on top of my three Barracks, but nothing else, so I will make sure to have a Command Center up first. My goal is to gain map control and keep my opponent boxed in.
Late game I'm going to start adding in factory units like Siege Tanks or (more recently) Thors to break my opponent's defenses. I should be comfortably on 2 or 3 bases by now so resources won't be an issue. I will crack my opponent like an egg
My strongest weapon is my mobility and I will abuse it. I can end the game at any point: early, middle or late. I will restrain myself from over committing and starve my opponent to death. I will end the game when I choose. I am Terran BioMech.
It sounds scary doesn't it?
Best Answer
In Starcraft 2, if playing on Windows, Ctrl + Alt + F should show you your fps.
On a Mac, Ctrl + Option + F.
It should appear in the upper left hand corner.