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Active: 2006 users

problem! in a draw game =/ - Page 4

Blogs > iamtt1
Post a Reply
Prev 1 2 3 4 All
FC.Strike
Profile Blog Joined April 2010
United States621 Posts
August 18 2010 11:21 GMT
#61
On August 18 2010 13:57 Cerz wrote:
So the entire second half of the game I cannot help but think to myself... shouldn't Masterofasia's overlords no longer be able to generate creep since he no longer has a lair tech?

Is this working as intended?
It seems the overlords that he already told to make creep were able to do so after the Lair was destroyed, but the rest of them were not able to generate creep since he didn't have a lair.

Perhaps this is simply a setting I am unfamiliar with (as I generally try to avoid losing my Lair when playing Zerg), but IMO it seems as though overlords should not be able to produce creep once the Lair has been destroyed, and therefore his buildings (besides the extractors) should have died.


Yeah, that's the same thing I was thinking. Maybe lair just unlocks the creep generation.
--------------------------> My Smiley Face Disagrees, Your Argument is Invalid -------------------------->
Gigaudas
Profile Blog Joined December 2008
Sweden1213 Posts
August 18 2010 12:09 GMT
#62
This was the best game of Starcraft 2 I've ever seen. Needs a more spectacular headline so that people will come here and see it

Here's part 4 on youtube:

I
Nytefish
Profile Blog Joined December 2007
United Kingdom4282 Posts
August 18 2010 12:55 GMT
#63
Really funny ending, especially since I had it too small to read their resources
No I'm never serious.
DwD
Profile Joined January 2010
Sweden8621 Posts
August 18 2010 16:54 GMT
#64
Rofl crazy I thought the toss had won it. Didn't realize a zerg extractor was only 25 minerals and not 75(yes I know you lose the drone)
~ T-ARA ~ DREAMCATCHER ~ EVERGLOW ~ OH MY GIRL ~ DIA ~ BOL4 ~ CHUNGHA ~
Megaman703
Profile Blog Joined September 2009
Canada688 Posts
August 18 2010 21:19 GMT
#65
After watching this again, I noticed something. When TT1 was killing all the things in MasterAsia's base, MA pulls all his drones and runs away. He parks them southwest of his lair, at which point he has 24 minerals. He sends one drone to collect one mineral patch, and puts him over the 25 minerals needed to make a refinery.

Did MasterAsia have the foresight to know that he would need to make an extractor in the future?

Now that's a pimp play if I ever saw one.
YoonHo
Profile Blog Joined October 2008
Canada1043 Posts
August 18 2010 21:24 GMT
#66
LOL, nice game. TT1, btw, I finally got sc2, betta play me son (still needs to be installed though, at work right now >.<).
IUFam Golf Wang~ NrGsteve
Sabu113
Profile Blog Joined August 2009
United States11075 Posts
August 18 2010 21:48 GMT
#67
IMBA >> that game was hilarious. Tt1 probably had the time to wait for corruption to fade away and make an attempt... still >> 5/5
Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
andiCR
Profile Blog Joined March 2008
Costa Rica2273 Posts
August 18 2010 23:13 GMT
#68
omfg i just saw this.. that's the most epic game i have seen
Nightmare1795 wrote: I played a guy in bronze who said he was Japanese. That was the only game I ever dropped a nuke, which was purely coincidental.
Confuse
Profile Joined October 2009
2238 Posts
August 19 2010 04:00 GMT
#69
I just saw this game... unbelievable, surprise twist ending! Awesome game, please go pro : )
If we fear what we do not understand, then why is ignorance bliss?
madnessman
Profile Blog Joined May 2009
United States1581 Posts
August 19 2010 04:53 GMT
#70
I'm a couple of days late but still... TWIST ENDING! I almost screamed GG when ttone sacrificed his zealot to snipe the last two buildings at the same time but then i saw the sneaky extractor and just died.
Ryuu314
Profile Joined October 2009
United States12679 Posts
August 19 2010 05:07 GMT
#71
On August 18 2010 13:57 Cerz wrote:
So the entire second half of the game I cannot help but think to myself... shouldn't Masterofasia's overlords no longer be able to generate creep since he no longer has a lair tech?

Is this working as intended?
It seems the overlords that he already told to make creep were able to do so after the Lair was destroyed, but the rest of them were not able to generate creep since he didn't have a lair.

Perhaps this is simply a setting I am unfamiliar with (as I generally try to avoid losing my Lair when playing Zerg), but IMO it seems as though overlords should not be able to produce creep once the Lair has been destroyed, and therefore his buildings (besides the extractors) should have died.

It's working as intended. It's kinda like how HTs can still cast storm once it's research but if the templar archives is destroyed. Or how marines still have stim once researched but the tech lab is switched away or destroyed.

Lair tech simply unlocks creep generation. Think of it as a free, instant skill research.

That said, awesome game. Best end-game ever.
NeoLearner
Profile Blog Joined January 2010
Belgium1847 Posts
August 19 2010 13:31 GMT
#72
On August 19 2010 06:19 Megaman703 wrote:
Did MasterAsia have the foresight to know that he would need to make an extractor in the future?

Now that's a pimp play if I ever saw one.

That's exactly the first thing I thought. MasterAsia commented a few posts back:
On August 12 2010 09:57 MasterAsia wrote:
Yes, I thought that was the only way to get the zealot killed, making him believe he was able to eliminate me.

On August 12 2010 13:38 MasterAsia wrote:
I thought a little bit after the game.
I have to morph the extractor right at the timing he killed my last two buildings. If I morph it earlier, the zealot will come back to kill my extractor and then the remaining buildings, and there is nothing I can do to stop it, unless my little hero zergling could kill all his buildings within this time period. I am not sure who would survive in that case.


+1 on that being a pimpest play! I was all: "Great thinking by the Protoss, too bad for the Zerg." 1 second later I think I had the same reaction as TT1 but with a little less FUUUUUUUUUUUU!
To quote Artosis: "What"

That's the kind of "draw" games we need. Screw flying buildings in a base race!
Bankai - Correlation does not imply causation
Chill
Profile Blog Joined January 2005
Calgary25991 Posts
August 19 2010 15:05 GMT
#73
I watched it on HD's youtube and was angry for like 10 minutes watching HD be unable to predict that happening. It was pretty blatantly obvious that he would do that. Still a really fun game.
Moderator
Cerz
Profile Joined August 2010
United States10 Posts
August 19 2010 17:38 GMT
#74
On August 19 2010 14:07 Ryuu314 wrote:
Show nested quote +
On August 18 2010 13:57 Cerz wrote:
So the entire second half of the game I cannot help but think to myself... shouldn't Masterofasia's overlords no longer be able to generate creep since he no longer has a lair tech?

Is this working as intended?
It seems the overlords that he already told to make creep were able to do so after the Lair was destroyed, but the rest of them were not able to generate creep since he didn't have a lair.

Perhaps this is simply a setting I am unfamiliar with (as I generally try to avoid losing my Lair when playing Zerg), but IMO it seems as though overlords should not be able to produce creep once the Lair has been destroyed, and therefore his buildings (besides the extractors) should have died.

It's working as intended. It's kinda like how HTs can still cast storm once it's research but if the templar archives is destroyed. Or how marines still have stim once researched but the tech lab is switched away or destroyed.

Lair tech simply unlocks creep generation. Think of it as a free, instant skill research.

That said, awesome game. Best end-game ever.


Honestly I don't see it like that. Research is different from requirements imo.

It seems more like not being able to build a marauder out of a barracks unless it has a tech lab. Once the tech lab is destroy, you are no longer able to build a marauder unless you rebuild it.

I have tested this, and it seems once you have a Lair, and then lose it, your overlords are in two groups.
If an overlord was told to produce creep while you had the lair, BEFORE it was destroyed, it is still able to produce creep (which seems stupid, imo... similar to the marauder thing).
If an overlord was not told to produce creep while you had the lair, after the lair is destroy it CANNOT produce creep, since it requires lair tech.
Also, if you have an overlord that is producing creep, then the lair gets destroyed, he will still produce creep... but if you switch that overlord into not producing creep, the option to produce creep again is greyed out and reads "requires lair tech" (or whatever).

TLDR: it would be similar to building marauders out of a rax that had its tech lab destroyed... but at one point it did have a tech lab so it is okay.
Seems bugged imo.
HowardRoark
Profile Blog Joined February 2010
1146 Posts
August 20 2010 01:00 GMT
#75
Amazing game. I thought I was in for a big letdown at the end, but then finally I saw that ttone really outsmarted asia, but then the sick twist came and made the game really epic. The outsmarter became outsmarted.
"It is really good to get the double observatory if you want to get the speed and sight range for the observer simultaneously. It's a little bit of an advanced tactic, and by advanced, I mean really fucking bad."
SmoKim
Profile Joined March 2010
Denmark10305 Posts
September 19 2010 14:00 GMT
#76
wow, that was a suprisingly fun draw match to see!

instant classic imo
"LOL I have 202 supply right now (3 minutes later)..."LOL NOW I HAVE 220 SUPPLY SUP?!?!?" - Mondragon
Reason
Profile Blog Joined June 2006
United Kingdom2770 Posts
Last Edited: 2010-09-19 20:15:28
September 19 2010 20:15 GMT
#77
On August 20 2010 02:38 Cerz wrote:
Show nested quote +
On August 19 2010 14:07 Ryuu314 wrote:
On August 18 2010 13:57 Cerz wrote:
So the entire second half of the game I cannot help but think to myself... shouldn't Masterofasia's overlords no longer be able to generate creep since he no longer has a lair tech?

Is this working as intended?
It seems the overlords that he already told to make creep were able to do so after the Lair was destroyed, but the rest of them were not able to generate creep since he didn't have a lair.

Perhaps this is simply a setting I am unfamiliar with (as I generally try to avoid losing my Lair when playing Zerg), but IMO it seems as though overlords should not be able to produce creep once the Lair has been destroyed, and therefore his buildings (besides the extractors) should have died.

It's working as intended. It's kinda like how HTs can still cast storm once it's research but if the templar archives is destroyed. Or how marines still have stim once researched but the tech lab is switched away or destroyed.

Lair tech simply unlocks creep generation. Think of it as a free, instant skill research.

That said, awesome game. Best end-game ever.


Honestly I don't see it like that. Research is different from requirements imo.

It seems more like not being able to build a marauder out of a barracks unless it has a tech lab. Once the tech lab is destroy, you are no longer able to build a marauder unless you rebuild it.

I have tested this, and it seems once you have a Lair, and then lose it, your overlords are in two groups.
If an overlord was told to produce creep while you had the lair, BEFORE it was destroyed, it is still able to produce creep (which seems stupid, imo... similar to the marauder thing).
If an overlord was not told to produce creep while you had the lair, after the lair is destroy it CANNOT produce creep, since it requires lair tech.
Also, if you have an overlord that is producing creep, then the lair gets destroyed, he will still produce creep... but if you switch that overlord into not producing creep, the option to produce creep again is greyed out and reads "requires lair tech" (or whatever).

TLDR: it would be similar to building marauders out of a rax that had its tech lab destroyed... but at one point it did have a tech lab so it is okay.
Seems bugged imo.

I haven't played SC2 but in SC1 if you lose your machine shop you cannot make more tanks.
However if you have queued 5 tanks even once the machine shop is dead you will produce 5 tanks.
If you unqueue these tanks and try to remake them you cannot because you no longer have a machine shop.

What you are discussing here seems to be working in exactly the same way.. though personally I agree with you that it should not be possible.
Speak properly, and in as few words as you can, but always plainly; for the end of speech is not ostentation, but to be understood.
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