|
On August 19 2009 03:35 Ian Ian Ian wrote:Show nested quote +On August 19 2009 03:29 fanatacist wrote: When can we see some screencaps/vods? I am not going to look through those replays at fastest speed -_-; Two of the replays are 4 minutes long. The one with the probe glitch is 14. You really can't spare 4 minutes..? No.
|
Screencaps won't do much, since you can't tell if bunk is firing or not, and my internet connection won't be able to upload VODs quickly enough. Maybe I'll try to Livestream, but I don't know if I can upload in a good quality.
|
I can maybe try making a VOD later today. The last one I made got messed up with quality. And there's no sound or anything so.. :/
|
Observer over turrets is allowed in progames. They usually don't do it because the terran would usually spot it, fix the turret, and then the toss would lose the observer. I believe it was Stork who did it at WCG and there was controversy over that. They started a new game and Stork still won.
|
Sup, I'm one of the people (along with Ian and other top diplo players) who figured this out, with a lot of testing. There are other interesting bugs as well that I'm sure most people here have never seen or heard of, having to due with weird targeting rules. I've been thinking about writing a guide to this here for a long time but I guess ian beat me to it. 
Anyway, a bunker is exactly like a turret in that if a unit is DIRECTLY centered on top of it, it can no longer fire at that unit. Diplo players have been freezing turrets with dropships for as long as I can remember, it was only a matter of time before we figured out that bunkers would freeze as well. Then it was only a matter of time before we figured out you could freeze bunkers and turrets with other units too, like floating terran buildings. For a while we only froze them with non-combat units, since it's significantly more difficult to get a combat unit directly on top of the bunker/turret without being able to spam right click, but lately we've been freezing with wraiths, battlecruisers, scouts, etc.
Cool thing is, if one of the units that you freeze a bunker with is a combat unit, like a valkyrie, the units inside the bunker will not retarget to another combat unit. This is similar to a turret not automatically retargeting to a dropship if it's attacking a building, a trick with a ton of applications in diplo and I'd imagine in TvT as well... anyway there is a target acquisition hierarchy, as well as a target reacquisition hierarchy, that varies for each unit in the game. All experienced UMS players I know have had to deal with this hierarchy, since targeting rules have a great impact on many UMS games (like defense games). I'm sure melee players have a rough feel for target acquisition and reacquisition rules as well and get annoyed at goliaths for shooting and chasing the wrong things as often as I do.
Anyway if you freeze a bunker with a valkyrie, you can kill the bunker with marines, ghosts, firebats, goliaths, scvs, etc. -- pretty much anything you want. Bunker marines will not even retarget to a battlecruiser attacking it, though a turret frozen by a valkyrie does retarget to a battlecruiser.
I showed this to one of my melee friends recently and he shit his pants. We played with it a while until we figured out the angle that a turret can fire at a unit on top of it from (the turret has to be pointing vertically -- spamming stop is only useful to get the turret to the angle it will fire again, if you spam stop after that the turret will re-freeze when it's no longer at a vertical angle). Also note that the initial angle of approach to whatever you're freezing cannot be from the top, it has to be from the side or bottom. Bunkers can shoot units aligned vertically top-to-bottom, otherwise you have to unload the bunker and reload it to get the units to attack the unit on top of it.
The only place I can see this particular trick having significant application is in ZvT with mutas vs turrets/bunkers, and perhaps freezing turrets with dropships. A lone bunker could be frozen by a single mutalisk to allow zerglings to kill it, etc. etc.
For those suggesting that this might be map or UMS-specific: I haven't tested this in melee yet, I'm not a melee player, but I've used it in multiple maps against both human and computer players. There is nothing at all that suggests this is map-specific or unique to UMS, and the existence of the observer-over-turret in melee corroborates it enough that I'm completely certain the rules are the same. This is an SC engine thing, not a map settings thing.
Spores and cannons cannot be frozen.
|
On August 19 2009 01:48 Ian Ian Ian wrote: I'm sort of new on teamliquid, used to spend alot of time on another forum related to starcraft, but it was relatively small, and not filled with players with so much skill/knowledge etc.
There is a glitch there that we've been trying to figure out for the longest time, bunker freezing. I know mostly everyone here might not have ever seen it before because it doesn't happen in melee, but I'm hoping a couple people might know about it.
Basically just like how you can freeze a turret with a building/dropship/air unit, you can also freeze a bunker by moving anything directly overtop of it so it will quit shooting at you. This used to be common knowledge to me and most of the peole I play with, but we recently discovered that if you freeze the bunker with an air unit that attacks (eg valk/wraith/sair), then drop units by it, the bunker will still continue to not retarget. This only seemed to work when there were special ghosts in the bunker though. If there are other units in the bunker, sometimes they retarget, sometimes not, and we can't figure out why.
Wondering if anone could maybe shed some light on this as to why it happens. I might try and record a video sometime too.
This part isn't even remotely true, ian, wtf? We regularly freeze bunkers with normal and hero marines, normal and hero ghosts... it doesn't matter what unit is in the bunker if you freeze it with a combat unit. It does matter what unit is in the bunker (and the angle you approach the bunker from) if you're trying to soak damage with a building and make the units inside not retarget. Why would you post something so blatantly false on teamliquid? You don't have to pretend to not know something just 'cause you're new here, you're just going to get pages of people questioning what you know because you sound uncertain.
Edit: the only reason my sair freeze in north ireland failed is because the dropship nudged the corsair off-center. Air units are lame like that sometimes.
|
I've never heard of this bug but yeah, It is interesting, thanks for the heads up:D
|
Everyone is to lazy, or busy, or is incapable of getting on bnet. thats funny
|
On August 19 2009 04:31 StorrZerg wrote: Everyone is to lazy, or busy, or is incapable of getting on bnet. thats funny
|
On August 19 2009 04:31 StorrZerg wrote: Everyone is to lazy, or busy, or is incapable of getting on bnet. thats funny I just made a melee replay for you lazy people.
http://repdepot.net/replay.php?id=19090
|
I took some screenshots too.
overlord bunker freeze
dual turret freeze with mutas
dual bunker freeze with mutas
lings unharmed
|
You have to rename the rep since the name is too long. However, these bugs are in the game, and I guess they could be of some importance in melee matches.
|
On August 19 2009 02:54 zatic wrote:Show nested quote +On August 19 2009 02:49 fanatacist wrote:On August 19 2009 02:47 fanatacist wrote: I don't think ICCup is a tournament... It's not banned from pro games either. I think WCG still bans it. Although even they might not enforce it. Wasn't there some controvercy in last year's WCG where one of the pros used obs over turret because it didn't occur to them that it could be banned? It was Stork and it's not banned in progames since it's easy to deal with, that's why he assumed it was ok to do at WCG.
|
On August 19 2009 05:12 Phelix wrote: You have to rename the rep since the name is too long. However, these bugs are in the game, and I guess they could be of some importance in melee matches. that's repdepot's naming convention, not mine. sorry you have to rename.
I can imagine a ton of scenarios in which this could be useful... it's not like I'm good (at all) and I can dual turret and bunker freeze pretty decently. It's a lot more deadly vs bunkers since you have to unload the bunkers to deal with it, but I can see a lot of situations in which a small muta force can kill a disproportionate number of turrets if the terran isn't ready for it.
|
I can see this being a really gay way to break a Terran's (opening bionic) natural. Imagine a Zerg pre positioning a couple overlords near Terran and then going 2 hatch lurker. Terran obviously will bunker up upon seeing the lurker/ling force approaching him. Zerg freezes the bunkers (assuming slowverlords can reach accomplish it without dying (or if not, getting overlord speed for less lurkers isn't that big of a deal) and then breaks the bunkers and with it a large portion of what Terran has. That would be terrible.
|
Unfortunately nevake overlords are not combat units and the bunkers will retarget. You'd have to use mutas if you want no retarget.
There are, however, some bizarre targeting rules for units loaded in dropships/overlords. If you had a drone in an overlord, (scv in dropship, probe in shuttle) then bunkerfroze/unloaded combat units (but NOT the worker)on a bunker, the units inside the bunker would not target the combat units outside presumably due to having targeted the worker inside the transport. At least, in certain circumstances that would be the case. This is one I'm still trying to figure out, I have no idea why a bunker would target a noncombat unit inside a loaded shuttle/overlord/dropship over combat units outside hitting it... but it happens consistently enough in diplo that I'm sure there's a reason.
There's also a similar bug with combat units inside dropships, in that (presumably) the marines will target a combat unit inside the dropship. If you unload a unit that is not the targeted combat unit, often no marines will hit that unit. If the targeted unit is then unloaded the marines will target it immediately. Reload that unit and the marines will hit the other units attacking the bunker. This is much more inconsistent than simply bringing a worker in your dropship with you.
SC is pretty weird sometimes.
|
On August 19 2009 03:35 Ian Ian Ian wrote:Show nested quote +On August 19 2009 03:29 fanatacist wrote: When can we see some screencaps/vods? I am not going to look through those replays at fastest speed -_-; Two of the replays are 4 minutes long. The one with the probe glitch is 14. You really can't spare 4 minutes..? he just have no patience, just don't bother showing it to him :p I watched the replay, it seems to only work on diplomacy map no? I'm sure there can be some trigger bugs in those maps as well, as opposed to pure mechanic bugs
nvm i saw screen shots of melee map. Would be useful maybe 1/10000 games but I'll sure to know it when it comes
|
On August 19 2009 06:34 evanthebouncy! wrote:Show nested quote +On August 19 2009 03:35 Ian Ian Ian wrote:On August 19 2009 03:29 fanatacist wrote: When can we see some screencaps/vods? I am not going to look through those replays at fastest speed -_-; Two of the replays are 4 minutes long. The one with the probe glitch is 14. You really can't spare 4 minutes..? he just have no patience, just don't bother showing it to him :p I watched the replay, it seems to only work on diplomacy map no? I'm sure there can be some trigger bugs in those maps as well, as opposed to pure mechanic bugs Read the thread.
|
On August 19 2009 02:38 fanatacist wrote:Show nested quote +On August 19 2009 02:35 ilovelosses wrote:On August 19 2009 02:21 BanZu wrote: Kinda happens when something flies over a goliath, as the missile shoots and just keep flying in circles and it doesn't attack anymore.
And the most common occurrence in melee would probably be observer over a turret. Not so much in professional games or in iccup since they're both banned glitches that can get you DQed but I've done it before on bnet haha.
I'm guessing it occurs because it's kinda like a vulture planting mines. The vulture can't plant mines unless it moves a tiny distance, as in you can't plant a mine by clicking on the vulture. A turret isn't able to shoot directly upwards so it can't shoot anything directly above it. Maybe it's similar in some way with bunkers and ghosts. obs over turret isn't banned iirc It's banned in pro games and in most tournaments. Not banned in pro games at all. Tasteless was talking about it quite a bit during Gom when people were doing it, how it's banned WCG and he had to DQ Stork for doing it because stork was so used to it being used. Edit : I've also seen it being used on neo medusa in pvt at some point within the last few monhts.
|
It could be extremely useful for the common scenario of T moves out, Z has lot of lings, few mutas from harass left, and some lurkers; Z chooses to backstab T nat instead of defending his new 3rd. The T usually makes 2-3 bunkers in preparation for this, if you can freeze those bunkers it would be extremely bad for the T
|
|
|
|