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Bunker Freeze

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Ian Ian Ian
Profile Blog Joined August 2009
915 Posts
Last Edited: 2009-08-19 17:31:14
August 18 2009 16:48 GMT
#1
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.

Wondering if anone could maybe shed some light on this as to why it happens. I might try and record a video sometime too.

Replays: http://repdepot.net/download.php?type=rep&id=19083&name=IanIanIan vs Epsilon Squadron.rep

http://repdepot.net/download.php?type=rep&id=19084&name=IanIanIan vs Epsilon Squadron.rep

http://repdepot.net/download.php?type=rep&id=19085&name=1 players - T.rep

http://repdepot.net/replay.php?id=19090

Screenshots:

[image loading]


dual turret freeze with mutas
[image loading]


dual bunker freeze with mutas
[image loading]


[image loading]

lings unharmed
[image loading]
andiCR
Profile Blog Joined March 2008
Costa Rica2273 Posts
August 18 2009 16:54 GMT
#2
Weird.. i have never seen this.

Does the flying unit have to be positioned right on top before it finally builds? or does it work by just right clicking a shuttle over it even if it was already built?
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.
Railz
Profile Joined July 2008
United States1449 Posts
August 18 2009 16:58 GMT
#3
I've seen this happen in larger melee games with turrets which led me to believe it was a sprite issue..
Did the whole world just get a lot smaller and go whooosh?_-` Number 0ne By.Fantasy Fanatic!
Ian Ian Ian
Profile Blog Joined August 2009
915 Posts
Last Edited: 2009-08-18 17:01:20
August 18 2009 17:00 GMT
#4
I figured alot of players might not have seen it, simply because of what I said before, you never use it in melee.

Use any flying unit (except sci vessel I think, actually I've never tried it but w/e) and just right click on the bunker. Once it gets on top the bunker should freeze. I usually hit hold pos anyways real quick to make sure if it's a valk or something it doesn't take off. But if you use a building, it'll still shoot at ground units. If you use a flying unit it won't :s

There's another weird situation where I have a ghost bunk to the left of a tank in siege mode, and I move my cc down over top them but above slightly, then send a dropship of 8 probes to drop on the siege tank. If I drop 7 of the probes and keep the last in the ship, the ghosts shoot the cc still, if I drop the 8th probe it retargets :s

And no, not a sprite issue. I should really get a video up. Or I can show you if anyone can get on USEast
pangshai
Profile Blog Joined January 2005
Chinatown5333 Posts
Last Edited: 2009-08-18 17:11:26
August 18 2009 17:07 GMT
#5
can you provide a screen shot of this? i can't seem to replicate it with wraiths, buildings, dropships, valkyries, or science vessels. turret freezing only works with observers though.

EDIT: tried with observers as well, and it doesn't work.
#1 midas fan
StorrZerg
Profile Blog Joined February 2008
United States13919 Posts
August 18 2009 17:07 GMT
#6
so weird. never heard of it
Hwaseung Oz fan for life. Swing out, always swing out.
ForTheSwarm
Profile Blog Joined April 2009
United States556 Posts
August 18 2009 17:08 GMT
#7
On August 19 2009 02:00 Ian Ian Ian wrote:
There's another weird situation where I have a ghost bunk to the left of a tank in siege mode, and I move my cc down over top them but above slightly, then send a dropship of 8 probes to drop on the siege tank. If I drop 7 of the probes and keep the last in the ship, the ghosts shoot the cc still, if I drop the 8th probe it retargets :s

Holy crap that is a really really wierd senario, ha ha. I don't know what ever led you to try that, lmao.

Cool post though; really interesting.
Whenever I see a dropship, my asshole tingles, because it knows whats coming... - TheAntZ
andiCR
Profile Blog Joined March 2008
Costa Rica2273 Posts
August 18 2009 17:08 GMT
#8
A VOD IS DEMANDED
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.
fanatacist
Profile Blog Joined August 2007
10319 Posts
August 18 2009 17:08 GMT
#9
If it never happens in melee then it's irrelevant imo.
Peace~
Phelix
Profile Blog Joined July 2008
1931 Posts
Last Edited: 2009-08-18 17:10:11
August 18 2009 17:09 GMT
#10
Do these bugs might have to do with triggering, and using hyper triggers? I experience/use these bugs on UMS maps to gain an advantage, but I can't do it consistently. Sometimes when I use a Command Center, the bunker keeps targeting it even if i drop ground units to attack, when it should retarget.

Edit:Are you IanIanIan from USEast?
Venture Capital is better off spent on lottery tickets rather than investing in E-Sports; you'll get a far better return. The difference is simple: Koreans are tryharding at the game, foreigners are tryharding in real-life.
Ian Ian Ian
Profile Blog Joined August 2009
915 Posts
Last Edited: 2009-08-18 17:13:57
August 18 2009 17:11 GMT
#11
I'm really awful at making VOD's

I could see turret freezing happening in melee maybe, but having to freeze a bunk? Probably not. And a human playe can just unload anyways

I can show you all the situations right now if anyone can get on USEast. My account on there is IanIanIan

On August 19 2009 02:08 For_The_Swarm wrote:
Show nested quote +
On August 19 2009 02:00 Ian Ian Ian wrote:
There's another weird situation where I have a ghost bunk to the left of a tank in siege mode, and I move my cc down over top them but above slightly, then send a dropship of 8 probes to drop on the siege tank. If I drop 7 of the probes and keep the last in the ship, the ghosts shoot the cc still, if I drop the 8th probe it retargets :s

Holy crap that is a really really wierd senario, ha ha. I don't know what ever led you to try that, lmao.

Cool post though; really interesting.


And yeah, that made us think it had something to do with worker units. But we couldn't replicate it anywhere else, except where I let one drop die then the next had a worker in it and then it froze or something idk. It was weird

And I don't think they would be inovlved with hyper triggers. I know it's a UMS map that I did it on. But I froze a bunk in melee once too with a dropship, sort of by accident.
ZeroCartin
Profile Blog Joined March 2008
Costa Rica2390 Posts
August 18 2009 17:16 GMT
#12
share reps at least. Ive never seen these bugs.
"My sister is on vacation in Costa Rica right now. I hope she stays a while because she's a miserable cunt." -pubbanana
Phelix
Profile Blog Joined July 2008
1931 Posts
August 18 2009 17:16 GMT
#13
The bugs are pretty weird, but is it relative to Diplomacy-Infinity 2.8a, or does this occur in all UMS maps? Might want to test that out before coming to any other suggestions. I know the unload bug happens in 7.7, but I'm not sure about the rest.
Venture Capital is better off spent on lottery tickets rather than investing in E-Sports; you'll get a far better return. The difference is simple: Koreans are tryharding at the game, foreigners are tryharding in real-life.
Ian Ian Ian
Profile Blog Joined August 2009
915 Posts
August 18 2009 17:18 GMT
#14
Yeah they are all in Infinity. The REALY REALLY weird scenario's I probably couldn't replicate. I bet I could do the others though. Someone work with me cmonn
Phelix
Profile Blog Joined July 2008
1931 Posts
Last Edited: 2009-08-18 20:33:38
August 18 2009 17:20 GMT
#15
Yeah, I'll work with you, I'm trying to figure this out too, and how to do it consistently
Venture Capital is better off spent on lottery tickets rather than investing in E-Sports; you'll get a far better return. The difference is simple: Koreans are tryharding at the game, foreigners are tryharding in real-life.
BanZu
Profile Blog Joined June 2008
United States3329 Posts
August 18 2009 17:21 GMT
#16
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.
Sun Tzu once said, "Defiler becomes useless at the presences of a vessel."
DreaM)XeRO
Profile Blog Joined December 2008
Korea (South)4667 Posts
August 18 2009 17:30 GMT
#17
pics or it never happened
cw)minsean(ru
jiabung
Profile Blog Joined December 2007
United States720 Posts
August 18 2009 17:35 GMT
#18
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
fanatacist
Profile Blog Joined August 2007
10319 Posts
August 18 2009 17:38 GMT
#19
On August 19 2009 02:35 ilovelosses wrote:
Show nested quote +
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.
Peace~
Shadowfury333
Profile Blog Joined March 2008
Canada314 Posts
August 18 2009 17:45 GMT
#20
Really? I was under the impression that iCCup was one of the last places to allow obs over turret.
Darkness called...but I was on the phone, so I missed him. I tried to *69 darkness, but his machine picked up. I yelled "Pick up the phone, Darkness", but he ignored me. Darkness must have been screening his calls.
jtype
Profile Blog Joined April 2009
England2167 Posts
August 18 2009 17:45 GMT
#21
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.


It's really easy to avoid though, you just press "S" on the turret in question, a bit like when Dragoons freeze.

I thought that it was allowed now on iCCup..
fanatacist
Profile Blog Joined August 2007
10319 Posts
August 18 2009 17:47 GMT
#22
I don't think ICCup is a tournament...
Peace~
Shadowfury333
Profile Blog Joined March 2008
Canada314 Posts
Last Edited: 2009-08-18 17:48:32
August 18 2009 17:47 GMT
#23
From iCCup rules:
Bugs/tricks in game:

Allowed to use:
...
— Observer Over turret


Yes, it is allowed on iCCup.
Darkness called...but I was on the phone, so I missed him. I tried to *69 darkness, but his machine picked up. I yelled "Pick up the phone, Darkness", but he ignored me. Darkness must have been screening his calls.
fanatacist
Profile Blog Joined August 2007
10319 Posts
August 18 2009 17:49 GMT
#24
On August 19 2009 02:47 fanatacist wrote:
I don't think ICCup is a tournament...

Peace~
NightmareHack
Profile Joined August 2009
Germany3 Posts
August 18 2009 17:49 GMT
#25
If u got Problems with that glitch just move out ur marines or ur other units u have in cargo and attack that building or air unit then the problem must be gone ^^

If u have other Problems = Dont think complicatedly, just chill and look for a easy and comfortable key :D
어떤 관용, 즉 ; Keine Gnade, kein Erbarmen ; Nessuna clemenza, Che non è ; Hayir acisami, bu demektirki ; No mercy ; اى عفو, لا ;
fanatacist
Profile Blog Joined August 2007
10319 Posts
August 18 2009 17:53 GMT
#26
On August 19 2009 02:49 NightmareHack wrote:
If u got Problems with that glitch just move out ur marines or ur other units u have in cargo and attack that building or air unit then the problem must be gone ^^

If u have other Problems = Dont think complicatedly, just chill and look for a easy and comfortable key :D

o_o;
Peace~
zatic
Profile Blog Joined September 2007
Zurich15328 Posts
August 18 2009 17:54 GMT
#27
On August 19 2009 02:49 fanatacist wrote:
Show nested quote +
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?
ModeratorI know Teamliquid is known as a massive building
jtype
Profile Blog Joined April 2009
England2167 Posts
August 18 2009 17:57 GMT
#28
On August 19 2009 02:47 fanatacist wrote:
I don't think ICCup is a tournament...


No, it's not "a tournament", but it does host many tournaments.
fanatacist
Profile Blog Joined August 2007
10319 Posts
August 18 2009 17:58 GMT
#29
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?

Really? I always see "no obs over turret" in foreigner tournaments, and I don't remember the last time anyone has used it in a progame so I just assumed that it was illegal.
Peace~
natturner
Profile Blog Joined June 2008
342 Posts
August 18 2009 17:58 GMT
#30
i believe turret freezing was banned but then they unbanned it since u can spam Stop to unfreeze the turret. that's what i heard anyway. never heard of bunker freezing. show me and i'll believe u
This nigga done stole my bike.
Ian Ian Ian
Profile Blog Joined August 2009
915 Posts
Last Edited: 2009-08-18 18:07:40
August 18 2009 17:59 GMT
#31
http://repdepot.net/download.php?type=rep&id=19083&name=IanIanIan vs Epsilon Squadron.rep

http://repdepot.net/download.php?type=rep&id=19084&name=IanIanIan vs Epsilon Squadron.rep

http://repdepot.net/download.php?type=rep&id=19085&name=1 players - T.rep

There, try those out. Don't speed the replays up, it glitches

The first shows valkyrie's doing a double bunk freeze. And later on the weird glitch with probes. It's longer.

Second shows bunk freezes on a bunk with rines (hero i think) and hero ghosts. Both down with corsairs.

Third is just a weird one that I can't replicate that often. I'm pretty sure that it has something to do with where you drop and you have to keep workers in the dship, but idk
StorrZerg
Profile Blog Joined February 2008
United States13919 Posts
August 18 2009 18:00 GMT
#32
On August 19 2009 02:58 fanatacist wrote:
Show nested quote +
On August 19 2009 02:54 zatic wrote:
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?

Really? I always see "no obs over turret" in foreigner tournaments, and I don't remember the last time anyone has used it in a progame so I just assumed that it was illegal.


pwned

i think its kinda pointless to use anyways since its easy to avoid.
Hwaseung Oz fan for life. Swing out, always swing out.
Phelix
Profile Blog Joined July 2008
1931 Posts
August 18 2009 18:11 GMT
#33
Northern Ireland's bunker is hero Marines.

Did you guys have an explanation for the ghost and CC bug when attacking Belarus with Ukraine? That bug is a weird one too, and I don't think vision is the reason, simply because normal ghosts have longer range than hero ghosts.
Venture Capital is better off spent on lottery tickets rather than investing in E-Sports; you'll get a far better return. The difference is simple: Koreans are tryharding at the game, foreigners are tryharding in real-life.
Ian Ian Ian
Profile Blog Joined August 2009
915 Posts
Last Edited: 2009-08-18 18:16:17
August 18 2009 18:15 GMT
#34
Something to do with worker units is what we decided. We worked on this for a couple days weeks ago but coudn't figure it out. Which is why I brought it here. And the ghosts in that bunk are normal not hero.

And idk if they are hero. Gols and goons can snipe it. Meanwhile tanks have trouble sniping most irish bunks. Sooo I don't think they are hero
dhe95
Profile Blog Joined December 2008
United States1213 Posts
August 18 2009 18:24 GMT
#35
On August 19 2009 02:47 fanatacist wrote:
I don't think ICCup is a tournament...

REALLY? tell that to the many people noobbashing/cheesing just so they can have an easy win!

And won't terrans usually build a turret next to their bunker (stop a lurker break, defend muta harass, tvt contains)
fanatacist
Profile Blog Joined August 2007
10319 Posts
August 18 2009 18:27 GMT
#36
On August 19 2009 03:24 dhe95 wrote:
Show nested quote +
On August 19 2009 02:47 fanatacist wrote:
I don't think ICCup is a tournament...

REALLY? tell that to the many people noobbashing/cheesing just so they can have an easy win!

And won't terrans usually build a turret next to their bunker (stop a lurker break, defend muta harass, tvt contains)

It's a ladder not a tournament.
Peace~
Ian Ian Ian
Profile Blog Joined August 2009
915 Posts
August 18 2009 18:27 GMT
#37
On August 19 2009 03:24 dhe95 wrote:
Show nested quote +
On August 19 2009 02:47 fanatacist wrote:
I don't think ICCup is a tournament...

REALLY? tell that to the many people noobbashing/cheesing just so they can have an easy win!

And won't terrans usually build a turret next to their bunker (stop a lurker break, defend muta harass, tvt contains)


I could actually freeze both of those simultaneously if you wanted
fanatacist
Profile Blog Joined August 2007
10319 Posts
August 18 2009 18:29 GMT
#38
When can we see some screencaps/vods? I am not going to look through those replays at fastest speed -_-;
Peace~
Comeh
Profile Blog Joined July 2008
United States18918 Posts
August 18 2009 18:30 GMT
#39
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?

I believe it was stork, who did it without realizing that it was banned. I think they warned him, or something along those lines, but he wasn't punished. Can't remember for my life who it was against though.
ヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノDELETE ICEFROGヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(
Ian Ian Ian
Profile Blog Joined August 2009
915 Posts
August 18 2009 18:35 GMT
#40
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..?
fanatacist
Profile Blog Joined August 2007
10319 Posts
August 18 2009 18:38 GMT
#41
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.
Peace~
Phelix
Profile Blog Joined July 2008
1931 Posts
August 18 2009 18:39 GMT
#42
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.
Venture Capital is better off spent on lottery tickets rather than investing in E-Sports; you'll get a far better return. The difference is simple: Koreans are tryharding at the game, foreigners are tryharding in real-life.
Ian Ian Ian
Profile Blog Joined August 2009
915 Posts
August 18 2009 18:41 GMT
#43
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.. :/
deathgod6
Profile Blog Joined January 2008
United States5064 Posts
August 18 2009 18:41 GMT
#44
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.
4.0 GPA = A rank 5.0 GPA = Olympic --------- Bisu, Best, Fantasy. i ♥ oov. They can get in my BoxeR anyday.
integral
Profile Blog Joined February 2009
United States3156 Posts
Last Edited: 2009-08-18 19:15:15
August 18 2009 19:10 GMT
#45
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.
integral
Profile Blog Joined February 2009
United States3156 Posts
Last Edited: 2009-08-18 19:25:00
August 18 2009 19:21 GMT
#46
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.
StalkerSC
Profile Blog Joined April 2009
Canada378 Posts
August 18 2009 19:21 GMT
#47
I've never heard of this bug but yeah, It is interesting, thanks for the heads up:D
IIf your good at Starcraft, Your good at life. - Artosis
StorrZerg
Profile Blog Joined February 2008
United States13919 Posts
August 18 2009 19:31 GMT
#48
Everyone is to lazy, or busy, or is incapable of getting on bnet. thats funny
Hwaseung Oz fan for life. Swing out, always swing out.
MutaDoom
Profile Blog Joined January 2009
Canada1163 Posts
August 18 2009 19:43 GMT
#49
On August 19 2009 04:31 StorrZerg wrote:
Everyone is to lazy, or busy, or is incapable of getting on bnet. thats funny

integral
Profile Blog Joined February 2009
United States3156 Posts
August 18 2009 19:45 GMT
#50
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
integral
Profile Blog Joined February 2009
United States3156 Posts
August 18 2009 20:03 GMT
#51
I took some screenshots too.

overlord bunker freeze
[image loading]


dual turret freeze with mutas
[image loading]


dual bunker freeze with mutas
[image loading]

[image loading]

lings unharmed
[image loading]
Phelix
Profile Blog Joined July 2008
1931 Posts
August 18 2009 20:12 GMT
#52
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.
Venture Capital is better off spent on lottery tickets rather than investing in E-Sports; you'll get a far better return. The difference is simple: Koreans are tryharding at the game, foreigners are tryharding in real-life.
Pioneer
Profile Joined December 2008
994 Posts
August 18 2009 20:13 GMT
#53
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.
integral
Profile Blog Joined February 2009
United States3156 Posts
August 18 2009 20:24 GMT
#54
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.
ketomai
Profile Joined June 2007
United States2789 Posts
August 18 2009 21:04 GMT
#55
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.
integral
Profile Blog Joined February 2009
United States3156 Posts
Last Edited: 2009-08-18 21:27:57
August 18 2009 21:20 GMT
#56
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.
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
Last Edited: 2009-08-18 21:40:47
August 18 2009 21:34 GMT
#57
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
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
integral
Profile Blog Joined February 2009
United States3156 Posts
August 18 2009 21:36 GMT
#58
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.
Nevuk
Profile Blog Joined March 2009
United States16280 Posts
Last Edited: 2009-08-18 22:01:12
August 18 2009 22:00 GMT
#59
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.
Ganfei
Profile Blog Joined August 2008
Taiwan1439 Posts
August 18 2009 22:16 GMT
#60
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
You are crushing me like a cheese sandwich
andiCR
Profile Blog Joined March 2008
Costa Rica2273 Posts
August 18 2009 22:32 GMT
#61
so.. i could do this with sairs over bunkers/turrets amirite?
I suppose you should move ur units with M->click, otherwise they'll attack, right?

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.
d(O.o)a
Profile Blog Joined June 2008
Canada5066 Posts
August 18 2009 22:46 GMT
#62
On August 19 2009 07:32 never_toss wrote:
so.. i could do this with sairs over bunkers/turrets amirite?
I suppose you should move ur units with M->click, otherwise they'll attack, right?



yeah or you could ally and right click, totally un-necessary but I could actually see it happening in a play/obs game on USWest or USEast where T tries to do allied mines and Z tries to stall turret or bunk like that (It'd never happen but it would be hilarious the game ending that way)
Hi.
integral
Profile Blog Joined February 2009
United States3156 Posts
August 18 2009 22:54 GMT
#63
On August 19 2009 07:32 never_toss wrote:
so.. i could do this with sairs over bunkers/turrets amirite?
I suppose you should move ur units with M->click, otherwise they'll attack, right?


Yes, you have to spam m+click for air-to-ground attack units. Sairs and valks and devourers and scourge you can just spam right click.

Unfortunately, I can't think of a time when you would have sairs in PvT that would make this useful. Scouts would be a more likely application, and scouts aren't exactly common ... lol. I think the only matchup where this has potentially game-changing (or rule-changing) application is in TvZ.
TheFoReveRwaR
Profile Blog Joined May 2006
United States10657 Posts
August 18 2009 22:57 GMT
#64
On August 19 2009 07:00 Nevuk wrote:
Show nested quote +
On August 19 2009 02:38 fanatacist wrote:
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.

Stork wasnt DQed the game was replayed.
Being healthy, it has been said, really consists of having the same disease as everybody else.
hifriend
Profile Blog Joined June 2009
China7935 Posts
August 18 2009 23:03 GMT
#65
Hm this is a pretty big deal seeing as it works in melee as well. How wasn't this discovered til now?
TheFoReveRwaR
Profile Blog Joined May 2006
United States10657 Posts
August 18 2009 23:06 GMT
#66
Because its so rare that its not a big deal at all I mean its impossible to actually base a tactical manuever on this, unlike turret stalling with an ob.
Being healthy, it has been said, really consists of having the same disease as everybody else.
integral
Profile Blog Joined February 2009
United States3156 Posts
August 18 2009 23:16 GMT
#67
On August 19 2009 08:06 TheFoReveRwaR wrote:
Because its so rare that its not a big deal at all I mean its impossible to actually base a tactical manuever on this, unlike turret stalling with an ob.

What are you talking about? At least two full bunkers side-by-side can be completely neutralized by two mutalisks, then you can kill those bunkers with anything else. Observer over turret can be easily countered by rearranging the turret angle by pressing stop, bunker freezes cannot.

It doesn't take a tactical genius to see how effective this can be.
TheFoReveRwaR
Profile Blog Joined May 2006
United States10657 Posts
Last Edited: 2009-08-18 23:44:53
August 18 2009 23:26 GMT
#68
On August 19 2009 08:16 integral wrote:
Show nested quote +
On August 19 2009 08:06 TheFoReveRwaR wrote:
Because its so rare that its not a big deal at all I mean its impossible to actually base a tactical manuever on this, unlike turret stalling with an ob.

What are you talking about? At least two full bunkers side-by-side can be completely neutralized by two mutalisks, then you can kill those bunkers with anything else. Observer over turret can be easily countered by rearranging the turret angle by pressing stop, bunker freezes cannot.

It doesn't take a tactical genius to see how effective this can be.

Because the vast majority of the time the bunkers won't be stalled at all....was that too hard to understand?
Being healthy, it has been said, really consists of having the same disease as everybody else.
StRyKeR
Profile Blog Joined January 2006
United States1739 Posts
Last Edited: 2009-08-18 23:40:56
August 18 2009 23:38 GMT
#69
If the terran's guarding with 3 bunkers, I doubt that you can get mutalisks to stall the bunkers. I bet the mutas would die even without getting close to the bunker.

I suppose you can bring like 6 mutas to stall 3 bunkers, but then clumped air units spread apart, so it'd be even harder to stall the bunkers.

It's cool in theory but unless I see an example of someone with not-so-godly micro pull it off, I'm not gonna consider it practical.

Not to mention, there's probably going to be turrets and other stuff around the bunkers. One lone bunker is feasible, but under normal circumstances, I don't see it as being practical.
Ars longa, vita brevis, principia aeturna.
integral
Profile Blog Joined February 2009
United States3156 Posts
Last Edited: 2009-08-18 23:57:17
August 18 2009 23:45 GMT
#70
On August 19 2009 08:26 TheFoReveRwaR wrote:
Show nested quote +
On August 19 2009 08:16 integral wrote:
On August 19 2009 08:06 TheFoReveRwaR wrote:
Because its so rare that its not a big deal at all I mean its impossible to actually base a tactical manuever on this, unlike turret stalling with an ob.

What are you talking about? At least two full bunkers side-by-side can be completely neutralized by two mutalisks, then you can kill those bunkers with anything else. Observer over turret can be easily countered by rearranging the turret angle by pressing stop, bunker freezes cannot.

It doesn't take a tactical genius to see how effective this can be.

Because the vast majority of the time the bunkers won't be stalled at all....was that too hard to understand?

What are you even talking about? The bunkers freeze every time... this isn't some flip a coin thing, this is something I do on a daily basis.

On August 19 2009 08:38 StRyKeR wrote:
If the terran's guarding with 3 bunkers, I doubt that you can get mutalisks to stall the bunkers. I bet the mutas would die even without getting close to the bunker.

I suppose you can bring like 6 mutas to stall 3 bunkers, but then clumped air units spread apart, so it'd be even harder to stall the bunkers.

It's cool in theory but unless I see an example of someone with not-so-godly micro pull it off, I'm not gonna consider it practical.

Not to mention, there's probably going to be turrets and other stuff around the bunkers. One lone bunker is feasible, but under normal circumstances, I don't see it as being practical.


I don't have godly micro, I'm a UMS player... a D level player on Iccup and I can do this consistently. Dual turret and bunker freezes are a part of my daily gaming routine, certain countries in diplo greatly benefit from doing it.

Yes it's currently theory in melee... especially since no one seems to know about this trick except for a small part of the diplo community. But it's really not too hard to imagine a zerg backstabbing a terran who only has static defense around, is it? Besides, any terran who doesn't know how to rearrange turrets to fire at a unit on top of them is going to be at a severe disadvantage if/when a zerg freezes their turrets with mutas. Even if they do, and the zerg saves only a few turret hits worth of hitpoints, god knows how many games have come down to just a few hitpoints.

Also, I don't know about you but the only game I remember someone making three bunkers close together was leta vs type-b. And I imagine a zerg who practiced this trick, like the guy who practiced marine micro vs lurkers, could make a pretty big splash doing multiple-bunker freezes with perfect timing. Sure, dodging lurker spines isn't very practical, unless you have one marine left and they have one lurker left.
TheFoReveRwaR
Profile Blog Joined May 2006
United States10657 Posts
Last Edited: 2009-08-18 23:48:33
August 18 2009 23:47 GMT
#71
On August 19 2009 08:45 integral wrote:
Show nested quote +
On August 19 2009 08:26 TheFoReveRwaR wrote:
On August 19 2009 08:16 integral wrote:
On August 19 2009 08:06 TheFoReveRwaR wrote:
Because its so rare that its not a big deal at all I mean its impossible to actually base a tactical manuever on this, unlike turret stalling with an ob.

What are you talking about? At least two full bunkers side-by-side can be completely neutralized by two mutalisks, then you can kill those bunkers with anything else. Observer over turret can be easily countered by rearranging the turret angle by pressing stop, bunker freezes cannot.

It doesn't take a tactical genius to see how effective this can be.

Because the vast majority of the time the bunkers won't be stalled at all....was that too hard to understand?

What are you even talking about? The bunkers freeze every time...

Not if the muta dies. Which would be the norm as stryker said.
Being healthy, it has been said, really consists of having the same disease as everybody else.
cgrinker
Profile Blog Joined December 2007
United States3824 Posts
August 18 2009 23:49 GMT
#72
Pics or it didn't happen err doesn't happen
TheFoReveRwaR
Profile Blog Joined May 2006
United States10657 Posts
August 18 2009 23:54 GMT
#73
On August 19 2009 08:49 cgrinker wrote:
Pics or it didn't happen err doesn't happen

Pics have been posted
Being healthy, it has been said, really consists of having the same disease as everybody else.
integral
Profile Blog Joined February 2009
United States3156 Posts
August 19 2009 00:04 GMT
#74
Why would the muta die every time unless you couldn't attack anyway? A full health mutalisk will not die to a 4-marine bunker if the player freezes it accurately, and until the mutalisk dies or the bunker is unloaded/reloaded nothing else will take any damage from that bunker. It's not like it takes a long time for lings to kill a bunker, a second or two of marines not firing could very well be the critical difference in a game.
Ganfei
Profile Blog Joined August 2008
Taiwan1439 Posts
Last Edited: 2009-08-19 05:19:23
August 19 2009 05:18 GMT
#75
The muta would die every time because that fool will argue with you until he dies from old age. That guy argues until his "opponent" decides to give up, so it's pointless to try to do so. Of course the muta can get to the bunker without dying. And I'll gladly use 4 mutas on 2 bunkers to ensure my ling lurker army will beat the bunkers in my backstab.
You are crushing me like a cheese sandwich
IceCube
Profile Blog Joined June 2009
Croatia1403 Posts
August 19 2009 07:34 GMT
#76
On August 19 2009 02:08 fanatacist wrote:
If it never happens in melee then it's irrelevant imo.

For me too, sry.
Forever Vulture.. :(
integral
Profile Blog Joined February 2009
United States3156 Posts
August 19 2009 07:51 GMT
#77
On August 19 2009 16:34 IceCube wrote:
Show nested quote +
On August 19 2009 02:08 fanatacist wrote:
If it never happens in melee then it's irrelevant imo.

For me too, sry.

Read the thread, ffs.
Badjas
Profile Blog Joined October 2008
Netherlands2038 Posts
August 19 2009 08:17 GMT
#78
On August 19 2009 08:38 StRyKeR wrote:
I suppose you can bring like 6 mutas to stall 3 bunkers, but then clumped air units spread apart, so it'd be even harder to stall the bunkers.

The muta's wouldn't need to clump all together over the bunkers, a couple of muta's or other units can be used to draw fire first while individual mutas go for the stall.

Useful, only if this really works in general, not ust on a specific version of a specific map.
I <3 the internet, I <3 you
Live2Win *
Profile Blog Joined July 2004
United States6657 Posts
August 19 2009 08:59 GMT
#79
On August 19 2009 04:45 integral wrote:
Show nested quote +
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

Ok I checked out the replay.

That was fucking amazing.... seriously I can't believe this hasn't been abused yet!

I see this EXTREMELY useful in ZvT, in multiple scenarios, the first one being a really useful one in my opinion.

1) Defending bunker rushes. If a terran tries to bunker rush you with SCVs, a lot of times it's a battle of preventing marines from getting into that bunker. Well if you can get your Overlord to cover that bunker and freezeit, that gives you plenty of time to put up a defense and neutralizing his bunker rush.

2) Attacking defensive terrans with bunker line, as a low-econ zerg. If you're playing as low-econ zerg, and you need to break his FE but he's defending with bunkers, and you know u can break him wide open if you just break his defense once, this could be a really worth-while thing to try. If you're going muta/ling just place a single mutalisk on top of each bunker and those bunkers are completely neutralized.

3) If you're going for a counter-attack while the terran's main forces are attacking your base, you could upgrade ovie-speed and bring in 4/5 overlords with your main army and cut his defense in half by neutralizing the bunkers and turrets....

Seeing as how the freezes were done so easily and multiple times I think with a little practice this could be used as often as stop-lurkers. Infact I could see this being the next "new micro thing" like muta-stacking or patrol-micro or valkyrie-backfiring has become over the last few years.
SAY YES TO STIM KIDS!!! XD
SilverSkyLark
Profile Blog Joined April 2008
Philippines8437 Posts
August 19 2009 09:54 GMT
#80
well, maybe we haven't seen this because bunkers and stuff that can go on top of it and stuff that gets to drop other stuff rarely come together.
"If i lost an arm, I would play w3." -IntoTheWow || "Member of Hyuk Hyuk Hyuk cafe. He's the next Jaedong, baby!"
TheFoReveRwaR
Profile Blog Joined May 2006
United States10657 Posts
Last Edited: 2009-08-19 11:16:58
August 19 2009 10:14 GMT
#81
On August 19 2009 14:18 NoobsOfWrath wrote:
The muta would die every time because that fool will argue with you until he dies from old age. That guy argues until his "opponent" decides to give up, so it's pointless to try to do so. Of course the muta can get to the bunker without dying. And I'll gladly use 4 mutas on 2 bunkers to ensure my ling lurker army will beat the bunkers in my backstab.

Lol ...fuck you.

But you also completely suck at broodwar(even more than me). So who really cares what you'd do? BoX tvz me T? Feel free to bunker stall all you want.
Being healthy, it has been said, really consists of having the same disease as everybody else.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
August 19 2009 11:12 GMT
#82
ok so I saw the pics on page 3 and this seems to work, how exactly do you do it?
Is it practical in a real game?
If so, How do you counter it?
..and then I would, ya know, check em'. (Aka SpoR)
Lancaster
Profile Joined August 2009
Canada12 Posts
August 19 2009 13:36 GMT
#83
Wow! That's happened to me when I was playing against the CPU. The Missile Turret didn't shoot my Observer or Scouts when I flew on it. This must be a strange glitch.
We do what we must because we can.
d_so
Profile Blog Joined December 2007
Korea (South)3262 Posts
August 19 2009 13:54 GMT
#84
i know this cool glitch where you can take ur marines out of the bunkers and group them with other units that are not in your bunkers and then target the unit flying over your bunker. it's called focus fire
manner
StorrZerg
Profile Blog Joined February 2008
United States13919 Posts
August 19 2009 14:05 GMT
#85
damn so it is true. this stuff is so weird..
Hwaseung Oz fan for life. Swing out, always swing out.
integral
Profile Blog Joined February 2009
United States3156 Posts
Last Edited: 2009-08-19 15:46:57
August 19 2009 15:46 GMT
#86
On August 19 2009 20:12 CharlieMurphy wrote:
ok so I saw the pics on page 3 and this seems to work, how exactly do you do it?

m+click until the unit is centered over the bunker. It's very simple, anyone can do it with a little practice.

Is it practical in a real game?

Possibly. I don't play melee, but I imagine someone with a little creativity could develop a ZvT build order that would force a bunker that could then be exploited. The situation it's extremely dangerous for the terran is if they have one or two bunkers full of marines but their marine force is elsewhere. At this point mutas could then freeze the bunkers and what ordinarily would've been more than enough defense would break to even a small ling force.

If so, How do you counter it?

Killing the muta on top of the bunker is the only way to get the bunkered marines to retarget without unloading them and reloading them.
integral
Profile Blog Joined February 2009
United States3156 Posts
Last Edited: 2009-08-19 15:53:57
August 19 2009 15:52 GMT
#87
On August 19 2009 17:59 Live2Win wrote:
Show nested quote +
On August 19 2009 04:45 integral wrote:
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

Ok I checked out the replay.

That was fucking amazing.... seriously I can't believe this hasn't been abused yet!

I see this EXTREMELY useful in ZvT, in multiple scenarios, the first one being a really useful one in my opinion.

1) Defending bunker rushes. If a terran tries to bunker rush you with SCVs, a lot of times it's a battle of preventing marines from getting into that bunker. Well if you can get your Overlord to cover that bunker and freezeit, that gives you plenty of time to put up a defense and neutralizing his bunker rush.

2) Attacking defensive terrans with bunker line, as a low-econ zerg. If you're playing as low-econ zerg, and you need to break his FE but he's defending with bunkers, and you know u can break him wide open if you just break his defense once, this could be a really worth-while thing to try. If you're going muta/ling just place a single mutalisk on top of each bunker and those bunkers are completely neutralized.

3) If you're going for a counter-attack while the terran's main forces are attacking your base, you could upgrade ovie-speed and bring in 4/5 overlords with your main army and cut his defense in half by neutralizing the bunkers and turrets....

Seeing as how the freezes were done so easily and multiple times I think with a little practice this could be used as often as stop-lurkers. Infact I could see this being the next "new micro thing" like muta-stacking or patrol-micro or valkyrie-backfiring has become over the last few years.


Unfortunately overlords are not combat units and bunkers will retarget to combat units from them, pretty sure they retarget to drones too. However, an overlord over a bunker will probably get targeted before a hatchery would, which means as long as the zerg can keep that overlord alive (by killing the marines that have to be outside of the bunker to target the overlord) an overlord could in some situations prevent a hatchery from being fired on.

The real potential is in using combat units to freeze since under no circumstances would the bunker be able to retarget without unloading, and turrets would have to be manually controlled.
StRyKeR
Profile Blog Joined January 2006
United States1739 Posts
August 19 2009 16:34 GMT
#88
In the case of a bunker rush, Terrans can counter an overlord bunker freeze by just unloading marines, sniping overlord, and getting back in.
Ars longa, vita brevis, principia aeturna.
integral
Profile Blog Joined February 2009
United States3156 Posts
August 19 2009 16:52 GMT
#89
Yeah it's probably not too practical since you'd most likely lose the overlord, but even so I could see it being useful in delaying the terran in very rare circumstances. Marines that make it into the bunker for a bunker rush are often low hp, having to unload them to snipe the overlord could potentially allow the zerg to kill them. Using overlords, especially slow overlords, would just be a cute trick more than anything else.
Ian Ian Ian
Profile Blog Joined August 2009
915 Posts
August 19 2009 16:56 GMT
#90
Wow spend a day out on the town and this stuff gets so out of hand. Kudos to intergral for keeping things alive. When I mentioned that "it only seemed to work on bunkers with normal ghosts" or whatever, I was talking about the weird probe glitch. Because to my knowledge, we haven't been able to replicate that anywhere else. I'll update the first post with screenshots/replays etc. now.

And you guys have to remember, bunkers only don't retarget if the unit freezing is a combat unit. Or in some bizarre scenario's, a dropship ith a worker in it :s

I'm actually sort of surprised nobody knows about this
qrs
Profile Blog Joined December 2007
United States3637 Posts
Last Edited: 2009-08-19 17:07:49
August 19 2009 17:07 GMT
#91
On August 19 2009 07:46 d(O.o)a wrote:
Show nested quote +
On August 19 2009 07:32 never_toss wrote:
so.. i could do this with sairs over bunkers/turrets amirite?
I suppose you should move ur units with M->click, otherwise they'll attack, right?



yeah or you could ally and right click, totally un-necessary but I could actually see it happening in a play/obs game on USWest or USEast where T tries to do allied mines and Z tries to stall turret or bunk like that (It'd never happen but it would be hilarious the game ending that way)

how would the game end? both of them check "allied victory?"
'As per the American Heart Association, the beat of the Bee Gees song "Stayin' Alive" provides an ideal rhythm in terms of beats per minute to use for hands-only CPR. One can also hum Queen's "Another One Bites The Dust".' —Wikipedia
GHOSTCLAW
Profile Blog Joined February 2008
United States17042 Posts
August 19 2009 17:08 GMT
#92
the rep in melee is pretty freaking cool. Go watch it, come back, and tell us it isn't useful.

that being said, op needs to be edited >.>
PhotographerLiquipedia. Drop me a pm if you've got questions/need help.
GHOSTCLAW
Profile Blog Joined February 2008
United States17042 Posts
August 19 2009 17:10 GMT
#93
On August 20 2009 01:34 StRyKeR wrote:
In the case of a bunker rush, Terrans can counter an overlord bunker freeze by just unloading marines, sniping overlord, and getting back in.


yes, although that dosen't sound easy/practical when you're talking about the standard 8 rax -> bunker, as it allows a few more seconds for the lings/drones to get close.
PhotographerLiquipedia. Drop me a pm if you've got questions/need help.
integral
Profile Blog Joined February 2009
United States3156 Posts
Last Edited: 2009-08-19 17:30:24
August 19 2009 17:28 GMT
#94
On August 20 2009 01:56 Ian Ian Ian wrote:
Wow spend a day out on the town and this stuff gets so out of hand. Kudos to intergral for keeping things alive. When I mentioned that "it only seemed to work on bunkers with normal ghosts" or whatever, I was talking about the weird probe glitch. Because to my knowledge, we haven't been able to replicate that anywhere else. I'll update the first post with screenshots/replays etc. now.

And you guys have to remember, bunkers only don't retarget if the unit freezing is a combat unit. Or in some bizarre scenario's, a dropship ith a worker in it :s

I'm actually sort of surprised nobody knows about this

It's still not clear, ian, since you said combat unit in your initial post.. The glitch we're still trying to figure out is why combat units outside of a dropship don't get targeted but a noncombat unit inside a dropship does. The way you wrote it you're asking a question we both already know the answer to.

Glad you edited the OP though, was getting tired of the kids thinking it didn't work in melee.
Ian Ian Ian
Profile Blog Joined August 2009
915 Posts
Last Edited: 2009-08-19 17:45:25
August 19 2009 17:38 GMT
#95
Okay I edited it again.

And really this has nothing at all to do with triggers, idk why it would work in one map and not another.

And if freezing a turret with an obs has a use then this certainly does. Neutralizing a bunker can be.. huge?

Also, a little detail that I might add. I'm pretty positive that for the bunker to get frozen, it has to be targetting the unit that is going to freeze it before it actually gets frozen. If you watch my second replay you'll see me mess up once because both bunkers target the same valk. So, sending a swarm of muta's to freeze 3 bunks would be very tricky. You could also theoretically refreeze the bunker very quickly if the terran player unloads/reloads.
integral
Profile Blog Joined February 2009
United States3156 Posts
August 19 2009 17:48 GMT
#96
Hell, if I can freeze two bunkers, I'm sure any decent player with a little timing practice could freeze more. But I rarely see more than one or two bunkers anyway.
Live2Win *
Profile Blog Joined July 2004
United States6657 Posts
August 19 2009 17:58 GMT
#97
On August 20 2009 00:52 integral wrote:
Show nested quote +
On August 19 2009 17:59 Live2Win wrote:
On August 19 2009 04:45 integral wrote:
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

Ok I checked out the replay.

That was fucking amazing.... seriously I can't believe this hasn't been abused yet!

I see this EXTREMELY useful in ZvT, in multiple scenarios, the first one being a really useful one in my opinion.

1) Defending bunker rushes. If a terran tries to bunker rush you with SCVs, a lot of times it's a battle of preventing marines from getting into that bunker. Well if you can get your Overlord to cover that bunker and freezeit, that gives you plenty of time to put up a defense and neutralizing his bunker rush.

2) Attacking defensive terrans with bunker line, as a low-econ zerg. If you're playing as low-econ zerg, and you need to break his FE but he's defending with bunkers, and you know u can break him wide open if you just break his defense once, this could be a really worth-while thing to try. If you're going muta/ling just place a single mutalisk on top of each bunker and those bunkers are completely neutralized.

3) If you're going for a counter-attack while the terran's main forces are attacking your base, you could upgrade ovie-speed and bring in 4/5 overlords with your main army and cut his defense in half by neutralizing the bunkers and turrets....

Seeing as how the freezes were done so easily and multiple times I think with a little practice this could be used as often as stop-lurkers. Infact I could see this being the next "new micro thing" like muta-stacking or patrol-micro or valkyrie-backfiring has become over the last few years.


Unfortunately overlords are not combat units and bunkers will retarget to combat units from them, pretty sure they retarget to drones too. However, an overlord over a bunker will probably get targeted before a hatchery would, which means as long as the zerg can keep that overlord alive (by killing the marines that have to be outside of the bunker to target the overlord) an overlord could in some situations prevent a hatchery from being fired on.

The real potential is in using combat units to freeze since under no circumstances would the bunker be able to retarget without unloading, and turrets would have to be manually controlled.

mmmm.... I guess that changes a lot then. I'm gonna juggle my brain a little with this and see what can be imba with this.
SAY YES TO STIM KIDS!!! XD
GunSlinger
Profile Joined June 2006
614 Posts
August 19 2009 18:49 GMT
#98
Well, this is just a small piece of an even bigger glitch I think. I've had it where I've told a hydralisk to hold position while attacking a rax/depot wall and when a unit with greater range (usually a tank) begins to attack it it just freezes up. Even if the depot it was previously attacking is still in range.

If you think about it, this is probably how the lurker-hold trick works as well. The version where you tell it to attack a building under the fog of war, of course.

This is starting to look like a problem Blizzard should fix. Since the observer-over-turret glitch is banned from most leagues and as far as I know, so is the lurker-hold. I mean, the ability to put a defensive structure such as a bunker out of commision? That's imbalanced. Ridiculously so if you think about trying to do this with a unit as cheap as scourge and 8 lings or so. One scourge for each bunker, take the bunkers down with the lings and then the expo is easy pickings. Where as, without using this glitch even one bunker would own those lings. And I shudder to imagine what lurkers could do to natural expos if people where to learn how to exploit this properly.
Ian Ian Ian
Profile Blog Joined August 2009
915 Posts
August 19 2009 19:01 GMT
#99
Scourges would die, but you have the idea
andiCR
Profile Blog Joined March 2008
Costa Rica2273 Posts
August 20 2009 16:17 GMT
#100
On August 19 2009 07:54 integral wrote:
Show nested quote +
On August 19 2009 07:32 never_toss wrote:
so.. i could do this with sairs over bunkers/turrets amirite?
I suppose you should move ur units with M->click, otherwise they'll attack, right?


Yes, you have to spam m+click for air-to-ground attack units. Sairs and valks and devourers and scourge you can just spam right click.

Unfortunately, I can't think of a time when you would have sairs in PvT that would make this useful. Scouts would be a more likely application, and scouts aren't exactly common ... lol. I think the only matchup where this has potentially game-changing (or rule-changing) application is in TvZ.

Since sairs are way cheaper than scouts lol, i would find this usefull as a break attack. Just like the bulldog, 1 or 2 sairs could help screw the defense over.

Plus, it would be way better to spam right click than M click on that matter
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.
Ian Ian Ian
Profile Blog Joined August 2009
915 Posts
August 20 2009 18:27 GMT
#101
True. I think right clicking makes it 100x easier. Since if you M and click the units randomly veer off course.
Ganfei
Profile Blog Joined August 2008
Taiwan1439 Posts
Last Edited: 2009-08-20 18:36:43
August 20 2009 18:33 GMT
#102
On August 19 2009 19:14 TheFoReveRwaR wrote:
Show nested quote +
On August 19 2009 14:18 NoobsOfWrath wrote:
The muta would die every time because that fool will argue with you until he dies from old age. That guy argues until his "opponent" decides to give up, so it's pointless to try to do so. Of course the muta can get to the bunker without dying. And I'll gladly use 4 mutas on 2 bunkers to ensure my ling lurker army will beat the bunkers in my backstab.

Lol ...fuck you.

But you also completely suck at broodwar(even more than me). So who really cares what you'd do? BoX tvz me T? Feel free to bunker stall all you want.


Yes, I suck despite you having no idea who I am nor how I play. Grow up, little kid, just cause someone disagrees with you doesn't mean you have to turn into an Eastie nerd and challenge them to 1v1. Even if you did beat me (you wouldn't but this is a theoretical point) it wouldn't say anything whatsoever about the argument.
You are crushing me like a cheese sandwich
Ian Ian Ian
Profile Blog Joined August 2009
915 Posts
August 20 2009 19:23 GMT
#103
Let's try and keep SC rage out of the topic :/
gumbum8
Profile Blog Joined December 2008
United States721 Posts
August 21 2009 00:53 GMT
#104
I sense a showmatch...
but really, has anyone REALLY been far even as decided to use even go want to do look more like?
koreasilver
Profile Blog Joined June 2008
9109 Posts
August 21 2009 01:14 GMT
#105
Shitttttt.

I'm going to be keeping my second ovie over my nat bridge every ZvT on Destination now.
ActualSteve
Profile Blog Joined April 2009
United States627 Posts
August 21 2009 06:46 GMT
#106
Useful trick.
You are now breathing manually.
Shizuru~
Profile Blog Joined April 2009
Malaysia1676 Posts
Last Edited: 2009-08-21 11:26:33
August 21 2009 11:23 GMT
#107
On August 20 2009 01:34 StRyKeR wrote:
In the case of a bunker rush, Terrans can counter an overlord bunker freeze by just unloading marines, sniping overlord, and getting back in.


Which defeats the entire purpose of having a bunker, if you have to unload marines from it?

On August 19 2009 19:14 TheFoReveRwaR wrote:
Show nested quote +
On August 19 2009 14:18 NoobsOfWrath wrote:
The muta would die every time because that fool will argue with you until he dies from old age. That guy argues until his "opponent" decides to give up, so it's pointless to try to do so. Of course the muta can get to the bunker without dying. And I'll gladly use 4 mutas on 2 bunkers to ensure my ling lurker army will beat the bunkers in my backstab.

Lol ...fuck you.

But you also completely suck at broodwar(even more than me). So who really cares what you'd do? BoX tvz me T? Feel free to bunker stall all you want.


Great contribution to the discussion man, slam that insults and e-penis to everything you refuse to acknowledge.
jello_biafra
Profile Blog Joined September 2004
United Kingdom6635 Posts
August 21 2009 11:37 GMT
#108
On August 21 2009 20:23 Shizuru~ wrote:
Show nested quote +
On August 20 2009 01:34 StRyKeR wrote:
In the case of a bunker rush, Terrans can counter an overlord bunker freeze by just unloading marines, sniping overlord, and getting back in.


Which defeats the entire purpose of having a bunker, if you have to unload marines from it?

Not when they can instantly jump right back in it, also you really wanna take them out to stim them anyway.
The road to hell is paved with good intentions | aka Probert[PaiN] @ iccup / godlikeparagon @ twitch | my BW stream: http://www.teamliquid.net/video/streams/jello_biafra
WhuazGoodJaggah
Profile Blog Joined January 2009
Lesotho777 Posts
August 21 2009 12:32 GMT
#109
On August 21 2009 20:37 jello_biafra wrote:
Show nested quote +
On August 21 2009 20:23 Shizuru~ wrote:
On August 20 2009 01:34 StRyKeR wrote:
In the case of a bunker rush, Terrans can counter an overlord bunker freeze by just unloading marines, sniping overlord, and getting back in.


Which defeats the entire purpose of having a bunker, if you have to unload marines from it?

Not when they can instantly jump right back in it, also you really wanna take them out to stim them anyway.


yeah, stim during a bunker rush
small dicks have great firepower
jello_biafra
Profile Blog Joined September 2004
United Kingdom6635 Posts
August 21 2009 12:38 GMT
#110
On August 21 2009 21:32 WhuazGoodJaggah wrote:
Show nested quote +
On August 21 2009 20:37 jello_biafra wrote:
On August 21 2009 20:23 Shizuru~ wrote:
On August 20 2009 01:34 StRyKeR wrote:
In the case of a bunker rush, Terrans can counter an overlord bunker freeze by just unloading marines, sniping overlord, and getting back in.


Which defeats the entire purpose of having a bunker, if you have to unload marines from it?

Not when they can instantly jump right back in it, also you really wanna take them out to stim them anyway.


yeah, stim during a bunker rush

Well obviously not during the bunk rush, but any standard situation....plus the point remains....take two seconds to pop ovie and jump back in bunk...?
The road to hell is paved with good intentions | aka Probert[PaiN] @ iccup / godlikeparagon @ twitch | my BW stream: http://www.teamliquid.net/video/streams/jello_biafra
Ian Ian Ian
Profile Blog Joined August 2009
915 Posts
August 21 2009 16:51 GMT
#111
For the hundredth time, Ovie's only freeze bunks like any normal building would. COMBAT air units freeze bunks and don't let the bunks retarget to other combat units. You really shouldn't be too afraid of having an ovie freeze your bunk.

If you get frozen by a muta however, when you pop out, your going to get shot at..

Not to mention if a bunk gets frozen the player should immediately be rushing that bunk as it's out of commision. So if you unload oyur surrounded anyways
starfries
Profile Blog Joined July 2009
Canada3508 Posts
August 21 2009 17:06 GMT
#112
I'm surprised this hasn't come up before.. what happens when you get a bunch of mutalisks over a bunker? and does this happen with things like photon cannons?
DJ – do you like ramen, Savior? Savior – not really. Bisu – I eat it often. Flash – I’m a maniac! | Foxer Fighting!
Ian Ian Ian
Profile Blog Joined August 2009
915 Posts
August 21 2009 17:11 GMT
#113
No. this does not work with photon cannons. I'm not sure what you mean by a "bunch of mutalisks over a bunker". It's actually much easier to do it with one mutalisk. Because the mutalisk freezing the bunker has to be the one the bunker is targetting. So if you send a group, the odds of the mutalisk the bunker is targetting being the one gaining a position on top of the bunker is small. That and the stacking would cause the muta's to move and lose their spot.

I was surprised nobody knew about it. Not surprised it didn't come up in melee. Who would try? :s
Deathfate
Profile Joined November 2008
Spain555 Posts
August 25 2009 02:24 GMT
#114
Someone has to try if you put an overlord if the bunker can attack the hatchery (they can drones and lings, but a building?)
Feel the power of the zerg swarm.
Live2Win *
Profile Blog Joined July 2004
United States6657 Posts
August 25 2009 02:31 GMT
#115
On August 25 2009 11:24 Battle wrote:
Someone has to try if you put an overlord if the bunker can attack the hatchery (they can drones and lings, but a building?)

Good question.

Also, do the marines in the bunker retarget if a worker is close by? I know they retarget to any combat unit (assuming an overlord is freezing the bunker), but what about an in-range hatchery or worker unit?
SAY YES TO STIM KIDS!!! XD
integral
Profile Blog Joined February 2009
United States3156 Posts
Last Edited: 2009-08-25 03:25:17
August 25 2009 03:21 GMT
#116
They retarget to a worker, but they will not shoot a hatchery before an overlord. When the bunker was attacking the hatchery it retargeted to an overlord I sent.

Also, unloading and reloading didn't enable bunkered marines to attack the overlord, which is different than when I tested it with my friend with a valkyrie freezing a hero ghost bunker in Diplo Infinity. I don't know why unloading/reloading that unit enabled it to hit the valkyrie while unloading and reloading marines in melee doesn't seem to do anything.
motbob
Profile Blog Joined July 2008
United States12546 Posts
Last Edited: 2009-10-27 10:54:56
October 27 2009 10:30 GMT
#117
BUMP

Horang2 may have proved that this is possible with a zealot over a lurker! He moved a zealot right over the lurk and it stopped firing, even though there was an archon in range!
On October 27 2009 19:52 SnowFantasy wrote:
(im assuming he was going to use splash to kill the lurker because of no detection).

ya
ModeratorGood content always wins.
SnowFantasy
Profile Blog Joined September 2006
4173 Posts
October 27 2009 10:52 GMT
#118
i haven't seen the game so i could be way off but maybe he did hold lurker so it was harder for the p to see where the lurker was.

(im assuming he was going to use splash to kill the lurker because of no detection).
Wala.Revolution
Profile Blog Joined November 2006
7582 Posts
October 27 2009 10:59 GMT
#119
On October 27 2009 19:30 motbob wrote:
BUMP

Horang2 may have proved that this is possible with a zealot over a lurker! He moved a zealot right over the lurk and it stopped firing, even though there was an archon in range!
Show nested quote +
On October 27 2009 19:52 SnowFantasy wrote:
(im assuming he was going to use splash to kill the lurker because of no detection).

ya


my guess is Action stop-lurkered that instant so Horang2 (hopefully) couldn't locate it.
Stuck.
motbob
Profile Blog Joined July 2008
United States12546 Posts
October 27 2009 11:02 GMT
#120
makes sense
ModeratorGood content always wins.
4clovers
Profile Joined July 2007
United States41 Posts
October 27 2009 11:39 GMT
#121
BUMP!!!!!
become the person you wish to be... and the life that such a person lives will find you.
georgir
Profile Joined May 2009
Bulgaria253 Posts
October 27 2009 15:04 GMT
#122
you can not realistically hope to do this against more than one bunker. if there are two, and you approach with two mutas, the freeze will only work if each bunker autotargets the muta that stops over it and not the other muta. which is kinda up to luck... well, maybe with some skill and correct angle of approach you can do it more consistently, but even that is a. and if there are even more units or turrets around, just forget it.
da_head
Profile Blog Joined November 2008
Canada3350 Posts
October 27 2009 16:13 GMT
#123
awesome, another glitch to expose ^^
When they see MC Probe, all the ladies disrobe.
AcrossFiveJulys
Profile Blog Joined September 2005
United States3612 Posts
October 27 2009 16:32 GMT
#124
I discovered the other day that you can freeze lurkers too. I put an archon directly over a burrowed lurker, and the archon killed it without taking any additional damage while on top.
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