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If Blizzard intended for Lurkers to be able to "Hold Position," they would've included the command in the unit's command card. The fact that players have to circumvent the lack of the option in the command card by shift-clicking another unit that does have the option does indeed make it a bug, technically.
Up to you guys to decide whether or not you personally think Lurkers should be able to Hold Pos, though.
Personally I think they should be able to, but also think in the current state of balance that it's unfair, especially in TvZ. Especially in early-game TvZ, where just a few shots from a group of Lurkers can easily completely end the game for you (and often will).
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There are many ways to get same results from as lurks on hold. Even by eliminating the hold trick they wont stop players from doing it another way. Thus whether it is a bug or not its a simple solution to a trick that can be done bugfree and cannot be solved.
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On April 02 2003 19:30 Hydrone wrote: No you can select lurkers, press "SSSSSSSSSSSSSSSS" making them not attack. This is much more fair than allying, plus if your allied and you get dropped its going to backfire. Really smart players might notice that your visible units aren't attacking and be extra carefull. I saw boxer do this when [NC]Yellow had an allied lurker waiting in boxers expansion. It was gosu enough but the fact that boxer counters it is just amazing o_O
If you are talking about terran 12 v zerg 3 replay on lt then zerg wasnt allied at boxer discover lurkers cuz he tryed to make a turret on top of them.
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frozen archonmoving o_O
anyone senn that?
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latency is not a bug..it's call lag..lol every game has that -_-;;
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Reaver won't do damage when u lose vis of the scarab (and lift the reaver, not sure if both actions are needed though). They do less damage if the enemy unit walks away, I don't mind that tho cause he has to micro like crazy to "dodge" the scarabs. In my experience reavers do always shoot aslong as u don't use the attack command. The scarab gets stuck behind minerals so simply don't put reavers behind minerals. Goons is where the problem is though. Those things have the tendancy to get stuck in the most awkward positions plus they choose crazy paths to walk.
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On April 03 2003 06:37 Winter wrote: If Blizzard intended for Lurkers to be able to "Hold Position," they would've included the command in the unit's command card. The fact that players have to circumvent the lack of the option in the command card by shift-clicking another unit that does have the option does indeed make it a bug, technically.
Wrong. The Lurker doesn't have a "hold position" button because when it is burrowed, it is by definition holding position...meaning it only attacks when the enemy comes within its range.
When you hold position with another unit such as a Marine or a Hydralisk, does it still attack? Of course it does...same with the Lurker.
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This is not an in-game bug, its just something that happened to me tonight and it is most assuredly just some strange new server issue. I was on USWest and i typed /f l like normal, and noticed that I had two listings of the same friend, I deleted one and then typed /f l again and a different friend was listed twice...this continued until I gave up. Logging out of bnet and back on did nothing...
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On April 03 2003 06:37 Winter wrote: If Blizzard intended for Lurkers to be able to "Hold Position," they would've included the command in the unit's command card. The fact that players have to circumvent the lack of the option in the command card by shift-clicking another unit that does have the option does indeed make it a bug, technically.
Up to you guys to decide whether or not you personally think Lurkers should be able to Hold Pos, though.
Personally I think they should be able to, but also think in the current state of balance that it's unfair, especially in TvZ. Especially in early-game TvZ, where just a few shots from a group of Lurkers can easily completely end the game for you (and often will). Do you think the fact that when you combine your templars with attacking units you can move all of them with "A" is a bug too? It's the exact same as using the overlord hold for lurkers. I'm quite sure Blizzard intended templars to move with the rest of your units when using "A" dispite not having an attack damage.
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On April 03 2003 11:21 [pG]Liquid`Nazgul wrote: Do you think the fact that when you combine your templars with attacking units you can move all of them with "A" is a bug too? It's the exact same as using the overlord hold for lurkers. I'm quite sure Blizzard intended templars to move with the rest of your units when using "A" dispite not having an attack damage.
I just imagine they would "fix" that...
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1. When zerg is getting killed and leaves the game before some lings pop up they turn a light baby blue colour 2. Lurkers get stuck on ramp 3. Archons get stuck on ramp (happened to me twice at 9 pos on temple. my nexus got killed from lings cuz my stupid archon was stuck after 2 temps morphed. 4. Command Center float / quick scv build, move CC and SCV builds while CC is floating and lands on the ground where you lifted from. 5. i'd like to change how when you Cancel a building u dont get the full minerals/gas back. PS. Allied Mines is more of a cheat than a bug
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i NEVER saw a pylon gone malfunction ... and i really played and watched a lot of games.
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