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i want to list, once and for all, all of the known bugs in starcraft (or other similar issues that require fixing).
1. Flying Dark/High Templar Bug 2. Observer on Turret Bug 3. Stomp/stack vision hack 4. Crushing Interceptor Bug 5. Zerg Cloaking Bug 6. x16 replay speed is slower than x8 on Windows XP 7. Zerg air cocoons have ground armor. 8. double recall bug 9. Allied mines - if that's possible to fix 10. hold position lurkers 11. fucking unit AI - tons of examples (include but not limited to: revears not firing, path finding bugs, stupid moves like when u cast down hill, it doesn't move forward to cast but tries to get down to cast, not changing targets when there's no way to reach target (IE zealots attack-move go crazy when rines behind wall), units get stuck on all sorts of occasions 12. '<host> has left the game' in replays 13. Scarab bugs: does not explode 14. Statis on morphing archons 15. Super fast zealots 16. double kill zealots - sometimes when a zealot attacks a small unit (ling, marine), and there's another small unit very close to that unit but on the exact opposite of the zealot - they both take damage from the zealot (happens usually in ling vs zealot or marines vs zealot micro). 17. 1.10 related bugs - drone mailfunction, sound, etc.
please add more that i forget.
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What exactly is #7? Cannot imagine what that means..."Zerg air cocoons have ground armor"
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Netherlands1301 Posts
that guardian coccoons use the upgrades you did in the evolution chamber I guess
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Australia4514 Posts
#9 is not a bug
#13 do u mean when the reavers although have scarabs dont fire, or the scarabs when they don't explode?
#15. happens to hydras and probably others to.
One u forgot, when constant attack occurs on an egg just as it morphs, it dissappears completely, instead of popping the units or giving death animation. (Of course this might be the last millisecond of it hatching it reverts to units health so when it loses it all it dies? anyone tested it on ultra eggs?)
whats dbl kill zealots?
You forgot the one where if more then 1 templar is selected and you use storm that more then one casts it. Jeez they fixed it for witch doctors and priests and stuff but th..... oh thats right wrong game
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sometimes goons stop moving, which is extremely annoying when chasing a scv
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#10 it's a bug ? #15 what's the hell is that ?
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lurkers get stuck on the choke sometimes
I don't think #10 is a bug
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Australia4514 Posts
threw the goon freeze bug in as
11. fucking unit AI - tons of examples
happens to zeals and goliaths and probably others to.
super fast zealots/hydras is a rare bug. For some reason units run at about 4x speed compared to normal, in a straight line. I think we worked out how to do it but only happened in a set sequence and was ages and ages ago.
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Australia4514 Posts
why am i getting logged out after every message.. lets see if it does it again.
oh yeah the ramps on jungle terrain that go from top right sloped to bottom left. If units are on the middle right part of it and are grouped over each other and they stop they can get caught up and can't move (particularly easy if you transferring peons and then click stop as its on the ramp. from the 3spot on LT) and with lurkers and goons, and whatever else u can get.
*edit* k i didn't get logged out that time.
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by 13# he means exactly that sometimes reavers with scarabs dont fire... and sometimes scarabs explode but dont cause any damage...
i dont understand 15# and 16#. could someone explain this to me plz?
how about the bugs with the archon animation and dark archon animation that were posted weeks ago?
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Ok, uhm... 3, 4, 5, 8 and 16 someone explain please
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Australia4514 Posts
#3 reverse vision hack so you can "stack" canons and stuff on top of each other. also so you can "stomp" ppls nexuses with engineering bays and stuff.
#4 lifting of flying terran buildings and landing them around carriers... for some reason the little x-wings all try and outdo each other and fly under the building before it lands... they never make it.
#5 Ingrediants: 1 zerg unit with burrow, 1 arbitor. Move zerg unit to just outside of cloaking area, Burrow. move arbitor towards the unit, unburrow JUST as the cloak would kick in. Makes it invisible.
#8 never done this but 2 arbitors. recall a group of units, with 1 and then recall again either on the location it turns up at or ont he same group before it warps... supposedly clones the groups so u end up with dble the men.
#16 i have no idea. i'm waiting for someone to say that to
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9, 10? allied mines is probably a bug, but hold position lurkers isnt thats like hold position zeals on ramp is bug
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Hold position for lurks is very funny ^^.^^
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Yeah take off the lurk hold, its not a bug at all and does not require being allied to the opponent like allied mines does. Its really a strategy.
Another bug is building T units wile the building is in the air. Its very easy to do, but the unit always comes out at the location that the building lifted off from. So its kind of useless.
Edit: the building looses its shadow when you do this, so it gives it the apearence its landed. "Look my CC landed on the mineral field"
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On April 02 2003 16:37 orca wrote: mmm how do u do that? Good question,
Lets use the SCV and command center for example. Keep these two concepts in mind,
When you press "S" and "L" at the same time it will liftoff with the scv picture in the building, but it does not build until you land the building.
When a building is in transit, if you command it to land at a given location then quickly right click a location before it could land, it will lift itself back u instantly and move to that location.
Now this is how its done:
Lift off the CC so that its scv building picture is present. Now do the instant liftoff trick where you right click a location just a split second before it lands. It will toggle the building of the scv while it lifts off back in the air. And Presto! I discoverd this myself
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Australia4514 Posts
hmmm since your editing original post it makes my posts look weird
now you've identified reaver scarab bug. u can add reaver not shooting bug, sometimes reavers have scarabs and will not shoot at all, extremely annoying.
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thanks Hydrone. --- the reaver not shooting bug is a unit AI issue.. it happens with dragoons sometimes too (and goliaths?)
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Netherlands2766 Posts
So more people are experiencing the problem with the sound in 1.10 ? I really need an answer on this..
LexOr
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4492 Posts
#16 is indeed a rare bug, altho it happened to me in a MicroWar just yesterday. It was ~8 lings vs 3 zeals 3 probes, and just as I was having 2 final lings against 1 final zeal, and they started attacking him from 2 sides, when all of a sudden at the moment when 1 of my lings died and I microed the second out it also died as soon as it made his first jump. It turned out the zeal was damaging both of them eventho the second ling was behind his back.
-Mynock
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Ummm heheh ok, Allied Mines, SUPER EASY, first off you allie ur enemy, then when u see his ENEMY move over ur mines you UNALLIE then BOOM, Same with LURKERS, (My tip; Scan before you move ^_^) THese two are not glitches, yet though lurkers pause for a bit while going down, sometimes more than 3 seconds
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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
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Add scourge to Ai bug A scourge sometimes makes a big curve before impact this is a real crucial bug on air maps and add a unit stuck on a ramp so it cant move anymore, it happens quite often on 3clock on LT
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those are just more unit AI fuckups...
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On April 02 2003 15:28 Legionnaire wrote: why am i getting logged out after every message.. lets see if it does it again.
oh yeah the ramps on jungle terrain that go from top right sloped to bottom left. If units are on the middle right part of it and are grouped over each other and they stop they can get caught up and can't move (particularly easy if you transferring peons and then click stop as its on the ramp. from the 3spot on LT) and with lurkers and goons, and whatever else u can get.
*edit* k i didn't get logged out that time. dont worry, if i use aol browser it doesnt let me post. because ill login then ill click post on a topic and it says for me to login and it always does it
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#16 is not a bug.. The way zeals do damage is in two parts(or blade stabbings equal in damage so they add up.) so i guess its possible for a zeal to get 2 kills in one attack only of you move the zeal in between the blade swipes.
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the zeal does full dmg to BOTH units whlie the units are at the opposite ends of hte zeal.
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Somebody want to send a mail listing all the bugs protesting to Blizzard that we want them fixed?
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I saw Kalaschni having a bug that one of his drones which was supposed to morph an extractor got stuck before/right in the geysir and always moved back and forth on it without morphing or reacting on any other command! I'll look for the replay... That zealot-double-kill-thing; perhaps it happens becuz the zealot attack is actually divided into two hits, one with every blade. If you look at the unit stats with the map-editor you'll notice that a zealot's damage is 8... That is also why armor is doubled when a zealot attacks! The zealot is not the only units with divided damage; for example firebats, goliath's anti-air-missiles also do "2x half damage" and armor counts 2 times agains them.
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Sound Problem: one friend o'mine had this problem, and he just upgraded his directx , then, the problem was solved.
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#16 is a feature. The Zealot is using his elbows
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the drone humping in front of the gayser thing..i think it happened before 1.10..just that..it's happens more frequent cuz of hte new drone behaviour i think..it happened to me once.
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valkryies not firing on 0 clutter... 0 clutter aint that much fun with no valks
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Valkryies don't fire in 0 zero clutter because of too many unit/building in the game..
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anyone have the bug where in micro challenge, 4 goons vs 12 lings, sometimes when the goon is surrounded by 2-5 lings, it will just freeze and not move, even when you command it? maybe this happens in melee as well..
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OK HERES A NEW BUG..WELL NOT NEW BUT ITS NOT ON THE LIST..IT ONLY HAPPEN WHEN ITS HIGH LATENCY...MEAN LAG OR WHEN UR COMMANDS TAKE LONGER TO RESPOND...WELL IF U MAKE A PYLON AND HOT KEY IT (LETS SAY #3) AND U CLICK ON THE NEXUS RITE AFTER TO MAKE A PROBE..WHEN UR PYLON FINSISHES IT WONT GIVE OUT ANY POWER AND U CANT BUILD ANYTHING!! IT HAPPENED TO ME A FEW TIMES...THIS ONLY HAPPEN WHEN ITS UR ON HIGH LATENCY OR WHEN IT REALLY LAG I THINK I HAVE A REPLAY OF THIS CUZ I SAVED IT FOR PROOF
By the way my bad for the caps cuz i had it on and didnt realize until ive almost finsih the paragraph LoL
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Bill307
Canada9103 Posts
If you give 2 HTs/DTs a morph into archon/DA command and then waypoint them to go attack somewhere else afterwards, they will join into a morphing ball but they won't (or may not) actually start to morph until you press Stop.
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This one cost me couple of games...
Example: Toss fast expand i go with tank/3rine/scv cliffing. make a bunker wait till it fineshes, load up. Make a turret near by and siege my tank. The CATCH IS WHEN SIEGING THE TANK THE BUILDING SCV GOT ON TOP OF IT, BOOM, TANK IS NO MORE. GG
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Also when scv or other units under special condotions travel from low ground to high. Extremely rare but if happened can be abused crucially.
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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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