About Allied Mines - Page 2
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eSu.Macedon
Macedonia60 Posts
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XG3
United States544 Posts
----- Hold Lurkers is a bug. Period. There is no command in the game that allows a unit to never attack. The true Hold command for all units tells the unit to not move and fire only when the enemy is in range. The Lurker already has a built in "hold" command which is burrow. That is why it doesn't have a hold command when it is burrowed...because it's already "on hold." When you do the thing with the Overlord, the Lurker doesn't attack even when the enemy is in range. This is a bug because nothing like that should happen for any unit. However, whether or not it adds to the game is debatable. Whether it is a bug or not, isn't. --- Spider Mines are not supposed to be controllable after they are laid by the Vulture. Allied mines are a consequence of the ally menu found outside of the "game" itself. There is no ally menu in 1v1 or ladder games, the standard for competitive play. Another example of why using options outside of the game itself is wrong: say there was an Extra Extra Extra High Latency option in the menu. You are Zerg and you are only macroing and sending waves of units at the enemy, but you want it to be a lot harder for him to micro and defend, so you switch on the Extra^3 High Latency every time you attack so his unit response time will be delayed. This is obviously wrong and cheating in the same way Allied Mines are cheating. Whether it adds to the game or not is again a different issue to debate. | ||
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Liquid`Drone
Norway28781 Posts
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WhiZ
Sweden853 Posts
On April 05 2003 07:23 [pG]Liquid`Nazgul wrote: Do you think using "a move" when having medics/marines in 1 control group was not meant to be a part of the game either? On top of that I still am of the opinion that every bug should be judged by if it adds something to the game or not. Who cares if it was intended or not. if u use "a-move" with medics only they will do the exact same thing, "he(A)l" | ||
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rK
United States371 Posts
![]() Then again, it's also the same thing as tapping "stop", which mines don't have. I'd have to agree with the 2nd part of my post, and say that there's a difference between hold lurkers and allied mines. | ||
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no1important
557 Posts
either way if blizzard decided to remove hold position and players wanted to stall their lurkers attack then they can hit s really fast or just ally. Hold lurker is just easier to use | ||
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Liquid`Drone
Norway28781 Posts
however that arguement could also be used as a reason for making fast speed the default speed but that's just boring. ![]() | ||
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threshy
Qatar550 Posts
The difference I see between these tactics and something like, say, floating a drone is that early in the game there's no way to counter the drone float, no way to offset the huge advantage it gives. If somebody's going lurker, if somebody's going mines, you just have to be careful. There's no way you can just be careful to deal with a floated drone. | ||
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Liquid`Drone
Norway28781 Posts
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ilnp
Iceland1330 Posts
So you'd still have to deal with it if the bug was fixed=] | ||
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HovZ
United States1917 Posts
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Liquid`Drone
Norway28781 Posts
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Ready2[ESC]
Hungary1436 Posts
On April 05 2003 18:44 Liquid`Drone wrote: there is no counter to allied mines in tvt. nobody can claim that allied lurkers ruin the tvz matchup, or if they do, then we can point at laugh at them for their obvious cluelessness. hmm in early game where not enough energy is available to scan the path of the marines(and no vessels this early of course) how come hold lurker doesnt ruin the tvz by wasting the marine&medic group and eventually walking inside the terran base? plz point out my cluelessness | ||
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Liquid`Nazgul
22427 Posts
Anyway I won't argue for the Hold not being a bug since it's not mentioned in the Compendium (beats me what that is though). What I do argue for is that it makes the game more interesting/fun when keeping it. Allied mines might be fun in tvp Napoleic, but it fucks op tvt. A rule like "it's allowed in pvt, but not tvt" would be retarded, so that's why I think it shouldn't be allowed at all. Another example of what I think should be allowed (like hold lurkers) is crushing interceptors with buildings. If this move is going to do any damage it means Protoss has to control his carriers more (and it IS possible to deal with it, unlike allied mines in tvt). It adds something to the game. Makes the game take more skill. | ||
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Commander{+}
United States2878 Posts
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RandomBoy
Angola40 Posts
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Ready2[ESC]
Hungary1436 Posts
On April 05 2003 20:55 [pG]Liquid`Nazgul wrote: because in Terran vs Zerg you can get a Vessel? I was talking about early game when t goes with ~12marine+4medic to contain and zerg has ~4 lurk. you dont have vessel that early only scan. and you cant use it to find out if lurkers are on hold along the way 'cos you wont have energy when you need it. yea get a vessel. you can do that in tvt too or scan too you know. to sum up hold lurkers CAN fuck up tvz in the EARLY game not overall and not everytime... | ||
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Liquid`Nazgul
22427 Posts
Unless he 1 hatched in which case I hope you understand not to go out with your m&m that early | ||
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Ready2[ESC]
Hungary1436 Posts
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XG3
United States544 Posts
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