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WCG bw rules: stop lurker not allowed - Page 2

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MaGnIfIcA
Profile Joined October 2002
Norway2312 Posts
November 13 2005 14:40 GMT
#21
Pressing "s" repetedly takes alot of time which you don`t have when playing Starcraft. With the ues of an overlord you can just place the lurkers someplace on the map and once you see him on the minimap get ready to let hell lose by the press of a button.
Wannabe sMB member yo, so spankable-.-v;;
RowdierBob
Profile Blog Joined May 2003
Australia13365 Posts
November 13 2005 14:50 GMT
#22
There are other ways to use hold lurker not using ovies. Are they allowed?

And this is BS basically. Quick tank+mnm+scan fast exp terrans are so much harder to beat without hold lurks =[
"Terrans are pretty much space-Australians" - H
BroOd
Profile Blog Joined April 2003
Austin10833 Posts
November 13 2005 15:11 GMT
#23
On November 13 2005 23:19 Manifesto7 wrote:
I know it has never been allowed, but it is total bullshit. Let me reiterate what I posted at GG.net

If you make a group of 5 HT and one zealot in order to move them forward with attack move, is that a bug?

If you group your science vessels with your tanks in order to move them is that a bug?

By definition, these units should not be able to move with attack move, because they dont have that command, yet they can when in a control group with other units. Should we ban that because they do not have the command?

A lurker not attacking as part of a control group under the hold command i not a bug, it is strategy.
Just because it does a lot of damage does not dispute the logic.

Period.


I have to disagree. The consequence of an action should always be taken into consideration.

I'm intoxicated, but I find I oft think on a higher plane during such states.

Anyway, follow me on this. Imagine you're holding a baseball. In instance A) you throw the ball at someone's lawn. In B), you throw it at their glass door. Disregarding intent, you're essentially performing the same action, only the result differs. The same applies to the "hold" command. Holding workers on your ramp in order to prevent access is a far cry from holding lurkers to tear apart a terran army. I have to agree with sadist in the fact that is very unfair. Lurkers weren't given a hold command for a reason, and I believe it's because it severely handicaps terran's early mobility vs smart zergs. We all saw what happened to Boxer. He played like a god damned GOD, and then got torn apart because he didnt expect hold-lurkers.

I'm fully open to counter arguements, but the fact that people hold workers on ramps is completely irrelevant.
ModeratorSIRL and JLIG.
EarthSHaKe
Profile Joined July 2005
Sweden73 Posts
November 13 2005 15:54 GMT
#24
If it was a bug blizzard would have fixed it long ago.
SuperJongMan
Profile Blog Joined March 2003
Jamaica11586 Posts
November 13 2005 15:57 GMT
#25
On November 13 2005 23:19 Manifesto7 wrote:

A lurker not attacking as part of a control group under the hold command i not a bug, it is strategy.
Just because it does a lot of damage does not dispute the logic.

Period.


True, but Hold has a different effect on a lurker than other units. A lurker stops attacking period under the hold command. No other attacking unit in the game does that. That makes hold lurker a special feature and a "bug" ... right?
POWER OVERWHELMING ! ! ! KRUU~ KRUU~
NovaTheFeared
Profile Blog Joined October 2004
United States7231 Posts
Last Edited: 2005-11-13 16:18:26
November 13 2005 16:12 GMT
#26
Scenario 1: Hold lurker bug is used to no affect. The terran doesn't adjust his play, and really it's just a negative for the Z wasting time.

Scenario 2: Hold SCV bug saves a game early by preventing a ramp break.

How is it that we should allow 2 but ban 1? When you ask that the same action be judged only on its consequences you get into illogical situations like this. Plus you have a million problems with line drawing. The emphasis should NOT be placed on what may happen in the worst case/best case (as Brood did and I did to illustrate) it should instead be placed on what allowing it does overall for matchup balance. I believe it brings things closer to even.

It's a move that's used infrequently (games/games played?) and it DEFINITELY does not tip the balance of TvZ away from T favor. Even in the games it is used it rarely results in an overwhelming advantage. What it really does is bring the matchup closer to overall balance. I wish there was something like this in PvZ. A little quirk that takes a reasonably balanced matchup and nudges it a little more in the even direction.

EDIT: @superjongman Don't cloaked units like ghosts have strange behavior on stop and isn't it similar to the burrowed lurkers?
日本語が分かりますか
mnm
Profile Blog Joined August 2003
United States4493 Posts
November 13 2005 16:13 GMT
#27
omg why must you create another thread on this T_T
http://www.teamliquid.net/store http://www.teamliquid.net/gallery/
XG3
Profile Joined December 2002
United States544 Posts
November 13 2005 16:34 GMT
#28
On November 13 2005 23:19 Manifesto7 wrote:
I know it has never been allowed, but it is total bullshit. Let me reiterate what I posted at GG.net

If you make a group of 5 HT and one zealot in order to move them forward with attack move, is that a bug?

If you group your science vessels with your tanks in order to move them is that a bug?

By definition, these units should not be able to move with attack move, because they dont have that command, yet they can when in a control group with other units. Should we ban that because they do not have the command?

A lurker not attacking as part of a control group under the hold command i not a bug, it is strategy.
Just because it does a lot of damage does not dispute the logic.

Period.


Your argument would make sense if not for the fact that hold position does not stop any other unit from attacking enemies. It's a bug.
RowdierBob
Profile Blog Joined May 2003
Australia13365 Posts
November 13 2005 16:51 GMT
#29
Am I the only one who uses the fog of war technique for stop lurkers?

Exploit the loophole WCG zergs!!
"Terrans are pretty much space-Australians" - H
hasuwar
Profile Joined April 2003
7365 Posts
November 13 2005 17:02 GMT
#30
I can't believe mani wrote that lol
Diablo3 ID: Exalted#1710 -------R.I.P. http://hasuwar.isgsa.org. Much love to Toptalent
NoName
Profile Joined October 2002
United States1558 Posts
November 13 2005 17:57 GMT
#31
Blizzard has known about it forever, but has never even tried to fix it. So it's no longer a bug. It's an optional feature or quirk.
Wam-bam-ba-boom! Bada-bing!
mnm
Profile Blog Joined August 2003
United States4493 Posts
November 13 2005 17:57 GMT
#32
I think only ppl who are/were game qa testers should be allowed to determine whether or not its a bug.

It is a bug. That shouldn't even be disputed. Can someone contact one of them StarCraft progammers please? The game was not created so that you are supposed to hold lurkers with other units. Granted lurkers can be stopped by pressing s repeatedly. That is not a bug. But the fact that to keep the lurkers from attacking you have to use some roundabout way of doing it and Blizzard did not design it this way (its a side effect of the programming and not a direct effect/intentional) means it is a bug. (I'm curious as to what Excal's view on this is.)

I think other people have different definitions of bugs.. as in.. the allowable moves in gameplay as opposed to those that shouldn't be allowed. That, however, is a whole nother issue. That isn't questioning whether or not it is a bug. It questions whether it should be outlawed or not. People have different opinions on this just as people have different opinions on many rules. Ultimately, it is the tournament director who gets to decide.
http://www.teamliquid.net/store http://www.teamliquid.net/gallery/
Mora
Profile Blog Joined October 2002
Canada5235 Posts
November 13 2005 18:53 GMT
#33
multi-'s'top lurker is fine.

hold lurker is bad.

my personal view~
Happiness only real when shared.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
November 13 2005 19:00 GMT
#34
On November 13 2005 21:36 Sadist wrote:
hold lurker is bullshit, terran basically cant laeve his base until vessel if you allow it, its really lame =)

Scv-> build supply depot -> click -> scv -> build supply depot click, + there's really not a lot of places where a zerg could put his hold lurkers so you don't even have to check everywhere ;o

Hold lurks are allowed in progaming leagues, they set the standards ;(
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
MadneZz
Profile Joined February 2003
Sweden234 Posts
November 13 2005 19:03 GMT
#35
Well, actually, the lurkers are already in Hold position.
They fire as soon as enemies comes within range...

Therefore the hold position lurker is a bug and should not be (ab)used.
Hot77.iEy
Profile Blog Joined March 2003
Finland1486 Posts
Last Edited: 2005-11-13 19:06:53
November 13 2005 19:06 GMT
#36
IMO ssssss lurkers should be allowed but not hold lurkers.
-.-
Hwoarang
Profile Joined August 2004
Korea (South)235 Posts
November 13 2005 19:07 GMT
#37
Personally i woudl like to see it allowed, cos its fun and ooh the suspense kills me when it's about to happen

I tend not to use it cos i am bad at multi tasking and keeping an eye on the minimap and don't even realise the army has walked past it, so am better off just leaving the lurkers so they at least get some kills when the army first approach

but whether it's intended or not (most likely not), it does give zerg a significant advantage, and as someone said, T gotta get a sci-ves before they can move out.. so I don't mind it being disallowed..

the scv under floating rax is also unfair in my view..and alsothere's the turret under the eng bay.. it's hard to draw the line..

as long as the rules are made well and clear before games should be ok

PS but yeah allied mines should be banned !

To do is to be -(Aristotle) To be is to do -(Edison) Do be do be do -(Sinatra)
Raidern
Profile Joined February 2005
Brazil3811 Posts
November 13 2005 19:33 GMT
#38
ok, but what if the guy keeps pressing SSSSSS and the other guy falls into it? Will he pause the game to complain? Will it disturb the guy that just lost half of his mm army for the rest of the game, even if the guy kept pressing SSS?
For the Swarm!
RiSE
Profile Joined April 2004
United States3182 Posts
Last Edited: 2005-11-13 19:43:44
November 13 2005 19:43 GMT
#39
How many times does this need to be re-iterated that this isn't a progaming leauge?

WCG won't allow it, get over it.
heavy hand upon the land, feel it's weight inside you
DevAzTaYtA
Profile Blog Joined October 2002
Oman2005 Posts
November 13 2005 19:53 GMT
#40
i agree with mora!

hold position lurks maybe should not be allowed, but pressing S repeatedly should be, and since it's an offline event, they should be able to see this and make sure no one is cheating, or maybe bwchart can be used? -.-

doing the same with goons under an arbiter is allowed, right?

oh and if you think stopping your lurks from firing creates significant imbalance, then why is it used in pro-gaming leagues?
imo it only adds depth to the game.
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