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WCG bw rules: stop lurker not allowed - Page 3

Forum Index > BW General
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DevAzTaYtA
Profile Blog Joined October 2002
Oman2005 Posts
November 13 2005 19:55 GMT
#41
not saying wcg should change their rules, just that if I were to ever host such a tourney, I would definately allow it.
Manifesto7
Profile Blog Joined November 2002
Osaka27156 Posts
Last Edited: 2005-11-13 20:05:38
November 13 2005 20:04 GMT
#42
I still think those disagreeing with me need to realize. It is not the result of the action that makes a bug or not, it is the action itself. Why can this not be attributed to a charactoristic of the lurker itself? A bug is something that breaks the physiscs of the game such as a drone or templar floating over water. This lurker hold does not break the physics of the game. Therefore, I think it should be allowed.

PS. To reiterate, maybe lurkers were given a roundabout way to hold for a reason. Im a little intoxicated, but I cant imagine they would eliminate one without taking away the other.
ModeratorGodfather
RaGe
Profile Blog Joined July 2004
Belgium9949 Posts
November 13 2005 20:07 GMT
#43
lol there are worse things, like in 2002(?) they obligated random players to tell their race in the first minute of the gameor something
Moderatorsometimes I get intimidated by the size of my right testicle
Gandalf
Profile Joined August 2004
Pakistan1905 Posts
November 13 2005 20:07 GMT
#44
I agree with Manifesto completely. Its just an "ambush". Just like burrowed lings. Or waiting for the terran to come out and flank him.

If people are arguing that hold lurker with overlord should not be allowed, while the spam S technique should be, what about the attack-building-in-fog-of-war method?
PhilGood2DaY
Profile Joined September 2005
Germany7424 Posts
November 13 2005 20:08 GMT
#45
On November 14 2005 05:07 RaGe wrote:
lol there are worse things, like in 2002(?) they obligated random players to tell their race in the first minute of the gameor something



roflcopter ! lool ! wtf !?
hatred outlives the hateful
SchOOl_VicTIm
Profile Blog Joined September 2004
Greece2394 Posts
November 13 2005 20:30 GMT
#46
i didn't know they didn't allow the hold lurker thing in previous wcg, but although a terran user i think it's utterly stupid and unfair for the zerg. it's been used for ever, no one even complains about it. and tvz is already in T's favour, so it's cool to have this little glitch to help zergs. In the same logic, peons walking past mineral lines should be disallowed, , scv's passing to higher ground while building a depot should be disallowed, tanks/turrets under bay should be disallowed, the cool move Nada did to Yellow in Blizzcon should be disallowed and any other glitch i can't think of now.

it's not like the observer over turret bug which prevents the turret from firing at all, it's not like the floating drone bug or whatever like these. i'm not sure, but i don't think this is a rule that was ever in use in any other tournament. i can't believe how they took this decision, it's totally stupid. and unfair.
a-game
Profile Blog Joined December 2004
Canada5085 Posts
Last Edited: 2005-11-13 20:41:34
November 13 2005 20:38 GMT
#47
^ ^ ^ ^ nvm, he beat me to the punch ^ ^ ^ ^
you wouldnt feel that way if it was your magical sword of mantouchery that got stolen - racebannon • I am merely guest #13,678!
CoralReefer
Profile Joined June 2004
Canada2069 Posts
November 13 2005 21:01 GMT
#48
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 think the difference is that the high templar still don't attack, they are just given a move command instead, an ability they already have on their own. Whereas with the hold lurker command, lurkers are given a new ability.

I guess it depends on what race you use. I know that when I play terran, it can be frustrating to lose a buttload of marines without using detection (which is sort of similar for PvT and mines except obs are much cheaper and mines don't kill you over and over again ).
And this hot potato has vanished into thin air.
superjoppe
Profile Joined December 2004
Sweden3685 Posts
November 13 2005 21:07 GMT
#49
On November 13 2005 23:16 Random() wrote:
Stop lurker is a bug

How the fuck is that a bug? You can hold positions with any units, such as marines+scv. Isnt that the same bug then? But that is allowed..

noob
Cloud
Profile Blog Joined November 2004
Sexico5880 Posts
November 13 2005 21:18 GMT
#50
Dude, just fucking always scan ahead of your army, most terrans nowadays go fast expand anyway and with 2 comsats, a couple of scans ahead to check for flank or lurkers ahead or whatever wont hurt you much. When you go out with your first group of mnm, --unless you fast expanded (in that case you have 2 fresh scans to check whether he already is morphing his lurkers, and then basically you just have to worry about backstabbing not stop lurkers or if he hasnt got any units at bases, which is a bad sign and you shouldnt go out with your army in the first place) or unless he is doing some hardcore lurker rush which being the case you should win anyways because lurker rush sucks hardcore--, you should arrive before the lurkers even morph, so theres no goddam stop lurkers you should worry about early game. If you back away when you were containing with you being one base, then you should obviously expect lurkers below your ramp (after your army gets back of course, if the lurkers were there any sooner they wouldnt wait to climb your ramp would they?), in your nat or in the common choke depending on the map, so again scan or the vessel is always your friend.

When you go out, vessel in your army or not, you always scan for flanking from the zerg, for lurkers ahead, etc. (thats what i do and think its the most logical thing to do).

Imo, hold position lurkers are just a way to exploit either the stupidity and overmechanics or the unawareness and unpreparedness of the terran; theres a reason to why this is allowed in korean tournaments.

I myself play tvz more than pvz and i really havent in my whole life had any trouble with stop lurkers even not from lack of trying from my zerg opponent.
BlueLaguna on West, msg for game.
racebannon
Profile Joined January 2004
Canada1225 Posts
Last Edited: 2005-11-13 21:26:32
November 13 2005 21:24 GMT
#51
You guys seriously don't know what hold POSITION is if you think it's a fine bug.

Hold position, on any unit, does not stop them from attacking. It stops them from moving.

On the lurker, it stops them from attacking. That is breaking what hold position does. There is no way to stop any other units from attacking, save for spamming S.

That's why it's a bug. That's why its not like grouping things without attack move with things that do. That unit is following the order with the rest, and if it could attack it would.

A lurker being issued with hold reacts differently from every other unit being issued the hold command.

If hold position worked on a lurker it would respond the exact same way as without it because it is rooted to the ground. What you want is a hold attack, which does not exist in the game of the starcraft except through this bug.

It's not the same as holding other units
when they really get to know you they will run
Sadist
Profile Blog Joined October 2002
United States7310 Posts
November 13 2005 21:37 GMT
#52
why is this even a debate, heres a clear cut reason why hold lurker shoudl be banned.

Terran 2 rax exps, zerg goes 2-3 hatch relatively fast lurker, so by the time your first group of marines with medics get their, the eggs have hatched for maybe 10 seconds already. Zerg puts lurkers outyside of their base far away from their sunks, you put your marines outside their base, right ontop of their bullshit hold lurkers, then they unhold and all of your units die. Then they rape you with their ling lurker

Or what kimwanchul did quite often, 1 hatch lurker on mercury with hold, which beat androide a few times because really its quite gay and youc ant leave your base vs hold lurker.
How do you go from where you are to where you want to be? I think you have to have an enthusiasm for life. You have to have a dream, a goal and you have to be willing to work for it. Jim Valvano
Overlord
Profile Joined May 2003
Romania651 Posts
November 13 2005 22:14 GMT
#53
On November 14 2005 06:24 racebannon wrote:
You guys seriously don't know what hold POSITION is if you think it's a fine bug.

Hold position, on any unit, does not stop them from attacking. It stops them from moving.

On the lurker, it stops them from attacking. That is breaking what hold position does. There is no way to stop any other units from attacking, save for spamming S.

That's why it's a bug. That's why its not like grouping things without attack move with things that do. That unit is following the order with the rest, and if it could attack it would.

A lurker being issued with hold reacts differently from every other unit being issued the hold command.

If hold position worked on a lurker it would respond the exact same way as without it because it is rooted to the ground. What you want is a hold attack, which does not exist in the game of the starcraft except through this bug.

It's not the same as holding other units


You miss a thing: there are units that do not attack, when holding position: for example overlords. So there are two types of "hold position": for attacking and for non-attacking units. When you select your lurk together with your overlord, you "give" him the ability to hold position without attacking. When you select scv and marine, u give the scv the ability to hold position and attack. If you would select overlord and scv then scv's would hold position and don't attack. This could be usefull when doing the rax over scv trick, cause sometimes scv's attack their units which the backfire and get in your base.

In conclusion there are two types of hold position, and hold lurker shoudl be allowed imho. Also SSSS shoud be allowed. Fog of war method, and shift+click methods are obviously bugs on the other hand.
God is dead - Nietzsche ; Nietzsche is dead - God
Overlord
Profile Joined May 2003
Romania651 Posts
November 13 2005 22:19 GMT
#54
On November 14 2005 06:37 Sadist wrote:
why is this even a debate, heres a clear cut reason why hold lurker shoudl be banned.

Terran 2 rax exps, zerg goes 2-3 hatch relatively fast lurker, so by the time your first group of marines with medics get their, the eggs have hatched for maybe 10 seconds already. Zerg puts lurkers outyside of their base far away from their sunks, you put your marines outside their base, right ontop of their bullshit hold lurkers, then they unhold and all of your units die. Then they rape you with their ling lurker

Or what kimwanchul did quite often, 1 hatch lurker on mercury with hold, which beat androide a few times because really its quite gay and youc ant leave your base vs hold lurker.


This could happen when the zerg is using 20-30 burrowed lings too, wtf. Why is one ok and the other not? There ARE counters to this, u are welcome to use them: eng bay cancel, scan, firebat splash (in case of lings).

And no, i'm not zerg, am an impartial random player
God is dead - Nietzsche ; Nietzsche is dead - God
Liquid`Drone
Profile Joined September 2002
Norway28733 Posts
Last Edited: 2005-11-14 00:11:48
November 13 2005 22:26 GMT
#55
I think it should be allowed because it's good for balance reasons. otherwise I can picture something like a well timed fast exp -> 3 rax/3 fact rine/tank or 4/2rax/fact attack just.. being way too strong. now terrans need to tech to vessels before they can move out with all their units, and tvz is really, really balanced on most maps; but that first attack is still often hard to stop. if that attack comes a minute or two earlier because terran didn't have to wait for vessels, I think it will be too strong most of the time.

so it's not the same as allied mine at all, even tho I know people didn't make the comparison here, but imo, the possibility of hold lurk helps balance tvz, while allied mine breaks tvt. and that's why I think it's bullshit that it's not allowed.
Moderator
greatmeh
Profile Blog Joined September 2005
Canada1964 Posts
November 13 2005 23:08 GMT
#56
it can change the game severly yes, but in reality it really isnt that hard to detect, and once u detect it, its over
racebannon
Profile Joined January 2004
Canada1225 Posts
Last Edited: 2005-11-13 23:16:17
November 13 2005 23:14 GMT
#57
On November 14 2005 07:14 Overlord wrote:
Show nested quote +
On November 14 2005 06:24 racebannon wrote:
You guys seriously don't know what hold POSITION is if you think it's a fine bug.

Hold position, on any unit, does not stop them from attacking. It stops them from moving.

On the lurker, it stops them from attacking. That is breaking what hold position does. There is no way to stop any other units from attacking, save for spamming S.

That's why it's a bug. That's why its not like grouping things without attack move with things that do. That unit is following the order with the rest, and if it could attack it would.

A lurker being issued with hold reacts differently from every other unit being issued the hold command.

If hold position worked on a lurker it would respond the exact same way as without it because it is rooted to the ground. What you want is a hold attack, which does not exist in the game of the starcraft except through this bug.

It's not the same as holding other units


You miss a thing: there are units that do not attack, when holding position: for example overlords. So there are two types of "hold position": for attacking and for non-attacking units. When you select your lurk together with your overlord, you "give" him the ability to hold position without attacking. When you select scv and marine, u give the scv the ability to hold position and attack. If you would select overlord and scv then scv's would hold position and don't attack. This could be usefull when doing the rax over scv trick, cause sometimes scv's attack their units which the backfire and get in your base.

In conclusion there are two types of hold position, and hold lurker shoudl be allowed imho. Also SSSS shoud be allowed. Fog of war method, and shift+click methods are obviously bugs on the other hand.


That is not two types of hold position at all, that's a ridiculous conclusion that very conveniently serves zerg players.

There is one hold position. It stops a unit from moving. Any unit with an attack continues to attack, but will not move. The lurker is the only unit with an attack component that will not use it when the hold command is issued to him. Why should a unit that doesn't even have hold position get this special treatment, and have a command work differently ONLY for it, for a reason other than it being a bug in the game?

The fact is that there is way more reason to ban it than to allow it. I don't mind it either way, but I really hate poorly thought out reasons to keep it in the game and people desperately trying to make it appear as though it's not a bug in the game.

If ladders and tournaments want to ban this bug, zerg players should accept it. If they want to allow it, rejoice and use it to your heart's content. But you cannot argue it and you should be grateful it is so widely accepted as it is because it is a huge bug in the game.

when they really get to know you they will run
CCHS
Profile Blog Joined July 2005
United States614 Posts
November 13 2005 23:53 GMT
#58
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.

Tru Dat
Believe in the Ball! Throw Yourself!
Beast_Bg
Profile Joined October 2002
Bulgaria1623 Posts
November 13 2005 23:54 GMT
#59
The argument that other units are given the "hold position" command this way is retarted. The lurker is ALWAYS in hold position. What he really is given is an ability that no unit in the game has - "hold ATTACK".
The only reason why there is controversy on this matter is because there are several different ways to do it, and since it doesn't really hurt the game, it's usually allowed.
MadFrog : In my opinion, the biggest reason why WC3 is dying is because it is not such a great game as Brood War is.
sundance
Profile Blog Joined May 2004
Slovakia3201 Posts
November 13 2005 23:55 GMT
#60
So why Blizzard programmers didn't fixed it?I don't think that they have so poorly designed code that they should rebuild it all to fix it.
IMO they let it be b/c they realized it's good for game balance.
Nick Cave & the Bad Seeds
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