WCG bw rules: stop lurker not allowed - Page 4
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Overlord
Romania651 Posts
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puLs.ReADy
Bulgaria1301 Posts
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CoralReefer
Canada2069 Posts
it could be that since starleague lets the players use hold position lurker, they don't fix it but lets see.. they still haven't fixed the shift-click-gas-testie-like-scout-up-through-the-ramp bug yet right ? ![]() | ||
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2dd
Belgium421 Posts
On November 13 2005 20:18 zergc1 wrote: and spam ssssssss is allowed ? it should be alowd, it isn't a bug at all. i'm sure they will accept it because it's just a part of the gameplay | ||
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[X]Ken_D
United States4650 Posts
Anyways.. WCG's stance of stop lurker probably won't change since there aren't any Korean pro zerg participating and WCG isn't as important to them as other Korean tournaments (OSL/MSL). WCG = $, but FAME = $$$$$$$$$$$$$$$$ | ||
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Overlord
Romania651 Posts
On November 14 2005 10:06 ml1710 wrote: blizzard picks and chooses bugs to fix it could be that since starleague lets the players use hold position lurker, they don't fix it but lets see.. they still haven't fixed the shift-click-gas-testie-like-scout-up-through-the-ramp bug yet right ? ![]() You have speaked of my heart I wanted to mention that stupid bug, but forgot it :D | ||
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IntoTheWow
is awesome32277 Posts
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. Xellos (?) vs Yellow was so scared of this hold thing, and started building random eng bays around map to see held lurkers. often T's can escape a hold lurker without getting all his army raped. I think its ok, T would be very strong early game if not... | ||
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Leejungterran
Korea (South)572 Posts
On November 14 2005 06:07 superjoppe wrote: 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 if you come near the marine , the marine will fire . retard... | ||
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exalted
United States3612 Posts
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iNcontroL
USA29055 Posts
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mitsy
United States1792 Posts
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jtan
Sweden5891 Posts
On November 13 2005 20:09 nortydog wrote: Do you think Lurker stop was intended by blizzard? if it was there would be a button for it. I think you should be allowed to have units not attacking whenever they can | ||
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DaRkReBeL
United States30 Posts
On November 13 2005 23:19 Manifesto7 wrote: tell that to the newb boy who can't macro for his life in tvz and has never heard of using comstats 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. | ||
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HeavenS
Colombia2259 Posts
On November 13 2005 20:15 Esp1noza wrote: I don't know if it was intended, but it it seems logical to me - you can control your lurkers, unlike mine for example. And then they shoud disallow marines+scv hold (useful against rush at choke), unit + peon patrol. Thats different because all 3 races can do it. And the opponent knows about it, hold lurk is cheating IMO, especially when its too early for science vessels. Its like ally mining. Not the same, but like it. | ||
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greatmeh
Canada1964 Posts
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DaRkReBeL
United States30 Posts
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Zeller
United States1109 Posts
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Overlord
Romania651 Posts
![]() I mean: u can use it more than once | ||
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Painter
353 Posts
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. Also you can't attack move when you have a Lurker in a group of zerglings or hydras or anything for that matter. Its really really really really really annoying. On November 14 2005 10:28 Overlord wrote: You have speaked of my heart I wanted to mention that stupid bug, but forgot it :DBlizzard has said that they cannot fix this bug because it would destroy Worker AI when mining normally. | ||
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Painter
353 Posts
As someone compared earlier that terrans can put SCV on their ramp with Marines and click hold position it enables them to not worry about controlling the units and multitask/micro other things. It is a very crucial move during a do-or-die time. It is not a cheap move though because in order for terran to do this they either have to scout the attack coming and/or lose SCV's from mining. If the SCV are not on hold in front of the ramp the terran would have to micro them and make sure that they stay in the front like a shield otherwise they lose their entire army usually resulting in Game Over. The same goes for Lurker Hold. The zerg has to scout and pay attention to the minimap. It instead just requires you to use another method which is unfair in comparison. Zergs cannot macro/multitask while spamming SSSSSS the legal way. Good terrans should be aware of such tactics and be very cautious when moving out. In fact if terran scans the lurkers and the zerg doesn't see him scan he can get the first strike on the lurkers or just avoid them all together giving him an equal chance to take advantage of the situation. Lurkers on hold can kill and Terran army and the terran can easily recover from and go on to win the game. SCV on hold can save a terran army from losing the game. Where is the logic? WCG is biased for Terrans. | ||
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I wanted to mention that stupid bug, but forgot it :D