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Active: 1231 users

WCG bw rules: stop lurker not allowed - Page 4

Forum Index > BW General
Post a Reply
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Overlord
Profile Joined May 2003
Romania651 Posts
November 14 2005 00:33 GMT
#61
If it's really a bug, why didn't Blizzard fix it yet? Sundance may be right.
God is dead - Nietzsche ; Nietzsche is dead - God
puLs.ReADy
Profile Joined November 2005
Bulgaria1301 Posts
November 14 2005 00:45 GMT
#62
I totaly agree that this is not bug !!! and its should be np to use it! for example when u have darks or anything invissible u can make it not attacking so it should be the same with the lurks!
CoralReefer
Profile Joined June 2004
Canada2069 Posts
November 14 2005 01:06 GMT
#63
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 ?
And this hot potato has vanished into thin air.
2dd
Profile Joined September 2005
Belgium421 Posts
November 14 2005 01:08 GMT
#64
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
[X]Ken_D
Profile Blog Joined May 2005
United States4650 Posts
Last Edited: 2005-11-14 01:28:01
November 14 2005 01:27 GMT
#65
Zerg really needs stop lurker anyways especially in ZvT. There are also plenty of other bugs that people use that also isn't game breaking.

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 = $$$$$$$$$$$$$$$$
[X]Domain - I just do the website. Nothing more.
Overlord
Profile Joined May 2003
Romania651 Posts
November 14 2005 01:28 GMT
#66
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
God is dead - Nietzsche ; Nietzsche is dead - God
IntoTheWow
Profile Blog Joined May 2004
is awesome32277 Posts
November 14 2005 01:33 GMT
#67
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...
Moderator<:3-/-<
Leejungterran
Profile Joined September 2005
Korea (South)572 Posts
November 14 2005 01:38 GMT
#68
On November 14 2005 06:07 superjoppe wrote:
Show nested quote +
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


if you come near the marine , the marine will fire .

retard...
exalted
Profile Blog Joined March 2004
United States3612 Posts
November 14 2005 01:40 GMT
#69
Do you even know what he's referring to? He's talking about the SCV AI not going crazy if they are selected with marines and set to hold position. What the hell are you talking about, LEEJUNGTERRAN>>>>>
too easy
iNcontroL *
Profile Blog Joined July 2004
USA29055 Posts
November 14 2005 01:51 GMT
#70
Is stop lurker allowed in pro leagues? Dont know if its been asked already i dont feel like reading 4 pages of horrible debate (on average).
mitsy
Profile Joined October 2005
United States1792 Posts
November 14 2005 01:53 GMT
#71
it should be up to competitive organizations to ban moves and enforce it if they think its better for the game. the korean leagues have way more cred than WCG, that's all. it seems ppl have a lot more gripes with WCG's bw over the years than any of the korean leagues...
express yourself--madonna
jtan
Profile Blog Joined April 2003
Sweden5891 Posts
November 14 2005 02:00 GMT
#72
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
Enter a Uh
DaRkReBeL
Profile Joined October 2005
United States30 Posts
November 14 2005 02:27 GMT
#73
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.
tell that to the newb boy who can't macro for his life in tvz and has never heard of using comstats
HeavenS
Profile Joined August 2004
Colombia2259 Posts
November 14 2005 02:27 GMT
#74
On November 13 2005 20:15 Esp1noza wrote:
Show nested quote +
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 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.
Im cooler than the other side of the pillow.
greatmeh
Profile Blog Joined September 2005
Canada1964 Posts
November 14 2005 02:27 GMT
#75
i think the reason its not allowed in WCG is because it CAN cause major changes in the game, and it is a bug
DaRkReBeL
Profile Joined October 2005
United States30 Posts
Last Edited: 2005-11-14 04:42:41
November 14 2005 02:35 GMT
#76
Another thing if this is a bug, why hasn't it been fixed?
Zeller
Profile Blog Joined August 2004
United States1109 Posts
November 14 2005 02:43 GMT
#77
its not as bad later on, the problem is early game with your first group or 2 of marine medic, you dont die later game from hold lurker unless its like 6 of them, but quite often youd lose your enire group of marine medic. TO the guy who said scan ahead of your army? are you dumb? you need to scan their base to see their tech
Last.Epic , Epic[LighT]
Overlord
Profile Joined May 2003
Romania651 Posts
Last Edited: 2005-11-14 02:56:43
November 14 2005 02:45 GMT
#78
Umm... you have more than one scan in a game...

I mean: u can use it more than once
God is dead - Nietzsche ; Nietzsche is dead - God
Painter
Profile Joined October 2005
353 Posts
Last Edited: 2005-11-14 03:32:42
November 14 2005 03:22 GMT
#79
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:
Show nested quote +
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

Blizzard has said that they cannot fix this bug because it would destroy Worker AI when mining normally.
Boxer dropped only 1 Goliath to harrass. that is the Boxer way
Painter
Profile Joined October 2005
353 Posts
Last Edited: 2005-11-14 03:47:42
November 14 2005 03:46 GMT
#80
Hold Lurker Should be allowed because you can achieve the same effect by doing other methods even though technically it is a bug.

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.
Boxer dropped only 1 Goliath to harrass. that is the Boxer way
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