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Active: 1444 users

Compilation of Requests for next StarCraft Patch

Forum Index > BW General
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xboi209
Profile Blog Joined June 2011
United States1173 Posts
Last Edited: 2016-05-27 00:52:36
May 27 2016 00:21 GMT
#1
http://us.battle.net/en/forum/topic/20744814307

Since the next StarCraft patch is for compatibility and bug fixes, I've compiled a neat list of bugs and exploits, as well as feature suggestions for future patches, for Blizzard. If you guys have anything that I should add to the list, just comment below. Finally, to show support, it'd be best to upvote the topic and maybe write a comment. WarCraft 3 and Diablo 2 players have the biggest voice in the Battle.net forums right now because very few StarCraft players post in the forums.

Also, 1k post mark
http://www.reddit.com/r/broodwar/
Mojzii1
Profile Joined March 2016
30 Posts
May 27 2016 00:41 GMT
#2
I wonder how community would react to changes which would make game simplier without changing the gameplay itself, like incrased unit selection and graphic improvement (not pathing etc) just visuals.
xboi209
Profile Blog Joined June 2011
United States1173 Posts
May 27 2016 00:44 GMT
#3
On May 27 2016 09:41 Mojzii1 wrote:
I wonder how community would react to changes which would make game simplier without changing the gameplay itself, like incrased unit selection and graphic improvement (not pathing etc) just visuals.

Increasing the unit selection would change the gameplay, the unit selection limit was implemented to help balance the Zerg race IIRC.
http://www.reddit.com/r/broodwar/
Mojzii1
Profile Joined March 2016
30 Posts
May 27 2016 00:47 GMT
#4
On May 27 2016 09:44 xboi209 wrote:
Show nested quote +
On May 27 2016 09:41 Mojzii1 wrote:
I wonder how community would react to changes which would make game simplier without changing the gameplay itself, like incrased unit selection and graphic improvement (not pathing etc) just visuals.

Increasing the unit selection would change the gameplay, the unit selection limit was implemented to help balance the Zerg race IIRC.


Kind of yes but i rather meant gameplay as the way game is played. Good players doesn't fell limited with unit selection at all, but it would help casuals a little
purakushi
Profile Joined August 2012
United States3301 Posts
Last Edited: 2016-05-27 01:18:38
May 27 2016 01:16 GMT
#5
Great compilation. Nice that you are the person involved with mca and are knowledgeable about the technical issues.
T P Z sagi
Probemicro
Profile Joined February 2014
3708 Posts
Last Edited: 2016-05-27 02:05:44
May 27 2016 02:00 GMT
#6
have a feeling their focus is still on d2/wc3 atm, since they have a more....global appeal.

also their classic team devs most likely doesn't know that 95% of BW playing population resides in Korea, since theres no classic games section in KR bnet forums.
Intari
Profile Joined May 2015
31 Posts
Last Edited: 2016-05-27 02:09:56
May 27 2016 02:09 GMT
#7
On May 27 2016 09:47 Mojzii1 wrote:
Show nested quote +
On May 27 2016 09:44 xboi209 wrote:
On May 27 2016 09:41 Mojzii1 wrote:
I wonder how community would react to changes which would make game simplier without changing the gameplay itself, like incrased unit selection and graphic improvement (not pathing etc) just visuals.

Increasing the unit selection would change the gameplay, the unit selection limit was implemented to help balance the Zerg race IIRC.


Kind of yes but i rather meant gameplay as the way game is played. Good players doesn't fell limited with unit selection at all, but it would help casuals a little


They don't feel limited early game but where zerg would become ridiculous is late game when there are hundreds of units. And I'm pretty sure even the pros feel limited then. Same goes for zerg and MBS.
Jealous
Profile Blog Joined December 2011
10253 Posts
Last Edited: 2016-05-27 04:59:52
May 27 2016 04:58 GMT
#8
I think another minor thing to fix would be removing the limit (255) on maps visible in folder for single player/LAN game modes. In other words, making it the same as in Battle.net.

Also, wouldn't removing sprite limit change the game? Not even talking about Fastest Map Max type games, but mostly Valkyrie and how it could affect TvZ and maybe-but-probably-not vs. Carrier play?
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
xboi209
Profile Blog Joined June 2011
United States1173 Posts
May 27 2016 07:29 GMT
#9
On May 27 2016 13:58 Jealous wrote:
I think another minor thing to fix would be removing the limit (255) on maps visible in folder for single player/LAN game modes. In other words, making it the same as in Battle.net.

Also, wouldn't removing sprite limit change the game? Not even talking about Fastest Map Max type games, but mostly Valkyrie and how it could affect TvZ and maybe-but-probably-not vs. Carrier play?

I'll remove the sprite limit suggestion for now, IMO, there shouldn't be a limit though.
http://www.reddit.com/r/broodwar/
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium6793 Posts
May 27 2016 07:50 GMT
#10
what is sprite limit ? cant find traslation for it --
endy
Profile Blog Joined May 2009
Switzerland8970 Posts
May 27 2016 09:10 GMT
#11
On May 27 2016 16:50 [sc1f]eonzerg wrote:
what is sprite limit ? cant find traslation for it --


When there are too many sprites for the game engine to handle. For example, Valks not shooting
ॐ
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium6793 Posts
May 27 2016 09:45 GMT
#12
On May 27 2016 18:10 endy wrote:
Show nested quote +
On May 27 2016 16:50 [sc1f]eonzerg wrote:
what is sprite limit ? cant find traslation for it --


When there are too many sprites for the game engine to handle. For example, Valks not shooting

like when u are microing some units and u re repeating the process so fast that they dont do anything ?
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium6793 Posts
Last Edited: 2016-05-27 09:54:31
May 27 2016 09:50 GMT
#13
do doubt that term was very confusing to me LOL
Sprite
an elf or fairy. ya sure...
synonyms: fairy, elf, pixie, imp, brownie, puck, peri, goblin, hobgoblin, kelpie, leprechaun; More
2.
a computer graphic which may be moved on-screen and otherwise manipulated as a single entity.

Translations of sprite
noun
el duende
Highgamer
Profile Joined October 2015
1444 Posts
May 27 2016 10:08 GMT
#14
No gameplay changes is all I request and I figure those are beyond all question.

Thanks for your efforts.
SonnyC
Profile Joined May 2016
Netherlands17 Posts
May 27 2016 10:20 GMT
#15
I would really like to see a fix that makes all old replays viewable in 1.16. Can that be on your list?
HaN-
Profile Blog Joined June 2009
France1920 Posts
May 27 2016 10:43 GMT
#16
Users playing with French or Belgian keyboard layouts must hold Shift in order to access numbers for selecting hotkeys


wtf I had no idea it is a bug, I thought it was like that for everyone
Calendaraka Foxhan
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium6793 Posts
Last Edited: 2016-05-27 11:36:32
May 27 2016 11:36 GMT
#17
On May 27 2016 19:43 HaN- wrote:
Show nested quote +
Users playing with French or Belgian keyboard layouts must hold Shift in order to access numbers for selecting hotkeys


wtf I had no idea it is a bug, I thought it was like that for everyone

It has nothing to do with bw, with french keyboard u need shift to type numbers,so for bw in order to press nunmbers u need the same,just letting caps on u will be fine.
outscar
Profile Joined September 2014
2832 Posts
Last Edited: 2016-06-05 00:19:21
May 27 2016 13:38 GMT
#18
*** Since zerglings are small units and pop out as 2 from 1 larva egg allow to select 24 of them instead of 12 at once.
*** Scourges also are small and pop out from 1 larva egg (read above)
*** Implement HD soundtrack (My HD music patch for example)

Hope zerg users are agree with me that lings/scourges small units are pain to control because of smallness.

EDIT:
*** Notification about your drones are 1 shot by DTs..
*** When watching replay give ability to look up players binding locations (F2, F3, F4).
sunbeams are never made like me...
StylishVODs
Profile Joined December 2005
Sweden5331 Posts
May 27 2016 13:38 GMT
#19
On May 27 2016 09:41 Mojzii1 wrote:
I wonder how community would react to changes which would make game simplier without changing the gameplay itself, like incrased unit selection and graphic improvement (not pathing etc) just visuals.


Increased unit selection is a major gameplay and balance changer though. Everyone, even pros, are limited by the unit selection function and it is one of the foundations for the greatness of this game. It would cause any strategy or tactic, for which controlling several units at once gives you an advantage, to lose the simultaneous disadvantage caused by not being able to focus attention elsewhere, such as for macro or infrastructure. A simpel example would be clumping 20+ mutalisk together for muta harass.

There are several other ways to make the game more appealing for newcomers however, such as graphic improvement as you suggested and several bugfixes. We need to be careful of some game and balance changing bugfixes though.
According to Reach, he is the fastest learner he has ever seen. He start bw only like 2/3 years ago. Infact, his bw history knowledge is so limited, he didn't even know what the map Guillotine was.
Cryoc
Profile Joined July 2011
Germany911 Posts
May 27 2016 13:47 GMT
#20
On May 27 2016 16:29 xboi209 wrote:
Show nested quote +
On May 27 2016 13:58 Jealous wrote:
I think another minor thing to fix would be removing the limit (255) on maps visible in folder for single player/LAN game modes. In other words, making it the same as in Battle.net.

Also, wouldn't removing sprite limit change the game? Not even talking about Fastest Map Max type games, but mostly Valkyrie and how it could affect TvZ and maybe-but-probably-not vs. Carrier play?

I'll remove the sprite limit suggestion for now, IMO, there shouldn't be a limit though.

It would certainly be nice to actually be able to use the counter to mass muta when playing mech in tvz so that mindless muta only builds cannot just overpower you midgame because the next best anti-muta unit takes 675 gas to make the first time.
http://www.twitch.tv/cryoc
B-royal
Profile Joined May 2015
Belgium1330 Posts
Last Edited: 2016-05-27 14:05:41
May 27 2016 14:05 GMT
#21
Let's keep the balance whine outside of this thread, especially since controlling mutalisks against irradiate is a lot harder than it is to irradiate one of them.


I also upvoted the post on battle.net. Glad to see it already was on the front page!
new BW-player (~E rank fish) twitch.tv/crispydrone || What plays 500 games a season but can't get better? => http://imgur.com/a/pLzf9 <= ||
Jealous
Profile Blog Joined December 2011
10253 Posts
May 27 2016 15:07 GMT
#22
On May 27 2016 22:38 outscar wrote:
*** Since zerglings are small units and pop out as 2 from 1 larva egg allow to select 24 of them instead of 12 at once.
*** Scourges also are small and pop out from 1 larva egg (read above)
*** Implement HD soundtrack (My HD music patch for example)

Hope zerg users are agree with me that lings/scourges small units are pain to control because of smallness.

That definitely changes gameplay and would definitely not be ok in my book.

The HD music, I'm down with.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
art_of_turtle
Profile Blog Joined September 2012
United States1202 Posts
May 27 2016 15:38 GMT
#23
On May 27 2016 22:38 outscar wrote:
*** Since zerglings are small units and pop out as 2 from 1 larva egg allow to select 24 of them instead of 12 at once.
*** Scourges also are small and pop out from 1 larva egg (read above)
*** Implement HD soundtrack (My HD music patch for example)

Hope zerg users are agree with me that lings/scourges small units are pain to control because of smallness.

Zerglings are the fastest and have the most DPS out of any of the tier 1 units. No need to have more then 12 in a hotkey when they trade the most efficiently in mass already.
Flash should fear Sacsri
xboi209
Profile Blog Joined June 2011
United States1173 Posts
May 27 2016 16:54 GMT
#24
As B-Royal said, we shouldn't be discussing balance in this thread, please keep it out.
http://www.reddit.com/r/broodwar/
StylishVODs
Profile Joined December 2005
Sweden5331 Posts
Last Edited: 2016-05-27 17:04:02
May 27 2016 17:02 GMT
#25
On May 27 2016 23:05 B-royal wrote:
Let's keep the balance whine outside of this thread

You confuse balance whine with a direct answer to a feature suggested in this thread. There have been no suggestions about "balance fixing".

Further, is this patch solely limited to bugs outside of gameplay?
I can think of a few bugs in game that I'd gladly see fixed that only occurs every once in a while.
According to Reach, he is the fastest learner he has ever seen. He start bw only like 2/3 years ago. Infact, his bw history knowledge is so limited, he didn't even know what the map Guillotine was.
xboi209
Profile Blog Joined June 2011
United States1173 Posts
May 27 2016 17:08 GMT
#26
On May 28 2016 02:02 StylishVODs wrote:
Further, is this patch solely limited to bugs outside of gameplay?
I can think of a few bugs in game that I'd gladly see fixed that only occurs every once in a while.

I don't believe the next patch will touch gameplay at all, maybe in the future patches if we report it though. What bugs do you have in mind?
http://www.reddit.com/r/broodwar/
Kau *
Profile Joined March 2007
Canada3500 Posts
May 27 2016 17:43 GMT
#27
[image loading]
Moderator
Wrath
Profile Blog Joined July 2014
3174 Posts
May 27 2016 17:46 GMT
#28
I just can't stop laughing at that lol
xboi209
Profile Blog Joined June 2011
United States1173 Posts
Last Edited: 2016-05-27 17:54:30
May 27 2016 17:54 GMT
#29
Okay lol I remember that now. If we're going to report it, it needs to be reproducible with written instructions, otherwise, it doesn't really help.
http://www.reddit.com/r/broodwar/
StylishVODs
Profile Joined December 2005
Sweden5331 Posts
Last Edited: 2016-05-27 18:03:50
May 27 2016 17:58 GMT
#30
On May 28 2016 02:08 xboi209 wrote:
Show nested quote +
On May 28 2016 02:02 StylishVODs wrote:
Further, is this patch solely limited to bugs outside of gameplay?
I can think of a few bugs in game that I'd gladly see fixed that only occurs every once in a while.

I don't believe the next patch will touch gameplay at all, maybe in the future patches if we report it though. What bugs do you have in mind?

I don't believe they have official names, but I'll try to explain them. Here are a few on top of my mind:

1) Units ordered to attack will sometimes bug and get completely stuck. In order to make them move again you have to select them and press stop. The bug is probably caused by ordering a unit to attack something outside of its attack range but it is not consistent and only happens sometimes. For me, the bug is most commonly encountered when ordering a group of 1 tank and several marines to target attack a dragoon, one or more marines will not follow command and instead stay still until you select them and press stop (sometimes you need to repeat this several times for them to respond).

2) Units sometimes get stuck in one small specific area, on top of each other, spinning furiously. It has been described as the "black hole of bw" as, if it occurs, it is like a black hole that will suck in any other unit passing the area to likewise spin uncontrollably on top of already stuck/spinning units. The bug can easily determine outcomes of entire games and is most frequently observed when moving many units through the left ramp of the 12 o'clock expansion on fighting spirit. It is however not limited to that location or map.

edit: oh yeah this is the bug that is shown 3 posts above by Kau.

3) Sieging a tank with workers on top of it (mining scvs will glide through units) will cause the tank to explode. A minor bug however since it is controllable by simply not sieging until the worker(s) have passed. The bug is not only for passing workers, for example if a comsat statation is built and an unsieged tank is blocking the area it will also explode if you siege it before it has had time to reach an "open area".

According to Reach, he is the fastest learner he has ever seen. He start bw only like 2/3 years ago. Infact, his bw history knowledge is so limited, he didn't even know what the map Guillotine was.
Jealous
Profile Blog Joined December 2011
10253 Posts
Last Edited: 2016-05-27 18:15:32
May 27 2016 18:12 GMT
#31
On May 28 2016 02:54 xboi209 wrote:
Okay lol I remember that now. If we're going to report it, it needs to be reproducible with written instructions, otherwise, it doesn't really help.

The other problem with this bug is that it only occurs on artificially-made ramps.

Perhaps that's one thing we can ask for? Fully reversible ramps available as standard package in map editor?

I would like to add another "bug" to Stylish's list:

4) The magically dying larva who seppuku if certain buildings are placed in certain ways and I believe on certain maps.

5) Workers returning minerals to the main CC at 1 o'clock FS when you lift the CC @ the 3rd @3 o'clock. This is also true of drones returning minerals to a high-ground ramp hatch on Gaia at 7 o'clock and other such pathing decisions.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
B-royal
Profile Joined May 2015
Belgium1330 Posts
Last Edited: 2016-05-27 18:26:21
May 27 2016 18:19 GMT
#32
On May 28 2016 02:02 StylishVODs wrote:
Show nested quote +
On May 27 2016 23:05 B-royal wrote:
Let's keep the balance whine outside of this thread

You confuse balance whine with a direct answer to a feature suggested in this thread. There have been no suggestions about "balance fixing".

Further, is this patch solely limited to bugs outside of gameplay?
I can think of a few bugs in game that I'd gladly see fixed that only occurs every once in a while.



It would certainly be nice to actually be able to use the counter to mass muta when playing mech in tvz so that mindless muta only builds cannot just overpower you midgame because the next best anti-muta unit takes 675 gas to make the first time.


Then what does this qualify as in your opinion?

It's even more questionable when you consider that once upgrades come into play, mutalisks can't even TOUCH goliaths anymore. So when you're playing mech, mutalisks should probably be one your least concerns, especially after the initial 10-12.

On May 28 2016 03:12 Jealous wrote:
Show nested quote +
On May 28 2016 02:54 xboi209 wrote:
Okay lol I remember that now. If we're going to report it, it needs to be reproducible with written instructions, otherwise, it doesn't really help.

4) The magically dying larva who seppuku if certain buildings are placed in certain ways and I believe on certain maps.


This happens a lot to hatcheries that are touching a cliff or edge of the map directly to their bottom.
new BW-player (~E rank fish) twitch.tv/crispydrone || What plays 500 games a season but can't get better? => http://imgur.com/a/pLzf9 <= ||
StylishVODs
Profile Joined December 2005
Sweden5331 Posts
Last Edited: 2016-05-27 18:37:38
May 27 2016 18:32 GMT
#33
On May 28 2016 03:19 B-royal wrote:
Then what does this qualify as in your opinion?

I have to admit that I had not read that post and I can agree with you that it might be abit off topic, however I don't think cryoc intended to seriously discuss any imbalance issues in the TvZ matchup. Either way, we should allow balance-covering followups to suggested features that might seem "innocent" at first but could impact gameplay.

When I read my comment again it sounded abit harsh and I apologize, it was not intended that way.
According to Reach, he is the fastest learner he has ever seen. He start bw only like 2/3 years ago. Infact, his bw history knowledge is so limited, he didn't even know what the map Guillotine was.
FyRe_DragOn
Profile Blog Joined November 2006
Canada2056 Posts
May 27 2016 18:36 GMT
#34
A rewind button on replays is the first thing that comes to mind for me
aka DragOn[NaS]
Assault_1
Profile Joined April 2009
Canada1950 Posts
Last Edited: 2016-05-27 18:37:52
May 27 2016 18:37 GMT
#35
On May 28 2016 02:43 Kau wrote:
[image loading]

Wow I've had that happen with two lurkers but he has like a full control group glitching? Is there any way to free them, maybe load them into a shuttle or recall?
Can anyone link me to that game?
Kau *
Profile Joined March 2007
Canada3500 Posts
May 27 2016 18:42 GMT
#36
On May 28 2016 03:37 Assault_1 wrote:
Show nested quote +
On May 28 2016 02:43 Kau wrote:
[image loading]

Wow I've had that happen with two lurkers but he has like a full control group glitching? Is there any way to free them, maybe load them into a shuttle or recall?
Can anyone link me to that game?

Moderator
StylishVODs
Profile Joined December 2005
Sweden5331 Posts
May 27 2016 18:58 GMT
#37
On May 28 2016 03:37 Assault_1 wrote:
Is there any way to free them, maybe load them into a shuttle or recall?


They can get free automatically if given enough time, but it only works sometimes. Other than that, I don't think there is a way to simply do it in game. Recall should work, shuttle I'm not sure but probably if you click the shuttle to target a unit.
Following Flash's stream it does happen do him quite often and he doesn't seem to put an effort into not letting it happen, but every time it does his face goes sour and he usually loses the game. I think I've seen 20+ units getting stuck like this.
According to Reach, he is the fastest learner he has ever seen. He start bw only like 2/3 years ago. Infact, his bw history knowledge is so limited, he didn't even know what the map Guillotine was.
Assault_1
Profile Joined April 2009
Canada1950 Posts
May 27 2016 19:00 GMT
#38
On May 28 2016 03:58 StylishVODs wrote:
Show nested quote +
On May 28 2016 03:37 Assault_1 wrote:
Is there any way to free them, maybe load them into a shuttle or recall?


They can get free automatically if given enough time, but it only works sometimes. Other than that, I don't think there is a way to simply do it in game. Recall should work, shuttle I'm not sure but probably if you click the shuttle to target a unit.
Following Flash's stream it does happen do him quite often and he doesn't seem to put an effort into not letting it happen, but every time it does his face goes sour and he usually loses the game. I think I've seen 20+ units getting stuck like this.

I'm worried if someone figures out how to control and move those glitch balls around they could become death balls like muta stacking
BisuDagger
Profile Blog Joined October 2009
Bisutopia19299 Posts
May 27 2016 19:00 GMT
#39
*Make all reaver scarabs hit plz
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
StylishVODs
Profile Joined December 2005
Sweden5331 Posts
May 27 2016 19:02 GMT
#40
On May 28 2016 04:00 Assault_1 wrote:
Show nested quote +
On May 28 2016 03:58 StylishVODs wrote:
On May 28 2016 03:37 Assault_1 wrote:
Is there any way to free them, maybe load them into a shuttle or recall?


They can get free automatically if given enough time, but it only works sometimes. Other than that, I don't think there is a way to simply do it in game. Recall should work, shuttle I'm not sure but probably if you click the shuttle to target a unit.
Following Flash's stream it does happen do him quite often and he doesn't seem to put an effort into not letting it happen, but every time it does his face goes sour and he usually loses the game. I think I've seen 20+ units getting stuck like this.

I'm worried if someone figures out how to control and move those glitch balls around they could become death balls like muta stacking


Haha, would be fun to watch;)
Either way, I think if you have a bunch of tanks stuck like that and you order them to siege, all will explode simultaneously.
According to Reach, he is the fastest learner he has ever seen. He start bw only like 2/3 years ago. Infact, his bw history knowledge is so limited, he didn't even know what the map Guillotine was.
Jealous
Profile Blog Joined December 2011
10253 Posts
May 27 2016 19:29 GMT
#41
On May 28 2016 04:00 BisuDagger wrote:
*Make all reaver scarabs hit plz

"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
HaN-
Profile Blog Joined June 2009
France1920 Posts
Last Edited: 2016-05-27 19:38:39
May 27 2016 19:36 GMT
#42
[image loading]
Calendaraka Foxhan
Highgamer
Profile Joined October 2015
1444 Posts
May 27 2016 19:59 GMT
#43
On May 28 2016 04:36 HaN- wrote:
[image loading]


I don't see the problem...
Cryoc
Profile Joined July 2011
Germany911 Posts
May 27 2016 20:25 GMT
#44
On May 27 2016 23:05 B-royal wrote:
Let's keep the balance whine outside of this thread, especially since controlling mutalisks against irradiate is a lot harder than it is to irradiate one of them.


I also upvoted the post on battle.net. Glad to see it already was on the front page!

Maybe you should also stop then.
http://www.twitch.tv/cryoc
oBlade
Profile Blog Joined December 2008
United States5784 Posts
May 27 2016 21:38 GMT
#45
Something important:
http://www.teamliquid.net/forum/brood-war/101215-this-is-a-hack

Plus custom hotkey mapping could be a big feature to list.
"I read it. You know how to read, you ignorant fuck?" - Andy Dufresne
Jealous
Profile Blog Joined December 2011
10253 Posts
May 27 2016 22:09 GMT
#46
On May 28 2016 06:38 oBlade wrote:
Something important:
http://www.teamliquid.net/forum/brood-war/101215-this-is-a-hack

Plus custom hotkey mapping could be a big feature to list.

This has been discussed in many other threads in depth so I will keep it brief. My personal opinion is that setting custom hotkey mapping should not be an option, because it affects gameplay and will prove to be divisive to the community because I doubt that competitive servers like Fish would endorse the switch to the new patch if such drastic changes are made.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
Mojzii1
Profile Joined March 2016
30 Posts
May 27 2016 22:23 GMT
#47
On May 28 2016 07:09 Jealous wrote:
Show nested quote +
On May 28 2016 06:38 oBlade wrote:
Something important:
http://www.teamliquid.net/forum/brood-war/101215-this-is-a-hack

Plus custom hotkey mapping could be a big feature to list.

This has been discussed in many other threads in depth so I will keep it brief. My personal opinion is that setting custom hotkey mapping should not be an option, because it affects gameplay and will prove to be divisive to the community because I doubt that competitive servers like Fish would endorse the switch to the new patch if such drastic changes are made.


I disagree, as someone playing on ICCUP with C+ i must honestly say that I in fact USE custom hotkeys, i did that myself by editing game files and to be honest there is quite a lot people which did the same. I think either custom hotkey should be included or patched to be completely excluded because right now quite a lot people use that and its unfair to those who don't
B-royal
Profile Joined May 2015
Belgium1330 Posts
May 27 2016 22:35 GMT
#48
On May 28 2016 05:25 Cryoc wrote:
Show nested quote +
On May 27 2016 23:05 B-royal wrote:
Let's keep the balance whine outside of this thread, especially since controlling mutalisks against irradiate is a lot harder than it is to irradiate one of them.


I also upvoted the post on battle.net. Glad to see it already was on the front page!

Maybe you should also stop then.


I'm not balance whining at all. I was merely stating facts. Anyway you've instigated enough off topic posts for now wouldn't you agree?

On topic:

Do people think that reavers and guardians running into static defenses is a bug or should it remain like this?
new BW-player (~E rank fish) twitch.tv/crispydrone || What plays 500 games a season but can't get better? => http://imgur.com/a/pLzf9 <= ||
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium6793 Posts
May 27 2016 22:40 GMT
#49
On May 28 2016 07:35 B-royal wrote:
Show nested quote +
On May 28 2016 05:25 Cryoc wrote:
On May 27 2016 23:05 B-royal wrote:
Let's keep the balance whine outside of this thread, especially since controlling mutalisks against irradiate is a lot harder than it is to irradiate one of them.


I also upvoted the post on battle.net. Glad to see it already was on the front page!

Maybe you should also stop then.


I'm not balance whining at all. I was merely stating facts. Anyway you've instigated enough off topic posts for now wouldn't you agree?

On topic:

Do people think that reavers and guardians running into static defenses is a bug or should it remain like this?

it forces you to be good
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium6793 Posts
May 27 2016 22:43 GMT
#50
On May 28 2016 07:09 Jealous wrote:
Show nested quote +
On May 28 2016 06:38 oBlade wrote:
Something important:
http://www.teamliquid.net/forum/brood-war/101215-this-is-a-hack

Plus custom hotkey mapping could be a big feature to list.

This has been discussed in many other threads in depth so I will keep it brief. My personal opinion is that setting custom hotkey mapping should not be an option, because it affects gameplay and will prove to be divisive to the community because I doubt that competitive servers like Fish would endorse the switch to the new patch if such drastic changes are made.

i know some players that do this already with razer keyboards,and there are many different custom hotkeys x starcraft language,so how it exactly help you to gain some advantage ?at the end is all about mechanics,i learnt from english setup and after all these years i will not change for sure.(im not attacking you or anything ,just wanted to know more about the topic).
Cryoc
Profile Joined July 2011
Germany911 Posts
May 28 2016 00:16 GMT
#51
On May 28 2016 07:35 B-royal wrote:
Show nested quote +
On May 28 2016 05:25 Cryoc wrote:
On May 27 2016 23:05 B-royal wrote:
Let's keep the balance whine outside of this thread, especially since controlling mutalisks against irradiate is a lot harder than it is to irradiate one of them.


I also upvoted the post on battle.net. Glad to see it already was on the front page!

Maybe you should also stop then.


I'm not balance whining at all. I was merely stating facts. Anyway you've instigated enough off topic posts for now wouldn't you agree?

On topic:

Do people think that reavers and guardians running into static defenses is a bug or should it remain like this?

I'm sorry, I thought your additional comments indicated something regarding balance. I must improve my English I guess.
http://www.twitch.tv/cryoc
Battleship789
Profile Joined March 2010
United States415 Posts
May 28 2016 00:19 GMT
#52
On May 28 2016 02:58 StylishVODs wrote:
Show nested quote +
On May 28 2016 02:08 xboi209 wrote:
On May 28 2016 02:02 StylishVODs wrote:
Further, is this patch solely limited to bugs outside of gameplay?
I can think of a few bugs in game that I'd gladly see fixed that only occurs every once in a while.

I don't believe the next patch will touch gameplay at all, maybe in the future patches if we report it though. What bugs do you have in mind?

I don't believe they have official names, but I'll try to explain them. Here are a few on top of my mind:

1) Units ordered to attack will sometimes bug and get completely stuck. In order to make them move again you have to select them and press stop. The bug is probably caused by ordering a unit to attack something outside of its attack range but it is not consistent and only happens sometimes. For me, the bug is most commonly encountered when ordering a group of 1 tank and several marines to target attack a dragoon, one or more marines will not follow command and instead stay still until you select them and press stop (sometimes you need to repeat this several times for them to respond).

2) Units sometimes get stuck in one small specific area, on top of each other, spinning furiously. It has been described as the "black hole of bw" as, if it occurs, it is like a black hole that will suck in any other unit passing the area to likewise spin uncontrollably on top of already stuck/spinning units. The bug can easily determine outcomes of entire games and is most frequently observed when moving many units through the left ramp of the 12 o'clock expansion on fighting spirit. It is however not limited to that location or map.

edit: oh yeah this is the bug that is shown 3 posts above by Kau.

3) Sieging a tank with workers on top of it (mining scvs will glide through units) will cause the tank to explode. A minor bug however since it is controllable by simply not sieging until the worker(s) have passed. The bug is not only for passing workers, for example if a comsat statation is built and an unsieged tank is blocking the area it will also explode if you siege it before it has had time to reach an "open area".
On 3; in earlier patches, you could siege tanks under large buildings and they became untargetable, so they patched in the "fix" above for patch 1.08. Having the same interaction happen with workers is a bug, though.
Artanis[Xp]
Profile Blog Joined December 2005
Netherlands12968 Posts
May 28 2016 00:30 GMT
#53
I would just like to see the scout build time/cost decreased or its speed increased. It'd be cool to see them, like, ever.
StylishVODs
Profile Joined December 2005
Sweden5331 Posts
Last Edited: 2016-05-28 00:39:29
May 28 2016 00:38 GMT
#54
On May 28 2016 07:43 [sc1f]eonzerg wrote:
Show nested quote +
On May 28 2016 07:09 Jealous wrote:
On May 28 2016 06:38 oBlade wrote:
Something important:
http://www.teamliquid.net/forum/brood-war/101215-this-is-a-hack

Plus custom hotkey mapping could be a big feature to list.

This has been discussed in many other threads in depth so I will keep it brief. My personal opinion is that setting custom hotkey mapping should not be an option, because it affects gameplay and will prove to be divisive to the community because I doubt that competitive servers like Fish would endorse the switch to the new patch if such drastic changes are made.

i know some players that do this already with razer keyboards,and there are many different custom hotkeys x starcraft language,so how it exactly help you to gain some advantage ?at the end is all about mechanics,i learnt from english setup and after all these years i will not change for sure.(im not attacking you or anything ,just wanted to know more about the topic).

Personally I also believe that custom hotkeys should be allowed. The only reason it's discussed with different oppinions is because not everyone is using it. Otherwise there is no real reason not to allow it or include it as a feature.

Also, we have to think abit in terms of attracting new players. I believe that custom hotkey is like a must have function today and that it won't make a big effect on the highest level player but rather help mediocre players to get better.
According to Reach, he is the fastest learner he has ever seen. He start bw only like 2/3 years ago. Infact, his bw history knowledge is so limited, he didn't even know what the map Guillotine was.
xboi209
Profile Blog Joined June 2011
United States1173 Posts
May 28 2016 01:06 GMT
#55
Hey guys, we reached +25 which the Battle.net forums considers "Highly Rated," so thanks to everyone who voted. We shouldn't stop there however, I still encourage everyone to upvote the post, it's a really small and simple action that can mean a lot.
http://www.reddit.com/r/broodwar/
StylishVODs
Profile Joined December 2005
Sweden5331 Posts
Last Edited: 2016-05-28 01:51:55
May 28 2016 01:51 GMT
#56
I don't even know how to upvote, theres nothing indicating a thumbs up or "+" sign anywhere on the page lol
I've got an account
According to Reach, he is the fastest learner he has ever seen. He start bw only like 2/3 years ago. Infact, his bw history knowledge is so limited, he didn't even know what the map Guillotine was.
xboi209
Profile Blog Joined June 2011
United States1173 Posts
May 28 2016 02:04 GMT
#57
On May 28 2016 10:51 StylishVODs wrote:
I don't even know how to upvote, theres nothing indicating a thumbs up or "+" sign anywhere on the page lol
I've got an account

Hover your mouse over the post and you'll see a thumbs down and thumbs up button on the right side of the post

On May 28 2016 02:58 StylishVODs wrote:
2) Units sometimes get stuck in one small specific area, on top of each other, spinning furiously. It has been described as the "black hole of bw" as, if it occurs, it is like a black hole that will suck in any other unit passing the area to likewise spin uncontrollably on top of already stuck/spinning units. The bug can easily determine outcomes of entire games and is most frequently observed when moving many units through the left ramp of the 12 o'clock expansion on fighting spirit. It is however not limited to that location or map.

I request that someone try to analyze replays where this occurs and try to reliably reproduce it.
http://www.reddit.com/r/broodwar/
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50600 Posts
May 28 2016 02:40 GMT
#58
On May 28 2016 04:36 HaN- wrote:
[image loading]

Not a bug, a feature.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
Probemicro
Profile Joined February 2014
3708 Posts
Last Edited: 2016-05-28 02:54:09
May 28 2016 02:50 GMT
#59
On May 28 2016 09:38 StylishVODs wrote:
Also, we have to think abit in terms of attracting new players. I believe that custom hotkey is like a must have function today and that it won't make a big effect on the highest level player but rather help mediocre players to get better.


people can already change their hotkeys since ages ago and i don't see any amateurs start to play as well as pros yet. More practice makes you play better, not custom hotkeys or whatever .
the only thing this does is to make it legitimate in offline LAN tourneys.
oBlade
Profile Blog Joined December 2008
United States5784 Posts
May 28 2016 03:09 GMT
#60
On May 28 2016 07:09 Jealous wrote:
Show nested quote +
On May 28 2016 06:38 oBlade wrote:
Something important:
http://www.teamliquid.net/forum/brood-war/101215-this-is-a-hack

Plus custom hotkey mapping could be a big feature to list.

This has been discussed in many other threads in depth so I will keep it brief. My personal opinion is that setting custom hotkey mapping should not be an option, because it affects gameplay and will prove to be divisive to the community because I doubt that competitive servers like Fish would endorse the switch to the new patch if such drastic changes are made.

I mean, latency is already in the list. That "affects" gameplay just as much. The thing with fixing the event buffer and custom hotkeys is you can already achieve it with hardware or another program (importantly without hacking into BW itself which you would need to do for unlimited selection and so forth). The goal for avoiding "gameplay" changes is that you don't want to change the rules, I would even say the magic, of the game (for example, you don't want to take out the lurker spine bug). Hotkeys, the event buffer, and latency, they don't change what the game is, they just let a player interface with the game unimpeded.

And you shouldn't make your opinion depend on how you think everyone else feels about it. What if everyone wanted it but all thought like you that it would be divisive? Anyway, look, would you want someone in 50 years to install a BW with or without a builtin way to remap hotkeys?
"I read it. You know how to read, you ignorant fuck?" - Andy Dufresne
Probemicro
Profile Joined February 2014
3708 Posts
Last Edited: 2016-05-28 03:14:59
May 28 2016 03:13 GMT
#61
On May 28 2016 12:09 oBlade wrote:
Anyway, look, would you want someone in 50 years to install a BW with or without a builtin way to remap hotkeys?


someone 50 years later that just took off their VR set:" wtf people control units with keyboard and mouse back then??? how cumbersome must that be."
xboi209
Profile Blog Joined June 2011
United States1173 Posts
May 28 2016 03:34 GMT
#62
On May 28 2016 12:09 oBlade wrote:
Show nested quote +
On May 28 2016 07:09 Jealous wrote:
On May 28 2016 06:38 oBlade wrote:
Something important:
http://www.teamliquid.net/forum/brood-war/101215-this-is-a-hack

Plus custom hotkey mapping could be a big feature to list.

This has been discussed in many other threads in depth so I will keep it brief. My personal opinion is that setting custom hotkey mapping should not be an option, because it affects gameplay and will prove to be divisive to the community because I doubt that competitive servers like Fish would endorse the switch to the new patch if such drastic changes are made.

I mean, latency is already in the list. That "affects" gameplay just as much. The thing with fixing the event buffer and custom hotkeys is you can already achieve it with hardware or another program (importantly without hacking into BW itself which you would need to do for unlimited selection and so forth). The goal for avoiding "gameplay" changes is that you don't want to change the rules, I would even say the magic, of the game (for example, you don't want to take out the lurker spine bug). Hotkeys, the event buffer, and latency, they don't change what the game is, they just let a player interface with the game unimpeded.

And you shouldn't make your opinion depend on how you think everyone else feels about it. What if everyone wanted it but all thought like you that it would be divisive? Anyway, look, would you want someone in 50 years to install a BW with or without a builtin way to remap hotkeys?

I would support remapping hotkeys, but it is still a controversial topic, so I haven't added it to the post (yet). Lan latency on the other hand, has been a de facto standard for many years however.
http://www.reddit.com/r/broodwar/
iwannabepro
Profile Joined August 2011
3 Posts
May 28 2016 04:33 GMT
#63
- Time stamp in each message on the channel's chat.
- /where, if not logged, show the last time seen.
- erase game speeds, only Fastest.
- refresh button for the join game lobby.
xboi209
Profile Blog Joined June 2011
United States1173 Posts
Last Edited: 2016-05-28 04:53:55
May 28 2016 04:42 GMT
#64
On May 28 2016 03:12 Jealous wrote:
4) The magically dying larva who seppuku if certain buildings are placed in certain ways and I believe on certain maps.

I quickly made a map but couldn't replicate this bug. Could you try making a map that demonstrates this bug?

On May 28 2016 13:33 iwannabepro wrote:
- erase game speeds, only Fastest.

I decline this suggestion

On May 28 2016 13:33 iwannabepro wrote:
- /where, if not logged, show the last time seen.

This isn't a StarCraft suggestion.

On May 28 2016 06:38 oBlade wrote:
Something important:
http://www.teamliquid.net/forum/brood-war/101215-this-is-a-hack

Maybe it's just me, but the explanation of the "flaw" isn't entirely clear to me. Could someone put it in other words?
http://www.reddit.com/r/broodwar/
xboi209
Profile Blog Joined June 2011
United States1173 Posts
Last Edited: 2016-05-28 04:53:48
May 28 2016 04:53 GMT
#65
mod please remove this
http://www.reddit.com/r/broodwar/
Probemicro
Profile Joined February 2014
3708 Posts
May 28 2016 04:55 GMT
#66
On May 28 2016 13:42 xboi209 wrote:
Show nested quote +
On May 28 2016 06:38 oBlade wrote:
Something important:
http://www.teamliquid.net/forum/brood-war/101215-this-is-a-hack

Maybe it's just me, but the explanation of the "flaw" isn't entirely clear to me. Could someone put it in other words?


http://www.teamliquid.net/forum/brood-war/474132-hotkey-select-delay
xboi209
Profile Blog Joined June 2011
United States1173 Posts
May 28 2016 05:08 GMT
#67
On May 28 2016 13:55 Probemicro wrote:
Show nested quote +
On May 28 2016 13:42 xboi209 wrote:
On May 28 2016 06:38 oBlade wrote:
Something important:
http://www.teamliquid.net/forum/brood-war/101215-this-is-a-hack

Maybe it's just me, but the explanation of the "flaw" isn't entirely clear to me. Could someone put it in other words?


http://www.teamliquid.net/forum/brood-war/474132-hotkey-select-delay

Okay, I'll be accepting this suggestion since it unacceptably hinders gameplay
http://www.reddit.com/r/broodwar/
Probemicro
Profile Joined February 2014
3708 Posts
Last Edited: 2016-05-28 06:03:41
May 28 2016 05:48 GMT
#68
btw i manage to reproduce the "black hole bug" consistently. what i did was to simply burrow a bunch of lurkers on top of each other in the middle of that particular ramp, then unburrow them.

when they try to unstack from each other, a few of them will end up moving towards a particular part of the ramp where they get stuck. getting more lurkers stacked on top of each other initially will increase the chance this happen+more of them getting stuck. this is one way of reproducing it, since to get units to do this "unstacking" is not just limited to burrowing/unburrowing a bunch of units.

[image loading]
[image loading]
[image loading]

bear in mind the unstacking feature is the same principle that helps you to pass drones through mineral to help counter cannon rushing at nat. also a feature on some kespa maps where you can use this to pass through buildings to scout early.
also this "bug" doesn't happen anywhere, only with a select few terrain features.

so i will say its a problem with the ramp itself (which is implemented through a third party editor)and not the game.
Jealous
Profile Blog Joined December 2011
10253 Posts
Last Edited: 2016-05-28 06:15:40
May 28 2016 05:55 GMT
#69
On May 28 2016 14:48 Probemicro wrote:
btw i manage to reproduce the "black hole bug" consistently. what i did was to simply burrow a bunch of lurkers on top of each other in the middle of that particular ramp, then unburrow them.

when they try to unstack from each other, a few of them will end up moving towards a particular part of the ramp where they get stuck. getting more lurkers stacked on top of each other initially will increase the chance this happen+more of them getting stuck. this is one way of reproducing it, since to get units to do this "unstacking" things is not just limited to burrowing/unburrowing a bunch of units.

bear in mind the unstacking feature is the same principle that helps you to pass drones through mineral to help counter cannon rushing at nat. also a feature on some kespa maps where you can use this to pass through buildings to scout early.
also this "bug" doesn't happen anywhere, only with a select few terrain features.

so i will say its a problem with the ramp itself (which is implemented through a third party editor)and not the game.

This is true, but then could Blizzard provide us with reverse ramps that don't have to be manually created in a third-party program instead ^^

@xboi209: Ah, I will try, although I admit I don't remember the specifics of the situations but it did just happen a few days ago to me and I didn't understand why at all. It wasn't against the edge of the map, and there was only 1-2 buildings that were against it. Also, it seems to be only the first few larva... I'll try to play around and see if it happens.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
xboi209
Profile Blog Joined June 2011
United States1173 Posts
Last Edited: 2016-05-28 06:03:12
May 28 2016 06:02 GMT
#70
On May 28 2016 14:55 Jealous wrote:
@tec27: Ah, I will try, although I admit I don't remember the specifics of the situations but it did just happen a few days ago to me and I didn't understand why at all. It wasn't against the edge of the map, and there was only 1-2 buildings that were against it. Also, it seems to be only the first few larva... I'll try to play around and see if it happens.

I think you got the wrong person :p
http://www.reddit.com/r/broodwar/
Probemicro
Profile Joined February 2014
3708 Posts
May 28 2016 06:04 GMT
#71
added screens to my above post ^^
xboi209
Profile Blog Joined June 2011
United States1173 Posts
Last Edited: 2016-05-28 06:08:54
May 28 2016 06:08 GMT
#72
On May 28 2016 14:48 Probemicro wrote:
btw i manage to reproduce the "black hole bug" consistently. what i did was to simply burrow a bunch of lurkers on top of each other in the middle of that particular ramp, then unburrow them.

when they try to unstack from each other, a few of them will end up moving towards a particular part of the ramp where they get stuck. getting more lurkers stacked on top of each other initially will increase the chance this happen+more of them getting stuck. this is one way of reproducing it, since to get units to do this "unstacking" is not just limited to burrowing/unburrowing a bunch of units.

[image loading]
[image loading]
[image loading]

bear in mind the unstacking feature is the same principle that helps you to pass drones through mineral to help counter cannon rushing at nat. also a feature on some kespa maps where you can use this to pass through buildings to scout early.
also this "bug" doesn't happen anywhere, only with a select few terrain features.

so i will say its a problem with the ramp itself (which is implemented through a third party editor)and not the game.

This is actually a ramp provided by Blizzard though, could you try to also figure out how to reproduce this bug without burrowing units? For burrowing units, is this specific to lurkers only?
http://www.reddit.com/r/broodwar/
Jealous
Profile Blog Joined December 2011
10253 Posts
May 28 2016 06:16 GMT
#73
On May 28 2016 15:02 xboi209 wrote:
Show nested quote +
On May 28 2016 14:55 Jealous wrote:
@tec27: Ah, I will try, although I admit I don't remember the specifics of the situations but it did just happen a few days ago to me and I didn't understand why at all. It wasn't against the edge of the map, and there was only 1-2 buildings that were against it. Also, it seems to be only the first few larva... I'll try to play around and see if it happens.

I think you got the wrong person :p

I dont know why you edited that in but ok.
my bad fam
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
Probemicro
Profile Joined February 2014
3708 Posts
Last Edited: 2016-05-28 08:43:28
May 28 2016 06:19 GMT
#74
On May 28 2016 15:08 xboi209 wrote:

This is actually a ramp provided by Blizzard though, could you try to also figure out how to reproduce this bug without burrowing units? For burrowing units, is this specific to lurkers only?


oh its a blizzard ramp. wow then.

by principle, it should always happen if you get a bunch of stacked ground units to unstack in the middle of, OR near that particular ramp

here i got 12 drones mineral walk towards that ramp.
when they reach the point as indicated by my mouse cursor in the 1st screenie, i press stop once, making them unstack. as you can see 4 drones got stuck.

[image loading]
[image loading]
xboi209
Profile Blog Joined June 2011
United States1173 Posts
May 28 2016 06:27 GMT
#75
On May 28 2016 15:19 Probemicro wrote:
Show nested quote +
On May 28 2016 15:08 xboi209 wrote:

This is actually a ramp provided by Blizzard though, could you try to also figure out how to reproduce this bug without burrowing units? For burrowing units, is this specific to lurkers only?


oh its a blizzard ramp. wow then.

by principle, it should always happen if you get a bunch of stacked ground units to unstack in the middle of that particular ramp.

here i got 12 drones mineral walk towards that ramp.
when they reach the point as indicated by my mouse cursor in the 1st screenie, i press stop once, making them unstack. as you can see 4 drones got stuck.

[image loading]
[image loading]

Okay what I was trying to get at was how goons and zealots were stuck in the bisu vs killer gif.
[image loading]
http://www.reddit.com/r/broodwar/
Probemicro
Profile Joined February 2014
3708 Posts
Last Edited: 2016-05-28 06:42:20
May 28 2016 06:40 GMT
#76
at 17:22 of the vod (linked in the previous page), you can notice that bisu make a command for his army to move towards the area where his probe are mining. this causes some of his units to mingle among the probes that are mining minerals. as the probes pass through the units due to their mining walk routine, they are considered stacked with the units.

after a moment he made a command for his army to move down the ramp. this causes his units at the mineral line to start unstacking. his army is significantly big, so as his units move towards his command the unstacking forms a "wave" that reaches all the way to the front of the army as it starts to move down the ramp. eventually it pushes some of his units towards that nasty spot of the ramp.
Probemicro
Profile Joined February 2014
3708 Posts
Last Edited: 2016-05-28 07:03:47
May 28 2016 06:57 GMT
#77
ok haha im right. the only part i was a little off about was that the unstacking actually starts the moment you put your units right at the mineral line.

Original army:
[image loading]

move army towards the mineral line. notice how they start to unstack.
[image loading]

right after the above i made an A move command towards my main. some units got stuck at the ramp as the unstacking spreads downwards as they move down the ramp.
[image loading]

Aftermath: 2 goons got stuck there. not so bad compared to Bisu's case.
[image loading]
Assault_1
Profile Joined April 2009
Canada1950 Posts
May 28 2016 07:01 GMT
#78
http://www.teamliquid.net/forum/brood-war/96786-how-to-make-sunkens-have-infinite-range

Probemicro
Profile Joined February 2014
3708 Posts
Last Edited: 2016-05-28 09:15:52
May 28 2016 09:03 GMT
#79
btw @xboi
i find the wording of your request is kinda inaccurate?

do they become bugged "when attempting to unstack on a certain part of a ramp"
OR they can get stuck there when the unstacking (that can happen at or near the ramp) shifts them towards that particular bug spot, as shown by bisu's example.

also here another example

right as the lurker eggs pop i give move command down the ramp
[image loading]

lurker are larger than eggs so they are stacked when they appear and hence start to unstack. unstacking starts above the ramp, move commands shifts the unstacking units down the ramp which make some of the lurkers go to that dreaded spot.
[image loading]

result
[image loading]


also they are not really "indefinitely bugged", since the stuck units can be extricated through transport units or by Arbiter recall, as mentioned earlier by someone else.

Endymion
Profile Blog Joined November 2009
United States3701 Posts
May 28 2016 09:06 GMT
#80
remove protoss from the game, add supply depot requirement for barracks, make vultures cost 100/75 for 3 sup
Have you considered the MMO-Champion forum? You are just as irrational and delusional with the right portion of nostalgic populism. By the way: The old Brood War was absolutely unplayable
Jealous
Profile Blog Joined December 2011
10253 Posts
May 28 2016 16:32 GMT
#81
On May 28 2016 18:06 Endymion wrote:
remove protoss from the game, add supply depot requirement for barracks, make vultures cost 100/75 for 3 sup

1 ling and scourge per egg, 1 larva per hatchery (2 for lair, 3 for hive), ultra cost 400/400 and 8 supply, 2 overlords for spawning pool, remove dark swarm from the game, plague is renamed tickle and only does 50% damage or 350 whichever is less, and let's say you get a drone that shoots out of the hatchery ' s vaguely sphincter - like orifice every time you make a building just because it will look cool and so you can make buildings like the other races.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
StylishVODs
Profile Joined December 2005
Sweden5331 Posts
Last Edited: 2016-05-28 23:00:34
May 28 2016 23:00 GMT
#82
On May 28 2016 11:04 xboi209 wrote:
Hover your mouse over the post and you'll see a thumbs down and thumbs up button on the right side of the post

[image loading]
there's no such thumbs on my screen atleast.
According to Reach, he is the fastest learner he has ever seen. He start bw only like 2/3 years ago. Infact, his bw history knowledge is so limited, he didn't even know what the map Guillotine was.
xboi209
Profile Blog Joined June 2011
United States1173 Posts
May 28 2016 23:28 GMT
#83
On May 29 2016 08:00 StylishVODs wrote:
Show nested quote +
On May 28 2016 11:04 xboi209 wrote:
Hover your mouse over the post and you'll see a thumbs down and thumbs up button on the right side of the post

[image loading]
there's no such thumbs on my screen atleast.

Are you logged in? Do you even have rights to post on the forums?
http://www.reddit.com/r/broodwar/
StylishVODs
Profile Joined December 2005
Sweden5331 Posts
Last Edited: 2016-05-29 00:01:41
May 28 2016 23:58 GMT
#84
Had not created a battletag, that might be it.
I dont like those forums lol, I go in and create a battle tag, then I cant go back to the thread so I have to search for it but it cant be found so I have to do it manually=)

If I simply press your link, the battle tag is gone again and I have to create it again.
Oh now I get it, my account is eu.battle net so I can't vote on us.battle net forums. oh well..
According to Reach, he is the fastest learner he has ever seen. He start bw only like 2/3 years ago. Infact, his bw history knowledge is so limited, he didn't even know what the map Guillotine was.
xboi209
Profile Blog Joined June 2011
United States1173 Posts
May 29 2016 01:37 GMT
#85
On May 29 2016 08:58 StylishVODs wrote:
Had not created a battletag, that might be it.
I dont like those forums lol, I go in and create a battle tag, then I cant go back to the thread so I have to search for it but it cant be found so I have to do it manually=)

If I simply press your link, the battle tag is gone again and I have to create it again.
Oh now I get it, my account is eu.battle net so I can't vote on us.battle net forums. oh well..

No, you just need to wait a while after you create a battletag, then you'll get forum privileges.
http://www.reddit.com/r/broodwar/
B-royal
Profile Joined May 2015
Belgium1330 Posts
Last Edited: 2016-05-29 02:25:20
May 29 2016 02:23 GMT
#86
LOL I went through the exact same bullshit as StylishVODs. It's indeed just a matter of waiting a sufficient time (I just slept on it).

On May 28 2016 16:01 Assault_1 wrote:
http://www.teamliquid.net/forum/brood-war/96786-how-to-make-sunkens-have-infinite-range



This is a feature. I also think it's sometimes necessary to survive versus excellently executed cannon rushes.
new BW-player (~E rank fish) twitch.tv/crispydrone || What plays 500 games a season but can't get better? => http://imgur.com/a/pLzf9 <= ||
Assault_1
Profile Joined April 2009
Canada1950 Posts
May 29 2016 03:05 GMT
#87
thanks to xboi for showing me this
Wrath
Profile Blog Joined July 2014
3174 Posts
May 29 2016 04:56 GMT
#88
^ what the fuck did I just watch?
xboi209
Profile Blog Joined June 2011
United States1173 Posts
May 29 2016 05:03 GMT
#89
A hack that lets you have invincible units, infinite drones, infinite minerals, and the ability to crash other players, all available in 1.16.1
http://www.reddit.com/r/broodwar/
JieXian
Profile Blog Joined August 2008
Malaysia4677 Posts
May 29 2016 07:55 GMT
#90
On May 29 2016 12:05 Assault_1 wrote:
thanks to xboi for showing me this
https://www.youtube.com/watch?v=gognMO55VsM


wow my response is the same as that poor korean opponent hahaha
Please send me a PM of any song you like that I most probably never heard of! I am looking for people to chat about writing and producing music | https://www.youtube.com/watch?v=noD-bsOcxuU |
Jealous
Profile Blog Joined December 2011
10253 Posts
May 29 2016 08:16 GMT
#91
"what the bitch" is now part of my lexicon
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
chrisolo
Profile Joined May 2009
Germany2609 Posts
May 29 2016 09:17 GMT
#92
- Remove sprite limit (there should be very little to no change in 1on1 or 2on2 scenarios and it would be really beneficial to the fastest community)
- Remove "black list" (feature which would hinder you to access the games list after refreshing it too often or rejoining the battle.net.
¯\_(ツ)_/¯ - aka cReAtiVee
Jealous
Profile Blog Joined December 2011
10253 Posts
May 29 2016 17:20 GMT
#93
On May 29 2016 18:17 chrisolo wrote:
- Remove sprite limit (there should be very little to no change in 1on1 or 2on2 scenarios and it would be really beneficial to the fastest community)
- Remove "black list" (feature which would hinder you to access the games list after refreshing it too often or rejoining the battle.net.

This was already discussed earlier in the thread: wouldn't removing sprite limit affect gameplay because you could now mass Valkyrie? I think that is the strongest argument for not removing sprite limit.

+ Show Spoiler [Might be a dick thing to say] +
On a more personal note, I really don't care about the fastest community and neither should Blizzard.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
Kau *
Profile Joined March 2007
Canada3500 Posts
May 29 2016 17:40 GMT
#94
On May 30 2016 02:20 Jealous wrote:
Show nested quote +
On May 29 2016 18:17 chrisolo wrote:
- Remove sprite limit (there should be very little to no change in 1on1 or 2on2 scenarios and it would be really beneficial to the fastest community)
- Remove "black list" (feature which would hinder you to access the games list after refreshing it too often or rejoining the battle.net.

This was already discussed earlier in the thread: wouldn't removing sprite limit affect gameplay because you could now mass Valkyrie? I think that is the strongest argument for not removing sprite limit.

+ Show Spoiler [Might be a dick thing to say] +
On a more personal note, I really don't care about the fastest community and neither should Blizzard.

So it is okay to mass corsair but not valkyrie? You may not notice but, everything you say is on a personal note and they are all dick things to say.
Moderator
Jealous
Profile Blog Joined December 2011
10253 Posts
Last Edited: 2016-05-29 17:52:41
May 29 2016 17:46 GMT
#95
On May 30 2016 02:40 Kau wrote:
Show nested quote +
On May 30 2016 02:20 Jealous wrote:
On May 29 2016 18:17 chrisolo wrote:
- Remove sprite limit (there should be very little to no change in 1on1 or 2on2 scenarios and it would be really beneficial to the fastest community)
- Remove "black list" (feature which would hinder you to access the games list after refreshing it too often or rejoining the battle.net.

This was already discussed earlier in the thread: wouldn't removing sprite limit affect gameplay because you could now mass Valkyrie? I think that is the strongest argument for not removing sprite limit.

+ Show Spoiler [Might be a dick thing to say] +
On a more personal note, I really don't care about the fastest community and neither should Blizzard.

So it is okay to mass corsair but not valkyrie? You may not notice but, everything you say is on a personal note and they are all dick things to say.

Massing Corsair has been a staple of Brood War for nine years, massing Valkyrie hasn't. Pros like Fantasy have played around with multiple Valkyries to great effect, even with the sprite limit. I believe the limit of Valkyries is 7? 8? I think it's rare that you see more than that number of Corsairs except for very unique situations. I'd rather not disturb the balance of the game as it is, which is what this change could accomplish. Why take that risk?

If it was so consistently terrible, you or someone else would have banned me for it. I don't understand why you decided to make that personal attack, but whatever it is we can talk it out over PM or you can just get off my nuts, thanks.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
Assault_1
Profile Joined April 2009
Canada1950 Posts
May 29 2016 17:56 GMT
#96
Terran is already imbalanced enough, it'd be silly to give valkyries a buff. Protoss could use a buff to scouts though, like perma cloak or built-in speed upgrade, but I'm thinking most people won't want this.
Kau *
Profile Joined March 2007
Canada3500 Posts
May 30 2016 04:30 GMT
#97
On May 30 2016 02:46 Jealous wrote:
Show nested quote +
On May 30 2016 02:40 Kau wrote:
On May 30 2016 02:20 Jealous wrote:
On May 29 2016 18:17 chrisolo wrote:
- Remove sprite limit (there should be very little to no change in 1on1 or 2on2 scenarios and it would be really beneficial to the fastest community)
- Remove "black list" (feature which would hinder you to access the games list after refreshing it too often or rejoining the battle.net.

This was already discussed earlier in the thread: wouldn't removing sprite limit affect gameplay because you could now mass Valkyrie? I think that is the strongest argument for not removing sprite limit.

+ Show Spoiler [Might be a dick thing to say] +
On a more personal note, I really don't care about the fastest community and neither should Blizzard.

So it is okay to mass corsair but not valkyrie? You may not notice but, everything you say is on a personal note and they are all dick things to say.

Massing Corsair has been a staple of Brood War for nine years, massing Valkyrie hasn't. Pros like Fantasy have played around with multiple Valkyries to great effect, even with the sprite limit. I believe the limit of Valkyries is 7? 8? I think it's rare that you see more than that number of Corsairs except for very unique situations. I'd rather not disturb the balance of the game as it is, which is what this change could accomplish. Why take that risk?

If it was so consistently terrible, you or someone else would have banned me for it. I don't understand why you decided to make that personal attack, but whatever it is we can talk it out over PM or you can just get off my nuts, thanks.


I'm sorry about the personal attack. I think it's just that the way you write your posts, they carry with them this unintentional air of authority, but you preface them with "this is just my opinion" or "on a personal note" as a way to try to make them less infuriating.

Like even this last post you made, you try to sound reasonable by saying we can talk over PM and then you try to goad me into more personal attacks by saying "get off my nuts". Lately I just find that when I'm reading your posts, they seem okay and then at the end there's just this "ugh this post was fine until he ended it with that" feeling that I get.
Moderator
zaMNal
Profile Blog Joined November 2005
Mongolia385 Posts
May 30 2016 07:45 GMT
#98
- Reduce SCV hit points (60hp compared to 40 of probe/drone. Maybe to 50hp).
Essential with bunker rushes where 60hp SCVs own drones and also last much longer (takes 12 hits to destroy vs 8 hits of probes or drones) repairing bunkers before getting killed.
Wrath
Profile Blog Joined July 2014
3174 Posts
Last Edited: 2016-05-30 08:33:21
May 30 2016 08:04 GMT
#99
Okay... Why the fuck everyone now making stupid balance discussions? This is not SC2 with David Kim balance lead. Stop it!

About the Valkyrie thing. It is not a buff for the unit. But fixing a bug that making it not work as it should. Also, why the "screw the fastest community"? Don't we deserve to have fun? Not like fastest will be broken with the Valkyrie mass or anything. Also, Valkyries are used only to counter Mutas / Wraiths. With their price (250/125/3) They are not going to be massed.
chrisolo
Profile Joined May 2009
Germany2609 Posts
May 30 2016 08:13 GMT
#100
On May 30 2016 02:20 Jealous wrote:
Show nested quote +
On May 29 2016 18:17 chrisolo wrote:
- Remove sprite limit (there should be very little to no change in 1on1 or 2on2 scenarios and it would be really beneficial to the fastest community)
- Remove "black list" (feature which would hinder you to access the games list after refreshing it too often or rejoining the battle.net.

This was already discussed earlier in the thread: wouldn't removing sprite limit affect gameplay because you could now mass Valkyrie? I think that is the strongest argument for not removing sprite limit.

+ Show Spoiler [Might be a dick thing to say] +
On a more personal note, I really don't care about the fastest community and neither should Blizzard.


How in hell would spamming Valkyries come even close to reach that limit? Two players in 1on1 will NEVER achieve as much sprites as SIX players in Fastest. I will not test it, but I would be astonished if you could mass so much Valks that you reach that sprite limit without making your ground army a joke. The only real possibility I see to mass Valks in a serious game is in a TvZ, where you could kill a lot of overlords, but remember when you build so many Valks that you reach sprite limit, the zerg will just ignore your valks and destroy you with his much superior ground forces.. And tbh I do not think one player is enough to mass enough valks to reach the sprite limit quite frankly. And why on earth would two terrans mass valks against each other in serious game? Maybe you guys should think about the actual effect on "gameplay" before you shout "GAMEPLAY CHANGER, NO GO!!!!!!!!11111".

And Blizzard should care about Fastest players, because that is the biggest community on the original Battle.net US servers. You rarely (if ever) see a real competetive 1on1 game hosted there whilst at least 5-6 fastest games.
¯\_(ツ)_/¯ - aka cReAtiVee
goiflin
Profile Blog Joined November 2010
Canada1218 Posts
Last Edited: 2016-05-30 09:11:37
May 30 2016 09:07 GMT
#101
On May 30 2016 17:13 chrisolo wrote:
Show nested quote +
On May 30 2016 02:20 Jealous wrote:
On May 29 2016 18:17 chrisolo wrote:
- Remove sprite limit (there should be very little to no change in 1on1 or 2on2 scenarios and it would be really beneficial to the fastest community)
- Remove "black list" (feature which would hinder you to access the games list after refreshing it too often or rejoining the battle.net.

This was already discussed earlier in the thread: wouldn't removing sprite limit affect gameplay because you could now mass Valkyrie? I think that is the strongest argument for not removing sprite limit.

+ Show Spoiler [Might be a dick thing to say] +
On a more personal note, I really don't care about the fastest community and neither should Blizzard.


How in hell would spamming Valkyries come even close to reach that limit? Two players in 1on1 will NEVER achieve as much sprites as SIX players in Fastest. I will not test it, but I would be astonished if you could mass so much Valks that you reach that sprite limit without making your ground army a joke. The only real possibility I see to mass Valks in a serious game is in a TvZ, where you could kill a lot of overlords, but remember when you build so many Valks that you reach sprite limit, the zerg will just ignore your valks and destroy you with his much superior ground forces.. And tbh I do not think one player is enough to mass enough valks to reach the sprite limit quite frankly. And why on earth would two terrans mass valks against each other in serious game? Maybe you guys should think about the actual effect on "gameplay" before you shout "GAMEPLAY CHANGER, NO GO!!!!!!!!11111".

And Blizzard should care about Fastest players, because that is the biggest community on the original Battle.net US servers. You rarely (if ever) see a real competetive 1on1 game hosted there whilst at least 5-6 fastest games.


Valks hit the sprite limit because every cloud left by their missiles are an individual sprite, as well as the missile itself, on top of launching multiple missiles per salvo, all of which leave their own clouds. It has nothing to do with massing 200/200 valks. You don't even need to get close to that supply to hit sprite limit when firing with valks. It's a total of sprites on a map. Every mineral node, every geyser, every doodad (trees, temples, neutral creatures, etc.) contribute to that limit, on top of the opponent's army and units. Carriers versus valks always ends with the valks not firing correctly late game due to the sprite limit being hit, otherwise they would be a pretty reasonable counter to them.

And as a side note, only a minority of starcraft players actually log into bnet. Most people are using other servers nowadays.

And as far as the changes are concerned, it is always going to be divisive when it comes to fixing bugs that have become a part of the gameplay formula in competitive. There are going to be the camp that feels BW is sacred as it is, and should be preserved for all time in it's current state (outside of maybe QoL changes), and then the camp that feels the bugs should go so the game can be played "as it was meant to". I'd honestly rather see them fix the bugs that aren't a part of the gameplay formula right now, first. Then perhaps later they can consider those changes after collecting feedback. Better to focus on the utility aspect of this opportunity first, I think.
SonnyC
Profile Joined May 2016
Netherlands17 Posts
May 30 2016 10:59 GMT
#102
On May 27 2016 19:20 SonnyC wrote:
I would really like to see a fix that makes all old replays viewable in 1.16. Can that be on your list?

Is this something that is fixable? Please inform me, so that I get let it rest and stop spamming :p
xboi209
Profile Blog Joined June 2011
United States1173 Posts
Last Edited: 2016-05-30 22:38:15
May 30 2016 12:00 GMT
#103
On May 30 2016 19:59 SonnyC wrote:
Show nested quote +
On May 27 2016 19:20 SonnyC wrote:
I would really like to see a fix that makes all old replays viewable in 1.16. Can that be on your list?

Is this something that is fixable? Please inform me, so that I get let it rest and stop spamming :p

Technically, anything is possible, but the amount of effort it would take to do this hurts my head to even imagine it.

On May 30 2016 17:13 chrisolo wrote:
Show nested quote +
On May 30 2016 02:20 Jealous wrote:
On May 29 2016 18:17 chrisolo wrote:
- Remove sprite limit (there should be very little to no change in 1on1 or 2on2 scenarios and it would be really beneficial to the fastest community)
- Remove "black list" (feature which would hinder you to access the games list after refreshing it too often or rejoining the battle.net.

This was already discussed earlier in the thread: wouldn't removing sprite limit affect gameplay because you could now mass Valkyrie? I think that is the strongest argument for not removing sprite limit.

+ Show Spoiler [Might be a dick thing to say] +
On a more personal note, I really don't care about the fastest community and neither should Blizzard.


How in hell would spamming Valkyries come even close to reach that limit? Two players in 1on1 will NEVER achieve as much sprites as SIX players in Fastest. I will not test it, but I would be astonished if you could mass so much Valks that you reach that sprite limit without making your ground army a joke. The only real possibility I see to mass Valks in a serious game is in a TvZ, where you could kill a lot of overlords, but remember when you build so many Valks that you reach sprite limit, the zerg will just ignore your valks and destroy you with his much superior ground forces.. And tbh I do not think one player is enough to mass enough valks to reach the sprite limit quite frankly. And why on earth would two terrans mass valks against each other in serious game? Maybe you guys should think about the actual effect on "gameplay" before you shout "GAMEPLAY CHANGER, NO GO!!!!!!!!11111".

And Blizzard should care about Fastest players, because that is the biggest community on the original Battle.net US servers. You rarely (if ever) see a real competetive 1on1 game hosted there whilst at least 5-6 fastest games.

Actually, I don't think the Valkyrie's rockets are restricted by the sprite limit, but by the bullet limit. According to this thread, different limits are distinguished(unit limit, sprite limit, bullet limit, etc.), and the bullet limit is a measly 100.

On May 28 2016 16:01 Assault_1 wrote:
http://www.teamliquid.net/forum/brood-war/96786-how-to-make-sunkens-have-infinite-range


I thought about this again and fixing this might actually change the gameplay since this occurs naturally already (right?). If so, I'll remove this from the list.
http://www.reddit.com/r/broodwar/
SonnyC
Profile Joined May 2016
Netherlands17 Posts
May 30 2016 12:21 GMT
#104
On May 30 2016 21:00 xboi209 wrote:
Show nested quote +
On May 30 2016 19:59 SonnyC wrote:
On May 27 2016 19:20 SonnyC wrote:
I would really like to see a fix that makes all old replays viewable in 1.16. Can that be on your list?

Is this something that is fixable? Please inform me, so that I get let it rest and stop spamming :p

Technically, anything is possible, but the amount of effort it would take to do this hurts my head to even imagine it.


Haha ok, never mind then . Thanks for replying.
chrisolo
Profile Joined May 2009
Germany2609 Posts
May 30 2016 16:16 GMT
#105
On May 30 2016 21:00 xboi209 wrote:
Show nested quote +
On May 30 2016 17:13 chrisolo wrote:
On May 30 2016 02:20 Jealous wrote:
On May 29 2016 18:17 chrisolo wrote:
- Remove sprite limit (there should be very little to no change in 1on1 or 2on2 scenarios and it would be really beneficial to the fastest community)
- Remove "black list" (feature which would hinder you to access the games list after refreshing it too often or rejoining the battle.net.

This was already discussed earlier in the thread: wouldn't removing sprite limit affect gameplay because you could now mass Valkyrie? I think that is the strongest argument for not removing sprite limit.

+ Show Spoiler [Might be a dick thing to say] +
On a more personal note, I really don't care about the fastest community and neither should Blizzard.


How in hell would spamming Valkyries come even close to reach that limit? Two players in 1on1 will NEVER achieve as much sprites as SIX players in Fastest. I will not test it, but I would be astonished if you could mass so much Valks that you reach that sprite limit without making your ground army a joke. The only real possibility I see to mass Valks in a serious game is in a TvZ, where you could kill a lot of overlords, but remember when you build so many Valks that you reach sprite limit, the zerg will just ignore your valks and destroy you with his much superior ground forces.. And tbh I do not think one player is enough to mass enough valks to reach the sprite limit quite frankly. And why on earth would two terrans mass valks against each other in serious game? Maybe you guys should think about the actual effect on "gameplay" before you shout "GAMEPLAY CHANGER, NO GO!!!!!!!!11111".

And Blizzard should care about Fastest players, because that is the biggest community on the original Battle.net US servers. You rarely (if ever) see a real competetive 1on1 game hosted there whilst at least 5-6 fastest games.

Actually, I don't think the Valkyrie's rockets are restricted by the sprite limit, but by the bullet limit. According to this thread, different limits are distinguished(unit limit, sprite limit, bullet limit, etc.), and the bullet limit is a measly 100.


Which would even validify the request even more, because it would not "touch the gameplay" (which I still highly doubt it would do even without this point).
¯\_(ツ)_/¯ - aka cReAtiVee
Jealous
Profile Blog Joined December 2011
10253 Posts
May 30 2016 17:12 GMT
#106
On May 31 2016 01:16 chrisolo wrote:
Show nested quote +
On May 30 2016 21:00 xboi209 wrote:
On May 30 2016 17:13 chrisolo wrote:
On May 30 2016 02:20 Jealous wrote:
On May 29 2016 18:17 chrisolo wrote:
- Remove sprite limit (there should be very little to no change in 1on1 or 2on2 scenarios and it would be really beneficial to the fastest community)
- Remove "black list" (feature which would hinder you to access the games list after refreshing it too often or rejoining the battle.net.

This was already discussed earlier in the thread: wouldn't removing sprite limit affect gameplay because you could now mass Valkyrie? I think that is the strongest argument for not removing sprite limit.

+ Show Spoiler [Might be a dick thing to say] +
On a more personal note, I really don't care about the fastest community and neither should Blizzard.


How in hell would spamming Valkyries come even close to reach that limit? Two players in 1on1 will NEVER achieve as much sprites as SIX players in Fastest. I will not test it, but I would be astonished if you could mass so much Valks that you reach that sprite limit without making your ground army a joke. The only real possibility I see to mass Valks in a serious game is in a TvZ, where you could kill a lot of overlords, but remember when you build so many Valks that you reach sprite limit, the zerg will just ignore your valks and destroy you with his much superior ground forces.. And tbh I do not think one player is enough to mass enough valks to reach the sprite limit quite frankly. And why on earth would two terrans mass valks against each other in serious game? Maybe you guys should think about the actual effect on "gameplay" before you shout "GAMEPLAY CHANGER, NO GO!!!!!!!!11111".

And Blizzard should care about Fastest players, because that is the biggest community on the original Battle.net US servers. You rarely (if ever) see a real competetive 1on1 game hosted there whilst at least 5-6 fastest games.

Actually, I don't think the Valkyrie's rockets are restricted by the sprite limit, but by the bullet limit. According to this thread, different limits are distinguished(unit limit, sprite limit, bullet limit, etc.), and the bullet limit is a measly 100.


Which would even validify the request even more, because it would not "touch the gameplay" (which I still highly doubt it would do even without this point).

Yea if this is true then I was working on false knowledge and think that raising the sprite limit would be a welcome change ^^ Keep the bullet limit, raise the sprites.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
Bakuryu
Profile Blog Joined August 2009
Germany1065 Posts
Last Edited: 2016-05-30 17:49:13
May 30 2016 17:45 GMT
#107
I thought about this again and fixing this might actually change the gameplay since this occurs naturally already (right?). If so, I'll remove this from the list.


as a player who actually played this game a little competitively, if i would get the chance to remove something from the game it would be this bug, because it very often costs the game instantly. having this bug in place already changed the gameplay in a very bad way.

e.g.: zvt on Dantes peak. if zerg goes 3 hatch muta vs 1 rax cc into bio (standard builds), he has to defend his 3rd base against a pre-lurker attack. Now if you take your 3rd base in bottom right main and block the ramp with 2 lurker eggs while he is attacking it, you 90% lose that base because this ramp (together with 3 other ramps on dantes peak) has this bug and your lurkers will happily wander into that spot and make it easy for terran to attack them/runby, while you as zerg have no means until 3-4 base defiler to get ovi drop in order to save them (if you play standard).
Because of that i avoid playing on dante at all cost.
zvp on FS. so far ive seen like 10+ games where protoss manages to get his units stuck in that 12 o clock ramp (either because of probes or reaver shots), all games where protoss instantly lost the game because they lost important bases/fights before they even could manage to get an extra shuttle out......

for the love of god, please include it into your list
noname_
Profile Blog Joined April 2007
461 Posts
May 30 2016 20:45 GMT
#108
Sprite, bullet, etc. limit removals.
On the balance side: I`d welcome if scouts would have their speed upgrade inbuilt, or at least if they would be a bit faster, with the upgrade still available. It would make them a much more viable unit.
xboi209
Profile Blog Joined June 2011
United States1173 Posts
May 30 2016 22:39 GMT
#109
On May 31 2016 02:45 Bakuryu wrote:
Show nested quote +
I thought about this again and fixing this might actually change the gameplay since this occurs naturally already (right?). If so, I'll remove this from the list.


as a player who actually played this game a little competitively, if i would get the chance to remove something from the game it would be this bug, because it very often costs the game instantly. having this bug in place already changed the gameplay in a very bad way.

e.g.: zvt on Dantes peak. if zerg goes 3 hatch muta vs 1 rax cc into bio (standard builds), he has to defend his 3rd base against a pre-lurker attack. Now if you take your 3rd base in bottom right main and block the ramp with 2 lurker eggs while he is attacking it, you 90% lose that base because this ramp (together with 3 other ramps on dantes peak) has this bug and your lurkers will happily wander into that spot and make it easy for terran to attack them/runby, while you as zerg have no means until 3-4 base defiler to get ovi drop in order to save them (if you play standard).
Because of that i avoid playing on dante at all cost.
zvp on FS. so far ive seen like 10+ games where protoss manages to get his units stuck in that 12 o clock ramp (either because of probes or reaver shots), all games where protoss instantly lost the game because they lost important bases/fights before they even could manage to get an extra shuttle out......

for the love of god, please include it into your list

I quoted the wrong post actually, I meant to quote the post about sunken range. I just modified the post now.
http://www.reddit.com/r/broodwar/
Bakuryu
Profile Blog Joined August 2009
Germany1065 Posts
May 30 2016 22:44 GMT
#110
ah, my bad xD
BisuDagger
Profile Blog Joined October 2009
Bisutopia19299 Posts
May 31 2016 01:06 GMT
#111
On May 31 2016 07:44 Bakuryu wrote:
ah, my bad xD

It'd be fascinating to get a list of known bugs that cause imbalances on existing maps. These days they seem pretty minimal with the current map pool.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
MarineCA1
Profile Joined June 2015
93 Posts
Last Edited: 2016-06-09 03:17:53
June 09 2016 03:17 GMT
#112
Smart casting, idk about this. Will it change the gameplay drastically ??

Video/Example:

http://www.moddb.com/mods/sc-revolution-mod/videos/smart-casting
B-royal
Profile Joined May 2015
Belgium1330 Posts
June 09 2016 03:34 GMT
#113
lol smart casting would break templar, vessels and ghosts. Also, I don't agree with giving scouts their speed bonus inherently because 1 base stargate scout into 3 gate goon is a solid cheese strategy as far as i know.
new BW-player (~E rank fish) twitch.tv/crispydrone || What plays 500 games a season but can't get better? => http://imgur.com/a/pLzf9 <= ||
LaStScan
Profile Joined May 2011
Korea (South)1289 Posts
June 09 2016 04:18 GMT
#114
On June 09 2016 12:17 MarineCA1 wrote:
Smart casting, idk about this. Will it change the gameplay drastically ??

Video/Example:

http://www.moddb.com/mods/sc-revolution-mod/videos/smart-casting


people who are super good with SK Terran will be much stronger against zerg.
Same for PvZ using storms.
We might even able to see some corsair dweb plays.
this should be somewhat edited because siege mode, burrow, stimpack and so on need to be cast all units at the same time.

Good thing that it's not like SC2 where you can hotkey different units together and using spells.
Trying my best for ASL, ASTL
Jealous
Profile Blog Joined December 2011
10253 Posts
June 09 2016 06:08 GMT
#115
On June 09 2016 12:34 B-royal wrote:
lol smart casting would break templar, vessels and ghosts. Also, I don't agree with giving scouts their speed bonus inherently because 1 base stargate scout into 3 gate goon is a solid cheese strategy as far as i know.

I don't know the math behind it, but do fast scouts outrun scourge? Are they faster or equal to corsair?
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
B-royal
Profile Joined May 2015
Belgium1330 Posts
June 09 2016 07:46 GMT
#116
On June 09 2016 15:08 Jealous wrote:
Show nested quote +
On June 09 2016 12:34 B-royal wrote:
lol smart casting would break templar, vessels and ghosts. Also, I don't agree with giving scouts their speed bonus inherently because 1 base stargate scout into 3 gate goon is a solid cheese strategy as far as i know.

I don't know the math behind it, but do fast scouts outrun scourge? Are they faster or equal to corsair?


Apparently upgraded scouts are as fast as corsairs, which are as fast as scourge.

http://wiki.teamliquid.net/starcraft/Unit_Movement_Speed
new BW-player (~E rank fish) twitch.tv/crispydrone || What plays 500 games a season but can't get better? => http://imgur.com/a/pLzf9 <= ||
KameZerg
Profile Blog Joined May 2007
Sweden1767 Posts
Last Edited: 2016-06-09 08:10:40
June 09 2016 08:05 GMT
#117
Smart casting would also ruin the ability to cast two spells next to eachother, like darkswarm or storm. And imagine science vessels coming in and using spam irradiate so easily without deselecting the group and not having to move the mouse around. The reaction time to avoid scourges woudl also have been improved.
asdasdasdasdasd123123123
Jealous
Profile Blog Joined December 2011
10253 Posts
June 09 2016 10:37 GMT
#118
On June 09 2016 16:46 B-royal wrote:
Show nested quote +
On June 09 2016 15:08 Jealous wrote:
On June 09 2016 12:34 B-royal wrote:
lol smart casting would break templar, vessels and ghosts. Also, I don't agree with giving scouts their speed bonus inherently because 1 base stargate scout into 3 gate goon is a solid cheese strategy as far as i know.

I don't know the math behind it, but do fast scouts outrun scourge? Are they faster or equal to corsair?


Apparently upgraded scouts are as fast as corsairs, which are as fast as scourge.

http://wiki.teamliquid.net/starcraft/Unit_Movement_Speed

Thanks! I don't think that scouts would necessarily replace Corsair nor would they become OMG OP in conjunction with any Dragoon rush (not sure if you were joking), because at the end of the day one Spore or 2-3 Hydra pretty much kill the much more expensive, much longer to be build Scout. But, that's neither here nor there, I certainly don't support them popping out with the speed upgrade added on. There is a certain level of disrespect when you show your opponent your slow scouts
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
Jealous
Profile Blog Joined December 2011
10253 Posts
June 27 2016 05:40 GMT
#119
http://bwreplays.com/3grdp

Upgrade bug. @~20:15 Brown Zerg @5 o'clock starts Overlord drop upgrade, and it gets stuck on the last bar for a minute. This has happened to me before with other upgrades too.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium6793 Posts
June 27 2016 05:53 GMT
#120
On June 27 2016 14:40 Jealous wrote:
http://bwreplays.com/3grdp

Upgrade bug. @~20:15 Brown Zerg @5 o'clock starts Overlord drop upgrade, and it gets stuck on the last bar for a minute. This has happened to me before with other upgrades too.

i think this is some hack,it happened to me on fish 2 times i needed ol speed and it freezes on the half,and both players were going for dts ...
Probemicro
Profile Joined February 2014
3708 Posts
Last Edited: 2016-06-27 07:46:20
June 27 2016 07:41 GMT
#121
simple TL search
(though that thread is derailed by all that talk of the more common unit stuck bugs)

seems like a rare bug.
obviously no idea how to consistently replicate it...might be map specific?
Bonyth
Profile Joined August 2010
Poland593 Posts
June 27 2016 12:27 GMT
#122
I don't know if it was mentioned earlier, but I dont think it was: bug when reaver doesnt shoot to selected target, even when reaver is in range to do so (could be because of small terrain obstacles somewhere in the area, like tree)
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
Last Edited: 2016-06-28 00:28:08
June 28 2016 00:23 GMT
#123
Nevermind, I realised this was for Brood War.

If there's anything I want to see for SCBW, it's actually changes to make the game easier like an increased selection limit, or automining.
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium6793 Posts
June 28 2016 10:27 GMT
#124
On June 28 2016 09:23 Clbull wrote:
Nevermind, I realised this was for Brood War.

If there's anything I want to see for SCBW, it's actually changes to make the game easier like an increased selection limit, or automining.

Better play sc2
Jaedrik
Profile Joined June 2015
113 Posts
June 28 2016 12:32 GMT
#125
On June 28 2016 19:27 [sc1f]eonzerg wrote:
Show nested quote +
On June 28 2016 09:23 Clbull wrote:
Nevermind, I realised this was for Brood War.

If there's anything I want to see for SCBW, it's actually changes to make the game easier like an increased selection limit, or automining.

Better play sc2

Could you please not?
shall_burn
Profile Joined January 2016
252 Posts
Last Edited: 2016-06-28 18:36:47
June 28 2016 18:30 GMT
#126
I haven't read the entire thread, but have caster units been touched upon?
What do you guys think about making casting spell process just like in wc3? You got a group of high templars, you T+click, but only one storm goes down, instead of all the templars casting simulltaniously on one target? Easier to spread spells, such as storms, lockdowns, etc. What would you say?
edit: It alreay is so with mind control and feed back (if u can kill their casters with 1 fb per unit). This would make using some rare spells and casters more easy and accessible. Like, lockdown, flare...
duke91
Profile Joined April 2014
Germany1458 Posts
June 28 2016 18:47 GMT
#127
lockdown this thread already.
( ͡° ͜ʖ ͡°)STYLE START SBENU( ͡° ͜ʖ ͡°)
Bonyth
Profile Joined August 2010
Poland593 Posts
June 30 2016 17:56 GMT
#128
On June 27 2016 21:27 Bonyth wrote:
I don't know if it was mentioned earlier, but I dont think it was: bug when reaver doesnt shoot to selected target, even when reaver is in range to do so (could be because of small terrain obstacles somewhere in the area, like tree)


Regarding what I wrote earlier, here I got some screens, proving the bug:
[image loading]
Here, shooting top cannon, reaver can't shoot it unless he is in cannon's range


[image loading]
[image loading]
On screens 2 and 3 we see, how far reaver needs to move forward to be able to shoot to the dragoon (obviously in the last picture dragoon is in range to shoot the reaver)

Also showed in youtube video (5th scarab won't shoot):
zoNin
Profile Joined May 2009
Canada57 Posts
June 30 2016 18:03 GMT
#129
On June 28 2016 19:27 [sc1f]eonzerg wrote:
Show nested quote +
On June 28 2016 09:23 Clbull wrote:
Nevermind, I realised this was for Brood War.

If there's anything I want to see for SCBW, it's actually changes to make the game easier like an increased selection limit, or automining.

Better play sc2


true :D
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