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Game-changing discovery: Clustered Recall - Page 6

Forum Index > BW General
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Starecat
Profile Joined August 2014
940 Posts
May 09 2018 21:31 GMT
#101
On May 10 2018 05:03 Freakling wrote:
Hey, guys, you got me seriously perplexed?
Why is every one do surprised by this? This is hardly a new discovery. How stacking works and can be forced: Known since forever. How recalls work: Hardly a secret. And it is definitely not an SC:R idiosyncrasy – it's the same engine and I know you can do all kinds of weird stacking in 1.16.1. Maybe my map making mind is way out of touch with how players think about the game again, but this seems just trivial to me. I have done it. Most notably, it is my goto solution for vortex bugs (turning a debilitating bug into an asset). And I only play Protoss for he lulz sometimes.

So if it turns out there is really no good reason for players not having constantly been doping it before, that's when I will be surprised. I just always assumed it was deemed to unreliable, APM-inefficient or risky for players to do. After all, normal recalls can do enough horrific damage as it is, but can also fail spectacularly, losing all those units. Maybe these are [i]my[/] naive (Zerg player/map maker/mechanics savant) assumptions, but I'd say: If this is new, don't get overly excited about it, because that it would really break the game without any one having introduced it into the meta years ago seems just absolutely improbable to me. (Or maybe this is the ultimate confirmation that Protoss is statistically the weakest race because Protoss players just don't have what it takes )


So the Protoss players RECALLED they could use stacking for Recall armies?

[image loading]
:3
TelecoM
Profile Blog Joined January 2010
United States10721 Posts
May 09 2018 21:39 GMT
#102
I always was under the impression there was a maxed # of units that could be recalled, I guess this thought was always wrong?
AKA: TelecoM[WHITE] Protoss fighting
Radivel-X17
Profile Joined January 2006
Canada144 Posts
May 09 2018 22:12 GMT
#103
If you take the time to burrow 10 groups of zerglings in the same spot and then unburrow them all at once and recall, you'll move a lot of zerglings
I used to run SC2GG, if you remember that. Come to NHFFA discord. It's where a bunch of old players who all suck at BW hang out, as well as people who like to play FFAs for some reason. https://discord.com/invite/kWNQvnd
Ao
Profile Joined July 2009
Korea (South)19 Posts
May 09 2018 22:14 GMT
#104
On May 10 2018 06:39 GGzerG wrote:
I always was under the impression there was a maxed # of units that could be recalled, I guess this thought was always wrong?


This is true. The trick is that by stacking you get closer to the limit or hit it. A normal recall never comes close to that limit.
Alpha-NP-
Profile Blog Joined September 2008
United States1242 Posts
May 09 2018 22:17 GMT
#105
On May 10 2018 05:57 GGzerG wrote:
Show nested quote +
On May 10 2018 05:47 Alpha-NP- wrote:
How do you actually do this trick in game and do you have to be pro to do it?

Morph HT in middle of group, then spam click patrol.

What do you click patrol on? The Archon?
Freakling
Profile Joined October 2012
Germany1533 Posts
May 09 2018 23:11 GMT
#106
On May 10 2018 06:09 Chef wrote:
Show nested quote +
On May 10 2018 05:03 Freakling wrote:
Hey, guys, you got me seriously perplexed?
Why is every one do surprised by this? This is hardly a new discovery. How stacking works and can be forced: Known since forever. How recalls work: Hardly a secret. And it is definitely not an SC:R idiosyncrasy – it's the same engine and I know you can do all kinds of weird stacking in 1.16.1. Maybe my map making mind is way out of touch with how players think about the game again, but this seems just trivial to me. I have done it. Most notably, it is my goto solution for vortex bugs (turning a debilitating bug into an asset). And I only play Protoss for he lulz sometimes.

So if it turns out there is really no good reason for players not having constantly been doping it before, that's when I will be surprised. I just always assumed it was deemed to unreliable, APM-inefficient or risky for players to do. After all, normal recalls can do enough horrific damage as it is, but can also fail spectacularly, losing all those units. Maybe these are [i]my[/] naive (Zerg player/map maker/mechanics savant) assumptions, but I'd say: If this is new, don't get overly excited about it, because that it would really break the game without any one having introduced it into the meta years ago seems just absolutely improbable to me. (Or maybe this is the ultimate confirmation that Protoss is statistically the weakest race because Protoss players just don't have what it takes )

Please show the replay where you used this technique in a real game before, esp. 1.16 and earlier days. Obviously you did not put these two well known ideas together either.

Also, outside of ramps glitching at inconvenient times where it is 100% better to just kill the unit before more get stuck, no, I don't think many people knew you could arbitrarily do this in the middle of and open field. We've seen a few units get stuck in this special collision mode in mineral lines, usually seen as a negative thing for the player's units getting glitched (ie almost always in the context of defence for the player who owns the peons), and very rarely we've seen this happen with archons before in the middle of a field, but no one has had the thought to spam click and actually purposely get your units stuck on each other.

tldr: if you had thought of this you'd have 100% done it and made a thread you damn nerd.

No, why? I never systematically explored the possibilities as a Protoss player. I just used it opportunistically.
And I cannot remember ever opening a TL thread that was not map or map making related.


On May 10 2018 07:17 Alpha-NP- wrote:
Show nested quote +
On May 10 2018 05:57 GGzerG wrote:
On May 10 2018 05:47 Alpha-NP- wrote:
How do you actually do this trick in game and do you have to be pro to do it?

Morph HT in middle of group, then spam click patrol.

What do you click patrol on? The Archon?

You just need to make units patrol the general area, patrol will have them permanently try to reach some nearby waypoint, which prevents dispersion.


So what's next? You also gonna tell me you did not know that using patrol (with an Ovi) makes Drone drills that much more effective?
TelecoM
Profile Blog Joined January 2010
United States10721 Posts
May 09 2018 23:42 GMT
#107
[B]On May 10 2018 08:11 Freakling wrote:[/B


So what's next? You also gonna tell me you did not know that using patrol (with an Ovi) makes Drone drills that much more effective?


Actually I didn't know that was true either =p
AKA: TelecoM[WHITE] Protoss fighting
Magic Powers
Profile Joined April 2012
Austria4478 Posts
May 09 2018 23:51 GMT
#108
Kill it with fire before it lays eggs!
If you want to do the right thing, 80% of your job is done if you don't do the wrong thing.
Trozz
Profile Blog Joined November 2008
Canada3456 Posts
May 10 2018 00:02 GMT
#109
dish shit isht crayshee
Recall spreads them out nicely?!
Someone tell Bisu!
A build is not a guess, an estimation or a hunch, a feeling, or a foolish intuition. A build is a dependable, unwavering, unarguably accurate, portrayer of your ambition.
Freakling
Profile Joined October 2012
Germany1533 Posts
Last Edited: 2018-05-10 00:33:55
May 10 2018 00:18 GMT
#110
On May 10 2018 07:14 Ao wrote:
Show nested quote +
On May 10 2018 06:39 GGzerG wrote:
I always was under the impression there was a maxed # of units that could be recalled, I guess this thought was always wrong?


This is true. The trick is that by stacking you get closer to the limit or hit it. A normal recall never comes close to that limit.


That is because Arbiters take units from a 5x5 tile area and move them into a 7x7 tile area. (So that's about 25 goons to 49 goons). So effectively you can about double the unit capacity of a recall by stacking the units.
I am not quite sure how it works for air units, though. It's too long since I tested those things systematically, and I cannot remember any air recall ever happening in a normal game.

EDIT: Did some quick in-game testing and it seems to be exactly the same for air units. You can only recall about 8 Carriers at a time simply because they have such humongous collision boxes…

I am not sure that putting units on patrol command before the recall has any influence on how fast they fire after the recall because recall resets unit commands anyway (puts them on stop command).
A.Alm
Profile Joined September 2012
Sweden536 Posts
May 10 2018 00:47 GMT
#111
I tried this out and it's quite easy n quick to execute, this is going to be a game changer.
castleeMg
Profile Blog Joined January 2013
Canada786 Posts
May 10 2018 00:51 GMT
#112
cool and im not entirely sure that it is imba in pvt and ill give my opinion on why, although someone will prob call me a noob idiot ect ect

assuming both players are max upgrades and 200/200 with unlimited resources for arguements sake
recalling such a large army on to a single location scattered with mines would be a massively favorable trade for terran, even if lets say half of the units survived, terran could send a small army to help clean up the remaining troops while counter pushing while protoss has many units in gateways not on the battlefield.

in the same scenario where a protoss recalls a large army into a main or an expand but lets say the protoss does not take any damage from mines and has free reign over that particular base, terran can counter push protoss freely knowing they will have the stronger army and potentially kill expands... but its all situational
AKA: castle[eMg]@USEast/ iCCup
Dante08
Profile Blog Joined February 2008
Singapore4156 Posts
May 10 2018 01:19 GMT
#113
Actually come to think of it what's the difference between recalling stacked units and just doing 2 recalls? (Have 2 separate armies and recalling another arbiter with your first army).

In the games I've played Protoss seldom recalls 2 armies so you can think of this as Protoss recalling 2 armies and just focus more on defense with mines + turrets + vessels.

Only significant impact I can think of is if the Protoss rushes to recall first, in this case he can recall a much larger army instead of just the normal size for the FIRST recall. Late game think of it as just Protoss sending 2 recalls instead of 1.
A.Alm
Profile Joined September 2012
Sweden536 Posts
May 10 2018 01:33 GMT
#114
as a protoss player this is a happy day.
JacktheTerr
Profile Blog Joined November 2016
United States97 Posts
May 10 2018 01:43 GMT
#115
Terrans! We can Dmatrix mines
It's hard to stay sucker free in a world full of lollipops.
chaosTheory_14cc
Profile Blog Joined December 2010
Canada1270 Posts
May 10 2018 01:50 GMT
#116
Wow, new tactics being discovered twenty years in. Brood War is a beautiful game.
Chronopolis
Profile Joined April 2009
Canada1484 Posts
May 10 2018 03:36 GMT
#117
In an alternate timeline, this is what was required to defeat flash in ASL.
prosatan
Profile Joined September 2009
Romania8822 Posts
May 10 2018 03:54 GMT
#118
I've tried in 1 16 and I cannot do it
Lee JaeDong Fighting! The only church that illuminates is the one that burns.
Luddite
Profile Blog Joined April 2007
United States2315 Posts
May 10 2018 04:59 GMT
#119
Even if they can kill mines, it seems like this would still leave them very vulnerable to EMP + tank shots.

+ Show Spoiler +
and nukes
Can't believe I'm still here playing this same game
hiro protagonist
Profile Joined January 2009
1294 Posts
May 10 2018 05:21 GMT
#120
I'm guessing at my apm it would be easier to just bring 2 arbiters and do 2 recalls.
"I guess if you climb enough off-widths, one of these days, your gonna get your knee stuck and shit your pants. Its just an odds thing really" -Jason Kruk
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