How to make sunkens have infinite range - Page 8
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29 fps
United States5720 Posts
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HeavOnEarth
United States7087 Posts
On July 03 2009 06:54 Zoler wrote: Yes in theory, but it's the fucking most impossible thing to do no because your hatch would have to be in range in order to take damage, and well, you need your proxy hatch. i guess you could consistently build a pool or something in range of the cannon, after the proxy hatch and the sunk will acquire the cannon, however you would need a pylon/gateway/core etc in range of the sunken | ||
HeavOnEarth
United States7087 Posts
build sunken out of range of the defending one and bring some drones to constantly make pools/cancel when nearly done/remake so the your sunken, attacks the sunkens out of range | ||
HeavOnEarth
United States7087 Posts
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Divinek
Canada4045 Posts
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Zoler
Sweden6339 Posts
On July 03 2009 19:15 HeavOnEarth wrote: no because your hatch would have to be in range in order to take damage, and well, you need your proxy hatch. i guess you could consistently build a pool or something in range of the cannon, after the proxy hatch and the sunk will acquire the cannon, however you would need a pylon/gateway/core etc in range of the sunken It's total luck, after every attack that hits the cannon the sunken will attack the other building again. | ||
closed
Vatican City State491 Posts
On July 03 2009 04:06 StRyKeR wrote: It's not multitasking intensive at all. You just need lucky circumstances. If you place a Sunken in the correct place, the Starcraft unit attacking AI will do everything for you. Check the replay ![]() You are clearly overestimating them. They probably dont even know that there is a pre-attack frame of animation, just as they dont know that some of things in starcraft are frame dependant. | ||
closed
Vatican City State491 Posts
On July 03 2009 18:07 Ry-Masta-T wrote: Someone should recreate this scenario, film it and post it. This is quite easy to be reproduced with carriers in an opposite way. The interceptors fly through the whole map to return to the carriers, just after the carriers are recalled somewhere else (I think it happened in that TL staff BGH name for example). | ||
Clow
Brazil880 Posts
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ryuu_
United States1266 Posts
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konadora
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Singapore66072 Posts
On July 03 2009 17:16 StRyKeR wrote: At step 2.5, the enemy target must attack either your sunk or a unit next to it. In the replay (youtubed above) the Cannon attacks the Hatchery, which is next to the Sunk. So is this purely timing dependent? (You have to time your sunken's attack on the pylon so that the cannon will hit the hatchery at the appropriate time, right?) | ||
Zoler
Sweden6339 Posts
On July 03 2009 23:19 konadora wrote: So is this purely timing dependent? (You have to time your sunken's attack on the pylon so that the cannon will hit the hatchery at the appropriate time, right?) yES | ||
Scaramanga
Australia8090 Posts
interesting read | ||
niteReloaded
Croatia5281 Posts
I like the writeup, but not the trick itself. Unlike the other tricks in the game, I think this one should be fixed. | ||
HanN00b
Germany1441 Posts
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Tom Phoenix
1114 Posts
On July 03 2009 23:44 niteReloaded wrote: I don't like this. I like the writeup, but not the trick itself. Unlike the other tricks in the game, I think this one should be fixed. I seriously doubt it will ever become a problem. To me, it just seems a bit too luck-dependant to be a reliable trick. | ||
Comeh
United States18918 Posts
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GHOSTCLAW
United States17042 Posts
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Elvin_vn
Vietnam2038 Posts
On July 03 2009 19:18 HeavOnEarth wrote: i wonder if this could be a viable zvz rush build sunken out of range of the defending one and bring some drones to constantly make pools/cancel when nearly done/remake so the your sunken, attacks the sunkens out of range according to the write-up, your strat won't work unless some units of the opponent is within the sight of your sunken | ||
Simple
United States801 Posts
nice work | ||
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