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How to make sunkens have infinite range - Page 8

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29 fps
Profile Blog Joined March 2008
United States5725 Posts
July 03 2009 09:26 GMT
#141
after 10+ years, there's still new things to be found. they're like easter eggs!
4v4 is a battle of who has the better computer.
HeavOnEarth
Profile Blog Joined March 2008
United States7087 Posts
Last Edited: 2009-07-03 10:16:49
July 03 2009 10:15 GMT
#142
On July 03 2009 06:54 Zoler wrote:
Show nested quote +
On July 03 2009 06:51 samachking wrote:
On July 03 2009 06:48 Zoler wrote:
On July 03 2009 06:37 3 Lions wrote:
so possibly you could proxy hatch and build sunkens and rape a Forge FE yes?


In theory yes


It doesnt work.


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
"come korea next time... FXO house... 10 korean, 10 korean"
HeavOnEarth
Profile Blog Joined March 2008
United States7087 Posts
July 03 2009 10:18 GMT
#143
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
"come korea next time... FXO house... 10 korean, 10 korean"
HeavOnEarth
Profile Blog Joined March 2008
United States7087 Posts
July 03 2009 10:18 GMT
#144
ew, why pool, i mean evolution chamber.
"come korea next time... FXO house... 10 korean, 10 korean"
Divinek
Profile Blog Joined November 2006
Canada4045 Posts
July 03 2009 10:30 GMT
#145
i wonder if stuff like this is why unsieged tank attacks sieged tank and what about super speed zealots and stuff. Understanding why this happens is very neat though
Never attribute to malice that which can be adequately explained by stupidity.
Oh goodness me, FOX tv where do you get your sight? Can't you keep track, the puck is black. That's why the ice is white.
Zoler
Profile Blog Joined June 2008
Sweden6339 Posts
July 03 2009 12:06 GMT
#146
On July 03 2009 19:15 HeavOnEarth wrote:
Show nested quote +
On July 03 2009 06:54 Zoler wrote:
On July 03 2009 06:51 samachking wrote:
On July 03 2009 06:48 Zoler wrote:
On July 03 2009 06:37 3 Lions wrote:
so possibly you could proxy hatch and build sunkens and rape a Forge FE yes?


In theory yes


It doesnt work.


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


It's total luck, after every attack that hits the cannon the sunken will attack the other building again.
Lim Yo Hwan forever!
closed
Profile Blog Joined July 2008
Vatican City State491 Posts
July 03 2009 12:19 GMT
#147
On July 03 2009 04:06 StRyKeR wrote:
Show nested quote +
On July 03 2009 03:57 Avidkeystamper wrote:
This seems very multitasking intensive to be put to good use but it's useful to know in case of a cannon rush as noted. However, your pictures don't work.
I bet Koreans have known this for 5 years already.


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
Profile Blog Joined July 2008
Vatican City State491 Posts
July 03 2009 12:23 GMT
#148
On July 03 2009 18:07 Ry-Masta-T wrote:
Show nested quote +
On July 03 2009 03:53 StRyKeR wrote:
Unless you get an Arbiter to recall a Dragoon that is just about to attack, so that he starts his attack sequence before getting recalled but ends up shooting his plasma cannon after the recall so that it travels across the map to hit the Hatchery next to the Sunken which triggers the Sunk to change target to the Dragoon and thus Sunk hits the Dragoon on the other side of the map.


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
Profile Blog Joined September 2008
Brazil880 Posts
July 03 2009 12:46 GMT
#149
haha I didn't know this could happen, this is very interesting.
(–_–) CJ Entusman #33
ryuu_
Profile Blog Joined April 2009
United States1266 Posts
July 03 2009 12:50 GMT
#150
good to know, thanks
♣ Jaedong. Stork. Bisu. Calm. NaDa. SC2: Sen, MKP, DRG, MMA, Grubby, NonY, Ret, Jinro, TLO, Sheth, HayprO, Zenio,Taeja,Snute, Sea, Rain, MC,Squirtle,Stephano,Parting ,Life, and HEROOOOO <3
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
July 03 2009 14:19 GMT
#151
On July 03 2009 17:16 StRyKeR wrote:
Show nested quote +
On July 03 2009 15:02 RaiZ wrote:
On July 03 2009 14:50 konadora wrote:
Mm, I'm confused

So at Step 2.5, you can manually change the target by clicking 'a' or does that target have to attack you?

"That target" as you mention it have to attack a neutral building NEAR ur shunken.
Although i'm not sure if it works if it's the sunken indeed that is attacked. (From what i've read on this op and replies, i'm sure it's not)

Ps : and no, you have to not target it manually. Otherwise it doesn't work.


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?)
POGGERS
Zoler
Profile Blog Joined June 2008
Sweden6339 Posts
July 03 2009 14:40 GMT
#152
On July 03 2009 23:19 konadora wrote:
Show nested quote +
On July 03 2009 17:16 StRyKeR wrote:
On July 03 2009 15:02 RaiZ wrote:
On July 03 2009 14:50 konadora wrote:
Mm, I'm confused

So at Step 2.5, you can manually change the target by clicking 'a' or does that target have to attack you?

"That target" as you mention it have to attack a neutral building NEAR ur shunken.
Although i'm not sure if it works if it's the sunken indeed that is attacked. (From what i've read on this op and replies, i'm sure it's not)

Ps : and no, you have to not target it manually. Otherwise it doesn't work.


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?)


yES
Lim Yo Hwan forever!
Scaramanga
Profile Blog Joined March 2008
Australia8093 Posts
July 03 2009 14:42 GMT
#153
This was a good writeup
interesting read
Loda talked about the fun counter, it's AdmiralBulldog on his natures prophet
niteReloaded
Profile Blog Joined February 2007
Croatia5282 Posts
July 03 2009 14:44 GMT
#154
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.
HanN00b
Profile Joined October 2005
Germany1441 Posts
July 03 2009 14:48 GMT
#155
<One of the first of this crazy game mech analyses I read to its end. pretty good.
Team name: Borussia Dortmunds Star(craft) Team (10) (Z)Jaedong (Captain) (7) (P)JangBi (2) (T)Bogus (2) (Z)sAviOr (2) (P)BackHo (0) (Z)YellOw (7) Lecaf Oz
Tom Phoenix
Profile Blog Joined January 2009
1114 Posts
July 04 2009 18:35 GMT
#156
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.
You and your "5 years of competitive RTS experience" can take a hike. - FrozenArbiter
Comeh
Profile Blog Joined July 2008
United States18919 Posts
July 04 2009 19:31 GMT
#157
Ohhhh, so THIS is why valkyries sometimes shoot across the entire map :D. Very cool guide/write up, though I hope I never see it in use effectively against me >.<.
ヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノDELETE ICEFROGヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(
GHOSTCLAW
Profile Blog Joined February 2008
United States17042 Posts
July 04 2009 20:16 GMT
#158
very very cool. I can't see it being effective a huge amount of the time though - there's too many different dependent factors (non attacking buildings, making sure the timing works out, etc. ) way way cool though. Port to liquipedia ^^
PhotographerLiquipedia. Drop me a pm if you've got questions/need help.
Elvin_vn
Profile Blog Joined March 2004
Vietnam2038 Posts
July 04 2009 22:12 GMT
#159
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
do not agrue with idiots, they will pull you down to their level and beat you with their experiences
Simple
Profile Blog Joined February 2009
United States801 Posts
July 05 2009 03:17 GMT
#160
this is groundbreaking. maybe not a gamebreaker, but definitely groundbreaking. its amazing how after all these years there is still to be found and established.

nice work
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