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How to make sunkens have infinite range

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StRyKeR
Profile Blog Joined January 2006
United States1739 Posts
Last Edited: 2012-10-04 00:46:59
July 02 2009 18:53 GMT
#1
Many of you may have noticed that sunken colonies sometimes exhibit above-average attacking range.

[image loading]
lol wad


In this thread, I will explain why, my friends.

I do not claim that this is very useful or groundbreaking. The aim is to increase understanding of this phenomenon so that one day it might be of use to someone.

I want to emphasize that the trick doesn't work in most circumstances. Please do not think you can stop Terran pushes with this! Also, you CANNOT ATTACK OTHER NEXUSES OR HATCHERIES OR COMMAND CENTERS OR FAR FAR AWAY WORKERS with this method! It works under very specific circumstances.

Some background
Most Starcraft units have pre-attack animation sequences that must be played before the actual attack occurs. For the Marine, it is "holding up the gun". For the Hydralisk, it is "opening the mouth".

[image loading]
Hydralisk pre-attack sequence


For most units, there is only one pre-attack sequence. All subsequent attacks do not require the unit to go through the sequence again. For the Marine, once it holds up its weapon, it does not put it down again. For the Hydralisk, once it opens its mouth, it doesn't have to open it again.

The exception is when the unit has to change targets. If a unit's attack target changes, it must go through its pre-attack sequence again. This phenomenon is most prevalent for the Photon Cannon, whose tower goes up and down constantly as it acquires new targets.

However, there is one unit that goes through its pre-attack sequence every single time it attacks, regardless of whether it has acquired a new target. That is the Sunken Colony. Moreover, the pre-attack sequence is very long. These two facts are the reasons why the Sunken Colony can have infinite range.

The mechanism
From what I've garnered, the Starcraft unit attack AI is as follows.

1) Acquire target in range.
2) Begin pre-attack sequence.
3) Once pre-attack sequence is finished, attack the target.

It all seems fine. Units attack. Units die.

However, it turns out that this sequence is not so bug-free. Suppose we introduce an interrupt between 2) and 3).

1) Acquire target in range.
2) Begin pre-attack sequence.
2.5) Acquire higher priority target.
3) Once pre-attack sequence is finished, attack the target.

In this case, there is no check for whether the higher priority target is in range! So at step 3, the unit attacks the higher priority target, regardless of how far away it is.

How do we create this situation? Easy. By having another enemy target interrupt and accomplish step 2.5.

The interrupt
Please recall the last time you were attack-moving into the enemy. You might have encountered a building. You started hacking away at the building and shifted your attention back to your base to macro. You come back and notice that your units are now attacking other units. What happened?

Basically, your units were attacking a building. Then enemy units came by and started attacking you. The Starcraft unit attack AI is smart enough to recognize that the unit is getting killed, so the unit changes target.

Example
Have you ever noticed a Sunken Colony outrange a cannon? Why does it have longer range? Hint: It's not because it has longer range.

The best use of this information, in my opinion, is to stop a cannon rush. You can build a Sunken Colony outside the range of a cannon and still be able to kill it.


[image loading]
Zerg: omg



[image loading]
Protoss: lol i got this game



[image loading]
Zerg: omgggggg TT doesn't reach gahhhhh



[image loading]
Zerg: lol wad?
Protoss: wow you hacker i'm reporting this



The Sunken Colony is in range of the left Pylon but not the Cannon. Thus, the Cannon cannot hit the Sunken Colony either.

The Sunken Colony does 1) Acquire target in range. The target is the Pylon.

Then it does 2) Begin pre-attack sequence.

But just then, the Cannon attacks the Hatchery and the Sunken Colony does 2.5) Acquire higher priority target. The higher priority target is the Cannon.

The Sunken Colony finally does 3) Once pre-attack sequence is finished, attack the target. Because there was no range check, the Sunken ends up attacking the target, the Photon Cannon, even though it's outside range.

Here is a replay of the example in action! Watching the replay is the best way to get an idea of what's going on.

======================================================
>>> Replay <<<
======================================================

YouTube link of replay (thanks to Kentor):



Requirements
Let's say you want to attack TARGET without getting hit.

Requirement 1: Your Sunken Colony has to be in range of some other enemy unit so that "1) Acquire target in range" is activated. Non-combat units include all non-attacking buildings, medics, etc.

Requirement 2: TARGET must be attacking something close to your Sunken Colony so that "2.5) Acquire higher priority target" is activated. In fact, the close unit can actually be your Sunken Colony (although it's not recommended). From my tests, the Sunken has to be adjacent to that unit. Otherwise, the interrupt is ignored because the Sunken is too far.

If these requirements are met, you don't have to do a thing. The buggy Starcraft unit attack AI will take care of the rest.

Now, your Sunken won't always attack TARGET. That only happens when TARGET interrupts the Sunken's attack AI sequence. But because the Sunken's pre-attack animation sequence is so long, it is pretty likely. Also, you can do Sunken micro by stopping your Sunken and making it attack only when the cannon hits your hatchery during your pre-attack sequence. It's kinda hard though cuz Sunkens don't really hold like Lurkers hold even if you tell it to.

On July 03 2009 06:07 arcology wrote:
This could use some clarifications, we did some testing on this a few years ago in my channel (which I retested just now)
There are only two priorities, combat units and non combat units (medics, buildings etc).
This does not work with a marine (or other combat unit in range) that isn't attacking the sunken, as you claimed.

At least one non combat unit needs to be in range, and no combat units in range (otherwise they will be acquired), and a combat unit attacking the sunken or something adjacent to it from outside its range. The sunken will strike it if the unit attacks during the pre-attack part you described.


Other uses
I have seen Sunken Colonies hit Siege Tanks out of range with this method. Usually though, you'd have to be lucky to be in such a situation. You'd need some unit in range of the Sunken (non-combat unit). You also need the Siege Tank attacking something close to the Sunken (Hatchery, drone, the Sunken itself, etc.).


[image loading]
lol wadddddddddddd


Thanks to patrick321:


[image loading]
huh


Conclusion
This phenomenon is not limited to the Sunken Colony. Any Starcraft unit can have infinite range (possibly except the Lurker and Firebat), because of the existence of the interrupt without range checking. The only reason why the Sunken Colony is special is that it fires its pre-attack sequence every single time it attacks and that the sequence is quite long. The pre-attack sequence is the window in which the interrupt must occur.

This theory also explains the well-known "Zealot killing two marines in one attack" from a long time ago. Basically, the Zealot has a pre-attack sequence before each of its "blades", which are one frame long. What happened was that the first Zealot blade killed the first marine, and during the pre-attack sequence for the second blade, the second marine attacked it, causing the Zealot to change target without checking range, and thereby killing the second marine. I believe that the fact that the first marine was a combat unit doesn't matter because dead unit = non-combat unit.
Ars longa, vita brevis, principia aeturna.
-StrifeX-
Profile Blog Joined April 2007
United States529 Posts
July 02 2009 18:56 GMT
#2
Good write up, I can't get the images to work though.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
July 02 2009 18:57 GMT
#3
Very interesting thread :O
Should add this to Liquipedia
Administrator~ Spirit will set you free ~
thopol
Profile Blog Joined May 2008
Japan4560 Posts
July 02 2009 18:57 GMT
#4
On July 03 2009 03:56 -StrifeX- wrote:
Good write up, I can't get the images to work though.

Avidkeystamper
Profile Blog Joined June 2008
United States8552 Posts
Last Edited: 2009-07-02 18:58:43
July 02 2009 18:57 GMT
#5
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.
Jaedong
Pufftrees
Profile Joined March 2009
2449 Posts
July 02 2009 18:58 GMT
#6
The images aren't loading properly for me, quite a unique post though.
Chance favors the prepared mind.
samachking
Profile Blog Joined August 2007
Bahrain4949 Posts
July 02 2009 18:58 GMT
#7
Holy Shit, cant you just attack your own lings then switch target to kill the seige tanks? Shit, this has potential for insane abuse and potential to make those mid game pushes even more hell vs T. Im so going to try this

Thanks for the awesome tip.
"And then Earthlings discovered tools. Suddenly agreeing with friends could be a form of suicide or worse. But agreements went on, not for the sake of common sense, or decency, or self preservation, but for friendliness."
Patriot.dlk
Profile Blog Joined October 2004
Sweden5462 Posts
July 02 2009 19:00 GMT
#8
You have troubles getting dropbox to send to the servah. This could be caused by you not closing a document that it's trying to send or something like that :p

restart dropbox if thats not the case
StRyKeR
Profile Blog Joined January 2006
United States1739 Posts
July 02 2009 19:01 GMT
#9
On July 03 2009 03:58 samachking wrote:
Holy Shit, cant you just attack your own lings then switch target to kill the seige tanks? Shit, this has potential for insane abuse and potential to make those mid game pushes even more hell vs T. Im so going to try this

Thanks for the awesome tip.


That doesn't work because force-attacking overrides the Starcraft unit AI. For example, if you force a Hydralisk to attack something, it won't stop even if a Marine starts to interrupt it.
Ars longa, vita brevis, principia aeturna.
Vision
Profile Joined June 2009
United States113 Posts
July 02 2009 19:01 GMT
#10
This is great, but the images don't work. ;{
Let's unite the blizzard community! But you can't actually talk to eachother..... - Luca
Archaic
Profile Blog Joined March 2008
United States4024 Posts
Last Edited: 2009-07-02 19:05:22
July 02 2009 19:01 GMT
#11
I think that I discovered something similar to this mechanic. What I've done before is I have circled a photon cannon (In single player, of course) with overlords within its range. Then I had a zergling running around within its sight range, but just outside of its actual range. And as a result, the cannon simply stopped attacking. Could this be the same basic mechanic in this?
And could this explain that replay (not too long ago, I just forgot where it was) of a dragoon hitting a tank at ridiculous range? i.e. That of a siege tank. It was a dragoon at the bottom of a ramp on python, getting hit with a siege tank, and shooting the tank from its distance, which was at least 2x the regular dragoon range.

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.

If they did, wouldn't they have been doing so in pro games?


Also, another note, how would it have infinite range? Wouldn't it suggest that the interrupting attack would have to be able to be infinitely far away. Of course in theory infinite range works, but in practice, there is no attack that can possibly work like that, right?
deathgod6
Profile Blog Joined January 2008
United States5064 Posts
July 02 2009 19:04 GMT
#12
Ohhhhhhh very interesting. :D
4.0 GPA = A rank 5.0 GPA = Olympic --------- Bisu, Best, Fantasy. i ♥ oov. They can get in my BoxeR anyday.
StRyKeR
Profile Blog Joined January 2006
United States1739 Posts
July 02 2009 19:05 GMT
#13
On July 03 2009 04:01 Archaic wrote:
I think that I discovered something similar to this mechanic. What I've done before is I have circled a photon cannon (In single player, of course) with overlords within its range. Then I had a zergling running around within its sight range, but just outside of its actual range. And as a result, the cannon simply stopped attacking. Could this be the same basic mechanic in this?
And could this explain that replay (not too long ago, I just forgot where it was) of a dragoon hitting a tank at ridiculous range? i.e. That of a siege tank. It was a dragoon at the bottom of a ramp on python, getting hit with a siege tank, and shooting the tank from its distance, which was at least 2x the regular dragoon range.


For the first one, I'm guessing that the Cannon was in range, but it kept having to switch between Overlord and Zergling, so the pre-attack sequence kept initiating over and over again. Actually, that sounds like a good way to freeze a Cannon. Kind of hard though, because the Cannon pre-attack sequence isn't that long.

The second scenario sounds like the one I described.
Ars longa, vita brevis, principia aeturna.
Patriot.dlk
Profile Blog Joined October 2004
Sweden5462 Posts
July 02 2009 19:06 GMT
#14
lol starcraft is so dissected that nothing shocks me anymore... There's a guy in the turrets, units can have infinite range, the random algorithm is not random, mutas can be stacked

list goes on and on
StRyKeR
Profile Blog Joined January 2006
United States1739 Posts
July 02 2009 19:06 GMT
#15
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
Ars longa, vita brevis, principia aeturna.
StRyKeR
Profile Blog Joined January 2006
United States1739 Posts
July 02 2009 19:07 GMT
#16

Also, another note, how would it have infinite range? Wouldn't it suggest that the interrupting attack would have to be able to be infinitely far away. Of course in theory infinite range works, but in practice, there is no attack that can possibly work like that, right?


In theory, the Sunken can attack across the map. But of course, it would never happen in a real game.
Ars longa, vita brevis, principia aeturna.
fnaticNoname
Profile Joined January 2008
India858 Posts
July 02 2009 19:07 GMT
#17
This is insane, thanks!
caldo149
Profile Blog Joined April 2009
United States469 Posts
July 02 2009 19:08 GMT
#18
On July 03 2009 03:57 Plexa wrote:
Very interesting thread :O
Should add this to Liquipedia

+1

and I thought you were just going to talk about how units running away from a sunken shot will still get hit even when they go past the range, but that's not always true. Guess I was thinking of dragoon shots XD Also, would this would work with a reaver or carrier/interceptors?
Hellions are my homeboys
Archaic
Profile Blog Joined March 2008
United States4024 Posts
July 02 2009 19:08 GMT
#19
On July 03 2009 04:06 Patriot.dlk wrote:
lol starcraft is so dissected that nothing shocks me anymore... There's a guy in the turrets, units can have infinite range, the random algorithm is not random, mutas can be stacked

list goes on and on

Muta bounces actually have a pattern, hold lurkers, Protoss can win with just 1a2a3a, moving rally points, burrowing units under buildings, floating workers, magic boxes... It's not even funny how much is known beyond the game manual.
Zoler
Profile Blog Joined June 2008
Sweden6339 Posts
July 02 2009 19:09 GMT
#20
Wow this is one of the best threads I've read on Teamliquid Interesting information
Lim Yo Hwan forever!
Eatme
Profile Blog Joined June 2003
Switzerland3919 Posts
July 02 2009 19:09 GMT
#21
Interesting read. Noticed the interesting sunken range vs mostly cannons but never really got why/how it worked. Thanks alot ect.
I have the best fucking lawyers in the country including the man they call the Malmis.
Empyrean
Profile Blog Joined September 2004
16969 Posts
July 02 2009 19:10 GMT
#22
All I can say is

+ Show Spoiler +
Shit, I'm playing you in CSL next season


:D

Great find!
Moderator
Avidkeystamper
Profile Blog Joined June 2008
United States8552 Posts
July 02 2009 19:12 GMT
#23
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

Oh yeah, I see. I misread that the first time.
Jaedong
Vision
Profile Joined June 2009
United States113 Posts
July 02 2009 19:15 GMT
#24
Thanks for fixing the pictures, This is amazing, especially the sunken killing the cannon.
Let's unite the blizzard community! But you can't actually talk to eachother..... - Luca
insectoceanx
Profile Blog Joined December 2008
United States331 Posts
July 02 2009 19:16 GMT
#25
This works when a building is in range, but if it was another unit attacking such as a marine, wouldnt it just attack the marine and the siege would be fine?
ilovejonn
Profile Blog Joined August 2007
Canada2548 Posts
July 02 2009 19:16 GMT
#26
ahhh so thats why sunkens seem to have such a long range
Snowflakes in January, Heart warm like February, I wouldn't ordinarily..
StRyKeR
Profile Blog Joined January 2006
United States1739 Posts
Last Edited: 2009-07-02 19:24:35
July 02 2009 19:19 GMT
#27
On July 03 2009 04:16 insectoceanx wrote:
This works when a building is in range, but if it was another unit attacking such as a marine, wouldnt it just attack the marine and the siege would be fine?


It's a matter of priorities. I'm not sure if the Sunken would prioritize the Marine over the Tank. If it didn't, then the trick would still work. What I do know for sure, though, is that if the Marine is NOT attacking the Sunken, the trick DEFINITELY works.

EDIT: Image added of Sunken owning tank!
Ars longa, vita brevis, principia aeturna.
JWD
Profile Blog Joined October 2007
United States12607 Posts
July 02 2009 19:22 GMT
#28
This is an interesting guide...always fun to learn something new about BW after all these years. Thanks Stryker!
✌
Probe.
Profile Joined May 2009
United States877 Posts
July 02 2009 19:24 GMT
#29
Wow this explains everything. So many times this happens to me where sunken out ranges cannon. And even several times i've seen sunken out range reaver.
meow
samachking
Profile Blog Joined August 2007
Bahrain4949 Posts
Last Edited: 2009-07-02 19:32:14
July 02 2009 19:30 GMT
#30
On July 03 2009 04:01 StRyKeR wrote:
Show nested quote +
On July 03 2009 03:58 samachking wrote:
Holy Shit, cant you just attack your own lings then switch target to kill the seige tanks? Shit, this has potential for insane abuse and potential to make those mid game pushes even more hell vs T. Im so going to try this

Thanks for the awesome tip.


That doesn't work because force-attacking overrides the Starcraft unit AI. For example, if you force a Hydralisk to attack something, it won't stop even if a Marine starts to interrupt it.


Aww, another question, if you have your overlord in range of something else, can you hit something like an enemy nexus if you have one of his units in the range of your sunk.

If this works, I can totally see this killing enemy pools and spires on icc and theyll be like wtf hax? That should be fucking awesome . I need someone to try it out with me. PM me if you can make on icc and want to test some of this shit.
"And then Earthlings discovered tools. Suddenly agreeing with friends could be a form of suicide or worse. But agreements went on, not for the sake of common sense, or decency, or self preservation, but for friendliness."
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
July 02 2009 19:30 GMT
#31
That's crazy. Definitely going to check it out. Thanks Stryker!
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
Probe.
Profile Joined May 2009
United States877 Posts
July 02 2009 19:31 GMT
#32
On July 03 2009 04:30 samachking wrote:
Show nested quote +
On July 03 2009 04:01 StRyKeR wrote:
On July 03 2009 03:58 samachking wrote:
Holy Shit, cant you just attack your own lings then switch target to kill the seige tanks? Shit, this has potential for insane abuse and potential to make those mid game pushes even more hell vs T. Im so going to try this

Thanks for the awesome tip.


That doesn't work because force-attacking overrides the Starcraft unit AI. For example, if you force a Hydralisk to attack something, it won't stop even if a Marine starts to interrupt it.


Aww, another question, if you have your overlord in range of something else, can you hit something like an enemy nexus if you have one of his units in the range of your sunk.


It goes for AI priority which is whatever is the strongest unit attacking it. Nexus is not a threat so it wouldn't attack nexus.
meow
RaGe
Profile Blog Joined July 2004
Belgium9947 Posts
July 02 2009 19:32 GMT
#33
Wow didn't know about that.
Moderatorsometimes I get intimidated by the size of my right testicle
samachking
Profile Blog Joined August 2007
Bahrain4949 Posts
July 02 2009 19:33 GMT
#34
On July 03 2009 04:31 Probe. wrote:
Show nested quote +
On July 03 2009 04:30 samachking wrote:
On July 03 2009 04:01 StRyKeR wrote:
On July 03 2009 03:58 samachking wrote:
Holy Shit, cant you just attack your own lings then switch target to kill the seige tanks? Shit, this has potential for insane abuse and potential to make those mid game pushes even more hell vs T. Im so going to try this

Thanks for the awesome tip.


That doesn't work because force-attacking overrides the Starcraft unit AI. For example, if you force a Hydralisk to attack something, it won't stop even if a Marine starts to interrupt it.


Aww, another question, if you have your overlord in range of something else, can you hit something like an enemy nexus if you have one of his units in the range of your sunk.


It goes for AI priority which is whatever is the strongest unit attacking it. Nexus is not a threat so it wouldn't attack nexus.


So it could work vs enemy canons in main if my opponent 3 zeal attacks. Also this can actually make proxy hatches in ZvP for pushing purposes REALLY viable
"And then Earthlings discovered tools. Suddenly agreeing with friends could be a form of suicide or worse. But agreements went on, not for the sake of common sense, or decency, or self preservation, but for friendliness."
Husky
Profile Blog Joined May 2009
United States3362 Posts
July 02 2009 19:36 GMT
#35
huh, I am going to be trying this later. Thanks for the idea, I would have never thought of that or honestly even noticed it if it happened to me.
Commentaries: youtube.com/HuskyStarcraft
StRyKeR
Profile Blog Joined January 2006
United States1739 Posts
July 02 2009 19:37 GMT
#36
On July 03 2009 04:33 samachking wrote:
Show nested quote +
On July 03 2009 04:31 Probe. wrote:
On July 03 2009 04:30 samachking wrote:
On July 03 2009 04:01 StRyKeR wrote:
On July 03 2009 03:58 samachking wrote:
Holy Shit, cant you just attack your own lings then switch target to kill the seige tanks? Shit, this has potential for insane abuse and potential to make those mid game pushes even more hell vs T. Im so going to try this

Thanks for the awesome tip.


That doesn't work because force-attacking overrides the Starcraft unit AI. For example, if you force a Hydralisk to attack something, it won't stop even if a Marine starts to interrupt it.


Aww, another question, if you have your overlord in range of something else, can you hit something like an enemy nexus if you have one of his units in the range of your sunk.


It goes for AI priority which is whatever is the strongest unit attacking it. Nexus is not a threat so it wouldn't attack nexus.


So it could work vs enemy canons in main if my opponent 3 zeal attacks. Also this can actually make proxy hatches in ZvP for pushing purposes REALLY viable


Yes, if your Sunk hits Zealot and the Cannon hits one of your units (Hatchery maybe) it would work. The only worry is the Sunk getting enough hits before your Hatchery dies. You can actually practice Sunken micro and time it so that the pre-attack sequence begins JUST before the Cannon fire hits the Hatchery. Then your Sunk can hit the Cannon every single time.

Sunken micro is kinda hard though. If you tell it to stop, it keeps going sometimes.
Ars longa, vita brevis, principia aeturna.
samachking
Profile Blog Joined August 2007
Bahrain4949 Posts
July 02 2009 19:37 GMT
#37
Im going to 9pool proxy hatch every game on icc and destroy teh enemy bunkers and canons Wonder how far it will take me. I really need someone to test this stuff, just PM me.
"And then Earthlings discovered tools. Suddenly agreeing with friends could be a form of suicide or worse. But agreements went on, not for the sake of common sense, or decency, or self preservation, but for friendliness."
Perguvious
Profile Blog Joined November 2008
United States1783 Posts
July 02 2009 19:38 GMT
#38
moments like these make me realize how much I still don't know

like the time I found out that arbok is kobra backwards and ekans is snake backwards.
samachking
Profile Blog Joined August 2007
Bahrain4949 Posts
July 02 2009 19:40 GMT
#39
On July 03 2009 04:37 StRyKeR wrote:
Show nested quote +
On July 03 2009 04:33 samachking wrote:
On July 03 2009 04:31 Probe. wrote:
On July 03 2009 04:30 samachking wrote:
On July 03 2009 04:01 StRyKeR wrote:
On July 03 2009 03:58 samachking wrote:
Holy Shit, cant you just attack your own lings then switch target to kill the seige tanks? Shit, this has potential for insane abuse and potential to make those mid game pushes even more hell vs T. Im so going to try this

Thanks for the awesome tip.


That doesn't work because force-attacking overrides the Starcraft unit AI. For example, if you force a Hydralisk to attack something, it won't stop even if a Marine starts to interrupt it.


Aww, another question, if you have your overlord in range of something else, can you hit something like an enemy nexus if you have one of his units in the range of your sunk.


It goes for AI priority which is whatever is the strongest unit attacking it. Nexus is not a threat so it wouldn't attack nexus.


So it could work vs enemy canons in main if my opponent 3 zeal attacks. Also this can actually make proxy hatches in ZvP for pushing purposes REALLY viable


Yes, if your Sunk hits Zealot and the Cannon hits one of your units (Hatchery maybe) it would work. The only worry is the Sunk getting enough hits before your Hatchery dies. You can actually practice Sunken micro and time it so that the pre-attack sequence begins JUST before the Cannon fire hits the Hatchery. Then your Sunk can hit the Cannon every single time.

Sunken micro is kinda hard though. If you tell it to stop, it keeps going sometimes.


How about I build another sunk to take fire? then allow the other sunk to do the work while its at it. Sunks destroy canons anyways
"And then Earthlings discovered tools. Suddenly agreeing with friends could be a form of suicide or worse. But agreements went on, not for the sake of common sense, or decency, or self preservation, but for friendliness."
deathgod6
Profile Blog Joined January 2008
United States5064 Posts
July 02 2009 19:40 GMT
#40
Now we have to see you own a tank with a sunken on your stream.
4.0 GPA = A rank 5.0 GPA = Olympic --------- Bisu, Best, Fantasy. i ♥ oov. They can get in my BoxeR anyday.
pangshai
Profile Blog Joined January 2005
Chinatown5333 Posts
July 02 2009 19:41 GMT
#41
this is really interesting though i haven't really seen it in effect. thanks for the tips!
#1 midas fan
Hayarok
Profile Joined December 2008
Israel95 Posts
July 02 2009 19:50 GMT
#42
Gosu thxx
StRyKeR
Profile Blog Joined January 2006
United States1739 Posts
Last Edited: 2009-07-02 19:51:51
July 02 2009 19:50 GMT
#43
On July 03 2009 04:40 samachking wrote:
Show nested quote +
On July 03 2009 04:37 StRyKeR wrote:
On July 03 2009 04:33 samachking wrote:
On July 03 2009 04:31 Probe. wrote:
On July 03 2009 04:30 samachking wrote:
On July 03 2009 04:01 StRyKeR wrote:
On July 03 2009 03:58 samachking wrote:
Holy Shit, cant you just attack your own lings then switch target to kill the seige tanks? Shit, this has potential for insane abuse and potential to make those mid game pushes even more hell vs T. Im so going to try this

Thanks for the awesome tip.


That doesn't work because force-attacking overrides the Starcraft unit AI. For example, if you force a Hydralisk to attack something, it won't stop even if a Marine starts to interrupt it.


Aww, another question, if you have your overlord in range of something else, can you hit something like an enemy nexus if you have one of his units in the range of your sunk.


It goes for AI priority which is whatever is the strongest unit attacking it. Nexus is not a threat so it wouldn't attack nexus.


So it could work vs enemy canons in main if my opponent 3 zeal attacks. Also this can actually make proxy hatches in ZvP for pushing purposes REALLY viable


Yes, if your Sunk hits Zealot and the Cannon hits one of your units (Hatchery maybe) it would work. The only worry is the Sunk getting enough hits before your Hatchery dies. You can actually practice Sunken micro and time it so that the pre-attack sequence begins JUST before the Cannon fire hits the Hatchery. Then your Sunk can hit the Cannon every single time.

Sunken micro is kinda hard though. If you tell it to stop, it keeps going sometimes.


How about I build another sunk to take fire? then allow the other sunk to do the work while its at it. Sunks destroy canons anyways


I tried a test. Have fun: sunk owning bunker and tank

My guess though would be that if a Sunken push works, it's not because of this trick but because you would have won anyway haha cheers
Ars longa, vita brevis, principia aeturna.
Psychobabas
Profile Blog Joined March 2006
2531 Posts
July 02 2009 19:55 GMT
#44
Very interesting thanks
mmp
Profile Blog Joined April 2009
United States2130 Posts
July 02 2009 20:01 GMT
#45
I would call this a feature, wouldn't you?

Certainly not to be penalized, since it can happen unintentionally.
I (λ (foo) (and (<3 foo) ( T_T foo) (RAGE foo) )) Starcraft
IntoTheWow
Profile Blog Joined May 2004
is awesome32274 Posts
July 02 2009 20:01 GMT
#46
I love learning about stuff like this, thanks a lot
Moderator<:3-/-<
d.arkive
Profile Blog Joined January 2007
United States843 Posts
July 02 2009 20:06 GMT
#47
This is a pretty awesome discovery, great working out the mechanics. Thanks!
"Refrigerator. Refrigerator, damn you. Refrigerator."~Spiritofthetuna, speaking in Haiku after losing
checo
Profile Joined November 2008
Mexico1364 Posts
July 02 2009 20:08 GMT
#48
Man thx =D pretty good read and very informative
El amor no mueve al mundo, ni hace brillar el sol, pero el amor hace latir este corazon....
revolover
Profile Joined January 2009
Canada134 Posts
July 02 2009 20:12 GMT
#49
This is very interesting and very informative. Great post!
thunk
Profile Blog Joined March 2008
United States6233 Posts
July 02 2009 20:13 GMT
#50
Holy shit, that's really cool.
Every time Jung Myung Hoon builds a vulture, two probes die. || My post count was a palindrome and I was never posting again.
funkie
Profile Blog Joined November 2005
Venezuela9374 Posts
July 02 2009 20:30 GMT
#51
this is so rofltastic.
CJ Entusman #6! · Strength is the basis of athletic ability. -Rippetoe /* http://j.mp/TL-App <- TL iPhone App 2.0! */
Crunchums
Profile Blog Joined December 2008
United States11143 Posts
July 02 2009 20:40 GMT
#52
Would also explain that cannon that hit a tank an entire screen away on Python.
brood war for life, brood war forever
thunk
Profile Blog Joined March 2008
United States6233 Posts
July 02 2009 20:40 GMT
#53
I can't get it to work in a single player game. Can anyone else get it to work?
Every time Jung Myung Hoon builds a vulture, two probes die. || My post count was a palindrome and I was never posting again.
StRyKeR
Profile Blog Joined January 2006
United States1739 Posts
July 02 2009 20:43 GMT
#54
On July 03 2009 05:40 thunk wrote:
I can't get it to work in a single player game. Can anyone else get it to work?


Check out the replays for an example.
Ars longa, vita brevis, principia aeturna.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2009-07-02 20:54:21
July 02 2009 20:46 GMT
#55
I always knew there was something about sunkens that gave them opportunities to fire at longer ranges. I just assumed it was because the attack animation took so long that a unit could walk in and out of range and still get nailed (albeit delayed).

I guess this sorta explains the reaver at weird angles vs a sunken>

PS- Day[9]'s commentary yesterday about not thinking the sunken was in range of the canon was just a mistake on his part - it wasn't this bug.
..and then I would, ya know, check em'. (Aka SpoR)
alffla
Profile Blog Joined November 2005
Hong Kong20321 Posts
July 02 2009 20:51 GMT
#56
haahhaha wow so aweosme XDD :D GO SUNKENS
Graphicssavior[gm] : What is a “yawn” rape ;; Masumune - It was the year of the pig for those fucking defilers. Chill - A clinic you say? okum: SC without Korean yelling is like porn without sex. konamix: HAPPY BIRTHDAY MOMMY!
Cambium
Profile Blog Joined June 2004
United States16368 Posts
July 02 2009 20:53 GMT
#57
I wonder if this works on cloaked units. In theory, it should...
When you want something, all the universe conspires in helping you to achieve it.
StRyKeR
Profile Blog Joined January 2006
United States1739 Posts
Last Edited: 2009-07-02 20:54:27
July 02 2009 20:54 GMT
#58
On July 03 2009 05:53 Cambium wrote:
I wonder if this works on cloaked units. In theory, it should...


It won't, for the same reason that a Hydralisk will run away from a cloaked attacker rather than acquire it as a target.
Ars longa, vita brevis, principia aeturna.
Louder
Profile Blog Joined September 2002
United States2276 Posts
July 02 2009 20:55 GMT
#59
lol this is just begging for a bug fix
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2009-07-02 21:06:38
July 02 2009 21:03 GMT
#60
On July 03 2009 05:55 Louder wrote:
lol this is just begging for a bug fix

So in theory all units are still effected by the bug but its really hard to recreate.

I hope to god they don't fix it because most likely all previous reps will be corrupt and they will inevitably fuck something else up, because they would most likely reduce the pre attack sequence of the sunken.


Unless progamers find some serious game breaking usage of this, don't patch it imo.

PS- It never ceases to amaze me how many bugs and exploits are still discovered pretty regularly in this game after 11 + years. Makes me wonder if, when the game dies, there was some crazy strategies that were never even seen because some bugs were never discovered.
..and then I would, ya know, check em'. (Aka SpoR)
nepeta
Profile Blog Joined May 2008
1872 Posts
July 02 2009 21:04 GMT
#61
Reminds me of the grenadiers in Red Alert throwing beyond their range, nice discovery!
Broodwar AI :) http://sscaitournament.com http://www.starcraftai.com/wiki/Main_Page
Dewis
Profile Blog Joined April 2007
Finland344 Posts
July 02 2009 21:05 GMT
#62
omg, didn't know this :O
StRyKeR
Profile Blog Joined January 2006
United States1739 Posts
July 02 2009 21:07 GMT
#63
On July 03 2009 06:03 CharlieMurphy wrote:
Show nested quote +
On July 03 2009 05:55 Louder wrote:
lol this is just begging for a bug fix

So in theory all units are still effected by the bug but its really hard to recreate.

I hope to god they don't fix it because most likely all previous reps will be corrupt and they will inevitably fuck something else up, because they would most likely reduce the pre attack sequence of the sunken.


Unless progamers find some serious game breaking usage of this, don't patch it imo.

PS- It never ceases to amaze me how many bugs and exploits are still discovered pretty regularly in this game after 11 + years. Makes me wonder if when the game dies if there was some crazy strategies that were never even seen because some bugs were never discovered.


Good observation. Fixing this bug/feature will seriously ruin all replays, as it is a fundamental mechanism used every time a unit attacks.
Ars longa, vita brevis, principia aeturna.
arcology
Profile Joined April 2009
United States92 Posts
July 02 2009 21:07 GMT
#64
This could use some clarifications, we did some testing on this a few years ago in my channel (which I retested just now)
There are only two priorities, combat units and non combat units (medics, buildings etc).
This does not work with a marine (or other combat unit in range) that isn't attacking the sunken, as you claimed.

At least one non combat unit needs to be in range, and no combat units in range (otherwise they will be acquired), and a combat unit attacking the sunken or something adjacent to it from outside its range. The sunken will strike it if the unit attacks during the pre-attack part you described.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2009-07-02 21:09:56
July 02 2009 21:09 GMT
#65
On July 03 2009 06:07 arcology wrote:
This could use some clarifications, we did some testing on this a few years ago in my channel (which I retested just now)
There are only two priorities, combat units and non combat units (medics, buildings etc).
This does not work with a marine (or other combat unit in range) that isn't attacking the sunken, as you claimed.

At least one non combat unit needs to be in range, and no combat units in range (otherwise they will be acquired), and a combat unit attacking the sunken or something adjacent to it from outside its range. The sunken will strike it if the unit attacks during the pre-attack part you described.

That can't be right cause look at the screenshots, there is one where a sunken is hitting a marine and a tank.

edit- actually
[image loading]
yae the top sunken looks to be only in range of the medic
..and then I would, ya know, check em'. (Aka SpoR)
StRyKeR
Profile Blog Joined January 2006
United States1739 Posts
July 02 2009 21:11 GMT
#66
On July 03 2009 06:07 arcology wrote:
This could use some clarifications, we did some testing on this a few years ago in my channel (which I retested just now)
There are only two priorities, combat units and non combat units (medics, buildings etc).
This does not work with a marine (or other combat unit in range) that isn't attacking the sunken, as you claimed.

At least one non combat unit needs to be in range, and no combat units in range (otherwise they will be acquired), and a combat unit attacking the sunken or something adjacent to it from outside its range. The sunken will strike it if the unit attacks during the pre-attack part you described.


You're right. It only worked for me because medics were around. I guess medics = non combat units.
Ars longa, vita brevis, principia aeturna.
arcology
Profile Joined April 2009
United States92 Posts
July 02 2009 21:16 GMT
#67
Still it was enlightening because I never thought it might have a use (against cannons)~!
arcology
Profile Joined April 2009
United States92 Posts
July 02 2009 21:21 GMT
#68
Oh, I think I still left something out, I'm pretty sure workers have a priority inbetween combat and non-combat units. Worth testing this on maybe..
HiOT
Profile Blog Joined September 2008
Sweden1000 Posts
July 02 2009 21:24 GMT
#69
This is awesome, cannon rush failed! thanks!
Officially the founder of Team Property (:
3 Lions
Profile Blog Joined October 2007
United States3705 Posts
July 02 2009 21:37 GMT
#70
so possibly you could proxy hatch and build sunkens and rape a Forge FE yes?
Chill
Profile Blog Joined January 2005
Calgary25977 Posts
July 02 2009 21:38 GMT
#71
What if you attack a friendly unit to initiate the attack? Do manually targetted things work if you stop them afterwards? This requires more testing for maximum proxy-Hatch abuse.
Moderator
randombum
Profile Blog Joined April 2007
United States2378 Posts
July 02 2009 21:40 GMT
#72
On July 03 2009 06:38 Chill wrote:
What if you attack a friendly unit to initiate the attack? Do manually targetted things work if you stop them afterwards? This requires more testing for maximum proxy-Hatch abuse.


No, someone mentioned that force attack your own unit skips the AI check.
samachking
Profile Blog Joined August 2007
Bahrain4949 Posts
Last Edited: 2009-07-02 21:42:24
July 02 2009 21:41 GMT
#73
On July 03 2009 06:38 Chill wrote:
What if you attack a friendly unit to initiate the attack? Do manually targetted things work if you stop them afterwards? This requires more testing for maximum proxy-Hatch abuse.


I mentioned it in the thread and I tested it, the proxy hatch thing does not work, as canons need to target fire something and there needs to be a noncombat building to attack then switch fire, not too viable. Only useful in the situations in OP, tank pushes + canon rushes.

+ Above post, friendly units doesnt work. SC is one fucked up game with all this weird stuff being found out 10 years after the game is out
"And then Earthlings discovered tools. Suddenly agreeing with friends could be a form of suicide or worse. But agreements went on, not for the sake of common sense, or decency, or self preservation, but for friendliness."
Zoler
Profile Blog Joined June 2008
Sweden6339 Posts
July 02 2009 21:48 GMT
#74
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
Lim Yo Hwan forever!
samachking
Profile Blog Joined August 2007
Bahrain4949 Posts
July 02 2009 21:51 GMT
#75
On July 03 2009 06:48 Zoler wrote:
Show nested quote +
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.
"And then Earthlings discovered tools. Suddenly agreeing with friends could be a form of suicide or worse. But agreements went on, not for the sake of common sense, or decency, or self preservation, but for friendliness."
Zoler
Profile Blog Joined June 2008
Sweden6339 Posts
July 02 2009 21:51 GMT
#76
lol I just tried this this is practically IMPOSSIBLE to do lol
Lim Yo Hwan forever!
Zoler
Profile Blog Joined June 2008
Sweden6339 Posts
July 02 2009 21:54 GMT
#77
On July 03 2009 06:51 samachking wrote:
Show nested quote +
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
Lim Yo Hwan forever!
3nickma
Profile Joined November 2007
Denmark1510 Posts
July 02 2009 21:58 GMT
#78
Lol an age-old game is still getting discoveries! Maybe this is how Jaedong survived that fast Cannon rush (can't remember the specific game)?
L E E J A E D O N G ! <3
SilverSkyLark
Profile Blog Joined April 2008
Philippines8437 Posts
July 02 2009 22:02 GMT
#79
for the first image, it is not related to the length of the creep? Because a normal sunken would be able to hit something a few matrices after it's creep, but the creep that was near the tank was because of the hatchery. Could there also be a relationship between the sunken range and the creep?
"If i lost an arm, I would play w3." -IntoTheWow || "Member of Hyuk Hyuk Hyuk cafe. He's the next Jaedong, baby!"
Zoler
Profile Blog Joined June 2008
Sweden6339 Posts
July 02 2009 22:03 GMT
#80
On July 03 2009 06:58 3nickma wrote:
Lol an age-old game is still getting discoveries! Maybe this is how Jaedong survived that fast Cannon rush (can't remember the specific game)?


It's no skill involved
Lim Yo Hwan forever!
AloneInDaBunker
Profile Joined November 2008
Korea (South)123 Posts
July 02 2009 22:06 GMT
#81
thank you for posting this. I enjoyed reading it!
Boxer is the truth.
Jonoman92
Profile Blog Joined September 2006
United States9103 Posts
July 02 2009 22:11 GMT
#82
Thanks a lot for the explanation on how the phenomenon occurred.
BalliSLife
Profile Blog Joined September 2008
1339 Posts
July 02 2009 22:11 GMT
#83
Interesting read, but the situation with the cannon rush behind your pylon happens very often in bgh games. I knew for awhile now that sunks can hit further than a canon but i never really knew why, now i know thx =)
Ya well, at least I don't fuck a fleshlight with a condom on and cry at the same time.
No_eL
Profile Joined July 2007
Chile1438 Posts
July 02 2009 22:24 GMT
#84
nice thread, incredible investigation... bugs are the hearth of sc:bw!!! (hint for sc2 devs)
Beat after beat i will become stronger.
H
Profile Blog Joined July 2007
New Zealand6138 Posts
July 02 2009 22:43 GMT
#85
Oh my god no this is the worst thing to ever happen to me as a Terran player
[iHs]HCO | のヮの | pachi & plexa ownz | RIP _
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
July 02 2009 22:45 GMT
#86
I really thought this was a troll for a long time. lol
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
lokiM
Profile Blog Joined June 2008
United States3407 Posts
July 02 2009 22:46 GMT
#87
wtf?? is this illegal? never seen thsi b4
You can't fight the feeling.
GoSu
Profile Blog Joined June 2009
Korea (South)1773 Posts
July 02 2009 22:51 GMT
#88
Interesting thread, will take more time to read that.
#1 olleh KT 팬 http://sports.kt.com/ | #1 김택용 선수 팬 | 좋은 선수: 송병구, 이제동, 도제욱, 정명훈, 이성은 | KeSPA 한국 e-Sports 협회
ghermination
Profile Blog Joined April 2008
United States2851 Posts
July 02 2009 22:59 GMT
#89
I wonder if it is actually possible to use this bug in a progaming situation... well since stim'd marines attack so often i'm sure that with enough sunkes you could rape their tanks this way.
U Gotta Skate.
nozaro33
Profile Blog Joined March 2008
Taiwan1819 Posts
July 02 2009 23:35 GMT
#90
Interesting, though nearly impossible to put in use in a actual game.
Man Starcraft is awesome
#1 Flash / #2 NaDa / #3 Stats fan / KT fan for life
Zoler
Profile Blog Joined June 2008
Sweden6339 Posts
July 02 2009 23:38 GMT
#91
On July 03 2009 07:59 ghermination wrote:
I wonder if it is actually possible to use this bug in a progaming situation... well since stim'd marines attack so often i'm sure that with enough sunkes you could rape their tanks this way.


What? Do you really understand how this works?
Lim Yo Hwan forever!
Pyrrhuloxia
Profile Blog Joined May 2008
United States6700 Posts
July 02 2009 23:41 GMT
#92
On July 03 2009 07:03 Zoler wrote:
Show nested quote +
On July 03 2009 06:58 3nickma wrote:
Lol an age-old game is still getting discoveries! Maybe this is how Jaedong survived that fast Cannon rush (can't remember the specific game)?


It's no skill involved

vs. Stork I believe
SlayerS_`HackeR`
Profile Joined November 2008
United States190 Posts
July 03 2009 00:24 GMT
#93
wow nice i never knew this before

MIT usa math genius korean starcrafter = PRO
- i pwn n00bs -
scwizard
Profile Joined March 2009
United States1195 Posts
July 03 2009 00:26 GMT
#94
Very cool bug. People finding stuff like this is one of the reasons why the starcraft metagame is constantly changing.
AloneInDaBunker
Profile Joined November 2008
Korea (South)123 Posts
Last Edited: 2009-07-03 00:30:18
July 03 2009 00:29 GMT
#95
Boxer is the truth.
OneOther
Profile Blog Joined August 2004
United States10774 Posts
July 03 2009 00:43 GMT
#96
very very interesting. good read.
konadora *
Profile Blog Joined February 2009
Singapore66155 Posts
July 03 2009 00:45 GMT
#97
If progamers use this, will it be considering as cheating?

Very interesting find ^^
POGGERS
Zoler
Profile Blog Joined June 2008
Sweden6339 Posts
July 03 2009 00:54 GMT
#98
Many of you really gotta watch his replays, it's not like you can use it and be dependant on it.
Lim Yo Hwan forever!
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
July 03 2009 00:58 GMT
#99
fantastic post
What fun is it being cool if you can’t wear a sombrero?
peidongyang
Profile Joined January 2009
Canada2084 Posts
July 03 2009 01:01 GMT
#100
does this mean you can attack a nexus on theother side of the map???!!!
the throws never bothered me anyway
lac29
Profile Blog Joined December 2008
United States1485 Posts
July 03 2009 01:17 GMT
#101
Cool info =).
Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
July 03 2009 01:20 GMT
#102
On July 03 2009 10:01 peidongyang wrote:
does this mean you can attack a nexus on theother side of the map???!!!

If a nexus could have an attack that could attack you from the other side of the map, then it would have been possible.
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
skronch
Profile Blog Joined December 2008
United States2717 Posts
July 03 2009 01:23 GMT
#103
wow, sweet new bit of information, and really well written post. thanks!
AlwaysGG
Profile Joined March 2009
Taiwan952 Posts
July 03 2009 01:31 GMT
#104
lol wad
Trust 神教教主 FlaSh | Believe 火心 EffOrt
Abydos1
Profile Blog Joined October 2008
United States832 Posts
July 03 2009 01:51 GMT
#105
Very interesting.
"...perhaps the greatest joy possible in Starcraft, being accused of being a maphacker" - Day[9]
Kentor *
Profile Blog Joined December 2007
United States5784 Posts
Last Edited: 2009-07-03 01:55:32
July 03 2009 01:55 GMT
#106
omg dude the last paragraph was so epic
NaW-Runa
Profile Joined January 2009
Sweden85 Posts
Last Edited: 2009-07-03 02:18:50
July 03 2009 02:06 GMT
#107
my bad
Meep
MK
Profile Blog Joined March 2009
United States496 Posts
July 03 2009 02:06 GMT
#108
great article, thanks
The highest knowledge is to know that we are surrounded by mystery
Kentor *
Profile Blog Joined December 2007
United States5784 Posts
Last Edited: 2009-07-03 02:47:09
July 03 2009 02:10 GMT
#109
On July 03 2009 11:06 NaW-Runa wrote:
So you can shoot all over the map?

uhhhh seee below
patrick321
Profile Joined August 2004
United States185 Posts
July 03 2009 02:13 GMT
#110
Nice job finding out what causes this phenomenon!

I saw this posted here a while ago and figured i'd share. According to your explanation the goons would have to be firing at an scv or the fact add-on when the tank became a new target. I wish i had the replay.

[image loading]
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2009-07-03 02:16:02
July 03 2009 02:14 GMT
#111
LOL @ TANK

Btw, a non combat unit would be a HT or reaver right?

PS- Btw, this will be the end of terrans leaving leftover meds near in zerg bases. Overlord sight + medic in nat = worker harass LOL
..and then I would, ya know, check em'. (Aka SpoR)
Zoler
Profile Blog Joined June 2008
Sweden6339 Posts
July 03 2009 02:19 GMT
#112
On July 03 2009 11:14 CharlieMurphy wrote:
LOL @ TANK

Btw, a non combat unit would be a HT or reaver right?

PS- Btw, this will be the end of terrans leaving leftover meds near in zerg bases. Overlord sight + medic in nat = worker harass LOL


what...?
Lim Yo Hwan forever!
00Zarathustra
Profile Blog Joined November 2007
Bolivia419 Posts
July 03 2009 02:21 GMT
#113
^The workers would have to attack the sunken.
Zarathustra "You can't spell aNal_Rape without Nal_Ra"
SchOOl_VicTIm
Profile Blog Joined September 2004
Greece2394 Posts
July 03 2009 02:25 GMT
#114
Wow awesome job researching all that. Props man.
Archaic
Profile Blog Joined March 2008
United States4024 Posts
July 03 2009 02:30 GMT
#115
On July 03 2009 11:13 patrick321 wrote:
Nice job finding out what causes this phenomenon!

I saw this posted here a while ago and figured i'd share. According to your explanation the goons would have to be firing at an scv or the fact add-on when the tank became a new target. I wish i had the replay.

[image loading]

Yeah, that's the picture I described, haha. I love that picture.
Raithed
Profile Blog Joined May 2007
China7078 Posts
July 03 2009 02:31 GMT
#116
be epic if you could do this in 12 range.
Kentor *
Profile Blog Joined December 2007
United States5784 Posts
July 03 2009 02:44 GMT
#117
The title is very misleading I think... because you said

On July 03 2009 03:53 StRyKeR wrote:
Requirement 2: TARGET must be attacking something close to your Sunken Colony so that "2.5) Acquire higher priority target" is activated. In fact, the close unit can actually be your Sunken Colony (although it's not recommended). From my tests, the Sunken has to be adjacent to that unit. Otherwise, the interrupt is ignored because the Sunken is too far.


Well the TARGET doesn't have infinite range (or maybe............. domino) and your last sentence just shows that this won't give sunkens an infinite range.
ghostWriter
Profile Blog Joined January 2009
United States3302 Posts
July 03 2009 02:51 GMT
#118
This was a very interesting read, thanks for the share.
Sullifam
XDawn
Profile Blog Joined February 2004
Canada4040 Posts
July 03 2009 02:57 GMT
#119
Could you possibly make a video of you doing it? for small example.
Nice find
Use it or lose it
R3condite
Profile Joined August 2008
Korea (South)1541 Posts
July 03 2009 03:01 GMT
#120
ohhhhh

this is y u see something like zlot start atcking and then marine runs away and seems to be out of range when it actually goes through w/ the atcking motion yet the marine still take dmg...

ahh thanks for clearing this up!
ggyo...
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
July 03 2009 03:04 GMT
#121
On July 03 2009 11:14 CharlieMurphy wrote:
LOL @ TANK

Btw, a non combat unit would be a HT or reaver right?

PS- Btw, this will be the end of terrans leaving leftover meds near in zerg bases. Overlord sight + medic in nat = worker harass LOL

That makes no sense at all. Try reading the OP again.
Kentor *
Profile Blog Joined December 2007
United States5784 Posts
Last Edited: 2009-07-03 07:00:39
July 03 2009 03:08 GMT
#122
On July 03 2009 11:57 XDawn wrote:
Could you possibly make a video of you doing it? for small example.
Nice find

people aren't satisfied with just pics nowadays...

it's from the rep in the OP...

http://www.youtube.com/watch?v=v1W_T1Us5RY
chongu
Profile Blog Joined February 2009
Malaysia2585 Posts
July 03 2009 03:37 GMT
#123
Great Post!!! hopefully starcraft2 has more of these cool stuff going on
SC2 is to BW, what coke is to wine.
Athos
Profile Blog Joined February 2008
United States2484 Posts
July 03 2009 03:45 GMT
#124
Can somebody find a way of contacting (Z)Jaedong, (Z)sAviOr, or another (T)Really good progaming zerg and ask them if they know about this?
Mystlord *
Profile Blog Joined July 2008
United States10264 Posts
July 03 2009 04:08 GMT
#125
Wow I didn't know about this. Nice job Stryker!
It is impossible to be a citizen if you don't make an effort to understand the most basic activities of your government. It is very difficult to thrive in an increasingly competitive world if you're a nation of doods.
ForTheSwarm
Profile Blog Joined April 2009
United States556 Posts
July 03 2009 05:41 GMT
#126
So many SC mysteries solved. Teamliquid should bestow you with an honorary doctorate for this, ha ha.

This is really awesome!
Whenever I see a dropship, my asshole tingles, because it knows whats coming... - TheAntZ
konadora *
Profile Blog Joined February 2009
Singapore66155 Posts
July 03 2009 05:50 GMT
#127
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?
POGGERS
RaiZ
Profile Blog Joined April 2003
2813 Posts
Last Edited: 2009-07-03 06:04:20
July 03 2009 06:02 GMT
#128
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.
Man is least himself when he talks in his own person. Give him a mask, and he will tell you the truth. Oscar Wilde
Purind
Profile Blog Joined April 2004
Canada3562 Posts
July 03 2009 06:07 GMT
#129
I know that sunkens had randomly insane range, but I had no clue why. Awesome article

On July 03 2009 04:38 Perguvious wrote:
moments like these make me realize how much I still don't know

like the time I found out that arbok is kobra backwards and ekans is snake backwards.


Whaaat?? Learn something new every day
Trucy Wright is hot
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2009-07-03 06:46:36
July 03 2009 06:45 GMT
#130
Hey I am curious about devourer, often times if you attack and move too quickly they don't even fire? Is this due to the same bug but where blizzard tried to fix it?

I always wondered why blizzard didn't fix this annoying little thing with devs. espeiailly now when you can stack and swoop in and hit and run.
..and then I would, ya know, check em'. (Aka SpoR)
thunk
Profile Blog Joined March 2008
United States6233 Posts
Last Edited: 2009-07-03 06:54:28
July 03 2009 06:54 GMT
#131
The post by archology really cleared it up, thanks for adding it into the OP. It sadly greatly reduces your ability to both practice this and use it in a real game situation.

The video by Kentor was really useful. Thanks for posting it up on youtube.
Every time Jung Myung Hoon builds a vulture, two probes die. || My post count was a palindrome and I was never posting again.
zobz
Profile Joined November 2005
Canada2175 Posts
July 03 2009 07:10 GMT
#132
I hope progamers' future use of this doesn't cause contraversy. It might be a bug that kespa is officially unaware of which could be a problem for the first time they see it. I guess if they rule that it's a non-game-breaking bug they would be in favour of it? I'm certainly going to cause some contraversy next time i get cannon rushed anyway. Could be useful against bunker rushes too.

Thank you
"That's not gonna be good for business." "That's not gonna be good for anybody."
Ry-Masta-T
Profile Blog Joined April 2008
United States478 Posts
July 03 2009 08:00 GMT
#133
this thread blew my mind.
Great work.
More threads like this would be awesome would make teamliquid a much better place
Speak the word...
StRyKeR
Profile Blog Joined January 2006
United States1739 Posts
Last Edited: 2009-07-03 08:09:13
July 03 2009 08:07 GMT
#134
On July 03 2009 11:44 Kentor wrote:
The title is very misleading I think... because you said

Show nested quote +
On July 03 2009 03:53 StRyKeR wrote:
Requirement 2: TARGET must be attacking something close to your Sunken Colony so that "2.5) Acquire higher priority target" is activated. In fact, the close unit can actually be your Sunken Colony (although it's not recommended). From my tests, the Sunken has to be adjacent to that unit. Otherwise, the interrupt is ignored because the Sunken is too far.


Well the TARGET doesn't have infinite range (or maybe............. domino) and your last sentence just shows that this won't give sunkens an infinite range.


True, I wanted to sound it so that people would read, but I think I ended up misleading people into thinking it could attack Nexuses and workers, lol.

In the paragraph, I was actually describing that the allied unit must be near the Sunken. For example, if the Cannon out of range is attacking your Hatchery, your Hatchery must be adjacent to your Sunken Colony. It doesn't matter where the Cannon is.

Yes, in practical terms, it is impossible for a Sunk to have infinite range, but the only reason is that there is no enemy attacker with infinite range. 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.
Ars longa, vita brevis, principia aeturna.
Perguvious
Profile Blog Joined November 2008
United States1783 Posts
July 03 2009 08:11 GMT
#135
next thing I know, dark archons will be able to maelstrom tanks
StRyKeR
Profile Blog Joined January 2006
United States1739 Posts
July 03 2009 08:16 GMT
#136
On July 03 2009 15:02 RaiZ wrote:
Show nested quote +
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.
Ars longa, vita brevis, principia aeturna.
scrubtastic
Profile Joined May 2009
1166 Posts
July 03 2009 08:22 GMT
#137
This is really interesting - thanks for sharing!
jhNz
Profile Blog Joined September 2006
Germany2762 Posts
July 03 2009 08:47 GMT
#138
nice writeup... i would have needed that yesterday when some protoss cannon rushed me -.-

btw is that the reason why sometimes reavers are outranged by sunkens?
http://twitter.com/jhNz
StRyKeR
Profile Blog Joined January 2006
United States1739 Posts
Last Edited: 2009-07-03 08:56:38
July 03 2009 08:56 GMT
#139
On July 03 2009 17:47 jhNz wrote:
nice writeup... i would have needed that yesterday when some protoss cannon rushed me -.-

btw is that the reason why sometimes reavers are outranged by sunkens?


It could be. Or it could be because reaver AI is pretty retarded and will walk up to a sunk and not attack it.
Ars longa, vita brevis, principia aeturna.
Ry-Masta-T
Profile Blog Joined April 2008
United States478 Posts
July 03 2009 09:07 GMT
#140
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.
Speak the word...
29 fps
Profile Blog Joined March 2008
United States5724 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
Singapore66155 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
Australia8090 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
Croatia5281 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 States18918 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
QQplay
Profile Joined February 2009
United States229 Posts
July 05 2009 03:27 GMT
#161
Nice read. I'll try this when someone cannon rushes me
StRyKeR
Profile Blog Joined January 2006
United States1739 Posts
Last Edited: 2009-07-10 19:01:17
July 10 2009 18:57 GMT
#162
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


Just what you asked for!

Well, almost.

>>>>>>>> http://www.teamliquid.net/forum/viewmessage.php?topic_id=97373
Ars longa, vita brevis, principia aeturna.
GmPMaDTS
Profile Joined July 2009
United States6 Posts
July 10 2009 19:28 GMT
#163
wow. that's amazing! This website amazes me more and more every second I look through it... i feel myself getting better by just being here...even though I am at work and shouldn't be reading this stuff... Haha.
Bringing Esports to America: one game a time.
Kyadytim
Profile Joined March 2009
United States886 Posts
Last Edited: 2009-07-11 02:46:39
July 11 2009 02:16 GMT
#164
Well, I got this to work reliably for making sunkens attack cannons and tanks, but I have yet to manage it with dragoons at all.

For people saying that this isn't game-changing... it might not change the ZvT matchup, but this would totally destroy modern TvP. Siege expanding against a player who could do this reliably would be pointless, because the Terran player would siege their first tank, and the Protoss player would absorb the hit to make all of his Dragoons fire at the tank. On flat maps, such as Medusa, Longinus, Heartbreak Ridge, where there's no miss chance, 2 gate goons would be unstoppable. Absorbing two shots from a sieged tank to kill it is nothing. Worse for Terrans is that the Protoss could theoretically do this without getting range, giving them an extra 150 minerals and gas to get a fast robo for reavers or something.

Update 1: I've now got a test running the background. Unit stats have been changed as follows:

Pylon: 5000 hp, 0 shield.
Photon Cannon: 0 shield, 1 damage.
Dragoon: 0 shield, 1 damage.
Cy core: 1hp, 0 shield.
All units and structures are set to 0 armor.

The test has a Dragoon trapped on an island 8 tiles away from a photon cannon, belonging to non allied players. Between the photon cannon and the dragoon are a pylon, near the dragoon and belonging to the same player, and a cy core, near the cannon and belonging to the same player. The duration of a single test is the time required for the photon cannon to kill the pylon.
EvilTeletubby
Profile Blog Joined January 2004
Baltimore, USA22251 Posts
Last Edited: 2009-07-11 02:50:20
July 11 2009 02:47 GMT
#165
Nice post, can't believe I missed it...

I had always assumed it had to do with sunkens being attacked by units in the fog, but you're right... I just checked a game I played on Katrina a little while back where a P cannoned the minerals of my backdoor base. I had decided to give up on that expansion and put my attention elsewhere, and to my amazement the cannons had died when I returned. The replay shows the out-of-range sunkens hitting the cannons while they're shooting the hatchery/larva.

+ Show Spoiler +

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Moderatorhttp://carbonleaf.yuku.com/topic/408/t/So-I-proposed-at-a-Carbon-Leaf-concert.html ***** RIP Geoff
lazz
Profile Blog Joined January 2009
Australia3119 Posts
July 11 2009 03:45 GMT
#166
so lemme get this straight, THEORETICALLY, one could open 2 gate range goon PvT, build a pylon at the terran's choke, and when the siege tank attacks the pylon the goons will get priority on the tank and be able to shoot it down over a distance longer than their normal range? yes?
Kyadytim
Profile Joined March 2009
United States886 Posts
July 11 2009 04:30 GMT
#167
Theoretically, you don't need to build a pylon, just the Terran needs to wall off. The tank hitting the dragoons should be enough to change their targets.

BTW, outcome of the first test: the cannon landed 1 hit on the dragoon, the dragoon did not hit the cannon. For comparison, when I was confirming that this was a controllable phenomenon using a sunken, a hatchery, a cannon, and a pylon, when left alone the sunken seemed to hit the cannon about 1 out of every 4 attacks.
I'll run this some more to get a real mass of data, but my current theory is that it's impossible to do this intentionally with Dragoons or Cannons. Bit of a shame.
DekkuM
Profile Blog Joined January 2008
United States149 Posts
July 11 2009 05:28 GMT
#168
Flash's tank glitched vs YoOn to hit a zealot point blank while in seige mode. I'm guessing its the same bug and legal.
MUD: staticchaos.mudhosting.net:1982
MoeMoeKyun
Profile Joined January 2009
United States215 Posts
July 11 2009 14:05 GMT
#169
The dragoon picture lol, protoss will jerk off to that seeing dragoon range matching tank range ;o
I lol in ur general direction
foeffa
Profile Blog Joined August 2007
Belgium2115 Posts
July 11 2009 16:06 GMT
#170
Didnt know this, very interesting read.
觀過斯知仁矣.
Elvin_vn
Profile Blog Joined March 2004
Vietnam2038 Posts
July 11 2009 17:22 GMT
#171
i call this a bug
do not agrue with idiots, they will pull you down to their level and beat you with their experiences
Esc4toN
Profile Joined July 2009
Serbia96 Posts
July 11 2009 21:09 GMT
#172
Awesome T_T
Metal can turn anything into masterpiece!
synergis
Profile Joined April 2009
Poland19 Posts
July 19 2009 09:05 GMT
#173
Great read! Even though I am not Zerg, it was still worth reading
Glurak
Profile Joined July 2009
Czech Republic1 Post
July 19 2009 12:13 GMT
#174
Soo, this won't work, if the first target is targeted manually, even if that target dies right in the pre-attack sequence of sunkern/whatever? Right?
But this still makes possible strategy for 2v2 - your ally make non-att building behind your canons and when your canons are under siege tanks / guardians, you will temporary cancel ally status with your mate and have a situation of "enemy" non-att building in range and another enemy outside range attacking you. Nice, isn't it?
Centric
Profile Blog Joined March 2008
United States1989 Posts
July 22 2009 18:32 GMT
#175
Wow I just saw this. It's interesting stuff. Great read!
Super serious.
shimmy
Profile Blog Joined May 2003
Poland997 Posts
July 22 2009 18:44 GMT
#176
This phenomenon is pretty old this is the first time that I see someone explaining it in so much detail though. Huge props for the write up, this should definitely be incorporated into Liquipedia.
Hell hath no fury like the vast robot armies of a woman scorned.
-orb-
Profile Blog Joined September 2007
United States5770 Posts
July 22 2009 19:30 GMT
#177
This is really really cool, thanks for the info!
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
KwarK
Profile Blog Joined July 2006
United States42387 Posts
August 02 2009 00:05 GMT
#178
Theorycraft

Using this trick against a protoss FE.

Step 1, pick a 2 player map.
Step 2, 9 hat at his natural, placed pretty far from the forge on the side away from where walling cannons would go but within range of normally placed cannons.
Step 3, 9 pool.
Step 4, send a drone.
Step 5, as hatchery completes build a sunken on the forge side of the hatchery, out of range of the cannon but within range of the forge. On most base sites there will be a spot where this is possible against a standard wallin.
Step 6, bug kills cannons attacking hat. Use stop to time it if you get unlucky. Try building another sunken within range of cannons if you need to buy time because the hat is dying.
Step 7, zerglings take the kill.
ModeratorThe angels have the phone box
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
Last Edited: 2012-03-10 06:32:30
March 10 2012 06:32 GMT
#179
Bumping because of game 4 in KT vs ACE in SPL.

So thats how he did it...
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Megaliskuu
Profile Blog Joined October 2010
United States5123 Posts
March 10 2012 06:34 GMT
#180
On March 10 2012 15:32 amazingxkcd wrote:
Bumping because of game 4 in KT vs ACE in SPL.

So thats how he did it...


Lol yeah the sunken only hit the far cannon once then went back to hitting the pylon, which was in normal range I think.
|BW>Everything|Add me on star2 KR server TheMuTaL.675 for practice games :)|NEX clan| https://www.dotabuff.com/players/183104694
reincremate
Profile Blog Joined May 2009
China2213 Posts
March 10 2012 07:29 GMT
#181
Wooki didn't know about this glitch. He asked about it in his interview.
ne4aJIb
Profile Blog Joined July 2011
Russian Federation3209 Posts
March 10 2012 10:45 GMT
#182
Wow never hears about this, also didnot understanf that it was strange in the game. O_o
Bisu,Best,Stork,Jangbi and Flash, Fantasy, Leta, Light and Jaedong, Hydra, Zero, Soulkey assemble in ACE now!
FFGenerations
Profile Blog Joined April 2011
7088 Posts
March 10 2012 11:00 GMT
#183
so do sunkens slightly outrange canons regardless?
Cool BW Music Vid - youtube.com/watch?v=W54nlqJ-Nx8 ~~~~~ ᕤ OYSTERS ᕤ CLAMS ᕤ AND ᕤ CUCKOLDS ᕤ ~~~~~~ ༼ ᕤ◕◡◕ ༽ᕤ PUNCH HIM ༼ ᕤ◕◡◕ ༽ᕤ
S2Glow
Profile Blog Joined July 2010
Singapore1042 Posts
March 10 2012 13:59 GMT
#184
lol this is complicated , someone please simplify it.. i dont know about this too lol
<3 Katelyn , C Zerg. Dying wish is to watch proleague live and see my girlfriend which gonna be soon! <33
538
Profile Blog Joined November 2008
Hungary3932 Posts
March 10 2012 14:22 GMT
#185
On March 10 2012 22:59 S2Glow wrote:
lol this is complicated , someone please simplify it.. i dont know about this too lol

If something attacks a zerg unit within the range of the sunken while the sunken is at a certain point in its attack animation, the sunken will change its mind to hit this attacker instead, regardless of the actual distance.

Example: Cannon rush. A pylon in range of the sunken powers a cannon that is outside of the range of the sunken. The sunken starts an attack animation targetting the pylon, but during it the cannon shoots the hatchery nearby - causing the sunken to aquire it as its new target, without checking if it's close enough to hit.
BW fighting!
CCa1ss1e
Profile Blog Joined October 2010
Canada3231 Posts
March 10 2012 15:54 GMT
#186
reminds me of the infinite range grenadiers in C&C.. pictures don't work, though.

:/
~ The Ultimate Weapon
S2Glow
Profile Blog Joined July 2010
Singapore1042 Posts
March 10 2012 15:59 GMT
#187
ohhhh , so in the middle of the attack of sunken ( when the spine is about to go in ), if canon hit at that timing, sunken will hit back at the canon?
<3 Katelyn , C Zerg. Dying wish is to watch proleague live and see my girlfriend which gonna be soon! <33
puppykiller
Profile Blog Joined August 2009
United States3126 Posts
Last Edited: 2012-03-10 16:14:07
March 10 2012 16:12 GMT
#188
I've never seen it happen with goons before. Constantly in my tvp's i build depots and turrets to take fire from the protoss army, but i never see a goon that is only in range of a nearby depot shoot a tank. Usually the goon just sits there ready to fire without atking anyone. Freezing is much more common for a unit to do and is one of the reasons muta micro is so hard.
Why would I play sctoo when I can play BW?
Spazer
Profile Blog Joined March 2009
Canada8029 Posts
March 10 2012 16:26 GMT
#189
On March 11 2012 01:12 puppykiller wrote:
I've never seen it happen with goons before. Constantly in my tvp's i build depots and turrets to take fire from the protoss army, but i never see a goon that is only in range of a nearby depot shoot a tank. Usually the goon just sits there ready to fire without atking anyone. Freezing is much more common for a unit to do and is one of the reasons muta micro is so hard.

Bear in mind that the pre-attack animation for sunks is obscenely long compared to pretty much anything else in BW.
Liquipedia
Greg_J
Profile Blog Joined July 2010
China4409 Posts
March 10 2012 17:24 GMT
#190
On March 11 2012 01:26 Spazer wrote:
Show nested quote +
On March 11 2012 01:12 puppykiller wrote:
I've never seen it happen with goons before. Constantly in my tvp's i build depots and turrets to take fire from the protoss army, but i never see a goon that is only in range of a nearby depot shoot a tank. Usually the goon just sits there ready to fire without atking anyone. Freezing is much more common for a unit to do and is one of the reasons muta micro is so hard.

Bear in mind that the pre-attack animation for sunks is obscenely long compared to pretty much anything else in BW.

And it does every time it fires not just every time it acquires a new target.
Cirqueenflex
Profile Joined October 2010
499 Posts
March 10 2012 17:35 GMT
#191
so this should work when you attack your own building as well, right?
i imagine this being useful when there is a drop behind the mineral line and you tell your sunken (which is not in range of the back of the mineral line) to auto attack your hatchery, it should switch targets and kill the marines if they attack your drones/hatchery right?

i'm noob so i don't know how to test this
would be glad if someone could though
Give a man a fire, you keep him warm for a night. Set a man on fire, and you keep him warm for the rest of his life.
thenexusp
Profile Joined May 2009
United States3721 Posts
March 10 2012 18:28 GMT
#192
On March 11 2012 02:35 Cirqueenflex wrote:
so this should work when you attack your own building as well, right?
i imagine this being useful when there is a drop behind the mineral line and you tell your sunken (which is not in range of the back of the mineral line) to auto attack your hatchery, it should switch targets and kill the marines if they attack your drones/hatchery right?

i'm noob so i don't know how to test this
would be glad if someone could though

I don't think you can get your sunken to auto-attack your hatchery, since it's your hatchery. If you force the sunken to attack the hatchery I think the attack command would override any automatic target switching. You'd probably have to hope that your opponent sends a medic within sunken range, then the sunken will start attacking marines.
Cirqueenflex
Profile Joined October 2010
499 Posts
March 10 2012 19:06 GMT
#193
On March 11 2012 03:28 thenexusp wrote:
Show nested quote +
On March 11 2012 02:35 Cirqueenflex wrote:
so this should work when you attack your own building as well, right?
i imagine this being useful when there is a drop behind the mineral line and you tell your sunken (which is not in range of the back of the mineral line) to auto attack your hatchery, it should switch targets and kill the marines if they attack your drones/hatchery right?

i'm noob so i don't know how to test this
would be glad if someone could though

I don't think you can get your sunken to auto-attack your hatchery, since it's your hatchery. If you force the sunken to attack the hatchery I think the attack command would override any automatic target switching. You'd probably have to hope that your opponent sends a medic within sunken range, then the sunken will start attacking marines.


even if auto-attacking your own hatchery does not work, pressing stop directly after issuing the attack command might work i guess. Oh well, i have so little knowledge about this, please someone who knows how to test this do the tests
Give a man a fire, you keep him warm for a night. Set a man on fire, and you keep him warm for the rest of his life.
Crunchums
Profile Blog Joined December 2008
United States11143 Posts
September 08 2017 22:46 GMT
#194
I wish the images in the OP weren't broken : (
brood war for life, brood war forever
KAGA100MAN
Profile Joined October 2017
12 Posts
May 14 2018 01:34 GMT
#195
The same situation appeared on ASL5 3/4 Place Match.

It seems Mini knew this and he intentionally killed his pylon to avoid this thing to happen.
Ilikestarcraft
Profile Blog Joined November 2004
Korea (South)17726 Posts
May 14 2018 01:38 GMT
#196
Man that was really cool to watch
"Nana is a goddess. Or at very least, Nana is my goddess." - KazeHydra
LG)Sabbath
Profile Blog Joined July 2005
Argentina3022 Posts
May 14 2018 04:06 GMT
#197
On May 14 2018 10:34 KAGA100MAN wrote:
The same situation appeared on ASL5 3/4 Place Match.
https://www.youtube.com/watch?v=EAWKXw3n7C8#t=30m
It seems Mini knew this and he intentionally killed his pylon to avoid this thing to happen.

yeah the sunk got a couple of shots on the cannon even, so good move by him
https://www.twitch.tv/argsabbath/
castleeMg
Profile Blog Joined January 2013
Canada759 Posts
May 14 2018 04:31 GMT
#198
that was really cool, great game knowledge and reaction by mini
AKA: castle[eMg]@USEast/ iCCup
gingerfluffmuff
Profile Joined January 2011
Austria4570 Posts
Last Edited: 2018-05-14 12:33:31
May 14 2018 12:32 GMT
#199
yeah, i instantly thought about that game when i saw the thread. Thx for the explanation OP.

BW is soo cool with all that bugs and glitches and stuff.
・゚✧:・゚+..。✧・゚:・..。 ✧・゚ :・゚ ゜・:・ ✧・゚:・゚:.。 ✧・゚ SPARKULING *・゜・:・゚✧:・゚✧。゚+..。 ✧・゚: ✧・゚:・゜・:・゚✧::・・:・゚・゚
TelecoM
Profile Blog Joined January 2010
United States10667 Posts
May 15 2018 01:08 GMT
#200
Interesting hmm... so the Sunken was hitting the Cannon to the far left a few times basically?
AKA: TelecoM[WHITE] Protoss fighting
orvinreyes
Profile Joined June 2007
577 Posts
May 15 2018 01:21 GMT
#201
On May 14 2018 10:34 KAGA100MAN wrote:
The same situation appeared on ASL5 3/4 Place Match.
https://www.youtube.com/watch?v=EAWKXw3n7C8#t=30m
It seems Mini knew this and he intentionally killed his pylon to avoid this thing to happen.


Holy shit, i wad wondering about that move! Mini deserves a ton of respect despite the L
http://youtu.be/LfmrHTdXgK4
infinity2k17
Profile Joined May 2017
22 Posts
May 15 2018 07:54 GMT
#202
I thought this was quite well known to use as a defensive trick to stop cannon rush. Sunken next to hatch but out of cannon range has extra reach to defend hatchery, i thought it was deliberate rather than a bug prehaps because of the annoyance/power of cannon rushes (including fastest/other game maps) in early Bnet.

StRyKeR
Profile Blog Joined January 2006
United States1739 Posts
May 15 2018 12:10 GMT
#203
OP here, I want to edit this post to fix the images but I can't. Can a mod allow me?
Ars longa, vita brevis, principia aeturna.
rtyrt7
Profile Joined August 2018
46 Posts
April 17 2021 11:04 GMT
#204
Hi! To make the images work again, if you're on Chrome add this extension:
https://chrome.google.com/webstore/detail/wayback-images/dgemigkanhiejpcmhimojfmanolcpcgp
After it gets installed, refresh the page with the broken images and then left click the icon of the extension. That's it.


If you're on other browsers, you can use the bookmarklet I made using the code in the above extension.
To make this work, create a New bookmark, add a title (e.g "Fix broken images"), then in the URL field paste the code behind this link.
I made a back up for the code over here.

To use this, go to the page with broken images, then left click the bookmark in the bookmarks bar.
I tested this bookmarklet on Chrome and on Firefox so far, but it should work with others as well.

Thanks to yldzhanhandan for making this extension and also thanks to you, StRyKeR, for making this thread!
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