Holy crap does anyone know the reason why killing a lurker during its attack animation does double damage?
Firebats are coded to have 3 damage areas per attack (which is why they can deal more damage to large units at certain angles). Lurkers have even more damage areas, all for 100% damage (no 50% or 25%), but a unit cannot be hit by more than one from the same attack. However, when a lurker dies exactly in the same game tick as it is attacking, the rule for not being able to be hit by more than one damage zone from the same attack bugs out, allowing them to deal double damage to units in overlapping zones in those rare cases. In even rarer cases, the lurker can deal triple damage to units that are large enough, such as reavers, if they are positioned correctly.
On May 27 2011 13:40 PUPATREE wrote: Speaking of lurker glitches, I've seen a game where some lurkers suddenly started moving south really quickly (like vulture speed). I think it can happen with hydras too. anyone know why this happens/how reproducible it is? I'd definitely abuse lurker runby in a tournament setting if it were feasible hahah.
On May 27 2011 10:52 TheGlassface wrote: Not to be an ass, but all that information on MC is word for word in the Liquipedia. Jus' sayin.
Ugh what the fuck. I actually checked the page before asking any of my questions. Apparently I'm illiterate. Sorry for asking when I could have easily found out myself.
It happens with zealots, too. They have to be running in opposite directions, and then when they collide they both try to get by each other.
I don't know how to recreate it, though. It just happens for me accidentally.
This is correct. It's a known bug, but is too hard to replicate to be useful. Also:
Holy crap does anyone know the reason why killing a lurker during its attack animation does double damage?
Firebats are coded to have 3 damage areas per attack (which is why they can deal more damage to large units at certain angles). Lurkers have even more damage areas, all for 100% damage (no 50% or 25%), but a unit cannot be hit by more than one from the same attack. However, when a lurker dies exactly in the same game tick as it is attacking, the rule for not being able to be hit by more than one damage zone from the same attack bugs out, allowing them to deal double damage to units in overlapping zones in those rare cases. In even rarer cases, the lurker can deal triple damage to units that are large enough, such as reavers, if they are positioned correctly.
On May 27 2011 13:40 PUPATREE wrote: Speaking of lurker glitches, I've seen a game where some lurkers suddenly started moving south really quickly (like vulture speed). I think it can happen with hydras too. anyone know why this happens/how reproducible it is? I'd definitely abuse lurker runby in a tournament setting if it were feasible hahah.
On May 27 2011 10:52 TheGlassface wrote: Not to be an ass, but all that information on MC is word for word in the Liquipedia. Jus' sayin.
Ugh what the fuck. I actually checked the page before asking any of my questions. Apparently I'm illiterate. Sorry for asking when I could have easily found out myself.
It happens with zealots, too. They have to be running in opposite directions, and then when they collide they both try to get by each other.
I don't know how to recreate it, though. It just happens for me accidentally.
This is correct. It's a known bug, but is too hard to replicate to be useful. Also:
I was bored so here's a few answers with no questions.
Stasised broodlings still die when their energy timer runs out, and thaw upon their deaths.
Science vessels can't normally EMP themselves, but if, just after it fires the EMP missile, one gets recalled to the target area of that missile, so that its rematerialized form gets stricken by the EMP of its former self, a science vessel can in fact EMP itself and eliminate its own energy.
On May 26 2011 14:14 longtang wrote: I no longer have BW. I can't remember. But my question is: did scv's have the ability to repair each other in BW? Or is this a new thing in sc2? Just curious.
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Yes, SCVs repaired each other. This was obviously useless ability once you had Medics, who could heal SCVs without spending minerals. However, that repair thing was hugely important early game, when Terran had to save constructing SCV from enemy worker harass or preserve them during rushes.
Not a strategy question, but: Did Bisu use his Build already in the qualifiers of the MSL, or was the finals against Ma Jae Yoon the first time he used that Build on TV, so that saviour wasn't prepared for it?
On May 28 2011 00:07 blubbdavid wrote: Not a strategy question, but: Did Bisu use his Build already in the qualifiers of the MSL, or was the finals against Ma Jae Yoon the first time he used that Build on TV, so that saviour wasn't prepared for it?
AFAIR he did use "the Bisu build" (i.e. he forge expo'd) but not that exact version with the DT drops and stuff.
On May 27 2011 19:46 zobz wrote: Science vessels can't normally EMP themselves, but if, just after it fires the EMP missile, one gets recalled to the target area of that missile, so that its rematerialized form gets stricken by the EMP of its former self, a science vessel can in fact EMP itself and eliminate its own energy.
On May 28 2011 00:07 blubbdavid wrote: Not a strategy question, but: Did Bisu use his Build already in the qualifiers of the MSL, or was the finals against Ma Jae Yoon the first time he used that Build on TV, so that saviour wasn't prepared for it?
AFAIR he did use "the Bisu build" (i.e. he forge expo'd) but not that exact version with the DT drops and stuff.
Haha but that is the bisu build. Forge FE isn't ;d
On May 28 2011 00:07 blubbdavid wrote: Not a strategy question, but: Did Bisu use his Build already in the qualifiers of the MSL, or was the finals against Ma Jae Yoon the first time he used that Build on TV, so that saviour wasn't prepared for it?
AFAIR he did use "the Bisu build" (i.e. he forge expo'd) but not that exact version with the DT drops and stuff.
Haha but that is the bisu build. Forge FE isn't ;d
Yes. Nal_rA standardized forge FE, and the Bisu build is DT sair. However, I think that Pusan was the first person to go forge FE into DT sair, but Pusan only did it on one map (I think Blitz or Blitz X).
On May 28 2011 00:07 blubbdavid wrote: Not a strategy question, but: Did Bisu use his Build already in the qualifiers of the MSL, or was the finals against Ma Jae Yoon the first time he used that Build on TV, so that saviour wasn't prepared for it?
The Bisu build is taken from his games against Savior, it must have the following elements:
A nexus at the natural. A forge and gateway walling at the natural. Cannons as necessary to defend. One (USUALLY TWO) gas geysers. Fast tech to a corsair for scouting the Zerg.
There are, of course, MANY variations and transitions from this. The idea of expanding quickly and getting a sair is the "Bisu build"
Back in the day, it usually saw some sort of DT play with the corsairs, because Zergs over-expanded a bit. Now, you see more high templar transitions from Zealot timing attacks (the templars are to deal with hydras, generally). Bisu had a very effective build that utilized a strong +1 ground zealot attack, followed by +1 corsair harass, with optional but usually used DT drop to go along with it.
Scouting is key for this build, especially to see how many cannons at your natural and mineral line you require (going muta? how many lings? 2-3 hatch hydra, spam cannons...)
Why dont valks get used in TvT? For example in Flash vs. Leta on La Mancha (May 21st), I think valks would just scare away wraiths so much. It's hard to micro to get away from a volley.
They've actually been used quite a lot recently, grouping 1/2 valks into a group of wraiths. You don't mass them cause there too expensive and aren't worth it simply 'counter' wraiths when either more wraiths, turrets, or gols will do the job much better.
On May 28 2011 11:43 ReketSomething wrote: Also valkyries are really prone to glitching and when there are a lot of things on the field they are usually the first unit to not fire.
This usually isn't an issue in 1v1. If you try to make valkyries in a 3v3 bgh game or something then yeah, they're going to freeze up without a doubt. It's fine in 1v1s, though.
Pretty useless question, but I've seen games where overlords and certain flying units start spinning on their own axis. How do I micro to get the unit to do this?
On May 28 2011 15:50 j2choe wrote: Pretty useless question, but I've seen games where overlords and certain flying units start spinning on their own axis. How do I micro to get the unit to do this?
If your question refers to what I think it does, it occurs most frequently in ZvZ by spinning an overlord on top of the opponent's hatchery to annoy him. It's easy to do, but is considered BM.
Move the overlord on top of the hatchery. Click to move it somewhere else but immediately patrol back onto the hatchery, and it'll spin in place.
Thanks man; you seem to know everything! Sorry to be a bother again...but do you happen to know how progamers split their mutalisks in all directions so quickly (for instance, to avoid corsair fire)?
I've tried to do it manually but it's way too slow. I have actually split them by accident before, but I was unable to discern what the hell I did since it happens so quickly.
On May 29 2011 15:15 j2choe wrote: Thanks man; you seem to know everything! Sorry to be a bother again...but do you happen to know how progamers split their mutalisks in all directions so quickly (for instance, to avoid corsair fire)?
I've tried to do it manually but it's way too slow. I have actually split them by accident before, but I was unable to discern what the hell I did since it happens so quickly.
Thanks again for helping everybody out.
Shift deselect a muta, click on the minimap to move that group, shift deselect a muta, click on the minimap at a different direction to move that group, and if you did it right then the deselected muta should be split off. It's called cloning.
On May 29 2011 14:53 jw6282000 wrote: Do nukes kill spider mines and scarabs?
Yes and no. Note that spider mines are burrowed units and the same rules about splash damage apply to them.
On May 29 2011 15:15 j2choe wrote: Thanks man; you seem to know everything! Sorry to be a bother again...but do you happen to know how progamers split their mutalisks in all directions so quickly (for instance, to avoid corsair fire)?
I've tried to do it manually but it's way too slow. I have actually split them by accident before, but I was unable to discern what the hell I did since it happens so quickly.
Thanks again for helping everybody out.
I think it's most feasible in ZvZ. With few hatcheries and little army in ZvZ, for example, you'll have quite a few spare hotkeys to bind to individual mutalisks for when the need arises. That would simplify the cloning and make it more efficient than shift-deselecting, and clicking on the minimap minimizes mouse movement (whew).
Zerg can't spare as many hotkeys in ZvP, but it's still possible. In heavy muta-scourge builds, Zerg might not even bother stacking mutalisks most of the time. However, if he's stacked and is trying to engage the corsairs, he can hit hold position to force them to unstack and then spread them manually to lessen damage.