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On June 19 2019 09:04 Freakling wrote:The weird thing is that sometimes units can spawn at unlikely distances from the production building and sometimes there's just a "building exit blocked" message even though there is a valid spawn space pretty close by… EDIT: Under further investigation it turns out that you cannot spawn units into non-connected (in other words: island to each other) regions this way. Luckily there are workarounds around such puny limitations >:D
Starcraft is full of weird things. Part of the reason I love it...
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On June 19 2019 08:16 oshibori_probe wrote: The real question is can a DT do this?
DTs used to be able to fly! They are pretty slim so it would be hard if not impossible...
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You're nuts hahaha
On June 18 2019 06:51 razorsuKe wrote:Show nested quote +On June 16 2019 06:12 art_of_turtle wrote: This doesnt help me at all as a zerg. FEAR NOT! I have devised this excellent strategy just for you: + Show Spoiler + hahahaha nice
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On June 15 2019 22:54 ProllTarodies wrote: Eye roll... Terrans...
The point IS exactly that... Terrans dont need to do fancy things because their units AND buildings are already made to do those things better...
For the record you CAN block the spawn point if you know where it is as well... On some maps its a few spawn locations. The smartest counter is to kill one of the blocking probes downstairs. That way the goon spawns down, sometimes trapped or the unit is lost because all spawn points are blocked...
i think they changed that in RM. I know some examples from my earliest BW days when i just build marines around my rax till i got the error with the spawn points. But doing the same stuff now just spawns the marine in second line. Might have been patched in 2001 or 2. It has been awhile since i tried the "trick" before RM came out.
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On June 19 2019 19:37 [AS]Rattus wrote:Show nested quote +On June 15 2019 22:54 ProllTarodies wrote: Eye roll... Terrans...
The point IS exactly that... Terrans dont need to do fancy things because their units AND buildings are already made to do those things better...
For the record you CAN block the spawn point if you know where it is as well... On some maps its a few spawn locations. The smartest counter is to kill one of the blocking probes downstairs. That way the goon spawns down, sometimes trapped or the unit is lost because all spawn points are blocked...
i think they changed that in RM. I know some examples from my earliest BW days when i just build marines around my rax till i got the error with the spawn points. But doing the same stuff now just spawns the marine in second line. Might have been patched in 2001 or 2. It has been awhile since i tried the "trick" before RM came out.
You can still lose a unit if Building exit is blocked.
And this still happens in SCR. I give you the fat blimp example below...
SCR looks shiny but it doesnt change core things in BW (which is good).
![[image loading]](https://i.imgur.com/s0WWgYU.jpg)
Happens to ground units with terrible building placement:
![[image loading]](https://i.imgur.com/cqGouNZ.jpg)
And to loop it back to my thread in this case as well:
![[image loading]](https://i.imgur.com/Hzl9K1z.jpg)
Of course none of this is of any concern in normal play...
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On June 20 2019 01:38 ProllTarodies wrote:Show nested quote +On June 19 2019 19:37 [AS]Rattus wrote:On June 15 2019 22:54 ProllTarodies wrote: Eye roll... Terrans...
The point IS exactly that... Terrans dont need to do fancy things because their units AND buildings are already made to do those things better...
For the record you CAN block the spawn point if you know where it is as well... On some maps its a few spawn locations. The smartest counter is to kill one of the blocking probes downstairs. That way the goon spawns down, sometimes trapped or the unit is lost because all spawn points are blocked...
i think they changed that in RM. I know some examples from my earliest BW days when i just build marines around my rax till i got the error with the spawn points. But doing the same stuff now just spawns the marine in second line. Might have been patched in 2001 or 2. It has been awhile since i tried the "trick" before RM came out. You can still lose a unit if Building exit is blocked.And this still happens in SCR. I give you the fat blimp example below... SCR looks shiny but it doesnt change core things in BW (which is good). ![[image loading]](https://i.imgur.com/s0WWgYU.jpg) Happens to ground units with terrible building placement: ![[image loading]](https://i.imgur.com/cqGouNZ.jpg) And to loop it back to my thread in this case as well: ![[image loading]](https://i.imgur.com/Hzl9K1z.jpg) Of course none of this is of any concern in normal play... When the building exit is blocked you do at least get the money for the unit back.
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@jello_biafra YES this is true "When the building exit is blocked you do at least get the money for the unit back."
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Thanks a lot! It does work indeed:
![[image loading]](https://i.imgur.com/tSEstpB.jpg)
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Time for Necromancy. Saw my thread and decided to test it on newer ladder maps. It's time again for big brain Protosses to go ape shit! ^_._^ (The stuck goon on Largo is experimental. Ideally there would be a probe there.
![[image loading]](https://i.imgur.com/iL9Poxm.jpg)
![[image loading]](https://i.imgur.com/V0bVb1S.jpg)
![[image loading]](https://i.imgur.com/DU7OUdS.jpg)
![[image loading]](https://i.imgur.com/VrKHznW.jpg)
![[image loading]](https://i.imgur.com/cvc00Iy.jpg)
![[image loading]](https://i.imgur.com/ZLvS0pg.jpg)
![[image loading]](https://i.imgur.com/nqC5a6p.jpg)
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On December 24 2022 16:04 MeSaber wrote: Retract.
Elaborate?
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On December 24 2022 22:17 LUCKY_NOOB wrote:Elaborate?
Elaborate my retraction? Irrelevant information posted
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On December 24 2022 23:46 MeSaber wrote:Show nested quote +On December 24 2022 22:17 LUCKY_NOOB wrote:On December 24 2022 16:04 MeSaber wrote: Retract. Elaborate? Elaborate my retraction? Irrelevant information posted 
I was imagining you thinking at some point the post is irrelevant and now u have converted to the believer side... I gotta assure everyone this has been tested vs real E and D ranks! While you may say every strategy can work at that level I say that is correct this strategy is fun and makes games weird kek
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On December 24 2022 23:54 LUCKY_NOOB wrote:Show nested quote +On December 24 2022 23:46 MeSaber wrote:On December 24 2022 22:17 LUCKY_NOOB wrote:On December 24 2022 16:04 MeSaber wrote: Retract. Elaborate? Elaborate my retraction? Irrelevant information posted  I was imagining you thinking at some point the post is irrelevant and now u have converted to the believer side... I gotta assure everyone this has been tested vs real E and D ranks! While you may say every strategy can work at that level I say that is correct this strategy is fun and makes games weird kek
No, was doing my own tests and was gonna make an addition but my findings werent interesting enough.
I did find out this only works on cliffs that can be accessed from the current layer. IE it doesnt work on cliffs at Lost Temple as there is no ramp.
Also that its doable facing north with a slight modification necessary.
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On December 25 2022 03:16 MeSaber wrote:Show nested quote +On December 24 2022 23:54 LUCKY_NOOB wrote:On December 24 2022 23:46 MeSaber wrote:On December 24 2022 22:17 LUCKY_NOOB wrote:On December 24 2022 16:04 MeSaber wrote: Retract. Elaborate? Elaborate my retraction? Irrelevant information posted  I was imagining you thinking at some point the post is irrelevant and now u have converted to the believer side... I gotta assure everyone this has been tested vs real E and D ranks! While you may say every strategy can work at that level I say that is correct this strategy is fun and makes games weird kek No, was doing my own tests and was gonna make an addition but my findings werent interesting enough. I did find out this only works on cliffs that can be accessed from the current layer. IE it doesnt work on cliffs at Lost Temple as there is no ramp. Also that its doable facing north with a slight modification necessary.
I am interested in any replays that utilize it vs real players too ; D (I think Freakling mentioned something about tiles and layers earlier in the thread)
It does work on Lost Temple.. The original image of the programer is on LT. And I did a quick test below to show it on another base too. Or you mean the cliffs behind the natural?
Yeah I just tested cliffs behind naturals too and can't spawn up there. Not that you would ever want to. That would trap your units there. Unless the opponent is hiding there with antiair and u don't want to make a shuttle or arbiter so you must spawn up... Ur fucked.
![[image loading]](https://i.imgur.com/dZyVynw.jpg)
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The way i found out is that i made a quick cliff in editor and it didnt work until i added a ramp 😂
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On December 26 2022 23:38 ajmbek wrote: interesting topic
Person of culture! If you try em on ladder or vs friends do tell and post replays. https://repmastered.app
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This is super interesting. What kind of consistency rates are we talking about if you execute the sim city like intended? Considering the amount of infra you need to essentially sac to get to high-ground it looks kinda impractical but who doesn't like the most experimental of cheeses
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