On December 27 2022 02:34 Akio wrote: 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
100% all you need to make sure is other potential spawn points are blocked. Of course this is easily countered if the opponent knows what they are doing or scouts it before u can start spawning. The images I've shown are by no means optimal. They are just experimental as you said. So on some maps you can get away with far less structures or probes to plug potential spawns. Worked in a pro game years ago (as shown in the original text) so it can work for you! I am not responsible for any damages tho... ^_._^
On December 27 2022 02:34 Akio wrote: 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
100% all you need to make sure is other potential spawn points are blocked. Of course this is easily countered if the opponent knows what they are doing or scouts it before u can start spawning. The images I've shown are by no means optimal. They are just experimental as you said. So on some maps you can get away with far less structures or probes to plug potential spawns. Worked in a pro game years ago (as shown in the original text) so it can work for you! I am not responsible for any damages tho... ^_._^
No offense to Zelniq but that is not a pro game lol. This has never been done in a pro game. Even the page on Pimpest Plays elaborates on this: Pimpest Plays/2007
On December 27 2022 02:34 Akio wrote: 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
100% all you need to make sure is other potential spawn points are blocked. Of course this is easily countered if the opponent knows what they are doing or scouts it before u can start spawning. The images I've shown are by no means optimal. They are just experimental as you said. So on some maps you can get away with far less structures or probes to plug potential spawns. Worked in a pro game years ago (as shown in the original text) so it can work for you! I am not responsible for any damages tho... ^_._^
I would guess it's the same person Zelniq ??? Sure I'll give you that he may not have been a pro but if I were you I would have gone after the other person. I really can't find any info about them.
I would bet pro pros have tried this strategy in their private games but since it's easy to counter no one has used it in an actual high stakes game (that we know of). To claim it's never been done in a pro game (which using a strict definition I would consider any game with 2 players who are or have been pros in the past) is a much crazier statement.
The point I was making is the proof of concept is there. So if you truly want to be a dirty Protoss go for it. I am no longer impressed by regular proxy gates and robos... ^_._^
On December 30 2022 01:41 IvaNioX_twitch wrote: is allowed to island-jump with scv? (for tournaments)
is technique or bug?
What do you mean island-jump with SCV? That's flying SCV (not allowed) and totally different than what I'm showcasing here (which is just a spawn location on certain maps).
Canceling SCV on the other side isnt flying SCV. Flying SCV is SCV moving over cliffs by intention.
While an SCV builds a structure you have no control where it ends when its completed, you do have control with cancel but this is the same as Vulture mine jumps where you intentionally want to jump over a pylon wall.
This could be done with worker stacking too where you add a worker among army and stack with mineral then unstack jumping on army causing army to move stacked wherever you wanna go. You could in theory walk like this over the whole map with a big enough army that doesnt unstack. Edit: I can showcase this when i get a PC its pretty hilarious and especially with mass tanks as you can siege all tanks ontop of each other making a super cannon :D
On December 31 2022 23:55 MeSaber wrote: Canceling SCV on the other side isnt flying SCV. Flying SCV is SCV moving over cliffs by intention.
While an SCV builds a structure you have no control where it ends when its completed, you do have control with cancel but this is the same as Vulture mine jumps where you intentionally want to jump over a pylon wall.
This could be done with worker stacking too where you add a worker among army and stack with mineral then unstack jumping on army causing army to move stacked wherever you wanna go. You could in theory walk like this over the whole map with a big enough army that doesnt unstack. Edit: I can showcase this when i get a PC its pretty hilarious and especially with mass tanks as you can siege all tanks ontop of each other making a super cannon :D
On December 31 2022 23:55 MeSaber wrote: Canceling SCV on the other side isnt flying SCV. Flying SCV is SCV moving over cliffs by intention.
While an SCV builds a structure you have no control where it ends when its completed, you do have control with cancel but this is the same as Vulture mine jumps where you intentionally want to jump over a pylon wall.
This could be done with worker stacking too where you add a worker among army and stack with mineral then unstack jumping on army causing army to move stacked wherever you wanna go. You could in theory walk like this over the whole map with a big enough army that doesnt unstack. Edit: I can showcase this when i get a PC its pretty hilarious and especially with mass tanks as you can siege all tanks ontop of each other making a super cannon :D
No I was referring to SCV flying to complete a building over any terrain. But you should showcase tank stacking none the less.
That bug still works but can only be done with protoss as you need recall. You start a building from A to B and recall the SCV to impassable terrain, then it will start completing the building without being present. There might be a requirement that the building has to exist before it works, ive only done it on Trick maps.
Sure will show both this bug and stacking. Will also try the turret jump over cliff.
On December 31 2022 23:55 MeSaber wrote: Canceling SCV on the other side isnt flying SCV. Flying SCV is SCV moving over cliffs by intention.
While an SCV builds a structure you have no control where it ends when its completed, you do have control with cancel but this is the same as Vulture mine jumps where you intentionally want to jump over a pylon wall.
This could be done with worker stacking too where you add a worker among army and stack with mineral then unstack jumping on army causing army to move stacked wherever you wanna go. You could in theory walk like this over the whole map with a big enough army that doesnt unstack. Edit: I can showcase this when i get a PC its pretty hilarious and especially with mass tanks as you can siege all tanks ontop of each other making a super cannon :D
No I was referring to SCV flying to complete a building over any terrain. But you should showcase tank stacking none the less.
That bug still works but can only be done with protoss as you need recall. You start a building from A to B and recall the SCV to impassable terrain, then it will start completing the building without being present. There might be a requirement that the building has to exist before it works, ive only done it on Trick maps.
Sure will show both this bug and stacking. Will also try the turret jump over cliff.
Looks like cliff jumping has been fixed. Its when you build a structure with SCV and it goes way off from center and end up on a cliff where you cancel and it stays. It seems to never go even close to cliffs now.
Looks like cliff jumping has been fixed. Its when you build a structure with SCV and it goes way off from center and end up on a cliff where you cancel and it stays. It seems to never go even close to cliffs now.
Freakling may correct me but I would assume it may have to do with how a map is made rather than a patch.. I could be wrong.
Anti Tesagi dream - super stacked tanks kek. Did some explode during the stacking or did you target murder them?
I like that u spawned as P and MCed T instead of spawning as T haha
I thought I showcased the SCV flying to build one in my Remastered Glitches video but it turns out I didn't kek... I've known about it for a long time. Lockdown works too instead of recall which is much more useful.
Yes you cannot siege on buildings or minerals/gas then it explodes. Its an anti-measure against stacking tanks under buildings but its not been fully fixed, you can still stack tanks on buildings but the sieging (sieging sound) has to be AFTER building has landed.
How you do that? You put tank in the opposite sieging direction so when you click siege just before building has landed it has a small window where tank turns around to siege.
On January 01 2023 23:26 MeSaber wrote: Yes you cannot siege on buildings or minerals/gas then it explodes. Its an anti-measure against stacking tanks under buildings but its not been fully fixed, you can still stack tanks on buildings but the sieging (sieging sound) has to be AFTER building has landed.
How you do that? You put tank in the opposite sieging direction so when you click siege just before building has landed it has a small window where tank turns around to siege.