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Active: 2002 users

Explanation of the sunk bug in ASL10

Forum Index > Brood War Strategy
Post a Reply
MeSaber
Profile Joined December 2009
Sweden1235 Posts
Last Edited: 2020-09-06 12:39:27
September 06 2020 12:27 GMT
#1
Shine vs Bisu


Its at 01:44:20

https://ufile.io/qgosjzdl (testsunkbug.scm map by me) be sure to check this map out.

http://www.staredit.net/sc1db/file/3699/ (by other)

Artosis i think said he manipulated the sunken to do this but this doesnt seem to be true. This happens because sunken has a special attack (doesnt work with photon cannon as you can see in the .scm map by me)

So its quite simple. Leave the sunken alone but it needs to be targeting by itself on an enemy when it either becomes attacked or a structure/unit becomes hit beside the sunken so it re-targets on the attacker.

Each unit in game has an "help ally range" that if a unit beside it becomes shot the range triggers allies to target the attacker for help.

So my understanding is that you CANNOT use this bug to target "infinitely" over the map just because it first needs to be attacking and also get this specific command to re-target for help and that wont happen all-over the map.

Conclusion: The lesson here is.. Dont put pylons infront of your cannons so sunkens can hit em. Then they will be able to hit your cannons.
-.-
EMPaThy789
Profile Joined July 2009
New Zealand878 Posts
September 06 2020 12:40 GMT
#2
Everything regarding this is explained in this thread.

You are right with regards to the unit not really being able to get infinite range, its more a specific uncontrollable interaction that occurs with ranged attacks that you can use to your favor in certain situations (like specifically sunkens vs cannon rushes). Bisu recognised this interaction and negated any chance of it working against him it by killing his own pylon in the match.
MeSaber
Profile Joined December 2009
Sweden1235 Posts
September 06 2020 12:43 GMT
#3
Cool. Thats an old thread :D And i learned it today ^^
-.-
AttackZerg
Profile Blog Joined January 2003
United States7535 Posts
September 06 2020 20:30 GMT
#4
On September 06 2020 21:40 EMPaThy789 wrote:
Everything regarding this is explained in this thread.

You are right with regards to the unit not really being able to get infinite range, its more a specific uncontrollable interaction that occurs with ranged attacks that you can use to your favor in certain situations (like specifically sunkens vs cannon rushes). Bisu recognised this interaction and negated any chance of it working against him it by killing his own pylon in the match.

Thank you for posting that thread. I had never seen it.
TelecoM
Profile Blog Joined January 2010
United States10721 Posts
September 07 2020 03:59 GMT
#5
That is pretty crazy decision making to kill your own Pylon rather than continuing to kill the hatch with Cannons, Brilliant Bisu.
AKA: TelecoM[WHITE] Protoss fighting
MeSaber
Profile Joined December 2009
Sweden1235 Posts
September 07 2020 12:28 GMT
#6
Well he had no choice really. If you know this bug you have to kill the pyl or the sunk can kill you.
-.-
dugokontov
Profile Joined March 2012
Bosnia-Herzegovina14 Posts
September 18 2020 21:09 GMT
#7
At 1:44:23 sunken hits right cannon. Bisu after that changed target with that cannon and started attacking pylon. Observer checks that canon at 1:44:32 and it can be seen that canon has 65/100 shield.
konadora *
Profile Blog Joined February 2009
Singapore66363 Posts
September 21 2020 05:15 GMT
#8
EMPaTHy789 already linked the thread. Zealots can also do this because a zealot has 2 attacks, so sometimes a zealot will kill a low-hp marine and the second attack will kill a marine at range.

https://tl.net/forum/brood-war/372937-bug-zealot-double-kill
POGGERS
b0lt
Profile Joined March 2009
United States790 Posts
September 23 2020 02:17 GMT
#9
On September 07 2020 21:28 MeSaber wrote:
Well he had no choice really. If you know this bug you have to kill the pyl or the sunk can kill you.

You can also mash stop to delay your attack until after the sunken has committed to attacking the pylon, but the zerg can do that too and it requires basically all of your attention because you need to constantly mash stop to prevent it from attacking, so it probably wasn't worth doing.
MeSaber
Profile Joined December 2009
Sweden1235 Posts
Last Edited: 2020-09-23 19:35:39
September 23 2020 19:30 GMT
#10
Thats not how the bug works. If your sunk targets the pyl automatically (by itself) and then photon starts attacking the hatch in this case which is close to the sunken in question, it will change target.

1. the sunk needs to attack by itself without manual interaction.
2. whatever the photon or any other unit is attacking needs to be max one tile away from the sunken who is attacking a non-priority target (not equal to the attacking unit).

i.e massing stop button to think sunk will lock-on to pyl is false.

The earlier you kill the pyl the earlier you can start mashing the hatch, this means helping to kill pyl is to your advantage instead of waiting slowly for pyl to die until reinforcement from the zerg arrives.
-.-
b0lt
Profile Joined March 2009
United States790 Posts
September 24 2020 02:26 GMT
#11
On September 24 2020 04:30 MeSaber wrote:
Thats not how the bug works. If your sunk targets the pyl automatically (by itself) and then photon starts attacking the hatch in this case which is close to the sunken in question, it will change target.

1. the sunk needs to attack by itself without manual interaction.
2. whatever the photon or any other unit is attacking needs to be max one tile away from the sunken who is attacking a non-priority target (not equal to the attacking unit).

i.e massing stop button to think sunk will lock-on to pyl is false.

The earlier you kill the pyl the earlier you can start mashing the hatch, this means helping to kill pyl is to your advantage instead of waiting slowly for pyl to die until reinforcement from the zerg arrives.


It will only change target if it's in it's pre-attack animation and a call for help happens as a result of the hatchery getting hit. It won't change targets if it's already in the attack animation when the hatchery gets hit.
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