Anyone can understand how to reproduce it? That would make zerg really imba..
http://ru.iccup.com/replays/37745.html
Forum Index > Brood War Strategy |
LuDwig-
Italy1143 Posts
Anyone can understand how to reproduce it? That would make zerg really imba.. http://ru.iccup.com/replays/37745.html | ||
![]()
KwarK
United States42609 Posts
| ||
![]()
KwarK
United States42609 Posts
http://www.teamliquid.net/forum/viewmessage.php?topic_id=2972#1 | ||
Romanian from
Romania89 Posts
| ||
LuDwig-
Italy1143 Posts
| ||
ketomai
United States2789 Posts
| ||
Eben
United States769 Posts
But there is a bug where certain units speed up a bunch, but as far as I know there's no way to reproduce it on command. | ||
![]()
Chill
Calgary25980 Posts
| ||
SoulMarine
United States586 Posts
On July 22 2009 06:52 Chill wrote: So you found an abusive bug. And then you made a strategy forum thread asking to reproduce it? Is this accurate? Do you think that is a good idea? There are many abusive bugs in use. How else could they develop? | ||
GreEny K
Germany7312 Posts
On July 22 2009 06:52 Chill wrote: So you found an abusive bug. And then you made a strategy forum thread asking to reproduce it? Is this accurate? Do you think that is a good idea? I dont think its a bad idea for the most part, sure its altering the game but so are allied mines and hold position lurker or observer over turret (easy to counter, but nonetheless) and the new bug about the workers getting stasised while moving to mineral patch. But that would be for Kespa to decide. | ||
inertinept
Bangladesh1195 Posts
| ||
StRyKeR
United States1739 Posts
On July 22 2009 06:52 Chill wrote: So you found an abusive bug. And then you made a strategy forum thread asking to reproduce it? Is this accurate? Do you think that is a good idea? I think it's better to fully understand something than keep it under covers. On July 22 2009 07:10 inertinept wrote: they fixed the hydralisk stack bug right? that was fun for the couple months it was out This bug is NOT the stacking bug. It's the hydralisk-moving-at-4x-the-speed bug. | ||
Boblion
France8043 Posts
On July 22 2009 06:52 Chill wrote: So you found an abusive bug. And then you made a strategy forum thread asking to reproduce it? Is this accurate? Do you think that is a good idea? Tell this to the guy who has discovered muta stacking or mineral jumps :p | ||
Kennelie
United States2296 Posts
| ||
KawaiiRice
United States2914 Posts
| ||
Coldlogic
United States116 Posts
On July 22 2009 07:00 GreEny K wrote: I dont think its a bad idea for the most part, sure its altering the game but so are allied mines and hold position lurker or observer over turret (easy to counter, but nonetheless) and the new bug about the workers getting stasised while moving to mineral patch. But that would be for Kespa to decide. Do people really think hold position lurker is an abusive bug on the scale of making hydras 4 times faster? In all seriousness, i was suprised the first time i realized that you cant stop lurkers from attacking as a default operation, rather than the "bug" It makes perfect sence that a stealth unit would be able to ambush, so why is it a "bug" when a unit waits for more units to come into its trap? | ||
PH
United States6173 Posts
| ||
MiniRoman
Canada3953 Posts
![]() Sure speedy hydras is worse but infinite sunken range to your bunker/cannon rush is just as gay ~~ In the words of Dave Chapelle how old is 15? On July 22 2009 08:03 PH wrote: It doesn't make "perfect senSe" (NOT SENCE) for any unit in SC to not be able to attack on command. They all do it, why would the lurker be any different? Any stopped unit will attack an enemy unit in it's range. Only way AI wont target an enemy is if you are useing the move command. Since burrowed lurkers cant move and the hold position on any other unit autofires the instant a badguy comes into it's range hold position command would be completly redundant on lurkers since they are always in a held position ~~ Lurker isn't any different at all, that's why the 'hold lurker' bug is a bug because it changes the AI. | ||
Rev0lution
United States1805 Posts
| ||
ghermination
United States2851 Posts
| ||
StRyKeR
United States1739 Posts
On July 22 2009 08:11 Rev0lution wrote: You sure it's not lag? It's not lag. On July 22 2009 08:18 ghermination wrote: Well you can make the entire map play speed x2 (roughly) if a scarab is the first unit placed on the map, for player 12, but other than that i have no idea how to do this, and in fact have never heard of it. Not the same thing at all. From what I've observed, it happens when two units are in the way of each other, going to opposite destinations, and while they're rubbing against each other, they start going at 4x their normal speeds in a direction perpendicular to their original directions. Just check out his replay. It's a legitimate bug. Not lag. Not a use-map-setting x2 thing. | ||
ghermination
United States2851 Posts
| ||
StarBrift
Sweden1761 Posts
| ||
Kwidowmaker
Canada978 Posts
On July 22 2009 08:03 PH wrote: It doesn't make "perfect senSe" (NOT SENCE) for any unit in SC to not be able to attack on command. They all do it, why would the lurker be any different? Cloaked ghosts, and perhaps cloaked wraiths don't attack by default. I know the former for certain, but I am not sure about the latter. | ||
A3iL3r0n
United States2196 Posts
On July 22 2009 07:00 GreEny K wrote: Show nested quote + On July 22 2009 06:52 Chill wrote: So you found an abusive bug. And then you made a strategy forum thread asking to reproduce it? Is this accurate? Do you think that is a good idea? I dont think its a bad idea for the most part, sure its altering the game but so are allied mines and hold position lurker or observer over turret (easy to counter, but nonetheless) and the new bug about the workers getting stasised while moving to mineral patch. But that would be for Kespa to decide. Hmm. Letting Kespa decide... Do you think that is a good idea? EDIT: I just realized I bumped an irrelevant thread. I'm sorry; I'm blazed. | ||
29 fps
United States5724 Posts
On July 22 2009 09:16 Kwidowmaker wrote: Show nested quote + On July 22 2009 08:03 PH wrote: It doesn't make "perfect senSe" (NOT SENCE) for any unit in SC to not be able to attack on command. They all do it, why would the lurker be any different? Cloaked ghosts, and perhaps cloaked wraiths don't attack by default. I know the former for certain, but I am not sure about the latter. cloaked wraiths do attack. cloaked ghosts dont probably because if they did, the nuke surprise would be ruined. some units like reavers and guardians will still walk into the range of cannons/turrets with attack-move because they are dumb. | ||
![]()
Mystlord
![]()
United States10264 Posts
| ||
SilverSkyLark
Philippines8437 Posts
On July 22 2009 12:19 Mystlord wrote: I've had this happen to me once. The bug is extremely hard to replicate, and it's definitely not a conscious decision by the player. Furthermore, the hydralisk itself cannot be controlled, so all this bug does is just move the Hydra in a single direction until it hits a wall or a unit or is killed. Well then if that's the case then this bug would be useless. Even if someone manages to perfectly replicate this trick, since there is no control over the unit itself, then it's useless. | ||
StRyKeR
United States1739 Posts
People have mentioned, "they cover the progress bar" or whatever, but if you look carefully, when the Lurkers start going at the "speed of light", the Lurkers above them are moving at regular speed. | ||
LuDwig-
Italy1143 Posts
On July 22 2009 06:52 Chill wrote: So you found an abusive bug. And then you made a strategy forum thread asking to reproduce it? Is this accurate? Do you think that is a good idea? It is a perfect idea. It is these type of thread that have to be added on strategic forum. Not "How many APM?" or "Do you think D+ is good rank?". Strategy is based on knowing deeply the game. Knowing a game is also know how the game works and how to make these bugs works. Have you ever seen vulture jump? When boxer did it Garmito just laugh so much and all the people was screaming so hard. This feature is just the same thing | ||
SilverSkyLark
Philippines8437 Posts
On July 22 2009 18:29 LuDwig- wrote: Show nested quote + On July 22 2009 06:52 Chill wrote: So you found an abusive bug. And then you made a strategy forum thread asking to reproduce it? Is this accurate? Do you think that is a good idea? It is a perfect idea. It is these type of thread that have to be added on strategic forum. Not "How many APM?" or "Do you think D+ is good rank?". Strategy is based on knowing deeply the game. Knowing a game is also know how the game works and how to make these bugs works. Have you ever seen vulture jump? When boxer did it Garmito just laugh so much and all the people was screaming so hard. This feature is just the same thing No it's not. Ok, let's have a rundown of most of the bugs that we may see in professional games. - Vulture Jump - Mineral Jump - Building land Jump - Muta Stack - Hold Lurkers If we look closely, these bugs are easily reproducible with practice. The bug you discovered however, as some of the replies say, is hard to replicate, it is something that would happen by chance. There were also replies that stated that it is impossible to control the hydra during this bug until they are killed or stopped by a wall. I'm not sure for that because I haven't tried it myself, but given that this bug would work the same if it was done with lurkers, then it is impossible to control the hydras until they are killed or hit by a wall. That behavior of the lurkers can be noted on the video a few posts above, they hit the ramp (?) so the user managed to pull them back again. While it is true that this topic is not the usual strat-threads-to-be-closed that you stated in your first line, and while it is also true that strategy is a deep knowledge of the game (which encompassed knowing bugs and how to use them), this kind of bug is difficult to easily replicate and therefore, be nearly impossible to be used in actual games. Let's say you manage to give a way to perfectly replicate this bug, what would it's use be? We should also note that the hydras just move in a straight path until they get killed or get hit by a wall, and if that is the case, then this bug would have minimal to no practical use. | ||
roronoe
Canada1527 Posts
| ||
roronoe
Canada1527 Posts
On July 22 2009 12:23 SilverSkyLark wrote: Show nested quote + On July 22 2009 12:19 Mystlord wrote: I've had this happen to me once. The bug is extremely hard to replicate, and it's definitely not a conscious decision by the player. Furthermore, the hydralisk itself cannot be controlled, so all this bug does is just move the Hydra in a single direction until it hits a wall or a unit or is killed. Well then if that's the case then this bug would be useless. Even if someone manages to perfectly replicate this trick, since there is no control over the unit itself, then it's useless. Pretty sure there would be plenty of uses for something like this. Like running units back to defend your expansion, or use it to runby static defense. | ||
FabledIntegral
United States9232 Posts
On July 22 2009 06:52 Chill wrote: So you found an abusive bug. And then you made a strategy forum thread asking to reproduce it? Is this accurate? Do you think that is a good idea? Someone did a guide on how to abuse sunken colonies w/ infinite range and it seemed to get by with praise =/. | ||
SilverSkyLark
Philippines8437 Posts
On July 22 2009 18:54 roronoe wrote: Show nested quote + On July 22 2009 12:23 SilverSkyLark wrote: On July 22 2009 12:19 Mystlord wrote: I've had this happen to me once. The bug is extremely hard to replicate, and it's definitely not a conscious decision by the player. Furthermore, the hydralisk itself cannot be controlled, so all this bug does is just move the Hydra in a single direction until it hits a wall or a unit or is killed. Well then if that's the case then this bug would be useless. Even if someone manages to perfectly replicate this trick, since there is no control over the unit itself, then it's useless. Pretty sure there would be plenty of uses for something like this. Like running units back to defend your expansion, or use it to runby static defense. We should note the fact that this is hard to replicate. Even if you manage to easily replicate this, I'm not that sure if you can efficiently use this tactic to defend. Given the common maps that people play today, there are rarely open spaces (unless you play on Python or Gods Garden) where your units can just speed through to defend. The first thing that came to my mind is PvT, if your expo is getting raped by vultures and you speed up your goons to defend, a decent Terran will mine up your path to delay the goons, but your goons were on walk mode. Walking uncontrollable goons + minefield = blue goo. I know that this bug works on hydras, but the same thing might happen, hydras marching bravely like zealots - the shield - extra hp into a mnm group. Until it hasn't been noted that the hydras will stop when a hostile unit comes into range, this bug would be of minimal use even on open maps, but note that there's also the cases where your defending hydras really outnumber the band of guerrilla warriors. This bug can't be used for defense on the maps today (most of the expansions would have narrow pathways or chokes or ramps so the hydras might stop there). On static defense, I think that if they hit the static defense, they'll stop then fire (if they are still alive). Hmm, I can't imagine a control group of hydras speeding to cannons in ZvP, they'll get stormed to death before they even manage to stop because they hit the cannon. This might be useful for hydra breaks on maps with wide chokes, it's like stimmed marines - attack-the-hostile-unit-in-range. But yeah, it all boils down to the fact that this bug might be too hard to replicate. | ||
SilverSkyLark
Philippines8437 Posts
On July 22 2009 19:12 FabledIntegral wrote: Show nested quote + On July 22 2009 06:52 Chill wrote: So you found an abusive bug. And then you made a strategy forum thread asking to reproduce it? Is this accurate? Do you think that is a good idea? Someone did a guide on how to abuse sunken colonies w/ infinite range and it seemed to get by with praise =/. Well, I think it's because of the fact that the sunken colony guide provided a very thorough guide on it. Maybe if more research, testing, and analysis was made on this bug that would make it easily replicable, it would have received more praise. | ||
StorrZerg
United States13919 Posts
On July 22 2009 07:31 Boblion wrote: Show nested quote + On July 22 2009 06:52 Chill wrote: So you found an abusive bug. And then you made a strategy forum thread asking to reproduce it? Is this accurate? Do you think that is a good idea? Tell this to the guy who has discovered muta stacking or mineral jumps :p shark and boxer yes? | ||
StorrZerg
United States13919 Posts
On July 22 2009 09:12 StarBrift wrote: I had this happen to two of my marines once in a TvZ. I burst out laughing when I saw it because it looked so comical. Two marines running hand in hand in turbo speed straight downwards. rofl. did they get some uber kills? | ||
yrag89
Malaysia315 Posts
| ||
Adeny
Norway1233 Posts
| ||
B1nary
Canada1267 Posts
I've never been able to reproduce this bug. Does anyone know if it's exactly 4X speed or is 4X a rough estimate? | ||
arb
Noobville17921 Posts
On July 23 2009 00:58 Adeny wrote: If someone managed to find a way to replicate this, forge-expand would be dead. Because of this I hope that noone discovers how, or that it is officially banned from iccup, kespa and gom. they wont find a way to replciate it because its totally random, like reaver duds etc | ||
Shauni
4077 Posts
| ||
Adeny
Norway1233 Posts
On July 23 2009 05:06 arb wrote: Show nested quote + On July 23 2009 00:58 Adeny wrote: If someone managed to find a way to replicate this, forge-expand would be dead. Because of this I hope that noone discovers how, or that it is officially banned from iccup, kespa and gom. they wont find a way to replciate it because its totally random, like reaver duds etc Reaver duds are everything but random. They travel for a certain time and/or distance, and stop working if they go over that limit. And with that kind of attitude no bugs would ever have been found. ![]() | ||
arb
Noobville17921 Posts
On July 23 2009 06:37 Adeny wrote: Show nested quote + On July 23 2009 05:06 arb wrote: On July 23 2009 00:58 Adeny wrote: If someone managed to find a way to replicate this, forge-expand would be dead. Because of this I hope that noone discovers how, or that it is officially banned from iccup, kespa and gom. they wont find a way to replciate it because its totally random, like reaver duds etc Reaver duds are everything but random. They travel for a certain time and/or distance, and stop working if they go over that limit. And with that kind of attitude no bugs would ever have been found. ![]() No i'm fairly sure reaver bugs are random. I was playign a game just the other day and was reaver dropped, scarab ran around my minerals for 3-4 seconds then flew right into my scvs and exploded. Sadly they were all stacked trying to run T_T | ||
n.n.n
United Kingdom8 Posts
The OP (although not great) specifically asks if anyone has had success reproducing this bug. I don't understand how this leads to general 'OMG this thread is useless you can't reproduce it'. Though I would have more sympathy if the title wasn't so appalling. | ||
| ||
![]() StarCraft 2 StarCraft: Brood War Stormgate Dota 2 League of Legends Counter-Strike Heroes of the Storm Other Games Organizations
StarCraft 2 • sitaska59 StarCraft: Brood War• printf ![]() • HeavenSC ![]() • AfreecaTV YouTube • intothetv ![]() • Kozan • IndyKCrew ![]() • LaughNgamezSOOP • Migwel ![]() • sooper7s Dota 2 Other Games |
Sparkling Tuna Cup
Online Event
Esports World Cup
ByuN vs Astrea
Lambo vs HeRoMaRinE
Clem vs TBD
Solar vs Zoun
SHIN vs Reynor
Maru vs TriGGeR
herO vs Lancer
Cure vs ShoWTimE
Esports World Cup
Esports World Cup
Esports World Cup
CranKy Ducklings
BSL20 Non-Korean Champi…
BSL20 Non-Korean Champi…
Bonyth vs Sziky
Dewalt vs Hawk
Hawk vs QiaoGege
Sziky vs Dewalt
Mihu vs Bonyth
Zhanhun vs QiaoGege
QiaoGege vs Fengzi
|
|