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[ASL6] Ro8 Flash vs Mini - Page 10

Forum Index > Brood War Tournaments
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JieXian
Profile Blog Joined August 2008
Malaysia4677 Posts
Last Edited: 2018-10-17 14:23:18
October 17 2018 14:20 GMT
#181
Poor Mini, just look at his face

Cut him some slack guys

On October 16 2018 20:12 Kaley wrote:
"You can have a base for free
I'm gonna have game 3"
~ Tasteless


hahahaha Tasteless is the man
Please send me a PM of any song you like that I most probably never heard of! I am looking for people to chat about writing and producing music | https://www.youtube.com/watch?v=noD-bsOcxuU |
Freakling
Profile Joined October 2012
Germany1533 Posts
October 17 2018 15:13 GMT
#182
On October 17 2018 18:28 fLyiNgDroNe wrote:
Show nested quote +
On October 17 2018 12:30 Malongo wrote:
On October 17 2018 08:29 Freakling wrote:
On October 17 2018 02:54 Aminus wrote:
On October 16 2018 23:37 Freakling wrote:
On October 16 2018 21:53 rand0MPrecisi0n wrote:
On October 16 2018 20:51 Freakling wrote:
On October 16 2018 20:24 Bonyth wrote:
By the way guys, not sure if you noticed but all that kept Mini from winning the game on Circuit Breakers was reaver bug. It wanted to give the tank on the ramp a melee shot, rather than a normal one.
Another pimpest play from Mini there, he dropped the reaver for a split of second, so the tank actually shot once and the reaver didn't take the damage. That was super good. But yeah, then the bug happened.

This is more or les accurate. There is a region constellation at that ramp that reduces effective Reaver range to about 5 (instead of 8) for units placed as they were in that game. Would he have moved the Reaver down only a few pixels (towards the Supply Depot), it would have fired at the tank.


How would one go about analysing this type of stuff? Thanks!


The root of the problem is that Scarabs are units that can only travel over passable ground. So to ensure that things like cliffs and other major terrain obstacles do not cause Reavers to shoot out Scarabs that will just run around erratically and then dud out (because there is no or only a very indirect path between the Reaver and the target) the Reaver attack is coded to use pathfinding distance instead of simple radial distance in its attack range check. The algorithm that determines ground traveling distance is just a very rough heuristic, though. Across multiple regions it seems to use pathfinding node-to-node distance instead of actual unit positions or linear distances, so if the nodes of semi-adjacent regions (regions in close proximity, but separated from each other by at least one interjacent region/node) are spaced out too far the engine considers that as a long travel distance. This is how far I understand it so far. For the exact algorithmic details I guess I'll have to delve into the OpenBW code at some point :\
Example for the instance that caused the bug in this particular game (I think what Bonyth is referring to is the scene at about 0:51:30, at least that's what caught my attention):
+ Show Spoiler [show image] +
[image loading]

I marked the approximate unit positions and highlighted the relevant region nodes.

Thats a thread that shouldve been discussed way more than it is, not only that but changes shouldve been made long time ago.
Ive lost not one game because of the broken ai of the reaver, reaver bugs even on flat ground trying to melee attack... When we are talking about profesional scene and sports, its unacceptable spoiled game design causing bugs to be a win or lose factor in competition, it should be fixed. Its unfair that these flaws harms one race and spare others. No other race is affected more by bugs, than the Protoss does and its not like the Protoss race is the most dominant or has more titles in tournament than zerg or terran, its quite the opposite.
Reaver AI needs to be fixed as much as dragoon ai. Ive seen jangbi lose game on stream, simply because his dragoons dont follow his commands and cant get up a ramp, he did his best to save them, but tank fire has no mercy, then he had to gg... Or the bug when you click dragoons to go to certain spot on an flat ground and just as they reach the destination, half of them starts going in every possible direction, one of them get a shot from a tank then all the group of goons going into tank fire. Its a common thing seen hundreds and hundreds of times in all situations and games. And player have to watch out if the goons going to bug or not rather than doing his macro or whatever he needs to do at that time. I dont know if these questions were risen by the korean progamers, but the game from today was serious alarm that something needs to be fixed.

And this is where you are just wrong. "Retarded Dragoons" is but a myth. Pathfinding is exactly the same for all units - they are all on a bad trip.
As for Reaver jams: Demanding a change is cheap and simple. Actually fixing the issue probably not. What would be your solution? You'd have to implement a better heuristic for ground distance calculations, but only specifically for Scarabs, because otherwise you'd completely change all pathfinding.


Dragoons have by far the worst combination of size, attack animation and proyectile damage. Pathfinding *may* be the same, but no other unit (mass produced or not) has it that hard to perform. Thats no myth.


1. Goliaths.
2. BW is designed for you to fix "bad AI". Basically if you control every dragoon individually, you'll get the job done. Now its up to you if you can actually do that or not.
The long attack cooldown and slow pre-attack animation (and lack of truning rate) are actually what make Dragoons so much better microable than for example Goliaths (which you cannot really micro at all in ground to ground engagements due to their long attack animation coupled with a high attack rate).

PS. Reaver scarab AI is also not entirely luck. If you drop the reaver right in the middle of SCV's - no bugs will occur. Its only when you want to snipe something from the distance/behind the minerals/buildings wall - thats a choice in a sense of big risk/big reward.
Cases exist where Reaver attack range is reduced to one in a certain direction. So viable targets really need to be right next to the Reaver.
Athinira
Profile Joined August 2011
Denmark33 Posts
Last Edited: 2018-10-17 16:05:39
October 17 2018 16:04 GMT
#183
On October 17 2018 08:29 Freakling wrote:And this is where you are just wrong. "Retarded Dragoons" is but a myth. Pathfinding is exactly the same for all units - they are all on a bad trip.
As for Reaver jams: Demanding a change is cheap and simple. Actually fixing the issue probably not. What would be your solution? You'd have to implement a better heuristic for ground distance calculations, but only specifically for Scarabs, because otherwise you'd completely change all pathfinding.

No they're not.

The thing about Dragoon pathfinding is that the size of the unit itself actually changes when they move, because the legs were designed to take up space as well, and they extend when the unit moves. This sometimes causesin the unit the come on top of themselves or other units, which creates the equivalent effect of a worker drill.

This was explained by a Starcraft programmer in an interview once.
"Science Vessel much? Yeah, i think so!" - Tasteless, 2008
Aminus
Profile Joined October 2018
Bulgaria35 Posts
Last Edited: 2018-10-17 17:15:41
October 17 2018 17:06 GMT
#184
On October 18 2018 01:04 Athinira wrote:
Show nested quote +
On October 17 2018 08:29 Freakling wrote:And this is where you are just wrong. "Retarded Dragoons" is but a myth. Pathfinding is exactly the same for all units - they are all on a bad trip.
As for Reaver jams: Demanding a change is cheap and simple. Actually fixing the issue probably not. What would be your solution? You'd have to implement a better heuristic for ground distance calculations, but only specifically for Scarabs, because otherwise you'd completely change all pathfinding.

No they're not.

The thing about Dragoon pathfinding is that the size of the unit itself actually changes when they move, because the legs were designed to take up space as well, and they extend when the unit moves. This sometimes causesin the unit the come on top of themselves or other units, which creates the equivalent effect of a worker drill.

This was explained by a Starcraft programmer in an interview once.

Thats probably the reason why goons does that bug i talked about earlier and their inabillity to walk up ramps normally.
In the meantime we have tanks who can break the physics and can go into each others body no problem. They appear to be the same size of a dragoon even they are not the same size actually...
Giving opinion that something needs to be fixed is what community should do, job of the developers is to fix that.
What about the stop dragoon bug that appeared in 1.16 patch, is that thing fixed in remastered?
On October 17 2018 18:28 fLyiNgDroNe wrote:
Show nested quote +
On October 17 2018 12:30 Malongo wrote:
On October 17 2018 08:29 Freakling wrote:
On October 17 2018 02:54 Aminus wrote:
On October 16 2018 23:37 Freakling wrote:
On October 16 2018 21:53 rand0MPrecisi0n wrote:
On October 16 2018 20:51 Freakling wrote:
On October 16 2018 20:24 Bonyth wrote:
By the way guys, not sure if you noticed but all that kept Mini from winning the game on Circuit Breakers was reaver bug. It wanted to give the tank on the ramp a melee shot, rather than a normal one.
Another pimpest play from Mini there, he dropped the reaver for a split of second, so the tank actually shot once and the reaver didn't take the damage. That was super good. But yeah, then the bug happened.

This is more or les accurate. There is a region constellation at that ramp that reduces effective Reaver range to about 5 (instead of 8) for units placed as they were in that game. Would he have moved the Reaver down only a few pixels (towards the Supply Depot), it would have fired at the tank.


How would one go about analysing this type of stuff? Thanks!


The root of the problem is that Scarabs are units that can only travel over passable ground. So to ensure that things like cliffs and other major terrain obstacles do not cause Reavers to shoot out Scarabs that will just run around erratically and then dud out (because there is no or only a very indirect path between the Reaver and the target) the Reaver attack is coded to use pathfinding distance instead of simple radial distance in its attack range check. The algorithm that determines ground traveling distance is just a very rough heuristic, though. Across multiple regions it seems to use pathfinding node-to-node distance instead of actual unit positions or linear distances, so if the nodes of semi-adjacent regions (regions in close proximity, but separated from each other by at least one interjacent region/node) are spaced out too far the engine considers that as a long travel distance. This is how far I understand it so far. For the exact algorithmic details I guess I'll have to delve into the OpenBW code at some point :\
Example for the instance that caused the bug in this particular game (I think what Bonyth is referring to is the scene at about 0:51:30, at least that's what caught my attention):
+ Show Spoiler [show image] +
[image loading]

I marked the approximate unit positions and highlighted the relevant region nodes.

Thats a thread that shouldve been discussed way more than it is, not only that but changes shouldve been made long time ago.
Ive lost not one game because of the broken ai of the reaver, reaver bugs even on flat ground trying to melee attack... When we are talking about profesional scene and sports, its unacceptable spoiled game design causing bugs to be a win or lose factor in competition, it should be fixed. Its unfair that these flaws harms one race and spare others. No other race is affected more by bugs, than the Protoss does and its not like the Protoss race is the most dominant or has more titles in tournament than zerg or terran, its quite the opposite.
Reaver AI needs to be fixed as much as dragoon ai. Ive seen jangbi lose game on stream, simply because his dragoons dont follow his commands and cant get up a ramp, he did his best to save them, but tank fire has no mercy, then he had to gg... Or the bug when you click dragoons to go to certain spot on an flat ground and just as they reach the destination, half of them starts going in every possible direction, one of them get a shot from a tank then all the group of goons going into tank fire. Its a common thing seen hundreds and hundreds of times in all situations and games. And player have to watch out if the goons going to bug or not rather than doing his macro or whatever he needs to do at that time. I dont know if these questions were risen by the korean progamers, but the game from today was serious alarm that something needs to be fixed.

And this is where you are just wrong. "Retarded Dragoons" is but a myth. Pathfinding is exactly the same for all units - they are all on a bad trip.
As for Reaver jams: Demanding a change is cheap and simple. Actually fixing the issue probably not. What would be your solution? You'd have to implement a better heuristic for ground distance calculations, but only specifically for Scarabs, because otherwise you'd completely change all pathfinding.


Dragoons have by far the worst combination of size, attack animation and proyectile damage. Pathfinding *may* be the same, but no other unit (mass produced or not) has it that hard to perform. Thats no myth.


1. Goliaths.
2. BW is designed for you to fix "bad AI". Basically if you control every dragoon individually, you'll get the job done. Now its up to you if you can actually do that or not.


Controling every dragoon indivivtually sounds ridicilous to me, struggling to fight with goon AI while my opponent execute attack and make a macro round or drop me in the mineral line. If game is played on normal or fast speed yeah maybe its worth doing it.
jello_biafra
Profile Blog Joined September 2004
United Kingdom6641 Posts
October 17 2018 17:14 GMT
#185
On October 18 2018 02:06 Aminus wrote:
What about the stop dragoon bug that appeared in 1.16 patch, is that thing fixed in remastered?


I think that bug has been around from the beginning. But no, unfortunately it hasn't yet been resolved in remastered.
The road to hell is paved with good intentions | aka Probert[PaiN] @ iccup / godlikeparagon @ twitch | my BW stream: http://www.teamliquid.net/video/streams/jello_biafra
outscar
Profile Joined September 2014
2832 Posts
October 17 2018 17:45 GMT
#186
Waah, Mini is an embarrassment, how he knocked off Larva last season and came this far on this one? I prefer Rain, BeSt, Snow or even Stork anyday vs. FlaSh than him. Hope Shuttle will take a game or maybe on lucky day two games with turtling. Then it's God vs. AlphaGo rematch (judging Last 4-0'ed JD EffOrt has no chance) - these both have unsettled business when first Last trashed him 3-0 and then got trashed 0-3 by him.
Unimpressed FlaSh picture is gold btw.
sunbeams are never made like me...
SlayerS_BunkiE
Profile Blog Joined May 2009
Canada1715 Posts
October 17 2018 20:11 GMT
#187
Whatever happened to protoss being the 1a2a3a race? Now its the one that needs the most babysitting?
iloveby.SlayerS_BunkiE[Shield]
Freakling
Profile Joined October 2012
Germany1533 Posts
Last Edited: 2018-10-17 20:51:14
October 17 2018 20:28 GMT
#188
On October 18 2018 01:04 Athinira wrote:
Show nested quote +
On October 17 2018 08:29 Freakling wrote:And this is where you are just wrong. "Retarded Dragoons" is but a myth. Pathfinding is exactly the same for all units - they are all on a bad trip.
As for Reaver jams: Demanding a change is cheap and simple. Actually fixing the issue probably not. What would be your solution? You'd have to implement a better heuristic for ground distance calculations, but only specifically for Scarabs, because otherwise you'd completely change all pathfinding.

No they're not.

The thing about Dragoon pathfinding is that the size of the unit itself actually changes when they move, because the legs were designed to take up space as well, and they extend when the unit moves. This sometimes causesin the unit the come on top of themselves or other units, which creates the equivalent effect of a worker drill.

This was explained by a Starcraft programmer in an interview once.
Source? Or show me one instance where Dragoons stack just by themselves (hint: they don't). I am sure you misunderstood something (and I mean: absolutely, 100% sure!).

Seriously, I actually figured out the probable original source of this particular bullshit speculation some time ago. Day9 asserted it in one of his podcasts and it became very prominent for some reason (my personal best guess is that people actually want to believe it because Dragoons, or Goliaths for that matter, "look" retarded due to their walking animations, so they are inclined to assume there is some kind of "physical reality" to what is actually just a sprite animation).

For the engine the Dragoon is but a 32x32-pixel-sized collision box moving at a constant speed, nothing more.

On October 18 2018 02:06 Aminus wrote:
Show nested quote +
On October 18 2018 01:04 Athinira wrote:
On October 17 2018 08:29 Freakling wrote:And this is where you are just wrong. "Retarded Dragoons" is but a myth. Pathfinding is exactly the same for all units - they are all on a bad trip.
As for Reaver jams: Demanding a change is cheap and simple. Actually fixing the issue probably not. What would be your solution? You'd have to implement a better heuristic for ground distance calculations, but only specifically for Scarabs, because otherwise you'd completely change all pathfinding.

No they're not.

The thing about Dragoon pathfinding is that the size of the unit itself actually changes when they move, because the legs were designed to take up space as well, and they extend when the unit moves. This sometimes causesin the unit the come on top of themselves or other units, which creates the equivalent effect of a worker drill.

This was explained by a Starcraft programmer in an interview once.

Thats probably the reason why goons does that bug i talked about earlier and their inabillity to walk up ramps normally.
Are you talking about vortices now (also a general, not a Dragoon-specific, bug!) or just the usual bumper cars (again: all units do that, Dragoons can sometimes wander off quicker because they have no turn animation and therefore no delay before changing directions)

In the meantime we have tanks who can break the physics and can go into each others body no problem.
Your misunderstanding seems to stem from the fact that you seem to ascribe some sort of physical reality to mere sprites.

They appear to be the same size of a dragoon even they are not the same size actually...
For the Engine Dragoons and Tanks actually have exactly the same collision size…

Giving opinion that something needs to be fixed is what community should do, job of the developers is to fix that.
What exactly?

What about the stop dragoon bug that appeared in 1.16 patch, is that thing fixed in remastered?
This is also not a Dragoon specific bug, so you should better call it "attack freeze bug". It's only most likely to occur with Dragoons because they have the longest pre-attack animation of all units.
They said they'd fix that with the first release of RM, but then apparently retracted, probably because the "fix" actually did not address the problem or had some other unwanted consequences for gameplay.
EndingLife
Profile Blog Joined December 2002
United States1600 Posts
October 17 2018 20:39 GMT
#189
I've had the most problems with dragoons out of any of the unit in the game. Not so much with pathing or them getting stacked on a ramp, but simply them stopping after firing. It happens to me pretty often when chasing a scouting scv.
I've noticed it happens more when you press attack and click on the scv, not so much when you press attack and click the ground near an scv. The dragoon simply stops and if you click attack somewhere else, it refuses to move.
I usually press stop and click directly on the ground to the right and left of the dragoon quickly to get it unstuck.
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
October 17 2018 20:40 GMT
#190
On October 18 2018 05:39 EndingLife wrote:
I've had the most problems with dragoons out of any of the unit in the game. Not so much with pathing or them getting stacked on a ramp, but simply them stopping after firing. It happens to me pretty often when chasing a scouting scv.
I've noticed it happens more when you press attack and click on the scv, not so much when you press attack and click the ground near an scv. The dragoon simply stops and if you click attack somewhere else, it refuses to move.
I usually press stop and click directly on the ground to the right and left of the dragoon quickly to get it unstuck.

I've this happen with marines before for similar reasons. Thankfully, it's a quick fix ^^
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
machinus
Profile Joined January 2010
United States291 Posts
October 18 2018 04:39 GMT
#191
On October 17 2018 11:55 Athinira wrote:
While this series was a big disappointment, I'm looking forward to Flash vs Shuttle.

Back when i was getting into watching StarCraft games, i watched Flash playing the 2009 GOM TV Intel Averatec Classic Season 3. While Flash pretty much steamrolled the entire tournament, losing only 1 map to Iris/Berserker in the final (earning him a score of 14-1 in the tournament), i remember his first map against Shuttle in the quarter-finals on Heartbreak Ridge. Basically, the entire map got mined out more or less before Shuttle finally threw in the towel. One of the absolutely best Macro games i have ever seen. Semi-final against JulyZerg was also really good, with Flash almost getting killed by an early ling-rush, only to stage a comeback against July.

Too bad the VODs of these games doesn't exist anymore But I'm really hyped for the semi between those two!


Really? We have lost vods from as recently as 2009?

No one has the Averatec games?
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
Last Edited: 2018-10-18 04:43:19
October 18 2018 04:43 GMT
#192
Depends on your definition of recently since that's over 9 years ago. Having said that, I'm sure someone still has them saved on a hard drive somewhere.
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
machinus
Profile Joined January 2010
United States291 Posts
October 18 2018 04:50 GMT
#193
On October 18 2018 13:43 BigFan wrote:
Depends on your definition of recently since that's over 9 years ago. Having said that, I'm sure someone still has them saved on a hard drive somewhere.


I would consider 2009 to be recent, of course. I have to accept that early BW games will be lost, like those from pre-Boxer era.

But 2009? Those were broadcast everywhere and I'm sure re-cast on Youtube in English. How could we lose them?
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50749 Posts
October 18 2018 05:52 GMT
#194
its odd that season 3 is the only one you can't find.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
MattRz
Profile Joined April 2011
Chile1680 Posts
October 18 2018 15:26 GMT
#195
Just watch the whole series, besides game two, this was quite an embarrassment.
Never interrupt your enemy when he is making a mistake ♞
Alpha-NP-
Profile Blog Joined September 2008
United States1242 Posts
October 19 2018 04:27 GMT
#196
Guys I found out the way for Effort and Shuttle to beat the Terrans Last and Flash.

They have to merge to become the Protoss/Zerg Hybrid race lol. It is the only hope of beating tesagi lol.

Just think about it lol:

Dragoons, Psi Storms, DTs, Reavers, Speed Shuttles, Carrier tech, Stasis and Recall
Combined with
Lurker expand, lategame Ultralisks, Dark Swarm, Plague, Doom Drops, Muta harass, and lategame Broodlings

*Evil Grin
Miragee
Profile Joined December 2009
8655 Posts
October 19 2018 10:50 GMT
#197
Yeah, covering enemy siege tanks and vultures in swarms so your dragoons can't do damage and then storming your own lings sounds like a great idea!
Alpha-NP-
Profile Blog Joined September 2008
United States1242 Posts
October 19 2018 14:15 GMT
#198
Or Lurkers hitting your own Zealots lol.
Barneyk
Profile Joined November 2008
Sweden310 Posts
October 19 2018 17:44 GMT
#199
On October 19 2018 23:15 Alpha-NP- wrote:
Or Lurkers hitting your own Zealots lol.


Does Lurkers have ally-splash? I though they didn't...
nah
sM.Zik
Profile Joined June 2011
Canada2550 Posts
October 19 2018 17:57 GMT
#200
On October 20 2018 02:44 Barneyk wrote:
Show nested quote +
On October 19 2018 23:15 Alpha-NP- wrote:
Or Lurkers hitting your own Zealots lol.


Does Lurkers have ally-splash? I though they didn't...


Lurkers do have allied players splash, but no splash to your own others units.
Jaedong Fighting! | youtube.com/ZikGaming
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