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Active: 1645 users

[D] Neutral supply depot no longer necessity - Page 3

Forum Index > SC2 Maps & Custom Games
Post a Reply
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Krivvan
Profile Joined October 2010
Canada18 Posts
August 31 2011 16:32 GMT
#41
Correct me if I'm wrong but isn't this half the reason why stacking workers before attacking with them is also effective (aside from the surrounding that happens of course)? I'm assuming for a split second while stacked all the workers attack at once.
creamwolf
Profile Joined September 2010
United States48 Posts
August 31 2011 16:34 GMT
#42
On September 01 2011 01:30 Zelniq wrote:
i tested 6pool on xel naga w/ drones vs protoss wall..doesnt work. when you click their mineral patch they go away from the wall ..cant use this to rush. i imagine it's like that with every map as well since there's no ramp that's right next to main minerals


I tried the same. It didn't work on Xel'naga, but it did work on Steppes of War. So maybe it works for other maps with similar main base architecture.
i ez ur shit
ShallNoiseUpon
Profile Joined August 2010
United States311 Posts
August 31 2011 16:37 GMT
#43
CombatEX on suicide watch.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
August 31 2011 16:48 GMT
#44
btw you must have vision of the mineral patch youre clicking on in order for them to stay stacked. if not you can still do it if you keep spam right clicking on the patch before you attack the pylon..if you dont spam, plus dont have vision of the mineral patch, they'll just fan out
ModeratorBlame yourself or God
MrBarryObama
Profile Joined August 2010
Korea (South)141 Posts
August 31 2011 16:48 GMT
#45
On September 01 2011 00:59 Zelniq wrote:
Holy shit


fuck yea
2v2SNAX
Profile Joined October 2010
Canada97 Posts
August 31 2011 16:52 GMT
#46
Shift click doesn't improve results, you have to manually time when drones collect and then attack, and click minerals right after attack again to reduce idle time. Maps with certain mineral field placements may make this trick not work if drone pathing doesn't stack them at ramp blockade.

Either way this trick is a fair response being cannoned and should probably stay in the game.
NemesysTV
Profile Blog Joined October 2010
United States1088 Posts
August 31 2011 17:02 GMT
#47
On September 01 2011 01:37 ShallNoiseUpon wrote:
CombatEX on suicide watch.

U sir deserve a medal
Resistentialism
Profile Blog Joined October 2010
Canada688 Posts
August 31 2011 17:03 GMT
#48
I wouldn't get rid of the neutral depots just yet. Overly fast low-ground wall-offs aren't solved by this.
Tunzi
Profile Joined March 2011
United States14 Posts
August 31 2011 17:04 GMT
#49
I tried it on Typhon Peaks and it seems you can't use the natural expansion patches because the drones wander away. They seem to head to the place in the wall that is closest to the selected mineral patch. Using a patch on the opposite side of the map did the trick; it just requires a bit more finesse (camera hotkeys, shift-queuing on the minerals). This is still an amazing find in any case.
Tuthur
Profile Joined July 2010
France985 Posts
August 31 2011 17:07 GMT
#50
I hope this won't be patched, little tricks like this will be what makes the game closer to brood war and increases the general skillcap (this is true for most competitive games where most of the mechanics used by pros are unintended by the developpers, such as bunnyhops, sidejumps in FPS...ect)
101toss
Profile Blog Joined April 2010
3232 Posts
August 31 2011 17:11 GMT
#51
On September 01 2011 02:07 Tuthur wrote:
I hope this won't be patched, little tricks like this will be what makes the game closer to brood war and increases the general skillcap (this is true for most competitive games where most of the mechanics used by pros are unintended by the developpers, such as bunnyhops, sidejumps in FPS...ect)

They already got rid of fazing, archon toilet, mining faster, and a bunch of other things.

I don't think this will last
Math doesn't kill champions and neither do wards
Shorty90
Profile Joined July 2011
Germany154 Posts
August 31 2011 17:15 GMT
#52
Wow... I'm totally blown away.
About 20% of my losses come from bunker and cannon wallins so this is like christmas and eastern together. ;D
I can't believe I ate the whole thing.
kingNothing42
Profile Joined January 2011
United States42 Posts
August 31 2011 17:16 GMT
#53
On September 01 2011 02:03 Resistentialism wrote:
I wouldn't get rid of the neutral depots just yet. Overly fast low-ground wall-offs aren't solved by this.


This. I seem to remember that the other half of why the depots were placed was to keep (usually Terrans') two-building walloff from being possible on the low ground. Prevents early game scouting because a player couldn't get a worker there fast enough on big maps if they guessed wrong once.

That is quite the cool trick, though. +1 for you, sir.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
August 31 2011 17:18 GMT
#54
OMG EPIC!

can't believe haven't seen people do this?

This is epic way so that now these cheesy wall offs won't be too strong anymore, imo it is good for the game. Now we don't need neutral depots all the time :D
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
orotoss
Profile Joined September 2010
United States298 Posts
August 31 2011 17:20 GMT
#55
So does this mean that zerg can safely 14 hatch against protoss now? Would this work on Tal Darim Altar against the 3-pylon wall off?
BLARRGHGHH
Jakkerr
Profile Joined December 2010
Netherlands2549 Posts
August 31 2011 17:30 GMT
#56
lol why didn't I think of this before, I saw this 'bug' or trick or w/e to call it happen so many times when u wanna transfer scv's but get forcefielded or something.

It's so obvious ^^
Gprophet
Profile Joined March 2011
United States1 Post
August 31 2011 17:40 GMT
#57
Anymore videos?
If you're not having fun you're doing it wrong!
highsis
Profile Joined August 2011
259 Posts
August 31 2011 17:43 GMT
#58
Feel free to copy/post this tip on other boards as the mod suggested.
Diamond
Profile Blog Joined May 2009
United States10796 Posts
August 31 2011 17:49 GMT
#59
Just forwarded this to our map team, going to be looking into it and discussing, very very interesting find.
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
Deerminator
Profile Joined March 2011
Canada3 Posts
August 31 2011 17:51 GMT
#60
On September 01 2011 02:20 orotoss wrote:
So does this mean that zerg can safely 14 hatch against protoss now? Would this work on Tal Darim Altar against the 3-pylon wall off?


I think so.. yes. Unfortunatly, I don't think it does anything VS a well placed cannon behind your natural mineral line (the one blocked by pylons). I would still 15 pool ZvP because of that.
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