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[D] Neutral supply depot no longer necessity - Page 5

Forum Index > SC2 Maps & Custom Games
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weegee101
Profile Joined February 2011
United States9 Posts
August 31 2011 19:52 GMT
#81
On September 01 2011 04:48 W2 wrote:
It's pretty easy to understand, might take a little longer for newbies to master, but I am sure everyone from bronze to masters understands this concept.


I think the point he was trying to make is that its not very obvious and people not as engaged in the metagame most likely will never think of it.

I don't think that's an excuse though; and it will be seen on the ladder soon enough, so word will spread.

Still I'm torn as to whether or not this is sufficient reason to remove the supply depot at the bottom of tournament maps.
Semper Victoria
NemesysTV
Profile Blog Joined October 2010
United States1088 Posts
August 31 2011 20:01 GMT
#82
ComaDose
Profile Blog Joined December 2009
Canada10357 Posts
August 31 2011 20:07 GMT
#83
On September 01 2011 04:39 Xarayezona wrote:
I was kind of wondering how long it would take for people to realize that ground unit stacking, while illegal in SC1, is automatic in SC2, and that includes workers.

I don't see any reason that it shouldn't work. The guy in the video went overboard by about a few drones there, 11-12 drones would've done the necessary ~50-60 damage per hit.

wow your really smart. way ahead of the curve.
tell us, what are you wondering about now that we've caught up on this?
BW pros training sc2 is like kiss making a dub step album.
Deltablazy
Profile Joined November 2010
Canada580 Posts
August 31 2011 20:07 GMT
#84
Cool trick but looks like a bug or something similar to the sockfolding technique.

Expect this to be fixed with the next patch.
TolEranceNA
Profile Joined April 2011
Canada434 Posts
August 31 2011 20:14 GMT
#85
On September 01 2011 05:07 Deltablazy wrote:
Cool trick but looks like a bug or something similar to the sockfolding technique.

Expect this to be fixed with the next patch.


If this is fixed, then we will still have neutral supply depot!
Arotsis:"Nestea, what do you think about Zerg?" Nestea:"...Sad."
Noocta
Profile Joined June 2010
France12578 Posts
August 31 2011 20:15 GMT
#86
To be fair, keep the supply depot because it's way more fair like that.
Because even if you can break a contain, i'm sure it's still efficient for the protoss/ terran who do it, and anyway contain are lame.
Don't promote making them come back. I don't want to see the 3 bunker contain of shakuras be able to be use on everymap just because you " can " do this trick with all your worker to "try" to survive. ~~
" I'm not gonna fight you. I'm gonna kick your ass ! "
Dharmok
Profile Joined April 2010
Netherlands57 Posts
Last Edited: 2011-08-31 20:33:42
August 31 2011 20:32 GMT
#87
On September 01 2011 05:01 NemesysTV wrote:
http://www.youtube.com/watch?v=L5GRb1UK4YA


Nice tutorial! I can be done even faster though, but you need to have good mouse control.
The trick is to shift click a mineral patch a few times until all drones are stacked and than quickly click the pylon. In that way all drones will attack the pylon instead of only half the workers.
If you have vision of the mineral patches in your natural (which you should usually have with Zerg as your overlord should be there) it's a lot easier, as you don't even have to shift click the mineral patch. In that case clicking it once is enough to stack all drones.
Only dead fish go with the flow
ChidoriPOWAA
Profile Joined May 2010
Sweden17 Posts
August 31 2011 21:09 GMT
#88
I just tried it with a friend. It really works! I never tried a nice transition out from it, cause you use most of your harvesters, but the protoss definatly gets more behind this way. I think after you destroyed the first pylon and the canon you can just leave 4-5 drones to take care of the rest and start mining again. If you went hatch first (which I almost always do) your creep will just keep him from doing anything else after the initial try.

Oh and I thought it was easier than it looked in that video. I don't wanna sound arrogant but I think I did a better job destroying the pylon than he did in the clip. Just sayin', a few tries of that and all zergs out there will have no more ramp canon rushes GREAT FIND!
DoomsVille
Profile Joined August 2010
Canada4885 Posts
August 31 2011 21:56 GMT
#89
Wow. Amazing.
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
Last Edited: 2011-08-31 22:02:08
August 31 2011 22:01 GMT
#90
this is great, thanks! Can we move it to SC2 general or strategy forum though?
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
Conquerer67
Profile Joined May 2011
United States605 Posts
Last Edited: 2011-08-31 22:07:05
August 31 2011 22:04 GMT
#91
Whoa. Just tried that out with a friend, and it really works. Now we won't have to pester blizzard to put the depots in on their maps.

Edit: Someone already duplicated, no need for me to do it.
I hate when people compare SC2 and rochambeu. One race isn't fucking supposed to counter another one. | Protoss isn't OP. Their units on the other hand....
emc
Profile Joined September 2010
United States3088 Posts
August 31 2011 22:19 GMT
#92
oh brother, to me this looks like something blizzard would patch because it's a bug. Surely this is something blizzard never intended and will probably "fix" once they get word of it and include it in 1.4

However, I hope it stays because since there are no supply depots in the ladder, this will become extremely useful and maybe even allow hatch first in ZvP to work!
Grebliv
Profile Joined May 2006
Iceland800 Posts
August 31 2011 22:23 GMT
#93
would be good to be allowed to low ground wall off on all maps.

Never been a fan of the bunker block rush so I like it!
ESV Mapmaking!
Sarang
Profile Blog Joined September 2010
Australia2363 Posts
Last Edited: 2011-08-31 22:46:49
August 31 2011 22:45 GMT
#94
On September 01 2011 07:19 emc wrote:
oh brother, to me this looks like something blizzard would patch because it's a bug. Surely this is something blizzard never intended and will probably "fix" once they get word of it and include it in 1.4

However, I hope it stays because since there are no supply depots in the ladder, this will become extremely useful and maybe even allow hatch first in ZvP to work!


This sounds like it could be used offensively in ZvP/T to knock down a supply depot or pylon that's forming part of their wall-off.

If it's patched, it'll be for that reason.

EDIT: actually - you need to be able to see the mineral patches and the wall without scrolling the screen, right? if so then i don't see it working offensively.
"Killer helped me feel better before coming to the arena. He told me to say that." - Bomber
AARONHAND
Profile Joined January 2011
United States16 Posts
August 31 2011 22:52 GMT
#95
The thing about the depots though is they also prevent terran from walling off at the bottom of their ramp with just one supply depot and a barracks
emc
Profile Joined September 2010
United States3088 Posts
August 31 2011 23:00 GMT
#96
On September 01 2011 07:52 AARONHAND wrote:
The thing about the depots though is they also prevent terran from walling off at the bottom of their ramp with just one supply depot and a barracks


not only that, but it also ruins the evo chamber and spine crawler wall off that allows drones/zerglings to get by but not hellions.
Bosu
Profile Blog Joined June 2008
United States3247 Posts
August 31 2011 23:08 GMT
#97
On September 01 2011 02:11 101toss wrote:
Show nested quote +
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


Archon toilet was total bullshit. Pros thought it was OP.
Mining faster wasn't interesting. Not even pros liked it.

This is actually interesting and useful.
#1 Kwanro Fan
neptunesak
Profile Joined May 2010
Canada113 Posts
Last Edited: 2011-08-31 23:20:41
August 31 2011 23:18 GMT
#98
It's not viable. Any good toss will scout you before you lay down a 15 hatch and deny it for quite awhile in which case your minerals keep going up. So you end up putting down a pool before hatch anyhow.

Even if you get a 15 hatch down, they can always cannon you behind your natural mineral line.

Also, since you will be only attacking 1 pylon, they can cut probes and block that pylon with another pylon and cannon and cannon #1 will already be up. So, you just pulled like 10 drones for nothing for a long time.

Neat trick but pointless.
dae
Profile Joined June 2010
Canada1600 Posts
Last Edited: 2011-08-31 23:24:57
August 31 2011 23:24 GMT
#99
For against people that wall off with pylon/gate way - you can right click on minerals then a move pylon then repeat to kill it

This trick makes me want to never 3 pylon cannon rush again due to the fact that thsi will allow them to break out without even using a pool.
ScythedBlade
Profile Joined May 2010
308 Posts
August 31 2011 23:50 GMT
#100
Needs to be fixed. Zerg is OP with Hatch first =) True statement.

On a realistic note, this only works on "walled off" cannon rush. However, the point of some cannon rushes is to punish Hatch first instead of pool first. Just don't wall to do a proper Zerg punish.
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