ZvT Pathing Rush - Page 3
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mikkelinen
Sweden61 Posts
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Invictus
Singapore2697 Posts
Still, great find | ||
DennyR
Germany379 Posts
This will not win you a game. But still interesting stuff. Keep it up! | ||
Rhaegar99
Australia1190 Posts
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RoarMan
Canada745 Posts
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gerundium
Netherlands786 Posts
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Zekky
Switzerland22 Posts
If you block off a path with sieged tanks and the opposing player click-moves or a-moves behind them then the army of that player will be automatically routed around the tanks even if he cannot see them; you can effectively force an army to move in a certain way assuming he is click moving his army behind the blocking tanks (this was tested on Blistering Sands). Here are some pictures in case my explanation was unclear. http://img101.imageshack.us/f/screenshot2010091118173.jpg/ Bit of a silly example, but this wall of tanks forces units to route round the watchtower http://img255.imageshack.us/f/tankpathing.jpg/ The desired path of the light blue army is shown by the red arrow (intending to move to the point of the red arrow), however the green tank line causes the light blue army to be automatically routed around the xel'naga watch tower (as shown by the yellow line). My apologies if this is already known. | ||
Kyruel
United States91 Posts
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StuBob
United States373 Posts
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SC2Phoenix
Canada2814 Posts
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Sanchez_
Australia40 Posts
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Kpyolysis32
553 Posts
On September 12 2010 01:32 Zekky wrote: This thread got me thinking about unit pathing, and interestingly sieged tanks have the same effect as buildings when a path is blocked off by them (all immobile objects must be treated the same way by the sc2 engine when calculating pathing). If you block off a path with sieged tanks and the opposing player click-moves or a-moves behind them then the army of that player will be automatically routed around the tanks even if he cannot see them; you can effectively force an army to move in a certain way assuming he is click moving his army behind the blocking tanks (this was tested on Blistering Sands). Here are some pictures in case my explanation was unclear. http://img101.imageshack.us/f/screenshot2010091118173.jpg/ Bit of a silly example, but this wall of tanks forces units to route round the watchtower http://img255.imageshack.us/f/tankpathing.jpg/ The desired path of the light blue army is shown by the red arrow (intending to move to the point of the red arrow), however the green tank line causes the light blue army to be automatically routed around the xel'naga watch tower (as shown by the yellow line). My apologies if this is already known. Can you do this with forcefields and auto-turrets as well? | ||
RC_Fixer
United States21 Posts
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Zarahtra
Iceland4053 Posts
On September 12 2010 01:49 Kyruel wrote: i dont play terran so i have no idea but how often do terran lift off the buildings of their wall to switch addons is it like once every few games or a sure thing most games Depends on the player. Many terrans don't feel that they need to use 2 big buildings for a wall and rather react if they see a bling bust coming. If thats the case, this will likely do nothing. If however the player uses 2 big buildings for the wall, at some timepoint he will move one big building out of the wall. The only real timepoint I think this will help a lot is when a player uses 2 big buildings for the wall and is doing fx. hellion harass where the rax makes the fact's reactor and both buildings need to switch places. I think that window is big enough to get the slings in. Nice catch tbh. That being said, I think this should be bug fixed, just like destructible rocks pathing when one side has destroyed em and the other hasn't seen it. I mean it's a nifty trick it really is, but I think the game engine shouldn't do the scouting for you. | ||
Effect010
Germany89 Posts
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spydR
Australia243 Posts
-When the wall is BROKEN, a spot inside the main is closest to the patrol point by air -When the wall is SOLID, a spot in the FoW is closest to the patrole point by air end result is exactly the same, but you can be more precise about where your lings are hiding because you don't have to rely so much on the precise points of the map. This lets you abuse the trick on maps without cliffs - example screenshot: http://img215.imageshack.us/f/screenshot2010091203560.jpg/ | ||
cpw20
United Kingdom9 Posts
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GosuSheep
United States119 Posts
I imagine a lot of interesting tactics can branch from this. Keep up the good work! | ||
v4nd4l
Poland9 Posts
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flyinfart
United States95 Posts
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