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On September 11 2010 18:00 PanzerKing wrote: If he sees the lings sitting outside his base, and moves the factory over the rax before doing the swap, your lings won't be fast enough to get into his base. Still, it's a nice trick, and one of the main reasons that I now go 9-rax reaper every game against Z.
Wait why does this make you wanna 9 -rax reaper o.O
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wow, that's crazy... I hope lots of ppl abuse this so blizz will patch it!!
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On September 12 2010 03:52 uberdeluxe wrote: wow, that's crazy... I hope lots of ppl abuse this so blizz will patch it!!
Why would you want them to patch this? It's a cool trick that they didn't put it on purpose and is most certainly not game breaking. We need more and more things like this to really take SC2 to the level of play SC1 had.
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On September 12 2010 02:13 Kpyolysis32 wrote:Show nested quote +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 watchtowerhttp://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?
I just tested this quickly in the "Hard Counter" custom map, Raven Auto-turrets have the same rerouting effect as siegetanks but forcefields do not.
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Oh, wow. I always noticed that units tended to gather close to the move point if they can't get through a wall, but I never thought to use the patrol command to have them detect when a wall goes down.
I love you.
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This is really, really interesting. I wonder what other applications this could have. An interesting find indeed.
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Just to add: You could've won earlier if you microed lings under the barracks and factory so that they couldn't land.
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CLEVER GIRL.....
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great find. great way to punish overconfident terran players like the one in the replay. also,
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 watchtowerhttp://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.
that is messed up. obviously running into a siege line like that is suicide but pathing should definitely not behave like that.
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I've noticed that they seem to have foreknowledge of the wall, but I never figured to use the patrol function to abuse it, good find. I'll try this out against a T friend of mine later today and see what I can do.
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Amazing man, what can I say.
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Russian Federation1132 Posts
Very nice usage of this observation, thanks alot.
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The "trick" if you can call it that way works pretty smoothly, though i have to say, that i dont know if it is beacuse you get to much of excitment when you get your lings inside, but actually you keep trying to do that and you think you already won, when indeed even after the first attack he had more workers up, and you hadnt even expanded though he was standing back up, and you didnt even got a liar with all the gas, nor a second gas, i think that if you suceed at this, going for mutas would be just devastating, obviously keep pumping drones and zlings and basically map controlling but keep doing the "trick" it would be a pain for him, also mix blings just in case he is a bio ball and your zlings (blings) detect a chance to get in you instantly melt them, plus get in.
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Very cool. I'll definitely have to try this one out soon.
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the entire pathing thing has to be fixed units should not react to things that they cannot see
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Anyways since the most practical use for this trick is early scouting, I have added a replay of me using it in a ladder game to scout my opponent. In the game I wasn't sure what he was doing so I put a ling on patrol. Eventually the ling moved and I saw he was putting a starport on a tech lab, so I knew he was going banshee.
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Nice. But the terrans will soon collect a bunch of units before walking out. 8 Marines will do for a early out. Or they just wall with the correct addons directly.
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