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ZvT Pathing Rush - Page 4

Forum Index > StarCraft 2 Strategy
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Prev 1 2 3 4 All
Edso
Profile Joined June 2010
Canada112 Posts
September 11 2010 18:48 GMT
#61
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
uberdeluxe
Profile Joined June 2009
Canada306 Posts
September 11 2010 18:52 GMT
#62
wow, that's crazy... I hope lots of ppl abuse this so blizz will patch it!!
No mules, no collosi, no PFs, just LOVE!
Lunares
Profile Joined May 2010
United States909 Posts
September 11 2010 18:55 GMT
#63
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.
Zekky
Profile Joined September 2010
Switzerland22 Posts
September 11 2010 19:37 GMT
#64
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 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?


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.
Tropical Bob
Profile Joined August 2010
United States127 Posts
September 11 2010 19:54 GMT
#65
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.
Whoami777
Profile Joined August 2010
United States8 Posts
September 11 2010 19:55 GMT
#66
This is really, really interesting. I wonder what other applications this could have. An interesting find indeed.
nworbjt
Profile Joined September 2010
2 Posts
September 12 2010 09:32 GMT
#67
Just to add: You could've won earlier if you microed lings under the barracks and factory so that they couldn't land.
UisTehSux
Profile Blog Joined June 2009
United States693 Posts
September 12 2010 09:49 GMT
#68
CLEVER GIRL.....

[image loading]
I underestimated that boy. No... it was not the boy I underestimated, it was the Triforce of Courage.
a176
Profile Blog Joined August 2009
Canada6688 Posts
September 12 2010 10:08 GMT
#69
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 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.


that is messed up. obviously running into a siege line like that is suicide but pathing should definitely not behave like that.
starleague forever
Arckan
Profile Joined September 2010
243 Posts
September 12 2010 10:25 GMT
#70
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.
Refused
Profile Joined August 2010
United Kingdom3 Posts
September 12 2010 11:03 GMT
#71
Amazing man, what can I say.
Nerfed
Profile Joined May 2010
Russian Federation1132 Posts
September 12 2010 14:54 GMT
#72
Very nice usage of this observation, thanks alot.
BerserKr
Profile Joined July 2010
Chile101 Posts
September 12 2010 16:12 GMT
#73
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.
War does not determine who is right - only who is left.
fabioisonfire
Profile Joined August 2010
United States81 Posts
September 12 2010 17:48 GMT
#74
Very cool. I'll definitely have to try this one out soon.
The things you own, end up owning you.
JrK
Profile Joined June 2010
United States283 Posts
September 12 2010 17:55 GMT
#75
Nice find. Thank you!
JrKjrKJrk
alphafuzard
Profile Blog Joined June 2007
United States1610 Posts
September 12 2010 17:58 GMT
#76
the entire pathing thing has to be fixed
units should not react to things that they cannot see
more weight
oesis
Profile Blog Joined August 2010
117 Posts
September 16 2010 19:34 GMT
#77
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.
1000==0011
wikked
Profile Joined August 2010
Germany12 Posts
September 16 2010 19:49 GMT
#78
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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