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ZvT Pathing Rush

Forum Index > StarCraft 2 Strategy
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oesis
Profile Blog Joined August 2010
117 Posts
Last Edited: 2010-09-16 19:37:28
September 11 2010 08:10 GMT
#1
This rush is based on how units path, it could be considered a bug. Anyways I'll start by explaining the pathing trick.

Have you ever noticed how when you send a drone to scout a Terran base it wont always go up the ramp. Then when you get to the top there is always a full wall off. The reason this happens is that units take into account buidlings not actually in their vision when deciding how to path. So even though you can't see that there is a full wall off your drone does and doesn't even try to go up the ramp. This does not effect just drones however but all ground units and all move commands such as attack move.

Next I had to figure out where units went when they cant reach there destination due to a full wall off. Well it turns out that they try to get as close as possible to the point you commanded them to move to. But close as in air distance not ground distance. So they may go someone thats actually very far away from where you commanded them to go by ground but fairly close by air.

Now I ask you, what makes Terran's so hard to attack in the early game, ..., its there wall. Now instead of having to bust it with Banelings or roaches wouldn't it be nice if they just let you in. That is the goal of this strategy, to walk into the Terran's base.

The goal of this rush is to have your lings run into your opponents base whenever your opponent breaks there wall for some reason, whether its by lowering a supply depot to let a scout out or lifting a rax to swap add ons. So far this has been tested on blistering sands but it could work on other maps. It works by telling your lings to patrol between a point in your opponents base and a point thats on the other side of the cliff. Since the lings know they cant get into the base they will just run around a bit on the lower edge of the cliff, trying to get close line wise to the point in the base. Finally when your opponent breaks the wall for some reason you lings will know instantly and run into the base.

This is the lings on patrol
[image loading]

This is then running into the opponents base when they swap add-ons
[image loading]

This is a Replay of the rush in action(Note this game was set up to display the rush)
Pathing Rush Replay

Someone was having trouble getting replay so here's an alternate link for the Replay.
[image loading]

On a side note there are probably other uses for this trick, for example if you only set 1 ling on patrol you could know a couple second sooner when your opponent was pushing out, than if you had one at the base of their ramp, as you would know the exact time they lowered there depot.

Edit: This is a game where I used this trick to scout what tech my opponent was going. Admitadly its pretty dum to hide a starport at your choke but regardless this allowed me to prepare for it easily. Look at 5:20 to see this happening.

[image loading]
1000==0011
dthree
Profile Joined March 2010
Australia150 Posts
September 11 2010 08:16 GMT
#2
You sir are a god amongst men!

I definitely plan on using this to get a scout on T.
Pixel.
Profile Joined April 2010
Netherlands287 Posts
September 11 2010 08:20 GMT
#3
Wow this is really great, Thx for the tip
Member of KnightS* www.Ks-gaming.com Pixel.323
Terranist
Profile Blog Joined March 2009
United States2496 Posts
September 11 2010 08:25 GMT
#4
that's a neat trick. it amazes me how this game evolves more every day.
The Show of a Lifetime
zhouzhou
Profile Blog Joined September 2010
Canada138 Posts
September 11 2010 08:25 GMT
#5
Very clever, oesis.
Torment
Profile Joined August 2010
United States121 Posts
September 11 2010 08:31 GMT
#6
I could see this becoming standard play, that is, until terran starts expecting it and setting traps/ fake outs, or scouting for the ling ball before pushing out. Either way though its a win-win since each of those scenarios is time spent by the terran. Does this also work when a unit (zealot in zvp) is used to complete a wall? I wanna test this out asap, LOVE hearing about new discoveries such as this!
www.djcracka.com ---trance/house/dnb/breaks/progressive live sets and original tracks by me, for you.
Endorsed
Profile Joined May 2010
Netherlands1221 Posts
September 11 2010 08:40 GMT
#7
Very nice. Just something a terran player needs to be wary off

Az0r_au
Profile Joined August 2010
Australia385 Posts
September 11 2010 08:45 GMT
#8
On September 11 2010 17:31 Torment wrote:
Does this also work when a unit (zealot in zvp) is used to complete a wall?

No, the zerglings would patrol into the zealot and attack.
MorroW
Profile Joined August 2008
Sweden3522 Posts
September 11 2010 08:49 GMT
#9
brilliant ^^
now i hope blizzard realize they must fix this so units dont know where buildings are without the player knowing
Progamerpls no copy pasterino
Endorsed
Profile Joined May 2010
Netherlands1221 Posts
September 11 2010 08:51 GMT
#10
On September 11 2010 17:49 MorroW wrote:
brilliant ^^
now i hope blizzard realize they must fix this so units dont know where buildings are without the player knowing


This only works with walls? Don't see the problem.

nihoh
Profile Blog Joined May 2010
Australia978 Posts
September 11 2010 08:53 GMT
#11
I thought they would patrol all the way up the ramp and then get shot by marines... So they don't... Interesting.
Dont look at the finger or you will miss all that heavenly glory.
Sqq
Profile Joined August 2010
Norway2023 Posts
September 11 2010 08:53 GMT
#12
holy shit, thansk alot dude
Dead girls don't say no.
SilverSeraph
Profile Joined April 2010
Canada5 Posts
September 11 2010 08:59 GMT
#13
Thats pretty crazy...
PanzerKing
Profile Joined May 2010
United States483 Posts
September 11 2010 09:00 GMT
#14
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.
http://tkrmx.blogspot.com/
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
September 11 2010 09:00 GMT
#15
sick discovery!
ModeratorBlame yourself or God
teamsolid
Profile Joined October 2007
Canada3668 Posts
September 11 2010 09:02 GMT
#16
I love it! Def gonna try it out.
Neverlose
Profile Joined September 2010
Netherlands1 Post
September 11 2010 09:03 GMT
#17
You sir, are a genious
Archmage
Profile Joined November 2008
United States169 Posts
September 11 2010 09:10 GMT
#18
It'll be interesting to see if this can become standardized. If there are exploitable positions like this on every map, then it may force the Terran player to rethink how they are designing their walls. A supply depot can easily be raised if he sees the lings coming. However, a lifted off building has to get in just the right position to land. This would work very well in conjunction with a baneling bust. That way if he uses supply depots, the banelings will have more effect. If he goes barracks/factory wall, then he'll have to be careful if he wants to lift one off.
rathe
Profile Joined August 2010
United States109 Posts
September 11 2010 09:16 GMT
#19
This should work with any unit, not just lings. Man, I have to try this with P.
Rob Hustle - Check out my music mang! - http://www.facebook.com/robhustle
Douillos
Profile Joined May 2010
France3195 Posts
September 11 2010 09:24 GMT
#20
I say, great stuff . Gg !!
Look a giraffe! Look a fist!!
TheOracle
Profile Joined May 2010
Australia256 Posts
September 11 2010 09:36 GMT
#21
O_o.

That is a very, very powerful trick right there. Out of interest, from that position you showed on Sands, will a Terran be able to get the swap off before the lings hit, assuming it is done perfectly?

Also, what happens if they fake out the wall, by dropping it then raising it instantly? Do the lings try to get into the base (and therefore get shot by marines) or do they go back the way they came as soon as it is raised again?

Later point being of extreme importance for Terrans to know how to counter this.
rockslave
Profile Blog Joined January 2008
Brazil318 Posts
September 11 2010 09:38 GMT
#22
Thumbs up.
What qxc said.
KiaL.Kiwi
Profile Joined August 2010
Germany210 Posts
September 11 2010 09:39 GMT
#23
Awesome thinking there. Really impressive idea. I don't see it working on to many ladder maps atm (mainly because the position were the lings are patrolling should be in los of the terra), but I will definitly try to utilize this nifty trick.

If anyone finds other maps where it's safely useable we could collect them in the first post
MasterFischer
Profile Joined August 2009
Denmark836 Posts
September 11 2010 09:57 GMT
#24
Won't this be an all-in like 6pool?

I mean, having that many zerglings this early in the game is kind cheesy, if he aint droning...

WHO is this who speaks to me as though I needed his advice?
KawaiiRice
Profile Blog Joined May 2007
United States2914 Posts
Last Edited: 2010-09-11 10:08:00
September 11 2010 10:06 GMT
#25
this is worthless
any terran that doesnt take ten seconds to swap an addon will block this easily (look in replay how fast he floated rax. I always float rax when factory is right above... the player in the replay floated his rax before his factory. Lol?)

Edit: for all the people praising this as a miracle please look at the replay and rofl. Seriosuly.
@KawaiiRiceLighT
TheOracle
Profile Joined May 2010
Australia256 Posts
September 11 2010 10:07 GMT
#26
On September 11 2010 18:57 MasterFischer wrote:
Won't this be an all-in like 6pool?

I mean, having that many zerglings this early in the game is kind cheesy, if he aint droning...



Ah what? He has those lings out at the same time that the Terran is about to hellion harass. Surely you want lings out when the hellion harass arrives, else you'll be turning half your drones into crawlers to cover every little point in your bases.
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
September 11 2010 10:13 GMT
#27
Excellent trick. These are the things people are going to be thinking of over time that people haven't realised yet.
Commentatorhttp://twitter.com/proxywolf
TL+ Member
ci_esteban
Profile Joined April 2010
United States217 Posts
September 11 2010 10:27 GMT
#28
On September 11 2010 18:00 PanzerKing wrote:
Still, it's a nice trick, and one of the main reasons that I now go 9-rax reaper every game against Z.



Dang. So skilled.
mikell
Profile Joined August 2010
Australia352 Posts
September 11 2010 10:32 GMT
#29
this isn't just for ending the game with zerglings, you can use it for a quick run by for scouting with a couple zerglings if you aren't willing to sacrifice an overlord early game.
drone hard
Super_bricklayer
Profile Joined May 2010
France104 Posts
September 11 2010 11:02 GMT
#30
Wow, nice trick. But, it's feel like kind of an exploit to me, i mean, you shouldn't be able to know if the wall is open without seeing it, don't you think ?
Still, nice find and great use of the game mechanics.

Could you upload the replay on a replay site please, the download doesn't seem to work any more. ( yeah i know, i say it's kind of an exploit, but i still want to know about it hu... I'm playing zerg, i need to be vicious :p ).
Antares777
Profile Joined June 2010
United States1971 Posts
September 11 2010 12:20 GMT
#31
rofl haha in your face Terran.

That's pretty neatly thought out but if a Terran player scouted a ling rush, y would he break his wall? Maybe to let the scout back in, but that would only be for a second.
SC2Phoenix
Profile Blog Joined June 2009
Canada2814 Posts
September 11 2010 12:26 GMT
#32
Holy shit great find.
Who the fuck has a family of fucking trees? This song is so god damn stupid. Fuck you song, fuck you and your stupid trees. -itmeJP
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
September 11 2010 12:27 GMT
#33
Actually it might be worth while to only use 1 ling to tell when the Terran is switching.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
oesis
Profile Blog Joined August 2010
117 Posts
September 11 2010 12:48 GMT
#34
Torment: This does not work on wall off's created by a unit.

TheOracle: If you pre-lift the factory and do swap perfectly I don't believe you would have enough time to get in. If you lift a supply depot after lowering it the ling will stop going towards the wall and go back to its old location.

I'm not sure why you weren't able to download from the megaupload but whatever, I edited main article with a link to a replay site.

Lastly I did things the lazy way with this rush. I let lings run all the way from the patrol position to the wall. On the other hand if you had the APM you could only have 1 ling patrol and have all other lings on the bottom of the ramp just out of sight. When you see the ling running towards wall you manually tell the lings at the bottom of the ramp to move in saving you some moving distance. If you were doing this for scouting you could just do this with 2 lings, 1 to patrol and 1 on the bottom of the ramp.
1000==0011
tackklee
Profile Joined September 2010
United States270 Posts
Last Edited: 2010-09-11 12:52:33
September 11 2010 12:52 GMT
#35
Awesome job. Little things like this always make the game more interesting. I see this being EXTREMELY useful as zerg.

I hope we can figure out the other maps as well.
Centric
Profile Blog Joined March 2008
United States1989 Posts
September 11 2010 12:57 GMT
#36
I think that the rush may not always be viable, but the mechanic for getting past wall-ins is fantastic. Great find.
Super serious.
Thall
Profile Blog Joined August 2009
Switzerland214 Posts
September 11 2010 13:00 GMT
#37
seems pretty nice, although i think we need to test this a few times in actual games before we really can say if it's useful or not.
This strategy is made of balls ! - Nick "Tasteless" Plott, during GSL cast
ChickenLips
Profile Blog Joined May 2010
2912 Posts
September 11 2010 13:05 GMT
#38
On September 11 2010 19:06 KawaiiRice wrote:
this is worthless
any terran that doesnt take ten seconds to swap an addon will block this easily (look in replay how fast he floated rax. I always float rax when factory is right above... the player in the replay floated his rax before his factory. Lol?)

Edit: for all the people praising this as a miracle please look at the replay and rofl. Seriosuly.


Agree.

Good players will either properly swap their front door when they dont have enough stuff to hold off lings or they will have enough stuff to hold off lings.
❤Ƹ̵̡Ӝ̵̨̄Ʒ✿
Super_bricklayer
Profile Joined May 2010
France104 Posts
September 11 2010 13:10 GMT
#39
Well, don't look at that as a "easy win trick" but more as the way to know he's opening the door. It can be useful to scout or put some pressure, keep the terran in his base while you're macro. It can't be bad obviously.

@ oesis : thanks for the upload. I just watched the replay, makes me realize how effective it can be.
TelecoM
Profile Blog Joined January 2010
United States10671 Posts
September 11 2010 13:21 GMT
#40
very smart player
AKA: TelecoM[WHITE] Protoss fighting
mikkelinen
Profile Joined May 2010
Sweden61 Posts
September 11 2010 13:29 GMT
#41
Difference being that I usually have my wall down and a scout out and I wont raise it until the units are close, this way they walk up the ramp and get some extra hits before running - it works both ways my friend.

Invictus
Profile Blog Joined September 2009
Singapore2697 Posts
September 11 2010 13:29 GMT
#42
This might be able to solve early game scouting problems but tgeres a 90% chance it wont succeed.

Still, great find
Lee Jaedong Fighting!
DennyR
Profile Joined July 2010
Germany379 Posts
September 11 2010 13:34 GMT
#43
Neat little trick, but I cant see this working. Maybe to slip lings in to scout, but you would need like 10-15 wich are way more expensive than an overlord.

This will not win you a game.


But still interesting stuff. Keep it up!
Rhaegar99
Profile Blog Joined September 2008
Australia1190 Posts
September 11 2010 13:48 GMT
#44
Maybe instead of going all-in with lings, how about using the initial lings in a standard build to note when production buildings are lifted to know when to scout up the ramp. This way you will know what addon is made, or the timings of units (hellions).
RoarMan
Profile Blog Joined January 2010
Canada745 Posts
September 11 2010 15:53 GMT
#45
Wow this is actually a really clever find! Thanks for sharing :DD
All the pros got dat Ichie.
gerundium
Profile Joined June 2010
Netherlands786 Posts
September 11 2010 15:59 GMT
#46
This trick can be optimized. put your lings at the natural and let one ling do the patrol trick, that way you cut down on travel time and reaction time by the terran.
Zekky
Profile Joined September 2010
Switzerland22 Posts
Last Edited: 2010-09-11 16:35:13
September 11 2010 16:32 GMT
#47
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.
Kyruel
Profile Joined April 2010
United States91 Posts
September 11 2010 16:49 GMT
#48
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
StuBob
Profile Joined March 2010
United States373 Posts
September 11 2010 16:54 GMT
#49
This is great!
I play RANDOM!
SC2Phoenix
Profile Blog Joined June 2009
Canada2814 Posts
September 11 2010 17:03 GMT
#50
was messing around with this and turned it into an all in speedling build and went 3-1. Pretty sweet find.
Who the fuck has a family of fucking trees? This song is so god damn stupid. Fuck you song, fuck you and your stupid trees. -itmeJP
Sanchez_
Profile Joined October 2009
Australia40 Posts
September 11 2010 17:11 GMT
#51
This is an awesome idea. Cant wait to try out some ling attacks with this.
Kpyolysis32
Profile Joined April 2010
553 Posts
September 11 2010 17:13 GMT
#52
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?
Man, do I not keep this up to date, or what?
RC_Fixer
Profile Joined August 2010
United States21 Posts
September 11 2010 17:32 GMT
#53
This is the type of stuff BW Fanboys need to see, "Oh SC2 will never make it pro, no micro, too easy, noobish game" Well this game is in its infant stages and were discovering new things every so often to make the game so much more interesting. Like now ZvT Muta/Ling isnt just A-Attack mutas into the Terran Ball now you may want to keep a magic-box up against Thors, requiring micro. All while still macro'ing and then adding more to it now the patrol rush xD. This will allow us to constantly do things with our zerglings(which we always should be) that will be beneficial in the early game and late game.
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
September 11 2010 17:38 GMT
#54
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
Profile Joined May 2010
Germany89 Posts
September 11 2010 18:01 GMT
#55
there are so many hidden tricks in this game...one of the reasons why i think its the no.1 among rts...nice job!
"Keep stepping over dead bodys." - day9
spydR
Profile Blog Joined March 2008
Australia243 Posts
September 11 2010 18:06 GMT
#56
Damn oesis, this is an awesome find. I had a play around with it on maps without cliffs (take Steppes as an example). Naturally you can do it on any map - but without the cliff, you're doing it in vision of the T wall. I found a way around that though by using your logic and taking it a step further. Instead of patrolling to their base, you can patrol to an arbitrary point in space that satisfies two conditions:

-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/
#1 Eric Marienthal fanboy. Dropped engineering for this >.<
cpw20
Profile Joined May 2010
United Kingdom9 Posts
September 11 2010 18:19 GMT
#57
That's thinking outside the box!
No
GosuSheep
Profile Joined June 2010
United States119 Posts
September 11 2010 18:20 GMT
#58
+1. This is a very clever use of the engine. I am quite impressed.

I imagine a lot of interesting tactics can branch from this. Keep up the good work!
http://sc2ranks.com/us/388259/GosuSheep
v4nd4l
Profile Joined July 2010
Poland9 Posts
September 11 2010 18:25 GMT
#59
hah, nice why you didnt called it "oesis rush"? ;}
flyinfart
Profile Blog Joined February 2009
United States95 Posts
September 11 2010 18:46 GMT
#60
That is fucking genius. Thanks for the OP!
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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