• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 23:09
CEST 05:09
KST 12:09
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview8[ASL21] Finals Preview: Two Legacies21
Community News
ZeroSpace at Steam NextFest - Last free demo20Weekly Cups (June 8-14): Clem and Solar double, PTR tested0RSL: S6 Finals played at BlizzCon 202611Douyu Cup 2026: $20,000 Legends Event (June 26-28)10[BSL22] Non-Korean Championship from 13 to 28 June4
StarCraft 2
General
Is the larve respawn broken? Yamato Cup Series What kind of tool would you be interested in? StarCraft II 5.0.16 PTR Patch Notes may 26th Daily SC2 Player Grid - feedback wanted
Tourneys
GSL CK #4 20-21th June Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2) Crank Gathers Season 4: BW vs SC2 Team League Douyu Cup 2026: $20,000 Legends Event (June 26-28)
Strategy
[G] Having the right mentality to improve
Custom Maps
Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 531 Experimental Artillery Mutation # 530 One For All Mutation # 529 Opportunities Unleashed
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ STARCRAFT MOVIE - Last Night at the Command center BW General Discussion Battle cruiser feet vs Carrier fleet Fact based Zerg Upgrade Tier List
Tourneys
CSLAN 4 is Coming! [Megathread] Daily Proleagues Small VOD Thread 2.0 The Casual Games of the Week Thread
Strategy
Why doesn't anyone use restoration? Simple Questions, Simple Answers Relatively freeroll strategies Creating a full chart of Zerg builds
Other Games
General Games
Path of Exile ZeroSpace at Steam NextFest - Last free demo Stormgate/Frost Giant Megathread Nintendo Switch Thread ZeroSpace Megathread
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
Vanilla Mini Mafia
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread [H]Internet/Gaming Cafe Tips and Tricks The Games Industry And ATVI UK Politics Mega-thread
Fan Clubs
The HerO Fan Club! The herO Fan Club!
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion
Sports
2024 - 2026 Football Thread McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion Cricket [SPORT]
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
How To Predict Tilt in Espor…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Why RTS gamers make better f…
gosubay
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7244 users

[G] Shift-click Tip vs. Terran - Page 6

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 4 5 6 7 8 13 Next All
Scrubington
Profile Joined June 2010
Canada475 Posts
March 30 2011 15:09 GMT
#101
On March 31 2011 00:06 GreEny K wrote:
Show nested quote +
On March 31 2011 00:04 Scrubington wrote:
On March 31 2011 00:01 GreEny K wrote:
I just shift A-click the worker constructing the bunker or building... Thought this was common knoweledge already


The average person A-moves when they're close to the SCV. This of course is less than ideal since the AI idles your attacking worker once the SCV moves do the opposite side of the barracks or a second SCV attacks your attacking worker.


That may be, but I'm talking about shift Attack and then click on the worker. It works, and it doesn't stop attacking until it kills the SCV.


My point was that the average person would overlook the fact that shift queuing would be advantageous in this situation. Personally, I didn't think of this and I believe it's a very useful tip to store away in the back of your mind.

Thanks again for this OP, it's going to help a lot of people without a doubt.
canikizu
Profile Joined September 2010
4860 Posts
March 30 2011 15:11 GMT
#102
I never have problem with targeting scvs before, maybe because I ususally a-click on the ground near the rax, bunker that the scv is building, so it always targets the unit near there, which is the scv. Nevertheless, this seems like a cool trick.
Omni17
Profile Joined January 2011
United States141 Posts
March 30 2011 15:12 GMT
#103
On March 30 2011 23:22 Scrubington wrote:
I can just picture the great big rage face every single Terran player is making.

I hope they don't get rid of this as a 'bug'
"To Drone or not to Drone, that is the question."
Scrubington
Profile Joined June 2010
Canada475 Posts
March 30 2011 15:22 GMT
#104
On March 31 2011 00:11 canikizu wrote:
I never have problem with targeting scvs before, maybe because I ususally a-click on the ground near the rax, bunker that the scv is building, so it always targets the unit near there, which is the scv. Nevertheless, this seems like a cool trick.


If you A click near the ground where the building SCV is and the Terran player pulls a secondary SCV and sets that second SCV to attack your attacking worker, your attacking worker will switch targets.

In the case that you REALLY want to kill the building SCV and pull maybe two workers, this trick would be useful since your attacking workers will not switch targets until the building SCV is dead.
TimeSpiral
Profile Joined January 2011
United States1010 Posts
March 30 2011 15:35 GMT
#105
On March 30 2011 23:58 Scrubington wrote:
Show nested quote +
On March 30 2011 23:53 TimeSpiral wrote:
On March 30 2011 23:47 Scrubington wrote:
On March 30 2011 23:37 TimeSpiral wrote:
On March 30 2011 23:23 Scrubington wrote:
On March 30 2011 22:52 TimeSpiral wrote:
I will be reporting this as a bug!
============================

The SCV Wandering purposefully negates an attack command to help protect the SCV while it is constructing a building. Maybe it simulates the fact that it's working in a freaking building, and there are lots of places to run around in there, or maybe it's simply Blizzard saying "you cannot just a+click a worker and stop a building from being constructed."

Just like the Patrol Flowers, shift clicking on SCVs constructing buildings is bugged and should be fixed. It's bad enough that Terran is the only race that can have a building halted in mid construction.

Terran fellows - on to battle.net, now, and report this as a bug.


You mad bro? Flying buildings that can be repaired, fly, and be lowered in exchange for being halted a couple of seconds...

It's like you forget that your opponent is losing minerals pulling workers to attempt to halt your building construction.

Report this as a bug all you want, but the fact of the matter is this is working as intended and you know it.


Read the thread, "brah."


I've read the entire thread, what are you getting at?


Read again, maybe?

On March 30 2011 23:21 TimeSpiral wrote:

I'm not saying the SCV should be invulnerable. I'm saying that shift a+clicking a wandering SCV is a bug and should be fixed. You can still kill the SCV.


Also, it kinda sounds to me like you're only talking about bunker rushes ... Otherwise, why on earth would you be pulling workers to attack an SCV building a rax or supply depot

See, bunkers in proxy locations are not the only buildings that a Terran needs to construct


You're getting off-topic. My point is shift-A clicking an SCV repeatedly is obviously working as intended. That is all. If you give me one legitimate reason why queuing up attacks is a bug I might change my mind.

EDIT: I find it both odd and insulting that you make the assumption I haven't read the thread. In the future try not to be an asshole.


I apologize if I offended you.

I assumed you did not read the whole thread because I listed a very specific reason why I felt this was a bug and you started talking about Terran building attributes (flying, repair, SD raise/lower, etc) and appeared to be talking exclusively about bunker rushing.

Reason (1): An attack command is canceled when the SCV wanders during building construction. I'm arguing this is a purposeful attribute of the SCV's construction routine.

Let's say the SCV has four construction locations (a), (b), (c), and (d). Issuing the attack command while at station (a) attacks the SCV at station (a). That attack command is no longer valid once the SCV moves to a different station.

Shift-queuing the attack command on the SCV would issue: Attack SCV at station (a)*number of commands queued. Once the SCV wanders to a different station any queued attack commands become invalid because they were all queued at station (a).

That's my logic. It may or may not be correct, but I'm not just saying "bah! BS! No Way!" I'm clearly operating off what I believe to be bugged game-logic. Similar to the Patrol Flower. Clearly air units can stack, so why not be able to stack them on top of each other? Because that is not how Blizzard intended that mechanic to work/be used.

On March 31 2011 00:05 GreEny K wrote:
Show nested quote +
On March 30 2011 23:37 TimeSpiral wrote:
On March 30 2011 23:23 Scrubington wrote:
On March 30 2011 22:52 TimeSpiral wrote:
I will be reporting this as a bug!
============================

The SCV Wandering purposefully negates an attack command to help protect the SCV while it is constructing a building. Maybe it simulates the fact that it's working in a freaking building, and there are lots of places to run around in there, or maybe it's simply Blizzard saying "you cannot just a+click a worker and stop a building from being constructed."

Just like the Patrol Flowers, shift clicking on SCVs constructing buildings is bugged and should be fixed. It's bad enough that Terran is the only race that can have a building halted in mid construction.

Terran fellows - on to battle.net, now, and report this as a bug.


You mad bro? Flying buildings that can be repaired, fly, and be lowered in exchange for being halted a couple of seconds...

It's like you forget that your opponent is losing minerals pulling workers to attempt to halt your building construction.

Report this as a bug all you want, but the fact of the matter is this is working as intended and you know it.


Read the thread, "brah."


So what's your problem? Theres nothing in the thread that would support your view... Also, keep the red out of your posts, admins use red for warnings and bans and mod edits.


Hwat do you mean?

I used red to express my headline. TL intends for us to format our posts, and even offers instructions on how to use the various colors. If red was reserved, they could simply reserve that tag, similar to the HTML tags.

If you're wondering why as referenced the thread see my response above to that poster. I will admit I was urked by the l2p-ish "umad bro" which just wreaks of prepubescent antagonizing.

I also admit that I am using these colors to screw with you. I apologize

[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Scrubington
Profile Joined June 2010
Canada475 Posts
Last Edited: 2011-03-30 15:41:11
March 30 2011 15:38 GMT
#106
On March 31 2011 00:35 TimeSpiral wrote:
Show nested quote +
On March 30 2011 23:58 Scrubington wrote:
On March 30 2011 23:53 TimeSpiral wrote:
On March 30 2011 23:47 Scrubington wrote:
On March 30 2011 23:37 TimeSpiral wrote:
On March 30 2011 23:23 Scrubington wrote:
On March 30 2011 22:52 TimeSpiral wrote:
I will be reporting this as a bug!
============================

The SCV Wandering purposefully negates an attack command to help protect the SCV while it is constructing a building. Maybe it simulates the fact that it's working in a freaking building, and there are lots of places to run around in there, or maybe it's simply Blizzard saying "you cannot just a+click a worker and stop a building from being constructed."

Just like the Patrol Flowers, shift clicking on SCVs constructing buildings is bugged and should be fixed. It's bad enough that Terran is the only race that can have a building halted in mid construction.

Terran fellows - on to battle.net, now, and report this as a bug.


You mad bro? Flying buildings that can be repaired, fly, and be lowered in exchange for being halted a couple of seconds...

It's like you forget that your opponent is losing minerals pulling workers to attempt to halt your building construction.

Report this as a bug all you want, but the fact of the matter is this is working as intended and you know it.


Read the thread, "brah."


I've read the entire thread, what are you getting at?


Read again, maybe?

On March 30 2011 23:21 TimeSpiral wrote:

I'm not saying the SCV should be invulnerable. I'm saying that shift a+clicking a wandering SCV is a bug and should be fixed. You can still kill the SCV.


Also, it kinda sounds to me like you're only talking about bunker rushes ... Otherwise, why on earth would you be pulling workers to attack an SCV building a rax or supply depot

See, bunkers in proxy locations are not the only buildings that a Terran needs to construct


You're getting off-topic. My point is shift-A clicking an SCV repeatedly is obviously working as intended. That is all. If you give me one legitimate reason why queuing up attacks is a bug I might change my mind.

EDIT: I find it both odd and insulting that you make the assumption I haven't read the thread. In the future try not to be an asshole.


I apologize if I offended you.

I assumed you did not read the whole thread because I listed a very specific reason why I felt this was a bug and you started talking about Terran building attributes (flying, repair, SD raise/lower, etc) and appeared to be talking exclusively about bunker rushing.

Reason (1): An attack command is canceled when the SCV wanders during building construction. I'm arguing this is a purposeful attribute of the SCV's construction routine.

Let's say the SCV has four construction locations (a), (b), (c), and (d). Issuing the attack command while at station (a) attacks the SCV at station (a). That attack command is no longer valid once the SCV moves to a different station.

Shift-queuing the attack command on the SCV would issue: Attack SCV at station (a)*number of commands queued. Once the SCV wanders to a different station any queued attack commands become invalid because they were all queued at station (a).

That's my logic. It may or may not be correct, but I'm not just saying "bah! BS! No Way!" I'm clearly operating off what I believe to be bugged game-logic. Similar to the Patrol Flower. Clearly air units can stack, so why not be able to stack them on top of each other? Because that is not how Blizzard intended that mechanic to work/be used.

Show nested quote +
On March 31 2011 00:05 GreEny K wrote:
On March 30 2011 23:37 TimeSpiral wrote:
On March 30 2011 23:23 Scrubington wrote:
On March 30 2011 22:52 TimeSpiral wrote:
I will be reporting this as a bug!
============================

The SCV Wandering purposefully negates an attack command to help protect the SCV while it is constructing a building. Maybe it simulates the fact that it's working in a freaking building, and there are lots of places to run around in there, or maybe it's simply Blizzard saying "you cannot just a+click a worker and stop a building from being constructed."

Just like the Patrol Flowers, shift clicking on SCVs constructing buildings is bugged and should be fixed. It's bad enough that Terran is the only race that can have a building halted in mid construction.

Terran fellows - on to battle.net, now, and report this as a bug.


You mad bro? Flying buildings that can be repaired, fly, and be lowered in exchange for being halted a couple of seconds...

It's like you forget that your opponent is losing minerals pulling workers to attempt to halt your building construction.

Report this as a bug all you want, but the fact of the matter is this is working as intended and you know it.


Read the thread, "brah."


So what's your problem? Theres nothing in the thread that would support your view... Also, keep the red out of your posts, admins use red for warnings and bans and mod edits.


Hwat do you mean?

I used red to express my headline. TL intends for us to format our posts, and even offers instructions on how to use the various colors. If red was reserved, they could simply reserve that tag, similar to the HTML tags.

If you're wondering why as referenced the thread see my response above to that poster. I will admit I was urked by the l2p-ish "umad bro" which just wreaks of prepubescent antagonizing.

I also admit that I am using these colors to screw with you. I apologize



WHAT a guy.

EDIT: Your logic is flawed.

Issuing an attack command on the same SCV multiple times logically should override the any AI. User input > AI. Makes sense, not a bug. Guarantee you it's working as intended, it's been that way since alpha.
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
Last Edited: 2011-03-30 15:41:03
March 30 2011 15:40 GMT
#107
Here's my input into this little debate...

I am siding with TimeSpiral that this is a bug. It necessitates that at least two SCVs are pulled to deal with the harassing worker. This is because if the enemy worker gets the first hit on the SCV that's building, it is guaranteed a kill even if it's under attack by another SCV. You either need to pause construction to have two SCVs to attack the worker (which can just kite away), or you have to pull a second worker off to attack, thus losing mining time (worker can also kite again).

This completely nullifies the reason that Terran have 11 supply with the CC, because that extra supply gives you an extra worker that makes up for the SCV constructing your buildings. By having to use at least two SCVs to defend harass, you already start accumulating an economic disadvantage that no other race has to deal with and thus makes this imbalanced and a bug.
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
TimeSpiral
Profile Joined January 2011
United States1010 Posts
March 30 2011 15:41 GMT
#108
On March 31 2011 00:38 Scrubington wrote:
Show nested quote +
On March 31 2011 00:35 TimeSpiral wrote:
On March 30 2011 23:58 Scrubington wrote:
On March 30 2011 23:53 TimeSpiral wrote:
On March 30 2011 23:47 Scrubington wrote:
On March 30 2011 23:37 TimeSpiral wrote:
On March 30 2011 23:23 Scrubington wrote:
On March 30 2011 22:52 TimeSpiral wrote:
I will be reporting this as a bug!
============================

The SCV Wandering purposefully negates an attack command to help protect the SCV while it is constructing a building. Maybe it simulates the fact that it's working in a freaking building, and there are lots of places to run around in there, or maybe it's simply Blizzard saying "you cannot just a+click a worker and stop a building from being constructed."

Just like the Patrol Flowers, shift clicking on SCVs constructing buildings is bugged and should be fixed. It's bad enough that Terran is the only race that can have a building halted in mid construction.

Terran fellows - on to battle.net, now, and report this as a bug.


You mad bro? Flying buildings that can be repaired, fly, and be lowered in exchange for being halted a couple of seconds...

It's like you forget that your opponent is losing minerals pulling workers to attempt to halt your building construction.

Report this as a bug all you want, but the fact of the matter is this is working as intended and you know it.


Read the thread, "brah."


I've read the entire thread, what are you getting at?


Read again, maybe?

On March 30 2011 23:21 TimeSpiral wrote:

I'm not saying the SCV should be invulnerable. I'm saying that shift a+clicking a wandering SCV is a bug and should be fixed. You can still kill the SCV.


Also, it kinda sounds to me like you're only talking about bunker rushes ... Otherwise, why on earth would you be pulling workers to attack an SCV building a rax or supply depot

See, bunkers in proxy locations are not the only buildings that a Terran needs to construct


You're getting off-topic. My point is shift-A clicking an SCV repeatedly is obviously working as intended. That is all. If you give me one legitimate reason why queuing up attacks is a bug I might change my mind.

EDIT: I find it both odd and insulting that you make the assumption I haven't read the thread. In the future try not to be an asshole.


I apologize if I offended you.

I assumed you did not read the whole thread because I listed a very specific reason why I felt this was a bug and you started talking about Terran building attributes (flying, repair, SD raise/lower, etc) and appeared to be talking exclusively about bunker rushing.

Reason (1): An attack command is canceled when the SCV wanders during building construction. I'm arguing this is a purposeful attribute of the SCV's construction routine.

Let's say the SCV has four construction locations (a), (b), (c), and (d). Issuing the attack command while at station (a) attacks the SCV at station (a). That attack command is no longer valid once the SCV moves to a different station.

Shift-queuing the attack command on the SCV would issue: Attack SCV at station (a)*number of commands queued. Once the SCV wanders to a different station any queued attack commands become invalid because they were all queued at station (a).

That's my logic. It may or may not be correct, but I'm not just saying "bah! BS! No Way!" I'm clearly operating off what I believe to be bugged game-logic. Similar to the Patrol Flower. Clearly air units can stack, so why not be able to stack them on top of each other? Because that is not how Blizzard intended that mechanic to work/be used.

On March 31 2011 00:05 GreEny K wrote:
On March 30 2011 23:37 TimeSpiral wrote:
On March 30 2011 23:23 Scrubington wrote:
On March 30 2011 22:52 TimeSpiral wrote:
I will be reporting this as a bug!
============================

The SCV Wandering purposefully negates an attack command to help protect the SCV while it is constructing a building. Maybe it simulates the fact that it's working in a freaking building, and there are lots of places to run around in there, or maybe it's simply Blizzard saying "you cannot just a+click a worker and stop a building from being constructed."

Just like the Patrol Flowers, shift clicking on SCVs constructing buildings is bugged and should be fixed. It's bad enough that Terran is the only race that can have a building halted in mid construction.

Terran fellows - on to battle.net, now, and report this as a bug.


You mad bro? Flying buildings that can be repaired, fly, and be lowered in exchange for being halted a couple of seconds...

It's like you forget that your opponent is losing minerals pulling workers to attempt to halt your building construction.

Report this as a bug all you want, but the fact of the matter is this is working as intended and you know it.


Read the thread, "brah."


So what's your problem? Theres nothing in the thread that would support your view... Also, keep the red out of your posts, admins use red for warnings and bans and mod edits.


Hwat do you mean?

I used red to express my headline. TL intends for us to format our posts, and even offers instructions on how to use the various colors. If red was reserved, they could simply reserve that tag, similar to the HTML tags.

If you're wondering why as referenced the thread see my response above to that poster. I will admit I was urked by the l2p-ish "umad bro" which just wreaks of prepubescent antagonizing.

I also admit that I am using these colors to screw with you. I apologize



WHAT a guy.


Too much? lol. Come on, guys. Lighten up.

Seriously though, do you disagree with my reasoning? You did ask for an elaboration.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Scrubington
Profile Joined June 2010
Canada475 Posts
Last Edited: 2011-03-30 15:46:32
March 30 2011 15:43 GMT
#109
On March 31 2011 00:40 Synystyr wrote:
Here's my input into this little debate...

I am siding with TimeSpiral that this is a bug. It necessitates that at least two SCVs are pulled to deal with the harassing worker. This is because if the enemy worker gets the first hit on the SCV that's building, it is guaranteed a kill even if it's under attack by another SCV. You either need to pause construction to have two SCVs to attack the worker (which can just kite away), or you have to pull a second worker off to attack, thus losing mining time (worker can also kite again).

This completely nullifies the reason that Terran have 11 supply with the CC, because that extra supply gives you an extra worker that makes up for the SCV constructing your buildings. By having to use at least two SCVs to defend harass, you already start accumulating an economic disadvantage that no other race has to deal with and thus makes this imbalanced and a bug.


Friend, this is not a debate on simply attacking a building worker. It's a debate on shit-A clicking on the building SCV multiple times.

Again, it's not a debate on if Terran needing to pull additional workers is balanced or not.

We're discussing whether or not this particular game mechanic is intended or a slight bug.

EDIT: The Terran player can use this "trick" himself in order to defend the worker harass in the first place.
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
March 30 2011 15:47 GMT
#110
On March 31 2011 00:43 Scrubington wrote:
Show nested quote +
On March 31 2011 00:40 Synystyr wrote:
Here's my input into this little debate...

I am siding with TimeSpiral that this is a bug. It necessitates that at least two SCVs are pulled to deal with the harassing worker. This is because if the enemy worker gets the first hit on the SCV that's building, it is guaranteed a kill even if it's under attack by another SCV. You either need to pause construction to have two SCVs to attack the worker (which can just kite away), or you have to pull a second worker off to attack, thus losing mining time (worker can also kite again).

This completely nullifies the reason that Terran have 11 supply with the CC, because that extra supply gives you an extra worker that makes up for the SCV constructing your buildings. By having to use at least two SCVs to defend harass, you already start accumulating an economic disadvantage that no other race has to deal with and thus makes this imbalanced and a bug.


Friend, this is not a debate on simply attacking a building worker. It's a debate on shit-A clicking on the building SCV multiple times.


The reason I gave above is simply enough to validate why this shouldn't be allowed. Sure, it has it's niche in dealing with Bunker rushes or catching a hidden expansion, but both of those have their weaknesses too.

Bunkers just had 5 seconds added on to its build time, giving you that much more time to deny the construction.

Hidden expansions are generally caught without any units to defend it, so a scouting worker can kill a building SCV very easily. Shift-A clicking is unnecessary.
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
Scrubington
Profile Joined June 2010
Canada475 Posts
March 30 2011 15:49 GMT
#111
On March 31 2011 00:47 Synystyr wrote:
Show nested quote +
On March 31 2011 00:43 Scrubington wrote:
On March 31 2011 00:40 Synystyr wrote:
Here's my input into this little debate...

I am siding with TimeSpiral that this is a bug. It necessitates that at least two SCVs are pulled to deal with the harassing worker. This is because if the enemy worker gets the first hit on the SCV that's building, it is guaranteed a kill even if it's under attack by another SCV. You either need to pause construction to have two SCVs to attack the worker (which can just kite away), or you have to pull a second worker off to attack, thus losing mining time (worker can also kite again).

This completely nullifies the reason that Terran have 11 supply with the CC, because that extra supply gives you an extra worker that makes up for the SCV constructing your buildings. By having to use at least two SCVs to defend harass, you already start accumulating an economic disadvantage that no other race has to deal with and thus makes this imbalanced and a bug.


Friend, this is not a debate on simply attacking a building worker. It's a debate on shit-A clicking on the building SCV multiple times.

Shift-A clicking is unnecessary.


Most Tricks are "unnecessary".
Xapti
Profile Joined April 2010
Canada2473 Posts
March 30 2011 15:49 GMT
#112
What I would do is shift-move-attack,because typically if the drone stops attacking it's cause SCV moved to the other side.

I find that if you just queue another attack, the drone will do something terribly stupid, like get tuck on the barracks trying to get at the SCV.

What can also happen whether you queue attack or queue move then attack, is another SCV getting in your drones way and getting owned, cause the drone has no clue how the hell to get around the SCV...
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
TimeSpiral
Profile Joined January 2011
United States1010 Posts
March 30 2011 15:49 GMT
#113
On March 31 2011 00:38 Scrubington wrote:
Show nested quote +
On March 31 2011 00:35 TimeSpiral wrote:
On March 30 2011 23:58 Scrubington wrote:
On March 30 2011 23:53 TimeSpiral wrote:
On March 30 2011 23:47 Scrubington wrote:
On March 30 2011 23:37 TimeSpiral wrote:
On March 30 2011 23:23 Scrubington wrote:
On March 30 2011 22:52 TimeSpiral wrote:
I will be reporting this as a bug!
============================

The SCV Wandering purposefully negates an attack command to help protect the SCV while it is constructing a building. Maybe it simulates the fact that it's working in a freaking building, and there are lots of places to run around in there, or maybe it's simply Blizzard saying "you cannot just a+click a worker and stop a building from being constructed."

Just like the Patrol Flowers, shift clicking on SCVs constructing buildings is bugged and should be fixed. It's bad enough that Terran is the only race that can have a building halted in mid construction.

Terran fellows - on to battle.net, now, and report this as a bug.


You mad bro? Flying buildings that can be repaired, fly, and be lowered in exchange for being halted a couple of seconds...

It's like you forget that your opponent is losing minerals pulling workers to attempt to halt your building construction.

Report this as a bug all you want, but the fact of the matter is this is working as intended and you know it.


Read the thread, "brah."


I've read the entire thread, what are you getting at?


Read again, maybe?

On March 30 2011 23:21 TimeSpiral wrote:

I'm not saying the SCV should be invulnerable. I'm saying that shift a+clicking a wandering SCV is a bug and should be fixed. You can still kill the SCV.


Also, it kinda sounds to me like you're only talking about bunker rushes ... Otherwise, why on earth would you be pulling workers to attack an SCV building a rax or supply depot

See, bunkers in proxy locations are not the only buildings that a Terran needs to construct


You're getting off-topic. My point is shift-A clicking an SCV repeatedly is obviously working as intended. That is all. If you give me one legitimate reason why queuing up attacks is a bug I might change my mind.

EDIT: I find it both odd and insulting that you make the assumption I haven't read the thread. In the future try not to be an asshole.


I apologize if I offended you.

I assumed you did not read the whole thread because I listed a very specific reason why I felt this was a bug and you started talking about Terran building attributes (flying, repair, SD raise/lower, etc) and appeared to be talking exclusively about bunker rushing.

Reason (1): An attack command is canceled when the SCV wanders during building construction. I'm arguing this is a purposeful attribute of the SCV's construction routine.

Let's say the SCV has four construction locations (a), (b), (c), and (d). Issuing the attack command while at station (a) attacks the SCV at station (a). That attack command is no longer valid once the SCV moves to a different station.

Shift-queuing the attack command on the SCV would issue: Attack SCV at station (a)*number of commands queued. Once the SCV wanders to a different station any queued attack commands become invalid because they were all queued at station (a).

That's my logic. It may or may not be correct, but I'm not just saying "bah! BS! No Way!" I'm clearly operating off what I believe to be bugged game-logic. Similar to the Patrol Flower. Clearly air units can stack, so why not be able to stack them on top of each other? Because that is not how Blizzard intended that mechanic to work/be used.

On March 31 2011 00:05 GreEny K wrote:
On March 30 2011 23:37 TimeSpiral wrote:
On March 30 2011 23:23 Scrubington wrote:
On March 30 2011 22:52 TimeSpiral wrote:
I will be reporting this as a bug!
============================

The SCV Wandering purposefully negates an attack command to help protect the SCV while it is constructing a building. Maybe it simulates the fact that it's working in a freaking building, and there are lots of places to run around in there, or maybe it's simply Blizzard saying "you cannot just a+click a worker and stop a building from being constructed."

Just like the Patrol Flowers, shift clicking on SCVs constructing buildings is bugged and should be fixed. It's bad enough that Terran is the only race that can have a building halted in mid construction.

Terran fellows - on to battle.net, now, and report this as a bug.


You mad bro? Flying buildings that can be repaired, fly, and be lowered in exchange for being halted a couple of seconds...

It's like you forget that your opponent is losing minerals pulling workers to attempt to halt your building construction.

Report this as a bug all you want, but the fact of the matter is this is working as intended and you know it.


Read the thread, "brah."


So what's your problem? Theres nothing in the thread that would support your view... Also, keep the red out of your posts, admins use red for warnings and bans and mod edits.


Hwat do you mean?

I used red to express my headline. TL intends for us to format our posts, and even offers instructions on how to use the various colors. If red was reserved, they could simply reserve that tag, similar to the HTML tags.

If you're wondering why as referenced the thread see my response above to that poster. I will admit I was urked by the l2p-ish "umad bro" which just wreaks of prepubescent antagonizing.

I also admit that I am using these colors to screw with you. I apologize



WHAT a guy.

EDIT: Your logic is flawed.

Issuing an attack command on the same SCV multiple times logically should override the any AI. User input > AI. Makes sense, not a bug. Guarantee you it's working as intended, it's been that way since alpha.


Your statement does not address my logic.

On March 31 2011 00:43 Scrubington wrote:
Show nested quote +
On March 31 2011 00:40 Synystyr wrote:
Here's my input into this little debate...

I am siding with TimeSpiral that this is a bug. It necessitates that at least two SCVs are pulled to deal with the harassing worker. This is because if the enemy worker gets the first hit on the SCV that's building, it is guaranteed a kill even if it's under attack by another SCV. You either need to pause construction to have two SCVs to attack the worker (which can just kite away), or you have to pull a second worker off to attack, thus losing mining time (worker can also kite again).

This completely nullifies the reason that Terran have 11 supply with the CC, because that extra supply gives you an extra worker that makes up for the SCV constructing your buildings. By having to use at least two SCVs to defend harass, you already start accumulating an economic disadvantage that no other race has to deal with and thus makes this imbalanced and a bug.


Friend, this is not a debate on simply attacking a building worker. It's a debate on shit-A clicking on the building SCV multiple times.

Again, it's not a debate on if Terran needing to pull additional workers is balanced or not.

We're discussing whether or not this particular game mechanic is intended or a slight bug.


I've articulated my argument quite well, in my opinion.

The way it works now is such that your attack command is canceled after the SCV wanders. This is purposefully designed to help protect the SCV and give you a chance to respond. Shift clicking the attack command is bugged because you're essentially just issuing the same command multiple times.

Can you name another instance where shift-queuing identical commands is valid?
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
GreEny K
Profile Joined February 2008
Germany7312 Posts
March 30 2011 15:51 GMT
#114
On March 31 2011 00:41 TimeSpiral wrote:
Show nested quote +
On March 31 2011 00:38 Scrubington wrote:
On March 31 2011 00:35 TimeSpiral wrote:
On March 30 2011 23:58 Scrubington wrote:
On March 30 2011 23:53 TimeSpiral wrote:
On March 30 2011 23:47 Scrubington wrote:
On March 30 2011 23:37 TimeSpiral wrote:
On March 30 2011 23:23 Scrubington wrote:
On March 30 2011 22:52 TimeSpiral wrote:
I will be reporting this as a bug!
============================

The SCV Wandering purposefully negates an attack command to help protect the SCV while it is constructing a building. Maybe it simulates the fact that it's working in a freaking building, and there are lots of places to run around in there, or maybe it's simply Blizzard saying "you cannot just a+click a worker and stop a building from being constructed."

Just like the Patrol Flowers, shift clicking on SCVs constructing buildings is bugged and should be fixed. It's bad enough that Terran is the only race that can have a building halted in mid construction.

Terran fellows - on to battle.net, now, and report this as a bug.


You mad bro? Flying buildings that can be repaired, fly, and be lowered in exchange for being halted a couple of seconds...

It's like you forget that your opponent is losing minerals pulling workers to attempt to halt your building construction.

Report this as a bug all you want, but the fact of the matter is this is working as intended and you know it.


Read the thread, "brah."


I've read the entire thread, what are you getting at?


Read again, maybe?

On March 30 2011 23:21 TimeSpiral wrote:

I'm not saying the SCV should be invulnerable. I'm saying that shift a+clicking a wandering SCV is a bug and should be fixed. You can still kill the SCV.


Also, it kinda sounds to me like you're only talking about bunker rushes ... Otherwise, why on earth would you be pulling workers to attack an SCV building a rax or supply depot

See, bunkers in proxy locations are not the only buildings that a Terran needs to construct


You're getting off-topic. My point is shift-A clicking an SCV repeatedly is obviously working as intended. That is all. If you give me one legitimate reason why queuing up attacks is a bug I might change my mind.

EDIT: I find it both odd and insulting that you make the assumption I haven't read the thread. In the future try not to be an asshole.


I apologize if I offended you.

I assumed you did not read the whole thread because I listed a very specific reason why I felt this was a bug and you started talking about Terran building attributes (flying, repair, SD raise/lower, etc) and appeared to be talking exclusively about bunker rushing.

Reason (1): An attack command is canceled when the SCV wanders during building construction. I'm arguing this is a purposeful attribute of the SCV's construction routine.

Let's say the SCV has four construction locations (a), (b), (c), and (d). Issuing the attack command while at station (a) attacks the SCV at station (a). That attack command is no longer valid once the SCV moves to a different station.

Shift-queuing the attack command on the SCV would issue: Attack SCV at station (a)*number of commands queued. Once the SCV wanders to a different station any queued attack commands become invalid because they were all queued at station (a).

That's my logic. It may or may not be correct, but I'm not just saying "bah! BS! No Way!" I'm clearly operating off what I believe to be bugged game-logic. Similar to the Patrol Flower. Clearly air units can stack, so why not be able to stack them on top of each other? Because that is not how Blizzard intended that mechanic to work/be used.

On March 31 2011 00:05 GreEny K wrote:
On March 30 2011 23:37 TimeSpiral wrote:
On March 30 2011 23:23 Scrubington wrote:
On March 30 2011 22:52 TimeSpiral wrote:
I will be reporting this as a bug!
============================

The SCV Wandering purposefully negates an attack command to help protect the SCV while it is constructing a building. Maybe it simulates the fact that it's working in a freaking building, and there are lots of places to run around in there, or maybe it's simply Blizzard saying "you cannot just a+click a worker and stop a building from being constructed."

Just like the Patrol Flowers, shift clicking on SCVs constructing buildings is bugged and should be fixed. It's bad enough that Terran is the only race that can have a building halted in mid construction.

Terran fellows - on to battle.net, now, and report this as a bug.


You mad bro? Flying buildings that can be repaired, fly, and be lowered in exchange for being halted a couple of seconds...

It's like you forget that your opponent is losing minerals pulling workers to attempt to halt your building construction.

Report this as a bug all you want, but the fact of the matter is this is working as intended and you know it.


Read the thread, "brah."


So what's your problem? Theres nothing in the thread that would support your view... Also, keep the red out of your posts, admins use red for warnings and bans and mod edits.


Hwat do you mean?

I used red to express my headline. TL intends for us to format our posts, and even offers instructions on how to use the various colors. If red was reserved, they could simply reserve that tag, similar to the HTML tags.

If you're wondering why as referenced the thread see my response above to that poster. I will admit I was urked by the l2p-ish "umad bro" which just wreaks of prepubescent antagonizing.

I also admit that I am using these colors to screw with you. I apologize



WHAT a guy.


Too much? lol. Come on, guys. Lighten up.

Seriously though, do you disagree with my reasoning? You did ask for an elaboration.


What do you mean "Too much"? You're the one trying to run to blizzard with the smallest of "bugs" that don't favor Terran. The color text is a cute touch, if you're 10
Why would you ever choose failure, when success is an option.
Scrubington
Profile Joined June 2010
Canada475 Posts
March 30 2011 15:58 GMT
#115
On March 31 2011 00:49 TimeSpiral wrote:
Show nested quote +
On March 31 2011 00:38 Scrubington wrote:
On March 31 2011 00:35 TimeSpiral wrote:
On March 30 2011 23:58 Scrubington wrote:
On March 30 2011 23:53 TimeSpiral wrote:
On March 30 2011 23:47 Scrubington wrote:
On March 30 2011 23:37 TimeSpiral wrote:
On March 30 2011 23:23 Scrubington wrote:
On March 30 2011 22:52 TimeSpiral wrote:
I will be reporting this as a bug!
============================

The SCV Wandering purposefully negates an attack command to help protect the SCV while it is constructing a building. Maybe it simulates the fact that it's working in a freaking building, and there are lots of places to run around in there, or maybe it's simply Blizzard saying "you cannot just a+click a worker and stop a building from being constructed."

Just like the Patrol Flowers, shift clicking on SCVs constructing buildings is bugged and should be fixed. It's bad enough that Terran is the only race that can have a building halted in mid construction.

Terran fellows - on to battle.net, now, and report this as a bug.


You mad bro? Flying buildings that can be repaired, fly, and be lowered in exchange for being halted a couple of seconds...

It's like you forget that your opponent is losing minerals pulling workers to attempt to halt your building construction.

Report this as a bug all you want, but the fact of the matter is this is working as intended and you know it.


Read the thread, "brah."


I've read the entire thread, what are you getting at?


Read again, maybe?

On March 30 2011 23:21 TimeSpiral wrote:

I'm not saying the SCV should be invulnerable. I'm saying that shift a+clicking a wandering SCV is a bug and should be fixed. You can still kill the SCV.


Also, it kinda sounds to me like you're only talking about bunker rushes ... Otherwise, why on earth would you be pulling workers to attack an SCV building a rax or supply depot

See, bunkers in proxy locations are not the only buildings that a Terran needs to construct


You're getting off-topic. My point is shift-A clicking an SCV repeatedly is obviously working as intended. That is all. If you give me one legitimate reason why queuing up attacks is a bug I might change my mind.

EDIT: I find it both odd and insulting that you make the assumption I haven't read the thread. In the future try not to be an asshole.


I apologize if I offended you.

I assumed you did not read the whole thread because I listed a very specific reason why I felt this was a bug and you started talking about Terran building attributes (flying, repair, SD raise/lower, etc) and appeared to be talking exclusively about bunker rushing.

Reason (1): An attack command is canceled when the SCV wanders during building construction. I'm arguing this is a purposeful attribute of the SCV's construction routine.

Let's say the SCV has four construction locations (a), (b), (c), and (d). Issuing the attack command while at station (a) attacks the SCV at station (a). That attack command is no longer valid once the SCV moves to a different station.

Shift-queuing the attack command on the SCV would issue: Attack SCV at station (a)*number of commands queued. Once the SCV wanders to a different station any queued attack commands become invalid because they were all queued at station (a).

That's my logic. It may or may not be correct, but I'm not just saying "bah! BS! No Way!" I'm clearly operating off what I believe to be bugged game-logic. Similar to the Patrol Flower. Clearly air units can stack, so why not be able to stack them on top of each other? Because that is not how Blizzard intended that mechanic to work/be used.

On March 31 2011 00:05 GreEny K wrote:
On March 30 2011 23:37 TimeSpiral wrote:
On March 30 2011 23:23 Scrubington wrote:
On March 30 2011 22:52 TimeSpiral wrote:
I will be reporting this as a bug!
============================

The SCV Wandering purposefully negates an attack command to help protect the SCV while it is constructing a building. Maybe it simulates the fact that it's working in a freaking building, and there are lots of places to run around in there, or maybe it's simply Blizzard saying "you cannot just a+click a worker and stop a building from being constructed."

Just like the Patrol Flowers, shift clicking on SCVs constructing buildings is bugged and should be fixed. It's bad enough that Terran is the only race that can have a building halted in mid construction.

Terran fellows - on to battle.net, now, and report this as a bug.


You mad bro? Flying buildings that can be repaired, fly, and be lowered in exchange for being halted a couple of seconds...

It's like you forget that your opponent is losing minerals pulling workers to attempt to halt your building construction.

Report this as a bug all you want, but the fact of the matter is this is working as intended and you know it.


Read the thread, "brah."


So what's your problem? Theres nothing in the thread that would support your view... Also, keep the red out of your posts, admins use red for warnings and bans and mod edits.


Hwat do you mean?

I used red to express my headline. TL intends for us to format our posts, and even offers instructions on how to use the various colors. If red was reserved, they could simply reserve that tag, similar to the HTML tags.

If you're wondering why as referenced the thread see my response above to that poster. I will admit I was urked by the l2p-ish "umad bro" which just wreaks of prepubescent antagonizing.

I also admit that I am using these colors to screw with you. I apologize



WHAT a guy.

EDIT: Your logic is flawed.

Issuing an attack command on the same SCV multiple times logically should override the any AI. User input > AI. Makes sense, not a bug. Guarantee you it's working as intended, it's been that way since alpha.


Your statement does not address my logic.

Show nested quote +
On March 31 2011 00:43 Scrubington wrote:
On March 31 2011 00:40 Synystyr wrote:
Here's my input into this little debate...

I am siding with TimeSpiral that this is a bug. It necessitates that at least two SCVs are pulled to deal with the harassing worker. This is because if the enemy worker gets the first hit on the SCV that's building, it is guaranteed a kill even if it's under attack by another SCV. You either need to pause construction to have two SCVs to attack the worker (which can just kite away), or you have to pull a second worker off to attack, thus losing mining time (worker can also kite again).

This completely nullifies the reason that Terran have 11 supply with the CC, because that extra supply gives you an extra worker that makes up for the SCV constructing your buildings. By having to use at least two SCVs to defend harass, you already start accumulating an economic disadvantage that no other race has to deal with and thus makes this imbalanced and a bug.


Friend, this is not a debate on simply attacking a building worker. It's a debate on shit-A clicking on the building SCV multiple times.

Again, it's not a debate on if Terran needing to pull additional workers is balanced or not.

We're discussing whether or not this particular game mechanic is intended or a slight bug.
Can you name another instance where shift-queuing identical commands is valid?


Let me just say that I fully understand what your point is. Although there isn't another instance in which queuing up perfectly identical commands (eg. attack X unit 10 times) is viable the feature is still in the game.

You can set a unit to "Move" in spot 50 times via shit-queue technique if you want, so why shouldn't you be able to set a unit to attack one unit 50 times?
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
March 30 2011 15:58 GMT
#116
On March 31 2011 00:49 Scrubington wrote:
Show nested quote +
On March 31 2011 00:47 Synystyr wrote:
On March 31 2011 00:43 Scrubington wrote:
On March 31 2011 00:40 Synystyr wrote:
Here's my input into this little debate...

I am siding with TimeSpiral that this is a bug. It necessitates that at least two SCVs are pulled to deal with the harassing worker. This is because if the enemy worker gets the first hit on the SCV that's building, it is guaranteed a kill even if it's under attack by another SCV. You either need to pause construction to have two SCVs to attack the worker (which can just kite away), or you have to pull a second worker off to attack, thus losing mining time (worker can also kite again).

This completely nullifies the reason that Terran have 11 supply with the CC, because that extra supply gives you an extra worker that makes up for the SCV constructing your buildings. By having to use at least two SCVs to defend harass, you already start accumulating an economic disadvantage that no other race has to deal with and thus makes this imbalanced and a bug.


Friend, this is not a debate on simply attacking a building worker. It's a debate on shit-A clicking on the building SCV multiple times.

Shift-A clicking is unnecessary.


Most Tricks are "unnecessary".


Somehow, I knew you'd single out that one word =\

I wouldn't classify this as a trick as much as I would an abuse of shift commands. I boggles me as to why you can't see this as a bug.

When you issue the attack command directly onto the SCV, the worker you use never loses it's target, it is always in "attack mode". Shift queue commands work after they finish the first command they were issued. In this situation, the command the worker was given was never finished. The queue says to attack this worker until it dies, and then do its next command. This command was never finished and is bugged because the worker can repath to attack the worker, rather than follow the path it was given initially.
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
Scrubington
Profile Joined June 2010
Canada475 Posts
March 30 2011 15:59 GMT
#117
On March 31 2011 00:58 Synystyr wrote:
Show nested quote +
On March 31 2011 00:49 Scrubington wrote:
On March 31 2011 00:47 Synystyr wrote:
On March 31 2011 00:43 Scrubington wrote:
On March 31 2011 00:40 Synystyr wrote:
Here's my input into this little debate...

I am siding with TimeSpiral that this is a bug. It necessitates that at least two SCVs are pulled to deal with the harassing worker. This is because if the enemy worker gets the first hit on the SCV that's building, it is guaranteed a kill even if it's under attack by another SCV. You either need to pause construction to have two SCVs to attack the worker (which can just kite away), or you have to pull a second worker off to attack, thus losing mining time (worker can also kite again).

This completely nullifies the reason that Terran have 11 supply with the CC, because that extra supply gives you an extra worker that makes up for the SCV constructing your buildings. By having to use at least two SCVs to defend harass, you already start accumulating an economic disadvantage that no other race has to deal with and thus makes this imbalanced and a bug.


Friend, this is not a debate on simply attacking a building worker. It's a debate on shit-A clicking on the building SCV multiple times.

Shift-A clicking is unnecessary.


Most Tricks are "unnecessary".


Somehow, I knew you'd single out that one word =\

I wouldn't classify this as a trick as much as I would an abuse of shift commands. I boggles me as to why you can't see this as a bug.

When you issue the attack command directly onto the SCV, the worker you use never loses it's target, it is always in "attack mode". Shift queue commands work after they finish the first command they were issued. In this situation, the command the worker was given was never finished. The queue says to attack this worker until it dies, and then do its next command. This command was never finished and is bugged because the worker can repath to attack the worker, rather than follow the path it was given initially.


Refer to my previous post.
tsuxiit
Profile Joined July 2010
1305 Posts
March 30 2011 16:00 GMT
#118
Oh my god. Thank you. THANK YOU.

This is going to save me so many broken keyboard ragequits.
TimeSpiral
Profile Joined January 2011
United States1010 Posts
March 30 2011 16:01 GMT
#119
On March 31 2011 00:58 Synystyr wrote:
Show nested quote +
On March 31 2011 00:49 Scrubington wrote:
On March 31 2011 00:47 Synystyr wrote:
On March 31 2011 00:43 Scrubington wrote:
On March 31 2011 00:40 Synystyr wrote:
Here's my input into this little debate...

I am siding with TimeSpiral that this is a bug. It necessitates that at least two SCVs are pulled to deal with the harassing worker. This is because if the enemy worker gets the first hit on the SCV that's building, it is guaranteed a kill even if it's under attack by another SCV. You either need to pause construction to have two SCVs to attack the worker (which can just kite away), or you have to pull a second worker off to attack, thus losing mining time (worker can also kite again).

This completely nullifies the reason that Terran have 11 supply with the CC, because that extra supply gives you an extra worker that makes up for the SCV constructing your buildings. By having to use at least two SCVs to defend harass, you already start accumulating an economic disadvantage that no other race has to deal with and thus makes this imbalanced and a bug.


Friend, this is not a debate on simply attacking a building worker. It's a debate on shit-A clicking on the building SCV multiple times.

Shift-A clicking is unnecessary.


Most Tricks are "unnecessary".


Somehow, I knew you'd single out that one word =\

I wouldn't classify this as a trick as much as I would an abuse of shift commands. I boggles me as to why you can't see this as a bug.

When you issue the attack command directly onto the SCV, the worker you use never loses it's target, it is always in "attack mode". Shift queue commands work after they finish the first command they were issued. In this situation, the command the worker was given was never finished. The queue says to attack this worker until it dies, and then do its next command. This command was never finished and is bugged because the worker can repath to attack the worker, rather than follow the path it was given initially.


Excellent point! Our list of evidence is growing.

If you have a battle.net account, jump onto the bug report forum and chime in on the thread I started there to report this to Blizzard.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
March 30 2011 16:04 GMT
#120
On March 31 2011 00:58 Scrubington wrote:
Show nested quote +
On March 31 2011 00:49 TimeSpiral wrote:
On March 31 2011 00:38 Scrubington wrote:
On March 31 2011 00:35 TimeSpiral wrote:
On March 30 2011 23:58 Scrubington wrote:
On March 30 2011 23:53 TimeSpiral wrote:
On March 30 2011 23:47 Scrubington wrote:
On March 30 2011 23:37 TimeSpiral wrote:
On March 30 2011 23:23 Scrubington wrote:
On March 30 2011 22:52 TimeSpiral wrote:
I will be reporting this as a bug!
============================

The SCV Wandering purposefully negates an attack command to help protect the SCV while it is constructing a building. Maybe it simulates the fact that it's working in a freaking building, and there are lots of places to run around in there, or maybe it's simply Blizzard saying "you cannot just a+click a worker and stop a building from being constructed."

Just like the Patrol Flowers, shift clicking on SCVs constructing buildings is bugged and should be fixed. It's bad enough that Terran is the only race that can have a building halted in mid construction.

Terran fellows - on to battle.net, now, and report this as a bug.


You mad bro? Flying buildings that can be repaired, fly, and be lowered in exchange for being halted a couple of seconds...

It's like you forget that your opponent is losing minerals pulling workers to attempt to halt your building construction.

Report this as a bug all you want, but the fact of the matter is this is working as intended and you know it.


Read the thread, "brah."


I've read the entire thread, what are you getting at?


Read again, maybe?

On March 30 2011 23:21 TimeSpiral wrote:

I'm not saying the SCV should be invulnerable. I'm saying that shift a+clicking a wandering SCV is a bug and should be fixed. You can still kill the SCV.


Also, it kinda sounds to me like you're only talking about bunker rushes ... Otherwise, why on earth would you be pulling workers to attack an SCV building a rax or supply depot

See, bunkers in proxy locations are not the only buildings that a Terran needs to construct


You're getting off-topic. My point is shift-A clicking an SCV repeatedly is obviously working as intended. That is all. If you give me one legitimate reason why queuing up attacks is a bug I might change my mind.

EDIT: I find it both odd and insulting that you make the assumption I haven't read the thread. In the future try not to be an asshole.


I apologize if I offended you.

I assumed you did not read the whole thread because I listed a very specific reason why I felt this was a bug and you started talking about Terran building attributes (flying, repair, SD raise/lower, etc) and appeared to be talking exclusively about bunker rushing.

Reason (1): An attack command is canceled when the SCV wanders during building construction. I'm arguing this is a purposeful attribute of the SCV's construction routine.

Let's say the SCV has four construction locations (a), (b), (c), and (d). Issuing the attack command while at station (a) attacks the SCV at station (a). That attack command is no longer valid once the SCV moves to a different station.

Shift-queuing the attack command on the SCV would issue: Attack SCV at station (a)*number of commands queued. Once the SCV wanders to a different station any queued attack commands become invalid because they were all queued at station (a).

That's my logic. It may or may not be correct, but I'm not just saying "bah! BS! No Way!" I'm clearly operating off what I believe to be bugged game-logic. Similar to the Patrol Flower. Clearly air units can stack, so why not be able to stack them on top of each other? Because that is not how Blizzard intended that mechanic to work/be used.

On March 31 2011 00:05 GreEny K wrote:
On March 30 2011 23:37 TimeSpiral wrote:
On March 30 2011 23:23 Scrubington wrote:
On March 30 2011 22:52 TimeSpiral wrote:
I will be reporting this as a bug!
============================

The SCV Wandering purposefully negates an attack command to help protect the SCV while it is constructing a building. Maybe it simulates the fact that it's working in a freaking building, and there are lots of places to run around in there, or maybe it's simply Blizzard saying "you cannot just a+click a worker and stop a building from being constructed."

Just like the Patrol Flowers, shift clicking on SCVs constructing buildings is bugged and should be fixed. It's bad enough that Terran is the only race that can have a building halted in mid construction.

Terran fellows - on to battle.net, now, and report this as a bug.


You mad bro? Flying buildings that can be repaired, fly, and be lowered in exchange for being halted a couple of seconds...

It's like you forget that your opponent is losing minerals pulling workers to attempt to halt your building construction.

Report this as a bug all you want, but the fact of the matter is this is working as intended and you know it.


Read the thread, "brah."


So what's your problem? Theres nothing in the thread that would support your view... Also, keep the red out of your posts, admins use red for warnings and bans and mod edits.


Hwat do you mean?

I used red to express my headline. TL intends for us to format our posts, and even offers instructions on how to use the various colors. If red was reserved, they could simply reserve that tag, similar to the HTML tags.

If you're wondering why as referenced the thread see my response above to that poster. I will admit I was urked by the l2p-ish "umad bro" which just wreaks of prepubescent antagonizing.

I also admit that I am using these colors to screw with you. I apologize



WHAT a guy.

EDIT: Your logic is flawed.

Issuing an attack command on the same SCV multiple times logically should override the any AI. User input > AI. Makes sense, not a bug. Guarantee you it's working as intended, it's been that way since alpha.


Your statement does not address my logic.

On March 31 2011 00:43 Scrubington wrote:
On March 31 2011 00:40 Synystyr wrote:
Here's my input into this little debate...

I am siding with TimeSpiral that this is a bug. It necessitates that at least two SCVs are pulled to deal with the harassing worker. This is because if the enemy worker gets the first hit on the SCV that's building, it is guaranteed a kill even if it's under attack by another SCV. You either need to pause construction to have two SCVs to attack the worker (which can just kite away), or you have to pull a second worker off to attack, thus losing mining time (worker can also kite again).

This completely nullifies the reason that Terran have 11 supply with the CC, because that extra supply gives you an extra worker that makes up for the SCV constructing your buildings. By having to use at least two SCVs to defend harass, you already start accumulating an economic disadvantage that no other race has to deal with and thus makes this imbalanced and a bug.


Friend, this is not a debate on simply attacking a building worker. It's a debate on shit-A clicking on the building SCV multiple times.

Again, it's not a debate on if Terran needing to pull additional workers is balanced or not.

We're discussing whether or not this particular game mechanic is intended or a slight bug.
Can you name another instance where shift-queuing identical commands is valid?


Let me just say that I fully understand what your point is. Although there isn't another instance in which queuing up perfectly identical commands (eg. attack X unit 10 times) is viable the feature is still in the game.

You can set a unit to "Move" in spot 50 times via shit-queue technique if you want, so why shouldn't you be able to set a unit to attack one unit 50 times?


It's a bugged feature. The worker should follow its command until it is complete before moving onto the next, but it doesn't do that in this scenario. Instead, it does an entirely different command by repathing itself and then attacking again.

Shift-clicking to attack a unit over and over again should be executed like this:

Unit attacks worker until unit dies.
Following commands of attacking the worker are cancelled due to no target found.

I don't see how repathing to attack the unit works here.
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
Prev 1 4 5 6 7 8 13 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
GSL CK #4 - Day 2
CranKy Ducklings110
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft552
ProTech87
StarCraft: Brood War
Rain 3229
GuemChi 2891
NaDa 39
Noble 37
Britney 0
Dota 2
NeuroSwarm147
League of Legends
JimRising 846
Counter-Strike
summit1g14202
Other Games
Grubby2389
PiGStarcraft778
Maynarde131
Livibee114
ViBE37
RuFF_SC221
Organizations
Dota 2
PGL Dota 2 - Secondary Stream3437
Other Games
gamesdonequick2293
BasetradeTV164
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• Hupsaiya 109
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• RayReign 171
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush1026
• Lourlo740
• Stunt158
Upcoming Events
WardiTV Weekly
7h 51m
Monday Night Weeklies
12h 51m
Sparkling Tuna Cup
1d 6h
The PondCast
2 days
Douyu Cup 2020
3 days
Oliveira vs Trap
Jieshi vs XY
soO vs FanTaSy
TY vs Coffee
Douyu Cup 2020
4 days
Neeb vs Impact
MacSed vs Cyan
Scarlett vs Kelazhur
INnoVation vs Dear
Douyu Cup 2020
5 days
Maestros of the Game
5 days
herO vs Classic
Maru vs Serral
BSL22 NKC (BSL vs China)
5 days
Douyu Cup 2020
6 days
[ Show More ]
BSL22 NKC (BSL vs China)
6 days
Online Event
6 days
RSL Revival
6 days
Liquipedia Results

Completed

Acropolis #4
WardiTV Spring 2026
Heroes Pulsing #2

Ongoing

IPSL Spring 2026
CSCL: Masked Kings S4
YSL S3
BSL 22 Non-Korean Championship
CSL Season 21: Qualifier 1
SCTL 2026 Spring
Maestros of the Game 2
Murky Cup 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026

Upcoming

CSL Season 21: Qualifier 2
CSL 2026 Summer (S21)
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Douyu Cup 2026
BCC 2026
Light HT
Heroes Pulsing #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.