• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 03:36
CET 09:36
KST 17:36
  • 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
RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10
Community News
Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15[BSL21] Ro.16 Group Stage (C->B->A->D)4Weekly Cups (Nov 17-23): Solar, MaxPax, Clem win3
StarCraft 2
General
Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump Chinese SC2 server to reopen; live all-star event in Hangzhou Maestros of the Game: Live Finals Preview (RO4) BGE Stara Zagora 2026 announced Weekly Cups (Nov 24-30): MaxPax, Clem, herO win
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament Tenacious Turtle Tussle StarCraft2.fi 15th Anniversary Cup RSL Offline Finals Info - Dec 13 and 14! StarCraft Evolution League (SC Evo Biweekly)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress Mutation # 500 Fright night
Brood War
General
[BSL21] RO8 Bracket & Prediction Contest Foreign Brood War Let's talk about Metropolis BW General Discussion [ASL20] Ask the mapmakers — Drop your questions
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] RO16 Group D - Sunday 21:00 CET [BSL21] RO16 Group A - Saturday 21:00 CET
Strategy
Fighting Spirit mining rates Current Meta Game Theory for Starcraft How to stay on top of macro?
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread EVE Corporation Path of Exile ZeroSpace Megathread
Dota 2
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 Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread YouTube Thread European Politico-economics QA Mega-thread Things Aren’t Peaceful in Palestine
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream?
Blogs
How Sleep Deprivation Affect…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1325 users

[G] Shift-click Tip vs. Terran - Page 7

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 5 6 7 8 9 13 Next All
Albrithe
Profile Joined February 2011
Canada187 Posts
March 30 2011 16:16 GMT
#121
On March 30 2011 05:11 Omni17 wrote:
Ever get tired of telling your units to attack an SCV constructing a building and then the SCV moves and your unit forgets?

This is a quote from the OP. If what I bolded is operating as intended by Blizzard, then the shift queuing makes sense (read: isn't a bug). When the SCV moves, the worker attacking it loses whatever command you gave it. So it cancels that attack command, and moves onto the next attack command.

Personally, I am not confident enough in my play to try this worker harass, but if it's as easy as shift queuing then I think I may start. Thanks OP.
"You don't need a condom... to get up on 'dem..." -Zach Weiner
TimeSpiral
Profile Joined January 2011
United States1010 Posts
March 30 2011 16:36 GMT
#122
On March 31 2011 01:16 Albrithe wrote:
Show nested quote +
On March 30 2011 05:11 Omni17 wrote:
Ever get tired of telling your units to attack an SCV constructing a building and then the SCV moves and your unit forgets?

This is a quote from the OP. If what I bolded is operating as intended by Blizzard, then the shift queuing makes sense (read: isn't a bug). When the SCV moves, the worker attacking it loses whatever command you gave it. So it cancels that attack command, and moves onto the next attack command.

Personally, I am not confident enough in my play to try this worker harass, but if it's as easy as shift queuing then I think I may start. Thanks OP.


The unit doesn't "forget." The attack command is canceled specifically.

Read the logic like this:
  • Attack SCV (ID:1)
  • IF SCV (ID:1) wanders THEN cancel Attack SCV (ID:1) command ELSE satisfy attack command


Now, for the bugged logic

  • Attack SCV (ID:1)
  • SHIFT + Attack SCV (ID:1)
  • SHIFT + Attack SCV (ID:1)
  • SHIFT + Attack SCV (ID:1)
  • SHIFT + Attack SCV (ID:1)
  • IF SCV (ID:1) wanders THEN cancel Attack SCV (ID:1) command ELSE satisfy attack command
    • The moment this conditional statement registers as TRUE then all instances of "Attack SCV (ID:1)" should be canceled because they are identical.



The logic is bugged and only the first instance of "Attack SCV (ID:1)" is canceled when in reality those redundant commands should not even be allowed to queue, and even if they are supposed to be allowed, since the command is canceled all identical instances should be canceled.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Hairy
Profile Joined February 2011
United Kingdom1169 Posts
March 30 2011 16:40 GMT
#123
On March 31 2011 00:49 TimeSpiral wrote:
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.

Says who? Says you?

The core of this whole debate rests upon whether or not Blizzard is happy with the current SCV targetting behaviour, and there's simply no way of knowing without asking them. Who knows if it's intentional (or desirable, in Blizzard's eyes) or not.

Melee units attacking a SCV building will go attack something else (or idle, in the case of workers) when the SCV moves. Is this intentional? Perhaps. Personally I think it's simply an artifact of the way the AI has been programmed, as melee can't reach the SCV unless it's near the edge; "I can't reach that SCV right now, so I'll cancel my attack command".

Perhaps a way to test if this is intentional would be to tell a RANGED unit to attack a building SCV and see what happens. If this targetting behaviour were really "to help protect the SCV and give you a chance to respond" we'd expect to see the exact same un-targetting behaviour in something like a marine.
Sometimes I sits and thinks, and sometimes I just sits
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
March 30 2011 16:43 GMT
#124
On March 31 2011 01:40 Hairy wrote:
Show nested quote +
On March 31 2011 00:49 TimeSpiral wrote:
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.

Says who? Says you?

The core of this whole debate rests upon whether or not Blizzard is happy with the current SCV targetting behaviour, and there's simply no way of knowing without asking them. Who knows if it's intentional (or desirable, in Blizzard's eyes) or not.

Melee units attacking a SCV building will go attack something else (or idle, in the case of workers) when the SCV moves. Is this intentional? Perhaps. Personally I think it's simply an artifact of the way the AI has been programmed, as melee can't reach the SCV unless it's near the edge; "I can't reach that SCV right now, so I'll cancel my attack command".

Perhaps a way to test if this is intentional would be to tell a RANGED unit to attack a building SCV and see what happens. If this targetting behaviour were really "to help protect the SCV and give you a chance to respond" we'd expect to see the exact same un-targetting behaviour in something like a marine.


I don't think the attacking worker ever untargets the building SCV. It merely can't reach it so it's stuck at its spot until the target comes back into melee range. Idk exactly what the shift-queue command is doing and why it functions in that behavior, but it doesn't make sense with the logic we have and we can classify it as a bug at this time.
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
Kon-Tiki
Profile Joined February 2011
United States402 Posts
March 30 2011 16:47 GMT
#125
On March 30 2011 05:45 lorkac wrote:
The SCV union hates you. You are now right below mutalisks and blueflame hellions as most hated.



He's above DT's??
I am a leaf on the wind. Watch how I soar.
TimeSpiral
Profile Joined January 2011
United States1010 Posts
March 30 2011 16:52 GMT
#126
On March 31 2011 01:40 Hairy wrote:
Show nested quote +
On March 31 2011 00:49 TimeSpiral wrote:
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.

Says who? Says you?

The core of this whole debate rests upon whether or not Blizzard is happy with the current SCV targetting behaviour, and there's simply no way of knowing without asking them. Who knows if it's intentional (or desirable, in Blizzard's eyes) or not.

Melee units attacking a SCV building will go attack something else (or idle, in the case of workers) when the SCV moves. Is this intentional? Perhaps. Personally I think it's simply an artifact of the way the AI has been programmed, as melee can't reach the SCV unless it's near the edge; "I can't reach that SCV right now, so I'll cancel my attack command".

Perhaps a way to test if this is intentional would be to tell a RANGED unit to attack a building SCV and see what happens. If this targetting behaviour were really "to help protect the SCV and give you a chance to respond" we'd expect to see the exact same un-targetting behaviour in something like a marine.


Yes, says me, as I'm stating my argument.

If I'm wrong, then so be it. I have reported to the alleged bug to Blizzard and am awaiting a response.

I like your test, but I think there is a fundamental difference between a ranged unit and a melee unit, and even more so for a worker (which is the main drive of this debate, worker harass).

This issue is almost certainly bugged.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Albrithe
Profile Joined February 2011
Canada187 Posts
Last Edited: 2011-03-30 16:58:49
March 30 2011 16:56 GMT
#127
On March 31 2011 01:36 TimeSpiral wrote:
Show nested quote +
On March 31 2011 01:16 Albrithe wrote:
On March 30 2011 05:11 Omni17 wrote:
Ever get tired of telling your units to attack an SCV constructing a building and then the SCV moves and your unit forgets?

This is a quote from the OP. If what I bolded is operating as intended by Blizzard, then the shift queuing makes sense (read: isn't a bug). When the SCV moves, the worker attacking it loses whatever command you gave it. So it cancels that attack command, and moves onto the next attack command.

Personally, I am not confident enough in my play to try this worker harass, but if it's as easy as shift queuing then I think I may start. Thanks OP.


The unit doesn't "forget." The attack command is canceled specifically.

Read the logic like this:
  • Attack SCV (ID:1)
  • IF SCV (ID:1) wanders THEN cancel Attack SCV (ID:1) command ELSE satisfy attack command


Now, for the bugged logic

  • Attack SCV (ID:1)
  • SHIFT + Attack SCV (ID:1)
  • SHIFT + Attack SCV (ID:1)
  • SHIFT + Attack SCV (ID:1)
  • SHIFT + Attack SCV (ID:1)
  • IF SCV (ID:1) wanders THEN cancel Attack SCV (ID:1) command ELSE satisfy attack command
    • The moment this conditional statement registers as TRUE then all instances of "Attack SCV (ID:1)" should be canceled because they are identical.



The logic is bugged and only the first instance of "Attack SCV (ID:1)" is canceled when in reality those redundant commands should not even be allowed to queue, and even if they are supposed to be allowed, since the command is canceled all identical instances should be canceled.


Sorry, I don't think I follow. Is this real game code? I don't see how canceling the attack command would cancel all attack commands queued. It may be my understanding of the way the game code works, but let me try an example.
I'm scouting the enemy's base on Steppes of War. I do a bunch of shift movement commands so I can go build a pylon in my base. However, in my hastiness I do one command behind his minerals, one off the map slightly, and the next back onto the map so that he travels along behind the mineral patch. My probe will go to the first command, then not be able to actually go to the location of the second command, so he moves onto the third command. Like I said, I very well may be stepping on my own dick here, but I don't see how these are different.

edit:
On March 31 2011 01:40 Hairy wrote:
Personally I think it's simply an artifact of the way the AI has been programmed, as melee can't reach the SCV unless it's near the edge; "I can't reach that SCV right now, so I'll cancel my attack command".

yeah, this is what I assumed.
"You don't need a condom... to get up on 'dem..." -Zach Weiner
GreEny K
Profile Joined February 2008
Germany7312 Posts
March 30 2011 17:00 GMT
#128
On March 31 2011 01:00 tsuxiit wrote:
Oh my god. Thank you. THANK YOU.

This is going to save me so many broken keyboard ragequits.


If killing off building SCV's is a problem... That should be the least of your worries.
Why would you ever choose failure, when success is an option.
abominable
Profile Joined March 2011
101 Posts
March 30 2011 17:01 GMT
#129
what's the big deal?

anyone with >20 apm could micro their worker to continue attacking the scv builder.
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
March 30 2011 17:07 GMT
#130
On March 31 2011 02:01 abominable wrote:
what's the big deal?

anyone with >20 apm could micro their worker to continue attacking the scv builder.


Because when a worker comes to stop the harass, you won't be able to kill the building SCV because targetting becomes impossible when the SCV is practically inside the building, not to mention that the attacking worker will most likely die to the defending worker in the process.

Doing this is guarenteed damage. The defender either loses his worker or forces at least two SCVs to deal with the harass, which either loses mining time or construction time. All these little things matter in the early game.
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 17:11 GMT
#131
On March 31 2011 01:56 Albrithe wrote:
Show nested quote +
On March 31 2011 01:36 TimeSpiral wrote:
On March 31 2011 01:16 Albrithe wrote:
On March 30 2011 05:11 Omni17 wrote:
Ever get tired of telling your units to attack an SCV constructing a building and then the SCV moves and your unit forgets?

This is a quote from the OP. If what I bolded is operating as intended by Blizzard, then the shift queuing makes sense (read: isn't a bug). When the SCV moves, the worker attacking it loses whatever command you gave it. So it cancels that attack command, and moves onto the next attack command.

Personally, I am not confident enough in my play to try this worker harass, but if it's as easy as shift queuing then I think I may start. Thanks OP.


The unit doesn't "forget." The attack command is canceled specifically.

Read the logic like this:
  • Attack SCV (ID:1)
  • IF SCV (ID:1) wanders THEN cancel Attack SCV (ID:1) command ELSE satisfy attack command


Now, for the bugged logic

  • Attack SCV (ID:1)
  • SHIFT + Attack SCV (ID:1)
  • SHIFT + Attack SCV (ID:1)
  • SHIFT + Attack SCV (ID:1)
  • SHIFT + Attack SCV (ID:1)
  • IF SCV (ID:1) wanders THEN cancel Attack SCV (ID:1) command ELSE satisfy attack command
    • The moment this conditional statement registers as TRUE then all instances of "Attack SCV (ID:1)" should be canceled because they are identical.



The logic is bugged and only the first instance of "Attack SCV (ID:1)" is canceled when in reality those redundant commands should not even be allowed to queue, and even if they are supposed to be allowed, since the command is canceled all identical instances should be canceled.


Sorry, I don't think I follow. Is this real game code? I don't see how canceling the attack command would cancel all attack commands queued. It may be my understanding of the way the game code works, but let me try an example.
I'm scouting the enemy's base on Steppes of War. I do a bunch of shift movement commands so I can go build a pylon in my base. However, in my hastiness I do one command behind his minerals, one off the map slightly, and the next back onto the map so that he travels along behind the mineral patch. My probe will go to the first command, then not be able to actually go to the location of the second command, so he moves onto the third command. Like I said, I very well may be stepping on my own dick here, but I don't see how these are different.

edit:
Show nested quote +
On March 31 2011 01:40 Hairy wrote:
Personally I think it's simply an artifact of the way the AI has been programmed, as melee can't reach the SCV unless it's near the edge; "I can't reach that SCV right now, so I'll cancel my attack command".

yeah, this is what I assumed.


No that is not real game code. That is my representation of the logic.

I think you did step on your own dick, too, lol. In the example you're talking about, Move to Location (X#Y#), if one of the move command locations is invalid it is canceled and the next command is issued.

My argument is that shift attacking a working SCV is essentially queuing identical commands, so if one of those commands is canceled, by virtue of them being identical, all of them should be canceled.

But, as Synystyr is suggesting/adding he is saying the attack command is never canceled but that the SCV wanders out of targetable melee range and therefor the worker cannot satisfy the attack command and simply stops.

I think that cancelling the attack command in these worker harass scenarios is intentional and that shifting the same exact command to get around this is bugged.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Hairy
Profile Joined February 2011
United Kingdom1169 Posts
Last Edited: 2011-03-30 17:15:52
March 30 2011 17:13 GMT
#132
On March 31 2011 01:52 TimeSpiral wrote:
Yes, says me, as I'm stating my argument.

If I'm wrong, then so be it. I have reported to the alleged bug to Blizzard and am awaiting a response.

That's fine - the issue I have is that you're stating your opinion as fact. You have no evidence to support your claim that blizzard intentionally coded this to help protect SCVs while building. It's plausable, sure, but there's no way to prove that's the case until we hear something from Blizzard. It may well be the case that ALL of the current behaviour is exactly as they intended.

It would be equally valid to assume that units ceasing their attack on a building SCV when it moves is unintended behaviour, and THAT is the bug. Perhaps what should be happening is that when I tell my zergling/drone to attack your SCV it does so until that SCV dies.

I like your test, but I think there is a fundamental difference between a ranged unit and a melee unit, and even more so for a worker
Agreed. However, if a marine were to un-target a building SCV then that would be pretty good evidence in your favour.
Sometimes I sits and thinks, and sometimes I just sits
Albrithe
Profile Joined February 2011
Canada187 Posts
March 30 2011 17:16 GMT
#133
Okay, that makes sense. Ouch! (my dick)

so if one of those commands is canceled, by virtue of them being identical, all of them should be canceled.


That's the only thing that I don't think would be necessarily true, depending on the programming, so I guess the ball is in Blizzard's court.
"You don't need a condom... to get up on 'dem..." -Zach Weiner
revy
Profile Joined September 2009
United States1524 Posts
March 30 2011 17:21 GMT
#134
On March 31 2011 02:07 Synystyr wrote:
Show nested quote +
On March 31 2011 02:01 abominable wrote:
what's the big deal?

anyone with >20 apm could micro their worker to continue attacking the scv builder.


Because when a worker comes to stop the harass, you won't be able to kill the building SCV because targetting becomes impossible when the SCV is practically inside the building, not to mention that the attacking worker will most likely die to the defending worker in the process.

Doing this is guarenteed damage. The defender either loses his worker or forces at least two SCVs to deal with the harass, which either loses mining time or construction time. All these little things matter in the early game.


1) It doesn't matter that much if you need to pull 2 workers, minerals lost during this time are minimal at best. If the opponent were good he'ld force you to do this anyway as anything that the shift method does can be done by babysitting the harrassing worker. There's nothing better to spend APM on at this time anyway so don't pretend that this labor saving trick will really impact anything.

2) It doesn't necessarily force 2 SCVs. As a SCV moves around the building there are times when its invulnerable. Even with the harassing worker gets the first hit off it wont always be able to attack which gives your own attacking SCV some "free" hits as the harassing worker worries about trying to get around to the new location.

I'm a terran and I don't really see the big deal with this.
TimeSpiral
Profile Joined January 2011
United States1010 Posts
March 30 2011 17:37 GMT
#135
On March 31 2011 02:13 Hairy wrote:
Show nested quote +
On March 31 2011 01:52 TimeSpiral wrote:
Yes, says me, as I'm stating my argument.

If I'm wrong, then so be it. I have reported to the alleged bug to Blizzard and am awaiting a response.

That's fine - the issue I have is that you're stating your opinion as fact. You have no evidence to support your claim that blizzard intentionally coded this to help protect SCVs while building. It's plausable, sure, but there's no way to prove that's the case until we hear something from Blizzard. It may well be the case that ALL of the current behaviour is exactly as they intended.

It would be equally valid to assume that units ceasing their attack on a building SCV when it moves is unintended behaviour, and THAT is the bug. Perhaps what should be happening is that when I tell my zergling/drone to attack your SCV it does so until that SCV dies.

Show nested quote +
I like your test, but I think there is a fundamental difference between a ranged unit and a melee unit, and even more so for a worker
Agreed. However, if a marine were to un-target a building SCV then that would be pretty good evidence in your favour.


When stating a hypothesis you do not say, "this is what I think." You say what you are testing/arguing for.

I see this all the time, the "you're stating your opinion as fact," nonsense. People jump on this argument any time anyone says anything with a little conviction or confidence. Why would you have an issue with me clearly stating what I'm arguing? That is silly. Are you actually saying you'd prefer I preface the argument with; "Well, in my opinion ..."

Lol.

As for the second half, I agree with you. It is equally valid to argue for the inverse. That is one of defining characteristics of an argument.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
UNC.jer
Profile Joined January 2011
United States43 Posts
March 30 2011 17:39 GMT
#136
Hahahaha.... That's so easy/obvious and yet I have never thought of that. Thanks. xD
~~ UNCjer
Albrithe
Profile Joined February 2011
Canada187 Posts
March 30 2011 17:41 GMT
#137
Double True! Unfortunately, most people aren't trained in the art of debate.
"You don't need a condom... to get up on 'dem..." -Zach Weiner
dAko
Profile Joined November 2010
Switzerland18 Posts
March 30 2011 20:42 GMT
#138
Nice find, just killed my first rax building scv without even looking at it :>
"The best way to avoid a problem, is to solve it."
ferry
Profile Joined December 2010
27 Posts
March 30 2011 20:50 GMT
#139
On March 31 2011 01:36 TimeSpiral wrote:
Show nested quote +
On March 31 2011 01:16 Albrithe wrote:
On March 30 2011 05:11 Omni17 wrote:
Ever get tired of telling your units to attack an SCV constructing a building and then the SCV moves and your unit forgets?

This is a quote from the OP. If what I bolded is operating as intended by Blizzard, then the shift queuing makes sense (read: isn't a bug). When the SCV moves, the worker attacking it loses whatever command you gave it. So it cancels that attack command, and moves onto the next attack command.

Personally, I am not confident enough in my play to try this worker harass, but if it's as easy as shift queuing then I think I may start. Thanks OP.


The unit doesn't "forget." The attack command is canceled specifically.

Read the logic like this:
  • Attack SCV (ID:1)
  • IF SCV (ID:1) wanders THEN cancel Attack SCV (ID:1) command ELSE satisfy attack command


Now, for the bugged logic

  • Attack SCV (ID:1)
  • SHIFT + Attack SCV (ID:1)
  • SHIFT + Attack SCV (ID:1)
  • SHIFT + Attack SCV (ID:1)
  • SHIFT + Attack SCV (ID:1)
  • IF SCV (ID:1) wanders THEN cancel Attack SCV (ID:1) command ELSE satisfy attack command
    • The moment this conditional statement registers as TRUE then all instances of "Attack SCV (ID:1)" should be canceled because they are identical.



The logic is bugged and only the first instance of "Attack SCV (ID:1)" is canceled when in reality those redundant commands should not even be allowed to queue, and even if they are supposed to be allowed, since the command is canceled all identical instances should be canceled.


Exactly. It seems this is a bug blizzard should fix, and it seems specific to SCVs building, so hopefully it will be fixed soon.
Omni17
Profile Joined January 2011
United States141 Posts
March 30 2011 22:40 GMT
#140
On March 31 2011 05:42 dAko wrote:
Nice find, just killed my first rax building scv without even looking at it :>

I know its so convenient :O
"To Drone or not to Drone, that is the question."
Prev 1 5 6 7 8 9 13 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 24m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft630
SortOf 132
StarCraft: Brood War
Bisu 1003
Rush 148
ggaemo 117
Hyuk 95
Leta 79
Killer 69
Bale 64
ToSsGirL 30
Shine 25
Sacsri 13
[ Show more ]
sorry 12
soO 10
Dota 2
NeuroSwarm66
League of Legends
JimRising 474
C9.Mang0400
Reynor72
Counter-Strike
shoxiejesuss404
Other Games
summit1g9433
XaKoH 246
Happy227
Mew2King86
Dewaltoss20
ToD4
trigger3
Organizations
Other Games
gamesdonequick701
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• Berry_CruncH224
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• HappyZerGling165
Upcoming Events
The PondCast
1h 24m
WardiTV 2025
3h 24m
StarCraft2.fi
8h 24m
WardiTV 2025
1d 3h
RSL Revival
1d 19h
StarCraft2.fi
2 days
IPSL
2 days
Sziky vs JDConan
RSL Revival
2 days
Classic vs TBD
herO vs Zoun
WardiTV 2025
3 days
IPSL
3 days
Tarson vs DragOn
[ Show More ]
Wardi Open
4 days
Monday Night Weeklies
4 days
Replay Cast
4 days
Sparkling Tuna Cup
5 days
Liquipedia Results

Completed

Acropolis #4 - TS3
RSL Revival: Season 3
Kuram Kup

Ongoing

IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
Slon Tour Season 2
WardiTV 2025
META Madness #9
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
RSL Offline Finals
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
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 © 2025 TLnet. All Rights Reserved.