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Micro Tactic: Concave Blinking - Page 6

Forum Index > StarCraft 2 Strategy
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Prev 1 4 5 6 7 Next All
Drogith
Profile Blog Joined May 2010
United States1350 Posts
July 20 2011 19:43 GMT
#101
I was flabbergasted when Anachromy showed me this last night. It makes perfect sense when using the picture. Regardless of whether or not its nothing new, it is now at the attention of a lot of people. Thanks buddy!
Founder of the New England SC2 League
Cow
Profile Joined May 2010
Canada1104 Posts
July 20 2011 19:50 GMT
#102
This is a super neat trick, I can definitely see myself using it once in a while, thanks for sharing!
R.I.P. Nujabes ♫
Bobster
Profile Joined January 2011
Germany3075 Posts
July 20 2011 20:16 GMT
#103
Man, one year out and there's still so much to learn.


I'm not a Protoss, but that's pretty cool.
MuseMike
Profile Joined March 2011
United States1339 Posts
July 20 2011 21:19 GMT
#104
Goody is probably raging right now.
da_head
Profile Blog Joined November 2008
Canada3350 Posts
July 20 2011 21:36 GMT
#105
nice find, will be putting this to use.
When they see MC Probe, all the ladies disrobe.
sas01
Profile Joined February 2010
Canada303 Posts
July 20 2011 21:50 GMT
#106
Very cool find!! There should be some great uses for this... I think this could be comparable to the "magic boxing" find!
ThatGuy89
Profile Joined February 2011
United Kingdom1968 Posts
July 20 2011 22:04 GMT
#107
it works the exact same as the magic box does.
By telling them to blink on one position that is within range, they'll all converge on that one point. Obviously only one stalker can land on that spot, the rest just land around.
If you tell them to blink 4-5 times further then they can, it stops the clumoing.

Imagine drawing a line from each stalker to where you want them to blink. If its one screen away, the lines are going to be very steep - closing in on the position quicker
Blinking across the minimap makes that line alot more gradual

still might help though, thanks
Micket
Profile Joined April 2011
United Kingdom2163 Posts
July 20 2011 22:13 GMT
#108
How does this seem against infestors, if fungal can only hit 1 stalker at a time, then it is pretty useless. You could concave blink near infestors, snipe them, then ball up again against the zerglings and win.
Combine
Profile Joined July 2010
United States812 Posts
July 20 2011 22:25 GMT
#109
I've wasted so many stalkers not knowing this. Love learning new tricks to a game that's a year old.
(ಥ_ಥ)
Kablaaam
Profile Joined July 2011
Canada4 Posts
July 21 2011 00:06 GMT
#110
Wow! This is really a pretty cool tactic. Thanks for sharing, I hope we see this come into good use in future pro play/tournaments/etc.
I don't know any good quotes.
Savci
Profile Joined March 2011
53 Posts
Last Edited: 2011-07-21 00:40:56
July 21 2011 00:10 GMT
#111
You probably know Day[9].
I've left a message at his stream's feedback e-mail adress about this on the 15th (he mistakenly assumed that the only possible way to blink to tanks resulted in clumping up - until then, I did not know that this technique was unknown to the public and I hoped he'd possibly share it with everyone), and now I suddenly see it here. I was just about to make a thread about it and ran a quick search with multiple keywords to make sure that it is indeed something new.
I'm ... somewhat disappointed as a person but nevertheless satisfied that I was right and I'm glad that there are still attentive players like you. I'm a zerg player myself so I had a harder time researching this technique - naturally, I work with zerg units for the most part. That's when I've noticed that the units clump up more and more as they get closer to the destination point (or rather try to get as close to the point as possible without interfering each other pointlessly), thus placing a movement waypoint far away (as long as there are no obstacles in the way - note that blink ignores obstacles but still works the same way in every other regard) results in the units keeping formation.
jumai
Profile Joined July 2011
Canada115 Posts
Last Edited: 2011-07-21 01:40:50
July 21 2011 01:39 GMT
#112
Hmm. The concave thing seems a bit much to set up. However, ranged units end up in wide, dense walls in combat anyway, and a teleporting wall of bodies seems just so good. Blink stalkers, also good as forcefields?

Stuff like this seems like it could get irritating.

s
ss r
sss rrr
sss rrr
sss rr
ss r

time to run those roaches...

s
s r s
ss rrr s
ss rrr s
s rr ss
s r s

shame about that
Savci
Profile Joined March 2011
53 Posts
July 21 2011 13:44 GMT
#113
On July 21 2011 10:39 jumai wrote:
shame about that

Personally, I'd love to have stalkers blink to my roaches.
UnitedKronos
Profile Blog Joined January 2011
139 Posts
July 21 2011 13:51 GMT
#114
Very good thing to know. Awesome discovery man ^_^
Oh hai. ¯\_(ツ)_/¯
GreEny K
Profile Joined February 2008
Germany7312 Posts
July 21 2011 14:16 GMT
#115
Man, I need to start making threads about this stuff. I've known that they can do this for a while now... Good publish though.
Why would you ever choose failure, when success is an option.
MuffinCookie
Profile Joined February 2011
China64 Posts
July 21 2011 14:17 GMT
#116
I would just like to know, what map did the OP use to spawn all of the units? I would like to be able to use such a map to conduct my own micro experiments. :D
Zoom out, and then zoom back in.
Anachromy
Profile Blog Joined September 2010
United States194 Posts
July 21 2011 14:19 GMT
#117
On July 21 2011 23:17 MuffinCookie wrote:
I would just like to know, what map did the OP use to spawn all of the units? I would like to be able to use such a map to conduct my own micro experiments. :D


I just searched Unit Tester on the NA server and picked the first one that came up. there's many of them.
Duka08
Profile Blog Joined July 2010
3391 Posts
July 21 2011 14:29 GMT
#118
Maybe it's a habit from other games (DotA? idk) but I click on the minimap to move my armies a lot, even when I'm looking at them. Haven't used it for blink since I don't play Toss a lot but it makes a lot of sense, works exactly how it should. Will be cool to see blink micro evolve intelligently like this instead of awkward and spammy like it is now (even though its so potent T_T)
SuPerFlyTNT
Profile Joined November 2010
United States145 Posts
July 21 2011 14:31 GMT
#119
On July 20 2011 21:59 SheffiTB wrote:
Guys, the concave blinking doesn't work because you're using the minimap. There is a certain maximum range that the blink can move the stalkers. If you click somewhere closer than max range, the stalkers will clump up, but if you click further away (even on the main screen) they will retain their shape. It's the distance away from the stalkers that you click at that matters, and since he is using the minimap, the distance is obviously larger than the max blink distance. Try it; make a game vs AI on an open map, make some blink stalkers, arrange them in a concave, then use the mainscreen to blink the stalkers, while making sure you are telling them to blink as far away as possible. They will retain their concave. Using the minimap is just more convenient.



Sort of. Its not that the click is out of maximum distance. The stalkers will attempt to blink as direclty towards the point commanded to, up to their maximum range. They are never ACTUALLY keeping their formation exactly, its just that when the point is very far, they converge very little towards the center relative to the distance they have to travel. Or rather, the slope of the line they are traveling across is vary low, thus, it takes them much more distance to come together.

Imagine just three stalkers, spread range five apart from each other in a vertical line. You tell them to blink to a spot direclty to the right of the middle stalker range 5 from the middle stalker. The top and bottom stalker will move in very far towards the middle stalker, because the angle between themselves, the point, and the midline, is very wide. However, if you tell them to blink to a spot directly to the right of the middle stalker (still on the midline) range 1000 away, the stalkers will barely have converged towards the middle stalker, because they are trying to cover more horizontal distance per each vertical distance.

My phrasing is poor because I'm just slapping this together and I havent done any proper math or geometry in millenia, but it makes sense.

Its not just whether or not the blink is within or without of max blink range, the stalkers will converge less and less the further and further the blink is set from them - as a gradient.
Every time my fingers touch brains.
Savci
Profile Joined March 2011
53 Posts
Last Edited: 2011-07-21 17:33:33
July 21 2011 17:22 GMT
#120
On July 21 2011 23:31 SuPerFlyTNT wrote:
My phrasing is poor because I'm just slapping this together and I havent done any proper math or geometry in millenia, but it makes sense.

Its not just whether or not the blink is within or without of max blink range, the stalkers will converge less and less the further and further the blink is set from them - as a gradient.


Personally I'd argue this. Most of us don't have insight into the exact mechanics, and while your description seems accurate at first it's quite simplistic (hence why everyone knows about it) and sometimes blink works in a way that this alone can't explain.

Minimap image

I took the liberty to draw out blink patterns using burrowed drones. The biggest stalker group (in the middle), as you said, chose the shortest way to the point. This and the fact that they cannot path each other resulted in them getting closer and closer to each other, forming - essencially - a long column when arriving at the point.
When blinking fewer stalkers for testing, however, I found that they don't do what you said - only the very last blink (which is placed between the stalkers) brings them into a clump. This happens even when blinking inside the maximum range from time to time and I have yet to find out why.
The map itself is melee-esque, only the terrain differs.
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