• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 15:03
CEST 21:03
KST 04:03
  • 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
Maestros of the Game: Live Finals Preview (RO4)5TL.net Map Contest #21 - Finalists4Team TLMC #5: Vote to Decide Ladder Maps!0[ASL20] Ro8 Preview Pt1: Mile High15Team TLMC #5 - Finalists & Open Tournaments2
Community News
herO joins T121Artosis vs Ret Showmatch52Classic wins RSL Revival Season 22Weekly Cups (Sept 15-21): herO Goes For Four2SC2 5.0.15 PTR Patch Notes + Sept 22nd update294
StarCraft 2
General
SC2 5.0.15 PTR Patch Notes + Sept 22nd update Maestros of the Game: Live Finals Preview (RO4) Had to smile :) herO joins T1 Storm change is a essentially a strict buff on PTR
Tourneys
Maestros of The Game—$20k event w/ live finals in Paris SC2's Safe House 2 - October 18 & 19 Master Swan Open (Global Bronze-Master 2) Sparkling Tuna Cup - Weekly Open Tournament Prome's Evo #1 - Solar vs Classic (SC: Evo)
Strategy
Custom Maps
External Content
Mutation # 493 Quick Killers Mutation # 492 Get Out More Mutation # 491 Night Drive Mutation # 490 Masters of Midnight
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Artosis vs Ret Showmatch ASL20 General Discussion ASL 20 Soundtrack StarCraft 1 Beta Test (Video)
Tourneys
Azhi's Colosseum [ASL20] Ro8 Day 2 [ASL20] Ro8 Day 1 [Megathread] Daily Proleagues
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Current Meta I am doing this better than progamers do. Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Liquipedia App: Now Covering SC2 and Brood War! Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
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
TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine The Big Programming Thread Trading/Investing Thread
Fan Clubs
The herO Fan Club! The Happy Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List BarCraft in Tokyo Japan for ASL Season5 Final
Blogs
[AI] Sorry, Chill, My Bad :…
Peanutsc
Try to reverse getting fired …
Garnet
[ASL20] Players bad at pi…
pullarius1
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1764 users

[D]Blinding Cloud more effective vs mech than bio - Page 4

Forum Index > StarCraft 2 HotS
Post a Reply
Prev 1 2 3 4 5 Next All
HumpingHydra
Profile Joined November 2008
Canada97 Posts
December 18 2012 16:56 GMT
#61
This thread turned pretty sour pretty fast.
Anyway, I feel that if you're aware that marines and marauders will rush out from under the cloud, you can cast cloud so that large chunks of bio will rush forward into lings and roaches, or whatever your unit composition is. AND, if you're really on the ball, you can move your army to be at the edge of the cloud, forcing the terran units to go "melee" yours. This, in combination with essentially removing tanks from play is a pretty potent spell, that will be outmaneuvered by the AI if you're not smarter than it.

I'll just throw my opinion in here about the rest of the crapstorm that is this thread.

Everyone's opinion is worth assessing, but don't disregard a player like Idra when he says something.

Vikings probibally do seem like an appropriate counter to vipers. It's hard to get an engagement where viper hydra can kill vikings before vikings can shoot down many vipers. This is simply due to the fact if you have vikings just ahead of the seige line, you can't cloud the tanks without your hydras getting nailed by siege volleys, or your vipers getting shredded by missiles.
For the Swarm!
lonelyPotato
Profile Joined December 2012
Australia158 Posts
December 18 2012 17:00 GMT
#62
As a Zerg player, I have found it quite powerful against mech. I'm not disagreeing with people that Terran's should split their siege tanks, but I personally think Mech is already a build that is borderline as powerful as bio. Adding that little bit more of "Room for Error", I think Terrans won't use mech as often, since Bio will be so much more appealing (Especially due to the infestor nerf and the buff to medivacs that really helps against ling banelings).

I hope Blinding Cloud doesn't phase Mech out of ZvT, I really like it how Terran has 2 options.
BlueKatz
Profile Joined March 2012
68 Posts
December 18 2012 17:30 GMT
#63
Eh I think it's fine

vs Bio you force enemies to run around wasting DPS and prevent them from having a good concave (it's good if he runs into you, he won't have big concave advantage, also baneling)
vs Tank it's good but not game breaking: Viper costs 200 gas and can use Blinding Cloud twice at max energy. You can just simply un-siege - sure it's not as good as Siege mode Tank but you don't lose it

Really, Abduct might be better if he goes Mech

Mech is not even that good in TvZ... Tank is still the same
Quotes are useless
Uni1987
Profile Joined September 2010
Netherlands642 Posts
Last Edited: 2012-12-18 17:39:22
December 18 2012 17:38 GMT
#64
On December 19 2012 01:46 NarAliya wrote:
Show nested quote +
On December 19 2012 01:26 Uni1987 wrote:
On December 19 2012 00:16 NarAliya wrote:
On December 18 2012 23:59 Uni1987 wrote:
NarAliya: Why in earth should we take you seriously when you disregard the opinion of a professional player, and also insult him while you are at it. Who the fuck are you?


If you wanna suck off idra, there is a fan page for that - not this thread. Calling someone irrelevant isn't insulting them.

As for who am I, I'm a postgrad who can't play often due to many responsibilities. Who are you? Another kid who regards people who play games all day as worthy of worship?

And if you can't take me seriously simply because I don't share the same reverence of your idol idra, then I'm really not the one being stupid here.


Oh, you got a degree in starcraft 2? I don't think so, thus making his opinion of higher value than yours. I coulnd't care less about you being a postgrad, nor does it apply on this discussion but nice of you to bring it up, narcissistic much?

Of course I cannot take you seriously, it's like saying "Oh Lionel Messi, what a terrible shot, you should have done it that way!".

I do not revere Idra, I simply respect the opinion of a professional.


Are you actually an idiot or are you just pretending to be one? You asked me who I was, so I told you. That was even meant to cement the fact that I had no SC2 'qualifications' aside being a casual, in case you tried to use it against me - which you ended up doing anyway because you lack reading comprehension.

Football and SC2 are 2 VERY different things rofl. Gotta love people who try to inflate the importance of SC2 by comparing it to a world wide sport that has been around for at least a century. I have my own personal opinions of idra, if you want I can have a PM conversation with you. But I'll not have 'idra said this and that' mar this thread, hence my original comments.


You are a nobody in the scene, and like you said, have no time to play because you are to damn important in your daily life. What does that say about your opinion? Again, I wasn't praising Idra as a person, but as a professional player. The difference of the scene doesn't matter, the fact remains he plays this as his job thus his opinion remains a professional one unlike yours. Great move though, trying to disregard the entire argument because my analogy was somewhat stupid. I could have used 100 others, importance doesn't apply here. By fighting this argument, you merely prove my point having a narcissistic personality. You won't get it anyway because of your insanely inflated ego.

Have at it obnoxious pety man, don't fall of that postgrad pedestal of yours.
.............
Sissors
Profile Joined March 2012
1395 Posts
December 18 2012 17:57 GMT
#65
On December 19 2012 01:56 HumpingHydra wrote:
Vikings probibally do seem like an appropriate counter to vipers. It's hard to get an engagement where viper hydra can kill vikings before vikings can shoot down many vipers. This is simply due to the fact if you have vikings just ahead of the seige line, you can't cloud the tanks without your hydras getting nailed by siege volleys, or your vipers getting shredded by missiles.

This is exactly my point vs the channeling idea. Right now vipers are already shot down quickly by vikings, but only after they at least dispersed some clouds, then the swarm comes in, with possible surviving vipers making a second pass to cloud the remaining terran army. Now if you let them channel, they simply die horribly after 2 seconds, and the channeling is over.

I actually like the idea of giving zerg a good counter to mech if that means we can boost siege tanks a bit. However as a terran player who primarily plays (bio) mech, I just don't think we can say now the vipers would need such a huge nerf by making it channeling. Also looking at streams the conclusion I get is that terrans simply got to relearn how to position siege tanks. If we have had that, we can have a look at small changes for balance, but not such a huge nerf. (And really saying that it allows for interesting positioning is just as overdone as just saying other people should adapt, you got the same positioning without forcing them to die while channeling).

At the same time I also don't see blinding cloud as being so weak it would require the huge buff of all enemy ranged units doing effectively 0 damage, instead of them fighting at melee range and at least doing damage.
marcjpb
Profile Joined September 2010
Canada64 Posts
December 18 2012 17:57 GMT
#66

I dont see why this is an issue. You throw a blind cloud. Every unit under it act like melee. so yes they will move out towards their target to attack if any attack move was made, like any melee unit would do.

Blind cloud does 1 thing : force movement. If he dash towards you, you will have a much nicer concave then you would have before the cloud. If he decide to retreat, you will get free kill and back at square one.

If blizzard change the way AI works under the cloud this will create 2 things
1) Weird rule that can and will be exploited.
2) Will destroy no pro level play. At low level, you can make 8 mutas and kill 10-15 workers before they react. Low level player will lose ton of army that would just sit there under the cloud with their dick in their hand because the cloud make them dumb as a tool box.

As for Idra, not a fan or a hater but is opinion should be very valuable.
And you know what else grinds my gears? You America! Fuck you! - Peter Griffin
TheManInBlack
Profile Blog Joined December 2011
Nigeria266 Posts
Last Edited: 2012-12-18 18:01:07
December 18 2012 17:58 GMT
#67
On December 19 2012 02:38 Uni1987 wrote:
Show nested quote +
On December 19 2012 01:46 NarAliya wrote:
On December 19 2012 01:26 Uni1987 wrote:
On December 19 2012 00:16 NarAliya wrote:
On December 18 2012 23:59 Uni1987 wrote:
NarAliya: Why in earth should we take you seriously when you disregard the opinion of a professional player, and also insult him while you are at it. Who the fuck are you?


If you wanna suck off idra, there is a fan page for that - not this thread. Calling someone irrelevant isn't insulting them.

As for who am I, I'm a postgrad who can't play often due to many responsibilities. Who are you? Another kid who regards people who play games all day as worthy of worship?

And if you can't take me seriously simply because I don't share the same reverence of your idol idra, then I'm really not the one being stupid here.


Oh, you got a degree in starcraft 2? I don't think so, thus making his opinion of higher value than yours. I coulnd't care less about you being a postgrad, nor does it apply on this discussion but nice of you to bring it up, narcissistic much?

Of course I cannot take you seriously, it's like saying "Oh Lionel Messi, what a terrible shot, you should have done it that way!".

I do not revere Idra, I simply respect the opinion of a professional.


Are you actually an idiot or are you just pretending to be one? You asked me who I was, so I told you. That was even meant to cement the fact that I had no SC2 'qualifications' aside being a casual, in case you tried to use it against me - which you ended up doing anyway because you lack reading comprehension.

Football and SC2 are 2 VERY different things rofl. Gotta love people who try to inflate the importance of SC2 by comparing it to a world wide sport that has been around for at least a century. I have my own personal opinions of idra, if you want I can have a PM conversation with you. But I'll not have 'idra said this and that' mar this thread, hence my original comments.


You are a nobody in the scene, and like you said, have no time to play because you are to damn important in your daily life. What does that say about your opinion? Again, I wasn't praising Idra as a person, but as a professional player. The difference of the scene doesn't matter, the fact remains he plays this as his job thus his opinion remains a professional one unlike yours. Great move though, trying to disregard the entire argument because my analogy was somewhat stupid. I could have used 100 others, importance doesn't apply here. By fighting this argument, you merely prove my point having a narcissistic personality. You won't get it anyway because of your insanely inflated ego.

Have at it obnoxious pety man, don't fall of that postgrad pedestal of yours.


[image loading]

I'm tired of you, you clearly can't put forward a coherent response without resorting to personal attacks. Stay out of the thread please and allow us more mature posters to discuss this issue in peace.

@ Sissors

I thought I already maintained that channelling was not a nerf. Like the above poster said above you, it forces continued movement and positioning - in my case also with channeling. I'm not too sure about his comments about Hydras getting shredded before clouds are thrown down though.
Big J
Profile Joined March 2011
Austria16289 Posts
December 18 2012 18:03 GMT
#68
On December 19 2012 02:57 Sissors wrote:
Show nested quote +
On December 19 2012 01:56 HumpingHydra wrote:
Vikings probibally do seem like an appropriate counter to vipers. It's hard to get an engagement where viper hydra can kill vikings before vikings can shoot down many vipers. This is simply due to the fact if you have vikings just ahead of the seige line, you can't cloud the tanks without your hydras getting nailed by siege volleys, or your vipers getting shredded by missiles.

This is exactly my point vs the channeling idea. Right now vipers are already shot down quickly by vikings, but only after they at least dispersed some clouds, then the swarm comes in, with possible surviving vipers making a second pass to cloud the remaining terran army. Now if you let them channel, they simply die horribly after 2 seconds, and the channeling is over.

I actually like the idea of giving zerg a good counter to mech if that means we can boost siege tanks a bit. However as a terran player who primarily plays (bio) mech, I just don't think we can say now the vipers would need such a huge nerf by making it channeling. Also looking at streams the conclusion I get is that terrans simply got to relearn how to position siege tanks. If we have had that, we can have a look at small changes for balance, but not such a huge nerf. (And really saying that it allows for interesting positioning is just as overdone as just saying other people should adapt, you got the same positioning without forcing them to die while channeling).

At the same time I also don't see blinding cloud as being so weak it would require the huge buff of all enemy ranged units doing effectively 0 damage, instead of them fighting at melee range and at least doing damage.


Sorry, but I think you completly missunderstand the idea that I originally put out.
Any unit in melee range would still do the normal damage. Only the ones that are at melee range but don't have an opponent at melee range would stay in the cloud and keep on shooting, instead of running out of the Cloud by themselves, trying to get in range again.
Any unit that keeps on fighting even though it is in the cloud right now, would keep on fighting with such a change. But the ones that dont fight need to be pulled out of the cloud manually instead of running out automatically.
Morton
Profile Joined July 2012
United States152 Posts
December 18 2012 18:16 GMT
#69
one thing that is kind of important that is getting overlooked is that units will ONLY move out of the blinding cloud when they have no other commands or units. The same thing occurs in the case of siege tanks, units with no orders standing inside the siege tank radius will move back out of range.

However how often do you just have units sitting there, with no commands? 99% of the time you are doing SOMETHING with your units, either attacking, retreating, splitting, patrolling, etc.

unless players find it effective to use the stop command to let the ai retreat from the blinding cloud (most likely not, as otherwise people would do it against siege tanks)

as for mech being too hard countered by the viper, from what i have seen i think the key using vikings in conjuction with widow mines and tanks to keep the zerg out of range.

annnnnd as for NarAliya and Uni1987, please, neither of you are saying......anything......like at all, related to the topic :/
Sissors
Profile Joined March 2012
1395 Posts
December 18 2012 18:16 GMT
#70
Okay, but I am worried that if a unit is shooting at some unit at a range (and doing 0 damage), it wont switch when it gets a melee target, so it keeps doing 0 damage for eternity. If it automatically switches to the melee units I retract my comments completely

(Then I see it as a nerf to blinding cloud tbh, units rushing to the zergs is generally not what I want to see them doing).

@Nar, as the poster I quoted said, right now it will already be hard enough to throw down blinding clouds before being killed by vikings. You want that they have to stay something like 7 seconds alive to be as useful as they are now, which is virtually impossible (under equal army conditions), so I do consider that a nerf. 7 seconds within viking range is enormously long. And why would their be positioning if the best place for those vipers will always be directly on top of the hydras? They have no reason at all to move, so the vikings have no reason at all to do anything besides frontal assault.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
Last Edited: 2012-12-18 18:26:13
December 18 2012 18:24 GMT
#71
On December 19 2012 03:16 Morton wrote:
one thing that is kind of important that is getting overlooked is that units will ONLY move out of the blinding cloud when they have no other commands or units. The same thing occurs in the case of siege tanks, units with no orders standing inside the siege tank radius will move back out of range.

However how often do you just have units sitting there, with no commands? 99% of the time you are doing SOMETHING with your units, either attacking, retreating, splitting, patrolling, etc.

unless players find it effective to use the stop command to let the ai retreat from the blinding cloud (most likely not, as otherwise people would do it against siege tanks)

as for mech being too hard countered by the viper, from what i have seen i think the key using vikings in conjuction with widow mines and tanks to keep the zerg out of range.

annnnnd as for NarAliya and Uni1987, please, neither of you are saying......anything......like at all, related to the topic :/


I am with this guy, this is a non-issue. The fact that only idle units move out of the cloud automatically makes me super not care what they do. When was the last time we worried about idle units and if they move out of AOEs?

The mech stuff might figure it out. Zoning out those vipers will be key, but the nerf will have to be based on how many vipers people end up getting in a game.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2012-12-18 18:25:40
December 18 2012 18:24 GMT
#72
On December 19 2012 03:16 Sissors wrote:
Okay, but I am worried that if a unit is shooting at some unit at a range (and doing 0 damage), it wont switch when it gets a melee target, so it keeps doing 0 damage for eternity. If it automatically switches to the melee units I retract my comments completely


Damnit, you're right, targetswitching would be a problem with this workaround... aaaaaaaaaaaaaaaaaaarg. Stupid, smart units...
I guess you would have to manipulate the AI directly under Blinding Cloud then, to achieve such a behavior...


On December 19 2012 03:24 Plansix wrote:
Show nested quote +
On December 19 2012 03:16 Morton wrote:
one thing that is kind of important that is getting overlooked is that units will ONLY move out of the blinding cloud when they have no other commands or units. The same thing occurs in the case of siege tanks, units with no orders standing inside the siege tank radius will move back out of range.

However how often do you just have units sitting there, with no commands? 99% of the time you are doing SOMETHING with your units, either attacking, retreating, splitting, patrolling, etc.

unless players find it effective to use the stop command to let the ai retreat from the blinding cloud (most likely not, as otherwise people would do it against siege tanks)

as for mech being too hard countered by the viper, from what i have seen i think the key using vikings in conjuction with widow mines and tanks to keep the zerg out of range.

annnnnd as for NarAliya and Uni1987, please, neither of you are saying......anything......like at all, related to the topic :/


I am with this guy, this is a non-issue. The fact that only idle units move out of the cloud automatically makes me super not care what they do. When was the last time we worried about idle units and if they move out of AOEs?


Any unit on attack command moves out? Basically any unit that is not on hold position and in aggro range of something moves out!
a176
Profile Blog Joined August 2009
Canada6688 Posts
December 18 2012 18:28 GMT
#73
Blinding cloud is fundamentally broken because of this behavior.

Its true that "its working as intended" in that the AI recognizes melee range, so it runs to the unit to try to get into range. But because the size of the spell, literally a couple of steps and the unit is out of the cloud. So in effect you spend 100 energy to cast a spell that is only effective for about a second against virtually all units. The only unit it is effective against is the siege tank because it cannot move.

Its a nifty idea to use infestors to chain fungals with cloud but you spend a ridiculous amount of supply and gas on a extremely paper-thin army composition ... laughable strat at best.

For this reason I have stopped going viper builds. Abduct is a retarded spell so I never use it on principle, and as above, cloud is pretty much useless.
starleague forever
Plansix
Profile Blog Joined April 2011
United States60190 Posts
December 18 2012 18:30 GMT
#74
On December 19 2012 03:24 Big J wrote:
Show nested quote +
On December 19 2012 03:16 Sissors wrote:
Okay, but I am worried that if a unit is shooting at some unit at a range (and doing 0 damage), it wont switch when it gets a melee target, so it keeps doing 0 damage for eternity. If it automatically switches to the melee units I retract my comments completely


Damnit, you're right, targetswitching would be a problem with this workaround... aaaaaaaaaaaaaaaaaaarg. Stupid, smart units...
I guess you would have to manipulate the AI directly under Blinding Cloud then, to achieve such a behavior...


Show nested quote +
On December 19 2012 03:24 Plansix wrote:
On December 19 2012 03:16 Morton wrote:
one thing that is kind of important that is getting overlooked is that units will ONLY move out of the blinding cloud when they have no other commands or units. The same thing occurs in the case of siege tanks, units with no orders standing inside the siege tank radius will move back out of range.

However how often do you just have units sitting there, with no commands? 99% of the time you are doing SOMETHING with your units, either attacking, retreating, splitting, patrolling, etc.

unless players find it effective to use the stop command to let the ai retreat from the blinding cloud (most likely not, as otherwise people would do it against siege tanks)

as for mech being too hard countered by the viper, from what i have seen i think the key using vikings in conjuction with widow mines and tanks to keep the zerg out of range.

annnnnd as for NarAliya and Uni1987, please, neither of you are saying......anything......like at all, related to the topic :/


I am with this guy, this is a non-issue. The fact that only idle units move out of the cloud automatically makes me super not care what they do. When was the last time we worried about idle units and if they move out of AOEs?


Any unit on attack command moves out? Basically any unit that is not on hold position and in aggro range of something moves out!

That is the part that is unclear to me. Idle units will attack anything in range, but will also back away from a unit they cannot attack if they are taking damage(see zealot vs banshee). If the unit given an attack move command and they are attacking, do they move out if they are hit with blinding cloud while firing? Do they just walk through if they are attacking nothing?
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Big J
Profile Joined March 2011
Austria16289 Posts
December 18 2012 18:38 GMT
#75
On December 19 2012 03:30 Plansix wrote:
Show nested quote +
On December 19 2012 03:24 Big J wrote:
On December 19 2012 03:16 Sissors wrote:
Okay, but I am worried that if a unit is shooting at some unit at a range (and doing 0 damage), it wont switch when it gets a melee target, so it keeps doing 0 damage for eternity. If it automatically switches to the melee units I retract my comments completely


Damnit, you're right, targetswitching would be a problem with this workaround... aaaaaaaaaaaaaaaaaaarg. Stupid, smart units...
I guess you would have to manipulate the AI directly under Blinding Cloud then, to achieve such a behavior...


On December 19 2012 03:24 Plansix wrote:
On December 19 2012 03:16 Morton wrote:
one thing that is kind of important that is getting overlooked is that units will ONLY move out of the blinding cloud when they have no other commands or units. The same thing occurs in the case of siege tanks, units with no orders standing inside the siege tank radius will move back out of range.

However how often do you just have units sitting there, with no commands? 99% of the time you are doing SOMETHING with your units, either attacking, retreating, splitting, patrolling, etc.

unless players find it effective to use the stop command to let the ai retreat from the blinding cloud (most likely not, as otherwise people would do it against siege tanks)

as for mech being too hard countered by the viper, from what i have seen i think the key using vikings in conjuction with widow mines and tanks to keep the zerg out of range.

annnnnd as for NarAliya and Uni1987, please, neither of you are saying......anything......like at all, related to the topic :/


I am with this guy, this is a non-issue. The fact that only idle units move out of the cloud automatically makes me super not care what they do. When was the last time we worried about idle units and if they move out of AOEs?


Any unit on attack command moves out? Basically any unit that is not on hold position and in aggro range of something moves out!

That is the part that is unclear to me. Idle units will attack anything in range, but will also back away from a unit they cannot attack if they are taking damage(see zealot vs banshee). If the unit given an attack move command and they are attacking, do they move out if they are hit with blinding cloud while firing? Do they just walk through if they are attacking nothing?

Generally for attack move: If a unit is not in range to attack, but in aggro range it will try to get in range to attack.
So a Roach that is in melee range of a Zergling and gets hit by a Cloud won't change behaviour.
A Roach that is 5range away from a zergling and gets hit by a Cloud, will run towards the zergling until it is either in melee range under the cloud, or within 4range outside of the cloud.
a176
Profile Blog Joined August 2009
Canada6688 Posts
December 18 2012 18:38 GMT
#76
On December 19 2012 03:30 Plansix wrote:
Show nested quote +
On December 19 2012 03:24 Big J wrote:
On December 19 2012 03:16 Sissors wrote:
Okay, but I am worried that if a unit is shooting at some unit at a range (and doing 0 damage), it wont switch when it gets a melee target, so it keeps doing 0 damage for eternity. If it automatically switches to the melee units I retract my comments completely


Damnit, you're right, targetswitching would be a problem with this workaround... aaaaaaaaaaaaaaaaaaarg. Stupid, smart units...
I guess you would have to manipulate the AI directly under Blinding Cloud then, to achieve such a behavior...


On December 19 2012 03:24 Plansix wrote:
On December 19 2012 03:16 Morton wrote:
one thing that is kind of important that is getting overlooked is that units will ONLY move out of the blinding cloud when they have no other commands or units. The same thing occurs in the case of siege tanks, units with no orders standing inside the siege tank radius will move back out of range.

However how often do you just have units sitting there, with no commands? 99% of the time you are doing SOMETHING with your units, either attacking, retreating, splitting, patrolling, etc.

unless players find it effective to use the stop command to let the ai retreat from the blinding cloud (most likely not, as otherwise people would do it against siege tanks)

as for mech being too hard countered by the viper, from what i have seen i think the key using vikings in conjuction with widow mines and tanks to keep the zerg out of range.

annnnnd as for NarAliya and Uni1987, please, neither of you are saying......anything......like at all, related to the topic :/


I am with this guy, this is a non-issue. The fact that only idle units move out of the cloud automatically makes me super not care what they do. When was the last time we worried about idle units and if they move out of AOEs?


Any unit on attack command moves out? Basically any unit that is not on hold position and in aggro range of something moves out!

That is the part that is unclear to me. Idle units will attack anything in range, but will also back away from a unit they cannot attack if they are taking damage(see zealot vs banshee). If the unit given an attack move command and they are attacking, do they move out if they are hit with blinding cloud while firing? Do they just walk through if they are attacking nothing?


to make it easy, just think that the unit will act like a zergling for the couple of seconds it is under the cloud.
starleague forever
Plansix
Profile Blog Joined April 2011
United States60190 Posts
December 18 2012 18:44 GMT
#77
On December 19 2012 03:38 Big J wrote:
Show nested quote +
On December 19 2012 03:30 Plansix wrote:
On December 19 2012 03:24 Big J wrote:
On December 19 2012 03:16 Sissors wrote:
Okay, but I am worried that if a unit is shooting at some unit at a range (and doing 0 damage), it wont switch when it gets a melee target, so it keeps doing 0 damage for eternity. If it automatically switches to the melee units I retract my comments completely


Damnit, you're right, targetswitching would be a problem with this workaround... aaaaaaaaaaaaaaaaaaarg. Stupid, smart units...
I guess you would have to manipulate the AI directly under Blinding Cloud then, to achieve such a behavior...


On December 19 2012 03:24 Plansix wrote:
On December 19 2012 03:16 Morton wrote:
one thing that is kind of important that is getting overlooked is that units will ONLY move out of the blinding cloud when they have no other commands or units. The same thing occurs in the case of siege tanks, units with no orders standing inside the siege tank radius will move back out of range.

However how often do you just have units sitting there, with no commands? 99% of the time you are doing SOMETHING with your units, either attacking, retreating, splitting, patrolling, etc.

unless players find it effective to use the stop command to let the ai retreat from the blinding cloud (most likely not, as otherwise people would do it against siege tanks)

as for mech being too hard countered by the viper, from what i have seen i think the key using vikings in conjuction with widow mines and tanks to keep the zerg out of range.

annnnnd as for NarAliya and Uni1987, please, neither of you are saying......anything......like at all, related to the topic :/


I am with this guy, this is a non-issue. The fact that only idle units move out of the cloud automatically makes me super not care what they do. When was the last time we worried about idle units and if they move out of AOEs?


Any unit on attack command moves out? Basically any unit that is not on hold position and in aggro range of something moves out!

That is the part that is unclear to me. Idle units will attack anything in range, but will also back away from a unit they cannot attack if they are taking damage(see zealot vs banshee). If the unit given an attack move command and they are attacking, do they move out if they are hit with blinding cloud while firing? Do they just walk through if they are attacking nothing?

Generally for attack move: If a unit is not in range to attack, but in aggro range it will try to get in range to attack.
So a Roach that is in melee range of a Zergling and gets hit by a Cloud won't change behaviour.
A Roach that is 5range away from a zergling and gets hit by a Cloud, will run towards the zergling until it is either in melee range under the cloud, or within 4range outside of the cloud.


So what is the problem? Lets say I am the controler of the roach. I told him to move until he can attack. He moves, starts attacking a unit and then gets hit by blinding cloud. Now he can't attack because he range is melee, and like a good roach, he moves forward to try to get into melee range.

The ability does not make units retarted or root them, it just makes them act like melee units. I have seen it used on bio and it seems really amazing when used with banelings/zerglings. This is a non-issue for me.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Big J
Profile Joined March 2011
Austria16289 Posts
December 18 2012 18:52 GMT
#78
On December 19 2012 03:44 Plansix wrote:
Show nested quote +
On December 19 2012 03:38 Big J wrote:
On December 19 2012 03:30 Plansix wrote:
On December 19 2012 03:24 Big J wrote:
On December 19 2012 03:16 Sissors wrote:
Okay, but I am worried that if a unit is shooting at some unit at a range (and doing 0 damage), it wont switch when it gets a melee target, so it keeps doing 0 damage for eternity. If it automatically switches to the melee units I retract my comments completely


Damnit, you're right, targetswitching would be a problem with this workaround... aaaaaaaaaaaaaaaaaaarg. Stupid, smart units...
I guess you would have to manipulate the AI directly under Blinding Cloud then, to achieve such a behavior...


On December 19 2012 03:24 Plansix wrote:
On December 19 2012 03:16 Morton wrote:
one thing that is kind of important that is getting overlooked is that units will ONLY move out of the blinding cloud when they have no other commands or units. The same thing occurs in the case of siege tanks, units with no orders standing inside the siege tank radius will move back out of range.

However how often do you just have units sitting there, with no commands? 99% of the time you are doing SOMETHING with your units, either attacking, retreating, splitting, patrolling, etc.

unless players find it effective to use the stop command to let the ai retreat from the blinding cloud (most likely not, as otherwise people would do it against siege tanks)

as for mech being too hard countered by the viper, from what i have seen i think the key using vikings in conjuction with widow mines and tanks to keep the zerg out of range.

annnnnd as for NarAliya and Uni1987, please, neither of you are saying......anything......like at all, related to the topic :/


I am with this guy, this is a non-issue. The fact that only idle units move out of the cloud automatically makes me super not care what they do. When was the last time we worried about idle units and if they move out of AOEs?


Any unit on attack command moves out? Basically any unit that is not on hold position and in aggro range of something moves out!

That is the part that is unclear to me. Idle units will attack anything in range, but will also back away from a unit they cannot attack if they are taking damage(see zealot vs banshee). If the unit given an attack move command and they are attacking, do they move out if they are hit with blinding cloud while firing? Do they just walk through if they are attacking nothing?

Generally for attack move: If a unit is not in range to attack, but in aggro range it will try to get in range to attack.
So a Roach that is in melee range of a Zergling and gets hit by a Cloud won't change behaviour.
A Roach that is 5range away from a zergling and gets hit by a Cloud, will run towards the zergling until it is either in melee range under the cloud, or within 4range outside of the cloud.


So what is the problem? Lets say I am the controler of the roach. I told him to move until he can attack. He moves, starts attacking a unit and then gets hit by blinding cloud. Now he can't attack because he range is melee, and like a good roach, he moves forward to try to get into melee range.

The ability does not make units retarted or root them, it just makes them act like melee units. I have seen it used on bio and it seems really amazing when used with banelings/zerglings. This is a non-issue for me.


Let me add something here:
Now he can't attack because he range is melee, and like a good roach, he moves forward to try to get into melee range or until it is out of the Blinding Cloud and regains it 4range attack. Which takes a 3speed roach that is standing in the middle of a 2radius Cloud probably way less than 0.5seconds. So the effect of the Cloud on the roach is a statistical loss of less than 4damage and a small repositioning.

Plansix
Profile Blog Joined April 2011
United States60190 Posts
December 18 2012 18:59 GMT
#79
On December 19 2012 03:52 Big J wrote:
Show nested quote +
On December 19 2012 03:44 Plansix wrote:
On December 19 2012 03:38 Big J wrote:
On December 19 2012 03:30 Plansix wrote:
On December 19 2012 03:24 Big J wrote:
On December 19 2012 03:16 Sissors wrote:
Okay, but I am worried that if a unit is shooting at some unit at a range (and doing 0 damage), it wont switch when it gets a melee target, so it keeps doing 0 damage for eternity. If it automatically switches to the melee units I retract my comments completely


Damnit, you're right, targetswitching would be a problem with this workaround... aaaaaaaaaaaaaaaaaaarg. Stupid, smart units...
I guess you would have to manipulate the AI directly under Blinding Cloud then, to achieve such a behavior...


On December 19 2012 03:24 Plansix wrote:
On December 19 2012 03:16 Morton wrote:
one thing that is kind of important that is getting overlooked is that units will ONLY move out of the blinding cloud when they have no other commands or units. The same thing occurs in the case of siege tanks, units with no orders standing inside the siege tank radius will move back out of range.

However how often do you just have units sitting there, with no commands? 99% of the time you are doing SOMETHING with your units, either attacking, retreating, splitting, patrolling, etc.

unless players find it effective to use the stop command to let the ai retreat from the blinding cloud (most likely not, as otherwise people would do it against siege tanks)

as for mech being too hard countered by the viper, from what i have seen i think the key using vikings in conjuction with widow mines and tanks to keep the zerg out of range.

annnnnd as for NarAliya and Uni1987, please, neither of you are saying......anything......like at all, related to the topic :/


I am with this guy, this is a non-issue. The fact that only idle units move out of the cloud automatically makes me super not care what they do. When was the last time we worried about idle units and if they move out of AOEs?


Any unit on attack command moves out? Basically any unit that is not on hold position and in aggro range of something moves out!

That is the part that is unclear to me. Idle units will attack anything in range, but will also back away from a unit they cannot attack if they are taking damage(see zealot vs banshee). If the unit given an attack move command and they are attacking, do they move out if they are hit with blinding cloud while firing? Do they just walk through if they are attacking nothing?

Generally for attack move: If a unit is not in range to attack, but in aggro range it will try to get in range to attack.
So a Roach that is in melee range of a Zergling and gets hit by a Cloud won't change behaviour.
A Roach that is 5range away from a zergling and gets hit by a Cloud, will run towards the zergling until it is either in melee range under the cloud, or within 4range outside of the cloud.


So what is the problem? Lets say I am the controler of the roach. I told him to move until he can attack. He moves, starts attacking a unit and then gets hit by blinding cloud. Now he can't attack because he range is melee, and like a good roach, he moves forward to try to get into melee range.

The ability does not make units retarted or root them, it just makes them act like melee units. I have seen it used on bio and it seems really amazing when used with banelings/zerglings. This is a non-issue for me.


Let me add something here:
Now he can't attack because he range is melee, and like a good roach, he moves forward to try to get into melee range or until it is out of the Blinding Cloud and regains it 4range attack. Which takes a 3speed roach that is standing in the middle of a 2radius Cloud probably way less than 0.5seconds. So the effect of the Cloud on the roach is a statistical loss of less than 4damage and a small repositioning.



Yeah, that is true, but units that are attacking don’t move, even if another unit is trying to get past them. This means the first line of roaches is going to start attack, blocking the path of other roaches under the cloud from getting out from under it. It is going to be like having zealots trapped behind your firing stalkers, only with roachs. If used in any sort of choke, or with zerglings, the ability will be awesome. Used in a open field, it will be ok.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Young Terran
Profile Joined April 2012
United Kingdom265 Posts
Last Edited: 2012-12-18 19:23:14
December 18 2012 19:23 GMT
#80
thats retarded terran is the micro race for a reason becuase it contains the most micro it would be very silly and would upset probably all of the progamers if micro was done for you
Prev 1 2 3 4 5 Next All
Please log in or register to reply.
Live Events Refresh
BSL Team Wars
19:00
Semi Finals
Team Bonyth vs Team Sziky
LiquipediaDiscussion
Online Event
17:00
SCWC 2025 Finals
RotterdaM731
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 731
UpATreeSC 122
JuggernautJason48
StarCraft: Brood War
Britney 21878
Rain 1627
Shuttle 650
Barracks 226
firebathero 185
PianO 133
Dewaltoss 111
Killer 81
HiyA 52
scan(afreeca) 40
[ Show more ]
Free 32
NaDa 10
Dota 2
monkeys_forever385
capcasts204
Counter-Strike
fl0m2751
Heroes of the Storm
Liquid`Hasu539
Khaldor410
Other Games
tarik_tv32518
gofns18563
Grubby2200
FrodaN1472
B2W.Neo743
Mlord541
ToD152
IndyStarCraft 144
XaKoH 116
mouzStarbuck92
Mew2King71
ArmadaUGS67
QueenE66
NeuroSwarm46
Organizations
Other Games
EGCTV1511
gamesdonequick772
BasetradeTV82
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• StrangeGG 76
• Adnapsc2 23
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 3534
• masondota21865
Other Games
• imaqtpie1955
• Shiphtur241
Upcoming Events
BSL
2h 27m
Artosis vs Sziky
Afreeca Starleague
14h 57m
Soma vs BeSt
Wardi Open
15h 57m
OSC
1d 4h
Sparkling Tuna Cup
1d 14h
Afreeca Starleague
1d 14h
Bisu vs Larva
LiuLi Cup
2 days
OSC
2 days
The PondCast
3 days
Wardi Open
4 days
[ Show More ]
[BSL 2025] Weekly
5 days
[BSL 2025] Weekly
5 days
Safe House 2
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Proleague 2025-09-25
Maestros of the Game
HCC Europe

Ongoing

BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
EC S1
ESL Pro League S22
FERJEE Rush 2025
Birch Cup 2025
DraculaN #2
LanDaLan #3
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

Acropolis #4 - TS2
IPSL Winter 2025-26
SC4ALL: Brood War
BSL 21 Team A
BSL Season 21
RSL Revival: Season 3
Stellar Fest
SC4ALL: StarCraft II
WardiTV TLMC #15
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
Frag Blocktober 2025
Urban Riga Open #1
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.