• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 05:27
CET 11:27
KST 19:27
  • 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
TL.net Map Contest #21: Winners5Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
Starcraft, SC2, HoTS, WC3, returning to Blizzcon!28$5,000+ WardiTV 2025 Championship5[BSL21] RO32 Group Stage4Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly2Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win9
StarCraft 2
General
5.0.15 Patch Balance Hotfix (2025-10-8) Starcraft, SC2, HoTS, WC3, returning to Blizzcon! TL.net Map Contest #21: Winners RotterdaM "Serral is the GOAT, and it's not close" Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win
Tourneys
- nuked - Constellation Cup - Main Event - Stellar Fest $5,000+ WardiTV 2025 Championship Merivale 8 Open - LAN - Stellar Fest Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace
Brood War
General
BW General Discussion [ASL20] Ask the mapmakers — Drop your questions [BSL21] RO32 Group Stage BGH Auto Balance -> http://bghmmr.eu/ SnOw's ASL S20 Finals Review
Tourneys
[Megathread] Daily Proleagues [BSL21] RO32 Group B - Sunday 21:00 CET [BSL21] RO32 Group A - Saturday 21:00 CET BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION
Strategy
PvZ map balance Current Meta How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Stormgate/Frost Giant Megathread Dawn of War IV Nintendo Switch Thread ZeroSpace Megathread General RTS Discussion Thread
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
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine YouTube Thread Dating: How's your luck?
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
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 Recent Gifted Posts
Blogs
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Why we need SC3
Hildegard
Reality "theory" prov…
perfectspheres
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1540 users

[PICS] Zerglings Unblockable with Roaches? - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 Next All
Senx
Profile Blog Joined March 2008
Sweden5901 Posts
March 10 2010 21:52 GMT
#21
thats pretty bad :/
"trash micro but win - its marine" MC commentary during HSC 4
mrmin123 *
Profile Blog Joined January 2004
Korea (South)2971 Posts
March 10 2010 21:57 GMT
#22
Maybe the zerglings are running through the roachs' legs.
Translator태양은 묘지위에 붉게 떠오르고 / 한낮에 찌는 더위는 나의 시련 일찌라!
Fusionz
Profile Blog Joined March 2010
United States54 Posts
March 10 2010 22:02 GMT
#23
I've lost atleast 5 PvZ with that glitch.. I found a post on the battle.net Bug Forum and a blue post said it was indeed not intended any they're looking into it. so no more will I lose to mass lings killing my economy as protoss :D
Saevus
emikochan
Profile Joined July 2009
United Kingdom232 Posts
Last Edited: 2010-03-10 22:04:28
March 10 2010 22:03 GMT
#24
I just wish all ground units collision was increased by about 5-10% Just enough to make walling a little more doable AND fixing the way units ball really really close together for spectators.

In wc3 you can get some nice blocks on units that are running away if you can micro your units infront of the runners, but with the tiny collision and superior pathing of sc2, they don't slow down at all..

*shrug*

edit: thanks for the post Fusionz, glad to see they are working on it
Probes need love too.
wrags
Profile Blog Joined April 2008
United States379 Posts
March 10 2010 22:16 GMT
#25
that was me in that game. if you had threatened with a higher amount of roaches (9 or more) you could have just slow pushed out or defended in your base

i know the "quarry" is with collision size, but there was a massively better transition than just blocking and trying to tech. also sim city would have helped your spire from dying. honestly i don't see how this is much different than zvz in bw, aside from the fact that it takes little to zero micro to break a ramp

i realize it's easy for me to say all this but the problem isn't with blocking so much, your decisions need to be adapted.

it's like all of these p users trying to forge expand and then complaining that "they" should make it more viable
SoLaR[i.C]
Profile Blog Joined August 2003
United States2969 Posts
Last Edited: 2010-03-10 22:21:14
March 10 2010 22:19 GMT
#26
I just had a strange, what I will dub "philoSCophic," thought:

Blizzard undoubtedly wanted to make SC2 better than its predecessor by creating more well defined boundaries within the game. Units have infinitely better AI and are limited in what they can and cannot do. Positions are optimized, and units are spread according to their size so you no longer have them stacking together like some sort of freakish pile of flying cards. In this case, the well defined small size of zerglings is creating a weird glitch that opposes/overcomes the well defined unit spacing of our poster.

What if, in the process of trying to tweak these hard boundaries (in this case unit collision & pathing), other anomalous things start to occur in a chain reaction as a result of creating "exceptions" in their algorithm? Is this simply something that can be changed by making zerglings "bigger?" Are we going to start seeing SC2 revert back to Broodwar after these boundaries and rules are blended together?

I'm definitely over-thinking this.
ProoM
Profile Blog Joined May 2009
Lithuania1741 Posts
March 10 2010 22:22 GMT
#27
I honestly hope they increase the colision of ALL units, it's pretty ridiculous now in that aspect :S.
IMBA - International Mountain Bicycling Association.
Klive5ive
Profile Blog Joined January 2008
United Kingdom6056 Posts
March 10 2010 22:25 GMT
#28
On March 11 2010 07:22 ProoM wrote:
I honestly hope they increase the colision of ALL units, it's pretty ridiculous now in that aspect :S.

True that would fix a lot of problems. Like the ridiculous over-clumping of everything.
Don't hate the player - Hate the game
niteReloaded
Profile Blog Joined February 2007
Croatia5282 Posts
Last Edited: 2010-03-10 22:27:37
March 10 2010 22:26 GMT
#29
It seems that so much science from BW is not going to get adequately transfered to SC2.

I had fun testing out different building placements, making mazes and blocks against lings and zealots.
That whole aspect of game is gone. And now this?

On March 11 2010 07:25 Klive5ive wrote:
Show nested quote +
On March 11 2010 07:22 ProoM wrote:
I honestly hope they increase the colision of ALL units, it's pretty ridiculous now in that aspect :S.

True that would fix a lot of problems. Like the ridiculous over-clumping of everything.

I agree too.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
March 10 2010 22:27 GMT
#30
To me this whole collsion size mess looks like this:

Blizzard wanted units to move more fluently, so units make themselves "thinner" if a friendly unit wants to pass. They also move out of the way but that alone wouldn't make it very smooth.

This thing somehow seems to apply to enemy units as well, even though it probably wasn't intended. The gap that opens as a concequence is large enough for a zergling to squeeze through (zerglings probably also reduce their collision size slightly while moving).

I am just assuming this, it's hard to verify without knowing the code. In any case I think it shouldn't be too hard to fix - or it might be extremely hard to fix now that I think about it. If the zerglings have a smaller collision size while moving, and their size returns to normal once they stop, they will push the roaches away for that bit. Those roaches will trigger the other roaches to make room because they "want" to move. This opens those gaps.

Well, now I went pretty far from such a vague assumption
If I am close to the real implementation, Blizzard has to make sure that enemy units can't push your units around. They probably won't let go of the "making room for friendly units" part of the AI because that's so fancy and modern (I don't like it very much, it's quite hard to form a proper arc because you keep pushing your own units around, and sometimes it still is useful to have an arc).
If you have a good reason to disagree with the above, please tell me. Thank you.
Adeeler
Profile Blog Joined June 2009
United Kingdom764 Posts
Last Edited: 2010-03-10 22:30:39
March 10 2010 22:28 GMT
#31
I thought the circles under a unit when selected is just a visual indicator and not an indicator of its collision size except in a general sense. Use the physical model for creating a tight wall not the circles and the wall usually holds.
I think only massive units should be able to push other units i.e. ultralisk, tank & collosus.
Floophead_III
Profile Joined September 2009
United States1832 Posts
March 10 2010 22:31 GMT
#32
You know. I think I figured out why it occurs:

Zerglings, like all units, push their friends out of the way so that they can get to their goal position. If you tell them to attack past a line of enemies, the first lings will try to squeeze into the gaps between the opposing force's units. The next line of lings will try to do the same and will push those lings just slightly. With larger units this may not have an effect, because the units simply can't squeeze into those tiny gaps in the first place, but with lings they get pushed through.

This is of course an educated guess, but I think a good way to test it would be to take different numbers of lings from 1 up to... a lot, and you just try to break through walls with them.

I wish I could test it myself, but I'm away from my desktop computer and can't run sc2 on my laptop with any degree of playability.
Half man, half bear, half pig.
McCain
Profile Blog Joined February 2010
United States187 Posts
March 11 2010 00:24 GMT
#33
On March 11 2010 06:30 Klockan3 wrote:
Show nested quote +
On March 11 2010 06:17 Chairman Ray wrote:
oh wow, until this gets fixed, Zerg might be dominant for a while

No, zerglings got such a huge nerf in sc2 from sc1, their uber pathing is the only thing going for them. What happened is that they attack almost half as fast as before so zerglings really aren't scary at all now. Before 1 zergling gave ~the same dps as a zealot, now a zealot deals twice the dps of a ling, if everything else stayed the same zerglings would be 100% useless.

I think Lings could use a buff, but making them unblockable isn't the way to do it.
Kinky
Profile Blog Joined September 2008
United States4126 Posts
Last Edited: 2010-03-11 00:47:13
March 11 2010 00:41 GMT
#34
Doesn't this problem only occur when you don't use hold position?

Nvm, misread the OP.
-orb-
Profile Blog Joined September 2007
United States5770 Posts
March 11 2010 00:46 GMT
#35
Yes this is a problem that's been really pissing me off too. It makes early speedling builds annoyingly hard to hold off as protoss because it's literally impossible to block your ramp with zealots against them.
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
Two_DoWn
Profile Blog Joined October 2009
United States13684 Posts
March 11 2010 00:51 GMT
#36
On March 11 2010 07:25 Klive5ive wrote:
Show nested quote +
On March 11 2010 07:22 ProoM wrote:
I honestly hope they increase the colision of ALL units, it's pretty ridiculous now in that aspect :S.

True that would fix a lot of problems. Like the ridiculous over-clumping of everything.

Seriously. This. This simple change would make big battle so much easier to watch. Throw in a slight modification to coloring and all of the "oh my god wtf is going on?!?" moments will go by the way of a pvp tech build.
"What is the air speed velocity of an unladen courier?" "Dire or Radiant?"
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
March 11 2010 00:53 GMT
#37
Zerglings have an undocumented quantum tunneling ability in SC2.
QibingZero
Profile Blog Joined June 2007
2611 Posts
March 11 2010 01:02 GMT
#38
With moves like this mixed with early baneling wall snipes, I've lost some games way too early. When 2raxing isn't safe, there's a bit of a problem. And yeah, this is even worse when playing protoss.

BTW, props to the guy saying this isn't a problem because you deserved to lose the game anyway. That kind of posting seems to be par for the course here lately...
Oh, my eSports
geno
Profile Blog Joined October 2007
United States1404 Posts
Last Edited: 2010-03-11 01:25:49
March 11 2010 01:21 GMT
#39
This has actually been a problem for awhile. I discovered it when using Plexa's zealot walling technique a long time ago against my brother and we tested it a couple times to make sure it wasn't just bad positioning. I hesitated to make any posts about it anywhere though because most zerg players just figured hold-position unit walls would be tight (I'm protoss). I submitted a bug report when I found it though and got a blue response looking into it the next day, just before patch3 I believe. Hopefully they take it seriously because this can have some serious implications with a LOT of protoss strategies right now.

By the way, its not just a zergling thing, I've pulled it off with zealots as well. Its easier to do the more units you have and the smaller (thinner I should say) the wall. Doesn't just apply to ramps, also works against 1-matrix wide chokes. The only way right now to 100% block a choke of this type with units I've found is to put a unit wider than the choke in front or behind it and hold-position. So for instance, if you make a 1-matrix wide choke using buildings and put an archon in front or behind, no matter how much they clump up zerglings won't be able to make it through with just spamming move commands. Obviously this is not particularly helpful though. They really just need to fix hold-position walls altogether.

In the meantime, you are best off just making your wall as thick as possible to prevent this kind of stuff. For instance, putting a gateway next to a wall so you get a 3x1 matrix corridor and filling that with zealots will make it hard to break. The zerglings can eventually make it through all the zealots, but they have to do it one at a time (they only seem to jump through units when you have at least 2 to 3 clumping on top of eachother). Also, be careful if the zerg gets ling speed because that seems to make it like 20x easier to pull off to the point where zerglings can pretty much walk right through a 1-zealot thick wall.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
March 11 2010 01:23 GMT
#40
On March 11 2010 09:46 -orb- wrote:
Yes this is a problem that's been really pissing me off too. It makes early speedling builds annoyingly hard to hold off as protoss because it's literally impossible to block your ramp with zealots against them.

If you place your gates in such a way to leave a small space between them , or wall them together to leave a small wall on the edge of the cliff then you can wall with 1 zeal or whatever.
..and then I would, ya know, check em'. (Aka SpoR)
Prev 1 2 3 4 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 33m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 168
StarCraft: Brood War
Calm 7869
Jaedong 615
BeSt 348
TY 313
Stork 236
Light 199
Leta 158
JYJ154
Mini 150
PianO 132
[ Show more ]
Pusan 114
Larva 113
Aegong 108
sSak 90
EffOrt 78
soO 54
Backho 42
Rush 41
Sharp 40
sorry 30
yabsab 24
NotJumperer 17
Bale 13
Noble 10
HiyA 8
Terrorterran 8
Barracks 6
Dota 2
Gorgc5515
KheZu197
XcaliburYe192
League of Legends
JimRising 403
Reynor170
Counter-Strike
fl0m1634
zeus142
taco 84
Other Games
summit1g16251
singsing1094
ceh9465
crisheroes193
Happy164
Sick115
XaKoH 82
NeuroSwarm48
Organizations
Other Games
gamesdonequick498
Counter-Strike
PGL161
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• LUISG 36
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos3590
• Stunt606
Upcoming Events
OSC
1h 33m
LAN Event
4h 33m
Lambo vs Harstem
FuturE vs Maplez
Scarlett vs FoxeR
Gerald vs Mixu
Zoun vs TBD
Clem vs TBD
ByuN vs TBD
TriGGeR vs TBD
Korean StarCraft League
16h 33m
CranKy Ducklings
23h 33m
LAN Event
1d 4h
IPSL
1d 7h
dxtr13 vs OldBoy
Napoleon vs Doodle
BSL 21
1d 9h
Gosudark vs Kyrie
Gypsy vs Sterling
UltrA vs Radley
Dandy vs Ptak
Replay Cast
1d 12h
Sparkling Tuna Cup
1d 23h
WardiTV Korean Royale
2 days
[ Show More ]
LAN Event
2 days
IPSL
2 days
JDConan vs WIZARD
WolFix vs Cross
BSL 21
2 days
spx vs rasowy
HBO vs KameZerg
Cross vs Razz
dxtr13 vs ZZZero
Replay Cast
2 days
Wardi Open
3 days
WardiTV Korean Royale
4 days
Replay Cast
4 days
Kung Fu Cup
5 days
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
5 days
The PondCast
5 days
RSL Revival
5 days
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
6 days
WardiTV Korean Royale
6 days
RSL Revival
6 days
Classic vs Creator
Cure vs TriGGeR
Liquipedia Results

Completed

BSL 21 Points
SC4ALL: StarCraft II
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
Stellar Fest: Constellation Cup
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

BSL Season 21
SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 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.