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[PICS] Zerglings Unblockable with Roaches? - Page 4

Forum Index > SC2 General
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esla_sol
Profile Blog Joined September 2008
United States756 Posts
March 14 2010 00:49 GMT
#61
ive been abusing this fact in zvz. makes mass ling really really hard to stop.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
March 14 2010 00:55 GMT
#62
yeah but once zergs learn to just keep roaches in their mineral line until they attack, leaving behind a few roaches + 1 sunken when they push out, that wont work too well anymore
ModeratorBlame yourself or God
Simple
Profile Blog Joined February 2009
United States801 Posts
March 14 2010 01:05 GMT
#63
it would seem that either the hit boxes are smaller than they appear ingame. for the most part most of the other units are fine. perhaps they could make the ones for zerglings a little bigger. i recall they made the collision boxes for the collossus a little smaller because everything practically ran into it
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
Last Edited: 2010-03-14 01:37:38
March 14 2010 01:36 GMT
#64
Its honestly not a big deal, you can make ling tight walls of roaches, its just difficult to do. I honestly wouldn't even bother walling off with roaches, especially considering if you just tell your roaches to sit in your mineral line the lings can't do any damage anyways. Also, zealots are tight with buildings, so no, your wall of 3 zealots will not block your choke off completely, but if you put a zealot next to the edge of a cliff on one side and a gateway on the other its totally tight. I really don't think this is game breaking, nor do I think its ridiculous or unrealistic. A swarm of zerglings is going to be able to squeeze through a line of zealots... think about it.
BadBinky
Profile Blog Joined May 2004
Finland649 Posts
Last Edited: 2010-03-14 01:44:19
March 14 2010 01:40 GMT
#65
On March 14 2010 10:36 Wr3k wrote:
Its honestly not a big deal, you can make ling tight walls of roaches, its just difficult to do. I honestly wouldn't even bother walling off with roaches, especially considering if you just tell your roaches to sit in your mineral line the lings can't do any damage anyways. Also, zealots are tight with buildings, so no, your wall of 3 zealots will not block your choke off completely, but if you put a zealot next to the edge of a cliff on one side and a gateway on the other its totally tight. I really don't think this is game breaking, nor do I think its ridiculous or unrealistic. A swarm of zerglings is going to be able to squeeze through a line of zealots... think about it.


No you can't wall off speedlings. Tested 130 lings right clicked through 4 rows of roaches
Anyway they won't do much damage if you stick to your mineral line.

It seems the lings "push" eachother when they collide.
It's more important to be tough than to have any fun.
wintergt
Profile Joined February 2010
Belgium1335 Posts
March 14 2010 01:42 GMT
#66
On March 14 2010 09:36 Virtue wrote:
Anyone else notice that the AI reacts differently from a building block to a unit block

when a building blocks the ramp units don't usually go up the ramp if you just right clicked into base, while a block with units doesn't ususally result in that.

Yeah that's because pathing takes all information into account even if you can't see it, your units "know" they can't get through the building wall even though they have no vision of it lol.
here i am
torm3ntin
Profile Joined October 2009
Brazil2534 Posts
March 14 2010 01:55 GMT
#67
On March 11 2010 06:17 Chairman Ray wrote:
oh wow, until this gets fixed, Zerg might be dominant for a while


u should send this to blizz. this is prolly the only problem about balancing right now LOL
Grubby and Ret fan, but a TERRAN player :D
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
March 14 2010 02:05 GMT
#68
Yeah, I think this is more an issue with zerglings piling up on top of eachother and pushing their way through more than there being gaps between unit collision boxes. IF you tell your units to hold position they make a much tighter wall.
Gedrah
Profile Joined February 2010
465 Posts
March 14 2010 02:16 GMT
#69
On March 14 2010 08:47 Sid(TB) wrote:
Show nested quote +
On March 14 2010 06:40 Gedrah wrote:
Units on HP never budge so much as an inch, in my experience, even to get out of the way of allied units or building placements. Are the Lings just fitting between the Roaches magically despite that their collision joins up?

Start a game in sandbox mode with a friend and post some replays, I bet this will get fixed. Ramps and chokes are meant to be blockable with a few units to allow you to push a defensive advantage.


since you'd like a replay and i happent o have posted one in another thread about this issue

http://www.mediafire.com/file/ytmyywjfjdi/2010-03-12 12-33-48.SC2Replay

heres a replay of using zealots to stop zerglings (impossible)

the zerg here just spams right click past the wall of units no matter the unit formation

maybe other formations can be tried but heres a good example of the testing ive done.


Yeah I went and checked for myself, there is most definitely a quirk in the pathing AI for HP units where they will move around if shoved by another unit that was shoved by another unit.
What is a dickfour?
geno
Profile Blog Joined October 2007
United States1404 Posts
Last Edited: 2010-03-14 02:18:06
March 14 2010 02:17 GMT
#70
If you don't tell them to hold position, its not really a wall at all. If you do, they can still run zerglings through it. Its really very simple, its a bug that needs to be fixed. It has nothing to do with how thick the wall is or if its on a ramp or between buildings or its facing north/south or west/east, its just plain broken right now. I hope more zerg players begin to realize this because until it is abused, its not likely to be fixed.
lol.Froste
Profile Joined January 2010
United States112 Posts
March 14 2010 04:37 GMT
#71
hold position
Trenan
Profile Joined February 2010
United States14 Posts
March 14 2010 11:21 GMT
#72
On March 11 2010 06:44 -fj. wrote:
The way that SC2 handles collision makes it impossible to block with units.



If we are talking collision done without look ahead features than it could be entirely possible for a fast unit to run right through another unit as the collision would not be detected until it had passed the threshold that blocks a unit from moving through another. Since its online and done through the servers, the speed of the servers could have a great impact on the speed of these calculations, however I do not think blizzard would use such a primitive collision system. Given the fact its beta and there are latency complaints, it might possibly be performance issues(I doubt this since the units do not move at such high speeds).

These problems are usually found in programs running directly from the hardware and they do not incorporate some sort of fps/game loop limiter. I am not familiar with the networking done via bnet but im sure such limiters are in place, especially for controlling the latency between players.

I remember something about havoc engine back when they were showing off the mother ship for the first time, i do not remember if they are currently using it or not. If so, then everything probably has a hamsterball collision field which is why they move around like marbles.
There can be only none!
kAra
Profile Joined September 2004
Germany1387 Posts
Last Edited: 2010-03-14 11:29:52
March 14 2010 11:29 GMT
#73
i like it how ppl still say on the 4th (!!!) page thats its still possible to wall lol
read the topic before u post ur wrong informations so annoying
mada mada dane
ShaperofDreams
Profile Blog Joined December 2008
Canada2492 Posts
March 14 2010 12:08 GMT
#74
It seems to me like blizzard made several units' collision sizes way smaller than the unit itself appears to be. ZvZ would be lame without walls
Bitches don't know about my overlord. FUCK OFF ALDARIS I HAVE ENOUGH PYLONS. My Balls are as smooth as Eggs.
DoX.)
Profile Joined December 2008
Singapore6164 Posts
March 14 2010 12:17 GMT
#75
I get so pissed of when I see the way units behave in streams >=(
It is quite literally impossible for a unit to hold its ground in a large army, the units just push each other around till ordered to go somewhere else. I think the collision sizes of units really need to be fixed
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