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[Serious bug] Zerg larva bug. 10 zerglings in 1:55 - Page 11

Forum Index > SC2 General
Post a Reply
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Roffles *
Profile Blog Joined April 2007
Pitcairn19291 Posts
April 23 2010 09:01 GMT
#201
On April 23 2010 17:59 Frenzied_Tank wrote:
They should keep it in, but more as an upgrade that costs like 100/100 or something like that.

Who the hell would waste resources on something like that? Yes, it could be useful, but just play like you did in BW and everything is fine.
God Bless
Ballistixz
Profile Joined January 2010
United States1269 Posts
April 23 2010 09:02 GMT
#202
it can be stopped very easily as terran. all you do is wall in early and build a bunk. same with toss, wall in ur choke and build a cannon.

of course if the zerg can somehow get in then just GG right then and there. there will be no way in hell u can stop it or recover from it if the lings manage to get inside ur base. even of all the lings die the zerg can just set up a expansion since there is a near 100% your economy will be destroyed.

im sure it will defiantly be patched in patch 10 and im certain this is why larva was destroyed when you canceled a egg.
Tinithor
Profile Joined February 2008
United States1552 Posts
April 23 2010 09:06 GMT
#203
On April 23 2010 18:02 Ballistixz wrote:
it can be stopped very easily as terran. all you do is wall in early and build a bunk. same with toss, wall in ur choke and build a cannon.

of course if the zerg can somehow get in then just GG right then and there. there will be no way in hell u can stop it or recover from it if the lings manage to get inside ur base. even of all the lings die the zerg can just set up a expansion since there is a near 100% your economy will be destroyed.

im sure it will defiantly be patched in patch 10 and im certain this is why larva was destroyed when you canceled a egg.


It can be stopped but in order to do that you have to sacrifice massive amount of economy, that means on 4 player maps its basically a guessing game if you win, cause if you defend against the rush and they expo its GG there too.
"Oh-My-GOD" ... "Is many mutas, Yes?"
Roffles *
Profile Blog Joined April 2007
Pitcairn19291 Posts
April 23 2010 09:08 GMT
#204
On April 23 2010 18:06 Tinithor wrote:
Show nested quote +
On April 23 2010 18:02 Ballistixz wrote:
it can be stopped very easily as terran. all you do is wall in early and build a bunk. same with toss, wall in ur choke and build a cannon.

of course if the zerg can somehow get in then just GG right then and there. there will be no way in hell u can stop it or recover from it if the lings manage to get inside ur base. even of all the lings die the zerg can just set up a expansion since there is a near 100% your economy will be destroyed.

im sure it will defiantly be patched in patch 10 and im certain this is why larva was destroyed when you canceled a egg.


It can be stopped but in order to do that you have to sacrifice massive amount of economy, that means on 4 player maps its basically a guessing game if you win, cause if you defend against the rush and they expo its GG there too.

Hell, I'd much rather play with a deficit than be completely dead.
God Bless
endGame
Profile Joined June 2009
United States394 Posts
April 23 2010 09:08 GMT
#205
I was really hoping for a quick fix to this tonight

I play Zerg but I really don't want to play until this stupid game breaking glitch is fixed
"...As the world goes, is only in question between equals in power, while the strong do what they will and the weak suffer what they must." -Thucydides
Tinithor
Profile Joined February 2008
United States1552 Posts
April 23 2010 09:10 GMT
#206
On April 23 2010 18:08 Roffles wrote:
Show nested quote +
On April 23 2010 18:06 Tinithor wrote:
On April 23 2010 18:02 Ballistixz wrote:
it can be stopped very easily as terran. all you do is wall in early and build a bunk. same with toss, wall in ur choke and build a cannon.

of course if the zerg can somehow get in then just GG right then and there. there will be no way in hell u can stop it or recover from it if the lings manage to get inside ur base. even of all the lings die the zerg can just set up a expansion since there is a near 100% your economy will be destroyed.

im sure it will defiantly be patched in patch 10 and im certain this is why larva was destroyed when you canceled a egg.


It can be stopped but in order to do that you have to sacrifice massive amount of economy, that means on 4 player maps its basically a guessing game if you win, cause if you defend against the rush and they expo its GG there too.

Hell, I'd much rather play with a deficit than be completely dead.


I agree with you im just saying, that while there are answers its still pretty dang broken.
"Oh-My-GOD" ... "Is many mutas, Yes?"
dogabutila
Profile Blog Joined December 2009
United States1438 Posts
April 23 2010 09:12 GMT
#207
scout earlier vs z? if they go FE then just bunker rush them or something.
Baller Fanclub || CheAse Fanclub || Scarlett Fanclub || LJD FIGHTING!
FoBuLouS
Profile Blog Joined September 2008
United States570 Posts
April 23 2010 09:13 GMT
#208
I just played my placements and my last match was against a zerg who did this on kulas ravine. Thankfully I got a 2 gate walloff in time and microed my heart out. VERY dangerous bug but not entirely invincible.
zomgzergrush
Profile Joined August 2008
United States923 Posts
Last Edited: 2010-04-23 09:16:01
April 23 2010 09:14 GMT
#209
yea you can actually end up with 6 larvae in a 7 pool. You will only be able to spend 5 initially, but the 6th one isn't too far off.

If you insist on laddering now against zerg, have that probe ready to finish an airtight wall. You really also should be getting that forge earlier, anyway, because of the possibility of all in 13 pool 18 hatch speedling.

Terrans should really be fine since they have their wall up anyway.
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
Funchucks
Profile Joined June 2007
Canada2113 Posts
April 23 2010 09:18 GMT
#210
A compromise fix would be for a cancelled egg to take as long to revert to a usable larva as it spent being an egg before it was cancelled.

That way, if you misclick, you can get your larva back right away, but you can't use eggs as a store of readily available larvae. You could still do some production tricks, but they would be more costly.

Another way to do it would be to have a few seconds of "oops" time where you can revert them to larvae, but then they pass a point of no return and can only be cancelled into puddles of goo.
I serve my houseguests slices of butter.
Icks
Profile Joined July 2009
France186 Posts
April 23 2010 09:21 GMT
#211
It's a serious one.

But I see no reason to abuse with this bug, as it will be fixed, and the rankings mean nothing.

And i see no reason to stop playing ladder because of this bug. The more fair players continue playing, the less we will meet abusing zerg players.
Plus, if you play against an abusing Zerg, 1:55 is not a big loss of time.
Read to learn.
lolreaper
Profile Joined April 2010
301 Posts
April 23 2010 09:25 GMT
#212
i dont get why so many people are angry on blizzard because of this bug
you are beta tester ffs you are supposed to find bugs and report them
Tinithor
Profile Joined February 2008
United States1552 Posts
April 23 2010 09:27 GMT
#213
On April 23 2010 18:18 Funchucks wrote:
A compromise fix would be for a cancelled egg to take as long to revert to a usable larva as it spent being an egg before it was cancelled.

That way, if you misclick, you can get your larva back right away, but you can't use eggs as a store of readily available larvae. You could still do some production tricks, but they would be more costly.

Another way to do it would be to have a few seconds of "oops" time where you can revert them to larvae, but then they pass a point of no return and can only be cancelled into puddles of goo.


This is a suggestion i actually like.
"Oh-My-GOD" ... "Is many mutas, Yes?"
NonY
Profile Blog Joined June 2007
8751 Posts
April 23 2010 09:33 GMT
#214
I stopped this on Steppes of War :o

10pylon at ramp, 10gate at ramp, scout the build, stop making probes, build forge, CB zealot, cannon, bring some probes down, CB zealot, hold the rush gg. I didn't wall off completely, but I could have... it probably would have been better actually.
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
April 23 2010 09:33 GMT
#215
The fix is easy: just correct the algorithm that checks if the additional larva should be spawned or not. It should be checking every time the larva spawns and not the way it checks right now.
igotmyown
Profile Blog Joined April 2009
United States4291 Posts
April 23 2010 09:35 GMT
#216
On April 23 2010 18:06 Tinithor wrote:
Show nested quote +
On April 23 2010 18:02 Ballistixz wrote:
it can be stopped very easily as terran. all you do is wall in early and build a bunk. same with toss, wall in ur choke and build a cannon.

of course if the zerg can somehow get in then just GG right then and there. there will be no way in hell u can stop it or recover from it if the lings manage to get inside ur base. even of all the lings die the zerg can just set up a expansion since there is a near 100% your economy will be destroyed.

im sure it will defiantly be patched in patch 10 and im certain this is why larva was destroyed when you canceled a egg.


It can be stopped but in order to do that you have to sacrifice massive amount of economy, that means on 4 player maps its basically a guessing game if you win, cause if you defend against the rush and they expo its GG there too.


What's the point of trying to metagame this? It's not a cheese, it's a bug/exploit. Until it's fixed, people just need to know how bad it is,and a way to give themselves a chance against abusers. If someone bothers to plan out a full late game decision tree based on a soon to be fixed bug, they're wasting their time.
Funchucks
Profile Joined June 2007
Canada2113 Posts
April 23 2010 09:44 GMT
#217
On April 23 2010 18:35 igotmyown wrote:
Show nested quote +
On April 23 2010 18:06 Tinithor wrote:
On April 23 2010 18:02 Ballistixz wrote:
it can be stopped very easily as terran. all you do is wall in early and build a bunk. same with toss, wall in ur choke and build a cannon.

of course if the zerg can somehow get in then just GG right then and there. there will be no way in hell u can stop it or recover from it if the lings manage to get inside ur base. even of all the lings die the zerg can just set up a expansion since there is a near 100% your economy will be destroyed.

im sure it will defiantly be patched in patch 10 and im certain this is why larva was destroyed when you canceled a egg.


It can be stopped but in order to do that you have to sacrifice massive amount of economy, that means on 4 player maps its basically a guessing game if you win, cause if you defend against the rush and they expo its GG there too.


What's the point of trying to metagame this? It's not a cheese, it's a bug/exploit.

Not necessarily. Leaving it in and balancing around it is always an option.

What's more Starcraft than a zergling rush?
I serve my houseguests slices of butter.
yoshi_yoshi
Profile Joined January 2010
United States440 Posts
April 23 2010 09:45 GMT
#218
Just did this vP on scrap station and failed. I feel violated.
Haathen
Profile Joined April 2010
Hungary40 Posts
Last Edited: 2010-04-23 11:11:59
April 23 2010 09:58 GMT
#219
On April 23 2010 18:33 Cheerio wrote:
The fix is easy: just correct the algorithm that checks if the additional larva should be spawned or not. It should be checking every time the larva spawns and not the way it checks right now.


Excellent idea.


On April 23 2010 18:45 yoshi_yoshi wrote:
Just did this vP on scrap station and failed. I feel violated.

Wow how the hell did he manage to do that?
Did he make cannons?

I began playing SC2 3 days ago, never played RTS on a competitive level and got Platinum rank #1 thanks to this glitch.
Never seen a protoss player able to stop it, unless I made a huge mistake (like accidently letting the drone get built).



BTW hope you guys aren't mad.
At first I was like let's not play until it's fixed, but then I decided I'd at least learn some zergling micro management (played against zerg doing the same, that's mad fun) + hotkeys + could say that I've been on the top of the ladder :D


If there's any protoss player here who can stop (or thinks he can stop) it on scrap station, and wants to practice, PM me.
(I can only play US server currently)
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
April 23 2010 10:01 GMT
#220
the solution to fix this but keep the feature in is very very simple:
if there are ever any more than 3 larvae at a hatchery, kill extraneous larvae till it's down to 3. Exception is if the larvae spawned from Queen's Spawn Larvae ability.
ModeratorBlame yourself or God
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