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[Serious bug] Zerg larva bug. 10 zerglings in 1:55 - Page 16

Forum Index > SC2 General
Post a Reply
Prev 1 14 15 16 17 18 Next All
Ajrish_Sajko
Profile Joined April 2010
Serbia16 Posts
Last Edited: 2010-04-23 15:30:15
April 23 2010 15:26 GMT
#301
On April 24 2010 00:25 Gigaudas wrote:
I don't see any thread at all about this on the battle.net forums?


There is a thread on B.net forums:

http://forums.battle.net/thread.html?topicId=24401524009&sid=5010&pageNo=1
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
April 23 2010 15:28 GMT
#302
On April 24 2010 00:17 nutopia wrote:
this is not a noob compliance. this is a zerg compliance
it wouldn't apply in centain circumstances, it would be every time a zerg player cancels his unit


I suppose this was in response to my post?
I have never heard a decent zerg player complain about losing a larva from canceling. Again, all you lose is time because your hatch will spawn a new larva in at most 15 seconds. Terran and Protoss also lose time. It was perfectly fine the way it was before patch 9.

It would apply in certain circumstances:
If I cancel an egg and have more than X larvae...
If I cancel an egg and have less than Y larvae...

Two different situations, two different rules. That's bad. And unneccesary.
If you have a good reason to disagree with the above, please tell me. Thank you.
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
April 23 2010 15:29 GMT
#303
On April 24 2010 00:26 Mannerheim wrote:
Yeah, not playing ladder in this patch.

Oh, that's not a problem for me.

I still don't have a beta key after all ¬¬
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
prOxi.swAMi
Profile Blog Joined November 2004
Australia3091 Posts
April 23 2010 15:29 GMT
#304
Ive lost so many times to this shit.

Plz fix bliz ;;
Oh no
Gigaudas
Profile Blog Joined December 2008
Sweden1213 Posts
April 23 2010 15:32 GMT
#305
On April 24 2010 00:26 Ajrish_Sajko wrote:
Show nested quote +
On April 24 2010 00:25 Gigaudas wrote:
I don't see any thread at all about this on the battle.net forums?


There is a thread on B.net forums:

http://forums.battle.net/thread.html?topicId=24401524009&sid=5010&pageNo=1



Anyone know how you can extract your beta license key from your battle.net account?

I want to go bump that thread but I can't log on to the forums
I
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
April 23 2010 15:35 GMT
#306
On April 24 2010 00:26 Chalks wrote:
Show nested quote +
On April 24 2010 00:12 spinesheath wrote:
Terran and Protoss lose time, zerg loses larvae. Larvae = time.


Zerg also loses time though. I'm not saying that Zerg larval loss wasn't a good feature that made them harder which rebalanced other aspects that made them easier, but if Blizzard are rebalancing minor stuff then they're probably not just going to roll back the update because they cocked it up.

I guess I should be more precise:
Terran and Protoss are losing production time of one of their production facilities if they cancel a unit.
Zerg was losing production time pre patch 9, as larvae ARE the manifestation of hatchery production time. Now zerg is NOT losing production time.
Sure, the unit will be done a bit later than if it had been chosen right from the start, but the following units will not be delayed at all because there was no hatchery production time lost. Terran and Protoss units will be delayed throughout the rest of the game.
If you have a good reason to disagree with the above, please tell me. Thank you.
Chalks
Profile Joined April 2010
United Kingdom11 Posts
April 23 2010 15:40 GMT
#307
On April 24 2010 00:35 spinesheath wrote:
Show nested quote +
On April 24 2010 00:26 Chalks wrote:
On April 24 2010 00:12 spinesheath wrote:
Terran and Protoss lose time, zerg loses larvae. Larvae = time.


Zerg also loses time though. I'm not saying that Zerg larval loss wasn't a good feature that made them harder which rebalanced other aspects that made them easier, but if Blizzard are rebalancing minor stuff then they're probably not just going to roll back the update because they cocked it up.

I guess I should be more precise:
Terran and Protoss are losing production time of one of their production facilities if they cancel a unit.
Zerg was losing production time pre patch 9, as larvae ARE the manifestation of hatchery production time. Now zerg is NOT losing production time.
Sure, the unit will be done a bit later than if it had been chosen right from the start, but the following units will not be delayed at all because there was no hatchery production time lost. Terran and Protoss units will be delayed throughout the rest of the game.


I see, so it's not even as simple as evening the playing field as far as unit production goes, but actually a buff that puts their production ahead of the other races.

I agree, it does feel ill advised, thanks for the clarification.
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 23 2010 15:40 GMT
#308
You can hold this off if you wall off fully with gate/forge (make sure your pylon isn't part of your wall or they'll kill that before the cannon gets up even if only 2 can hit it), but it sure as hell puts you way behind should they choose NOT to do this build.

http://www.mediafire.com/?momodyykynh
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
AngryAsian
Profile Joined March 2010
Canada68 Posts
April 23 2010 15:43 GMT
#309
[QUOTE]On April 24 2010 00:35 spinesheath wrote:
[QUOTE]On April 24 2010 00:26 Chalks wrote:
[QUOTE]On April 24 2010 00:12 spinesheath wrote:
Terran and Protoss lose time, zerg loses larvae. Larvae = time.
[/QUOTE]

Zerg also loses time though. I'm not saying that Zerg larval loss wasn't a good feature that made them harder which rebalanced other aspects that made them easier, but if Blizzard are rebalancing minor stuff then they're probably not just going to roll back the update because they cocked it up.
[/QUOTE]
I guess I should be more precise:
Terran and Protoss are losing production time of one of their production facilities if they cancel a unit.
Zerg was losing production time pre patch 9, as larvae ARE the manifestation of hatchery production time. Now zerg is NOT losing production time.
Sure, the unit will be done a bit later than if it had been chosen right from the start, but the following units will not be delayed at all because there was no hatchery production time lost. Terran and Protoss units will be delayed throughout the rest of the game.[/QUOT

You do have a good point for the later game. But in the very beginning of the game, the loss of 1-2 larva can be crucial. It will mess up the timing and rush.
Kralic
Profile Blog Joined March 2010
Canada2628 Posts
Last Edited: 2010-04-23 15:52:57
April 23 2010 15:43 GMT
#310
One way to fix this issue without taking away the cancel larvae without losing it, will be to make all cancelled(affects all races) units only give you 75% of their value back like buildings. To do this you need to build 4 drones and cancel them over the period? well thats 50 minerals down the tubes which is 2 zerglings you cannot make so it becomes almost traditional 6 pool again.

edited: Math is for cool people!
Brood War forever!
Brucy
Profile Joined April 2010
United States51 Posts
April 23 2010 15:48 GMT
#311
I know exactly how they can fix this, and no going back to how it was before I'd not the anwser.. both toss and T can cancel there units anytime they want.. I'm gonna post it on the beta fourms when I get home from work.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2010-04-23 15:50:49
April 23 2010 15:49 GMT
#312
Couldnt you just raise the cost on the Spawning Pool slightly to delay? Frankly I kind of like how this restores the classic Zerg Rush as a more viable strategy. But to be honest any zerg gameplay that doesnt involve roaches is looking pretty appealing these days...
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Deleted User 31060
Profile Blog Joined September 2007
3788 Posts
April 23 2010 15:51 GMT
#313
On April 24 2010 00:49 Archerofaiur wrote:
Couldnt you just raise the cost on the Spawning Pool slightly to delay? Frankly I kind of like how this restores the classic Zerg Rush as a more viable strategy. But to be honest any zerg gameplay that doesnt involve roaches is looking pretty appealing these days...

10 zerglings vs. 1 marine is not a happy battle...
Peaked at C- on ICCUP and proud of it! @Sunyveil
Chalks
Profile Joined April 2010
United Kingdom11 Posts
April 23 2010 15:56 GMT
#314
To make production cancelling a required strategy is not a good thing IMO. Unintentional exploits (bug or not) are unintentional and shouldn't be used as features.

If they're going to diversify Zerg away from roaches they should just set out to do that and do it properly.
Saracen
Profile Blog Joined December 2007
United States5139 Posts
April 23 2010 16:00 GMT
#315
As a Zerg player, I don't know why Blizzard would implement the change in the first place. It takes all of the decision making out of larvae management.
Kralic
Profile Blog Joined March 2010
Canada2628 Posts
Last Edited: 2010-04-23 16:02:03
April 23 2010 16:01 GMT
#316
On April 24 2010 01:00 Saracen wrote:
As a Zerg player, I don't know why Blizzard would implement the change in the first place. It takes all of the decision making out of larvae management.

PETA raided Blizzard HQ and demanded no Larva be hurt by human mistakes. I find it is useless as well since you have to hit the hot key 3 times to make 3 units.
Brood War forever!
Archerofaiur
Profile Joined August 2008
United States4101 Posts
April 23 2010 16:10 GMT
#317
On April 24 2010 00:51 Sunyveil wrote:
Show nested quote +
On April 24 2010 00:49 Archerofaiur wrote:
Couldnt you just raise the cost on the Spawning Pool slightly to delay? Frankly I kind of like how this restores the classic Zerg Rush as a more viable strategy. But to be honest any zerg gameplay that doesnt involve roaches is looking pretty appealing these days...

10 zerglings vs. 1 marine is not a happy battle...




Doesnt wall-in work. Ive been playing with this strategy allot and Terran walling in seems to counter it pretty well.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
April 23 2010 16:12 GMT
#318
On April 24 2010 00:43 AngryAsian wrote:
Show nested quote +
On April 24 2010 00:35 spinesheath wrote:
On April 24 2010 00:26 Chalks wrote:
On April 24 2010 00:12 spinesheath wrote:
Terran and Protoss lose time, zerg loses larvae. Larvae = time.


Zerg also loses time though. I'm not saying that Zerg larval loss wasn't a good feature that made them harder which rebalanced other aspects that made them easier, but if Blizzard are rebalancing minor stuff then they're probably not just going to roll back the update because they cocked it up.

I guess I should be more precise:
Terran and Protoss are losing production time of one of their production facilities if they cancel a unit.
Zerg was losing production time pre patch 9, as larvae ARE the manifestation of hatchery production time. Now zerg is NOT losing production time.
Sure, the unit will be done a bit later than if it had been chosen right from the start, but the following units will not be delayed at all because there was no hatchery production time lost. Terran and Protoss units will be delayed throughout the rest of the game.


You do have a good point for the later game. But in the very beginning of the game, the loss of 1-2 larva can be crucial. It will mess up the timing and rush.

If you mess up early in the game and your opponent doesn't you lose. It has always been like that and should be like that. Absoluetly flawless execution in early game is one of the things that separates good players from great players.
If you have a good reason to disagree with the above, please tell me. Thank you.
jamesr12
Profile Blog Joined April 2010
United States1549 Posts
April 23 2010 16:21 GMT
#319
just faced this, even on DO this cannot be stopped if Z brings drones to its gg everytime
http://www.teamliquid.net/forum/viewmessage.php?topic_id=306479
PanzerDragoon
Profile Joined March 2010
United States822 Posts
April 23 2010 16:48 GMT
#320
On April 24 2010 01:10 Archerofaiur wrote:
Show nested quote +
On April 24 2010 00:51 Sunyveil wrote:
On April 24 2010 00:49 Archerofaiur wrote:
Couldnt you just raise the cost on the Spawning Pool slightly to delay? Frankly I kind of like how this restores the classic Zerg Rush as a more viable strategy. But to be honest any zerg gameplay that doesnt involve roaches is looking pretty appealing these days...

10 zerglings vs. 1 marine is not a happy battle...




Doesnt wall-in work. Ive been playing with this strategy allot and Terran walling in seems to counter it pretty well.

Sure it works.

But having to 7 scout 9 rax double wall-in every game to hold this off gets kind of boring, and that means you won't really be ahead in econ and the Zerg can FE.

Plus the ability to cancel eggs and get larva back is overpowered anyways, since there is much less punishment for powering drones.
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