[Serious bug] Zerg larva bug. 10 zerglings in 1:55 - Page 4
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Seku
United States313 Posts
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zomgzergrush
United States923 Posts
On April 23 2010 12:53 majesty.k)seRapH wrote: haha, ZERG RUSH IS BACK, EVERYONE BACK TO BW On April 23 2010 12:52 semantics wrote: lol now zerg rush actually means something Did somebody saay my name? | ||
Dekoth
United States527 Posts
Simply put, even with a 1 unit block which I always do to stomp rushes, there are just too many lings being produced from this. Once zerg has the initial group of lings out, they no longer need the exploit to just keep pumping lings out. Couple this with econ quickly becomes strong enough to pump a queen in the middle of it, and you have toss/ter fighting an extremely lopsided battle. I will not be laddering until this is fixed, there simply is no point. I don't feel like getting shafted down into the lower leagues just because all zerg players are going to be instant losses for me. | ||
Ftrunkz
Australia2474 Posts
I'm really not sure tho, like, 10 lings with constant ling re-inforcement, the zealot cant really come out to stop you from killing the pylon, or it gets owned by 5-6 lings whilst the other 4-5 keep attacking the pylon, by the time the second zealot is out, the pylon is close to dead, more lings have arrived anyway, and you get roled over? It seems incredibly/impossibly difficult to hold off without pulling significant probes, and even then hard. Yeah it might not be unstoppable, but it would ruin the game for gold ranks and below where 6 pool is already near impossible for those poor newbies to hold off =[ | ||
Viz_Ru
Canada13 Posts
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e.soul[gm]
Sierra Leone254 Posts
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Ftrunkz
Australia2474 Posts
On April 23 2010 13:22 e.soul[gm] wrote: definitely using this at a tournament tomorrow at my local lan center. hope they dont patch it! Oh dear god, i hope you bring a gun or something to protect yourself when angry nerds start surrounding you. | ||
lolnoty
United States7166 Posts
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delex
United States18 Posts
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Archerofaiur
United States4101 Posts
150 spawning pool for everyone! | ||
Sprajt
Sweden24 Posts
In a worst case scenario they will just have to fix/revert the larva/egg cancel thingy. | ||
[-Bluewolf-]
United States609 Posts
In the meantime, I plan to just play Zerg, and play normal against Terran / Protoss, but will have to use this in ZvZ on the ladder. About all one can do if you intend to ladder. | ||
Puosu
6982 Posts
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Pyrthas
United States3196 Posts
On April 23 2010 13:20 Viz_Ru wrote: Someone post a video of this please!! I can't find one on youtube yet. Not sure what a video is going to show. You make drones. You cancel them. You make lings. That's it? | ||
Zzoram
Canada7115 Posts
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Ryuu314
United States12679 Posts
On April 23 2010 13:13 w_Ender_w wrote: You seem to be misunderstanding the concept of a 1 Zealot block. Done ideally, no more than 1 or 2 Zerglings should be able to even hit the Zealot at the same time. This should give you plenty of time to get another Zealot out. That being said, I'm not sure you can get the Zealot out and in position if they do this off of 6 or 7 pool on a small map; haven't tried it yet. Either way this is clearly unintended and needs to be addressed. As a Zerg player, I'd like to see the Egg mechanic returned to the way it was previously. On small maps like Steppes a fast 6 pool rush already gets zerglings to protoss's base a few seconds before the first zealots comes out, even assuming an early 10gate build. Plexa made a nice bar graph showing the timings. With this, you will have even more (double?) zerglings at almost the same timing. Even if you do get a zealot out and manage a good 1-zeal wall, the zerglings can just munch through your buildings or just attack your zealot. 12 lings with constant reinforcements can kill a zealot and get into your base before the second zeal pops out. You could pull probes but even then you will still lose. You'll need to pull at least a third to half of your probes. The zerg will easily be economically ahead and the second rush (with roaches or just simply more lings) will likely kill you. | ||
Ryuu314
United States12679 Posts
On April 23 2010 13:34 Zzoram wrote: If the Zerg goes 13 pool am I still safe? Does this bug abuse require an early pool that could be spotted by scouting? It can be used with any pool. It's just more effective with a fast pool. I believe the OP tested this and was able to get 12 zerglings out by 2:30 doing a 10 ovie 10 pool. | ||
MuuMuuKnight
Thailand107 Posts
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Reborn8u
United States1761 Posts
On April 23 2010 12:30 sob3k wrote: It is our duty as beta testers to abuse this horribly in order to bring it to the attention of blizzard... roflmfao!!! | ||
Ryuu314
United States12679 Posts
On April 23 2010 13:36 DoubleU wrote: Easy fix, just convert back to original. And larva won't die if you cancel once you have lair. I personally think larva should die if you cancel, period. It's just simply too strong. Even in mid to late game, Zerg can just whore drones constantly and if they see their opponent moving out, which shouldn't be too hard esp. with Xel'naga watch towers and ovies, they just cancel everything and morph lings or roaches or w/e. Zerg units have a very short build time so it is completely feasible for them to do this. | ||
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