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[Serious bug] Zerg larva bug. 10 zerglings in 1:55 - Page 4

Forum Index > SC2 General
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Seku
Profile Joined December 2006
United States313 Posts
April 23 2010 04:15 GMT
#61
you need probes to fend this off with 10gate, you are behind even if you know it's coming if the position is anywhere close.
zomgzergrush
Profile Joined August 2008
United States923 Posts
April 23 2010 04:17 GMT
#62
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?
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.
Dekoth
Profile Joined March 2010
United States527 Posts
April 23 2010 04:18 GMT
#63
I am a toss player for reference but I just tried this in game.

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
Profile Blog Joined April 2007
Australia2474 Posts
April 23 2010 04:19 GMT
#64
id imagine the lings could actually tear thru the pylon before you have enough zealots out to overwhelm the lings...

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 =[
@NvPinder on twitter | Member of Gamecom Nv | http://www.clan-ta.com | http://www.youtube.com/user/ftrunkz | http://www.twitchtv.com/xghpinder
Viz_Ru
Profile Joined March 2009
Canada13 Posts
April 23 2010 04:20 GMT
#65
Someone post a video of this please!! I can't find one on youtube yet.
e.soul[gm]
Profile Blog Joined May 2008
Sierra Leone254 Posts
April 23 2010 04:22 GMT
#66
definitely using this at a tournament tomorrow at my local lan center. hope they dont patch it!
http://www.last.fm/user/jesuspopk
Ftrunkz
Profile Blog Joined April 2007
Australia2474 Posts
April 23 2010 04:23 GMT
#67
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.
@NvPinder on twitter | Member of Gamecom Nv | http://www.clan-ta.com | http://www.youtube.com/user/ftrunkz | http://www.twitchtv.com/xghpinder
lolnoty
Profile Joined December 2005
United States7166 Posts
April 23 2010 04:23 GMT
#68
So if this doesn't get fixed right away, will the weekend tournaments cancel or just prohibit floating larva before 5 minutes or what?
"PPD is a very angry guy. He controls us." - Arteezy
delex
Profile Joined April 2010
United States18 Posts
April 23 2010 04:26 GMT
#69
for now just play it safe and do a 7 pylon and chronoboost zealots. It might not be the brightest idea but it will keep you in the game.
Cocacolaine
Archerofaiur
Profile Joined August 2008
United States4101 Posts
April 23 2010 04:26 GMT
#70
Its like history is repeating itself :D :D :D

150 spawning pool for everyone!
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Sprajt
Profile Joined March 2010
Sweden24 Posts
April 23 2010 04:28 GMT
#71
The patch has been out for less than half a day, I would not expect Blizzard to hotfix anything unless it becomes way out of hand. I still doubt the strength of this build and I want to see it for myself before I jump to any conclusions.

In a worst case scenario they will just have to fix/revert the larva/egg cancel thingy.
stay a while and listen
[-Bluewolf-]
Profile Blog Joined January 2003
United States609 Posts
April 23 2010 04:29 GMT
#72
I tried this in one of my 5 qualifying matches to see how worked against a human opponent - it seems worse than any all-in strat thus far. Hopefully Blizzard patches this tomorrow.

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.
The melody of logic always plays the notes of truth.
Puosu
Profile Blog Joined April 2007
7040 Posts
April 23 2010 04:33 GMT
#73
I don't see the point behind giving back the larvae, why would they even implement that let alone not even test it at all after doing so? Christ..
Pyrthas
Profile Joined March 2007
United States3196 Posts
April 23 2010 04:33 GMT
#74
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
Profile Joined February 2008
Canada7115 Posts
April 23 2010 04:34 GMT
#75
If the Zerg goes 13 pool am I still safe? Does this bug abuse require an early pool that could be spotted by scouting?
Ryuu314
Profile Joined October 2009
United States12679 Posts
Last Edited: 2010-04-23 04:36:52
April 23 2010 04:35 GMT
#76
On April 23 2010 13:13 w_Ender_w wrote:
Show nested quote +
On April 23 2010 13:10 BDF92 wrote:
On April 23 2010 13:08 Antimage wrote:
block with 1 zealot or wall in as terran.

10 zerglings>1 zealot


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
Profile Joined October 2009
United States12679 Posts
Last Edited: 2010-04-23 04:36:08
April 23 2010 04:35 GMT
#77
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
Profile Joined February 2010
Thailand107 Posts
April 23 2010 04:36 GMT
#78
Easy fix, just convert back to original. And larva won't die if you cancel once you have lair.
WARNING:I'm allergic to cheese. Syndrome; Rage, QQ, and your race OP
Reborn8u
Profile Blog Joined January 2010
United States1761 Posts
April 23 2010 04:38 GMT
#79
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
Profile Joined October 2009
United States12679 Posts
April 23 2010 04:38 GMT
#80
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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