• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 14:34
CEST 20:34
KST 03:34
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 1 - Final Week6[ASL19] Finals Recap: Standing Tall12HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0
Community News
Esports World Cup 2025 - Brackets Revealed12Weekly Cups (July 7-13): Classic continues to roll4Team TLMC #5 - Submission extension3Firefly given lifetime ban by ESIC following match-fixing investigation17$25,000 Streamerzone StarCraft Pro Series announced7
StarCraft 2
General
The GOAT ranking of GOAT rankings RSL Revival patreon money discussion thread Esports World Cup 2025 - Brackets Revealed Who will win EWC 2025? Weekly Cups (July 7-13): Classic continues to roll
Tourneys
FEL Cracov 2025 (July 27) - $8000 live event Sea Duckling Open (Global, Bronze-Diamond) RSL: Revival, a new crowdfunded tournament series $5,100+ SEL Season 2 Championship (SC: Evo) WardiTV Mondays
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
External Content
Mutation # 482 Wheel of Misfortune Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome
Brood War
General
Flash Announces (and Retracts) Hiatus From ASL ASL20 Preliminary Maps BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ Starcraft in widescreen
Tourneys
Cosmonarchy Pro Showmatches [Megathread] Daily Proleagues CSL Xiamen International Invitational [BSL20] Non-Korean Championship 4x BSL + 4x China
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile CCLP - Command & Conquer League Project The PlayStation 5
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine Segway man no more. Stop Killing Games - European Citizens Initiative
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread [\m/] Heavy Metal Thread
Sports
Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 2024 - 2025 Football Thread NBA General Discussion NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Men Take Risks, Women Win Ga…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 766 users

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

Forum Index > SC2 General
Post a Reply
Normal
hwanikani
Profile Joined January 2008
Korea (South)43 Posts
Last Edited: 2010-04-23 03:20:05
April 23 2010 03:00 GMT
#1
[image loading]
[image loading]


There is a serious larva bug.
After patch, if you cancel morphing egg, it no longer burst the larva.
Therefore, since the maximum larva one hatchery can hold is 3, and when you are morphing some of the eggs, hatchery will "think" that there is less larva than 3, and keep producing more larva.

So, suppose you have 3 larvas, and make 3 drones out of them. While drones are being made, hatchery will continually produce larva, and right after you see that new larva is made, you can just cancel the drones without any cost, and get 1~2 extra larvas.

Result? A hatchery with more than 3 larvas (more and more larvas stack up if you keep doing it) WITHOUT QUEEN.

Yeah, it might not have huge impact in late games, since it requires some tedious micro and using queen is more effective later games, but in EARLY GAMES, it is deadly.

I tested it, and I was able to produce 12 lings in 2:30 mins.

My build order was 10 overlord, 10 pool, and by the time pool was made, I had 6 larvas ready and go.

This bug is really serious, and needs to be fixed.
Personally, I don't like the idea of cancelling morphing egg without any cost.

**EDITED**
You can make 10 lings in 1:55 min now...
Jackle
Profile Joined January 2010
Canada859 Posts
April 23 2010 03:03 GMT
#2
Oh jeebus, that's going to be annoying as hell until the next patch.

All-in speedlings incoming.
You called down the thunder, now reap the whirlwind.
Muirhead
Profile Blog Joined October 2007
United States556 Posts
April 23 2010 03:04 GMT
#3
Sick... :O
starleague.mit.edu
Xapti
Profile Joined April 2010
Canada2473 Posts
April 23 2010 03:07 GMT
#4
OUCH!!
That's brutal...
I would say you shouldnt' have told anyone, but ovbiously, it's so easy to notice, and hundreds of people would figure it out quite quickly. Blizzard will probably patch this pretty quick I'd think.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
Ladde
Profile Joined April 2010
Sweden70 Posts
April 23 2010 03:08 GMT
#5
Wonder how long it will take for Blizz to fix this?
Hot fix incoming? - I hop so :s
alexanderzero
Profile Joined June 2008
United States659 Posts
April 23 2010 03:08 GMT
#6
You should post on the b.net forums right away. I just hope too many people don't abuse this in their placement matches.
I am a tournament organizazer.
Nosferatos
Profile Joined April 2010
Norway783 Posts
April 23 2010 03:09 GMT
#7
Lol I knew this was a bug, and now we have to pay for it (Read; terran/protoss). At least ZvZ is going to be intence. XD
"Show me the Raven" ~ HMS turns into a mini-nuke, going twice as fast and doing 250 damage over a large area.
onmach
Profile Blog Joined March 2009
United States1241 Posts
April 23 2010 03:10 GMT
#8
This change sucked anyways. I don't know what blizzard was thinking. It is just too easy to erase mistakes this way.
TLaw
Profile Joined March 2010
Peru34 Posts
April 23 2010 03:11 GMT
#9
wow maybe blizzard will correct this before the next patch
sc2
hwanikani
Profile Joined January 2008
Korea (South)43 Posts
April 23 2010 03:12 GMT
#10
I can't post it right now, because there is an error in official forum.
However, I will post it ASAP.
Apex
Profile Blog Joined January 2009
United States7227 Posts
April 23 2010 03:12 GMT
#11
Oh god, that kind of bug needs to be patched up ASAP. Oh god, imagine what the Terran/Protoss players not knowing about this bug will react when they see 12 lings at that timing. :/
DrivE
Profile Blog Joined January 2010
United States2554 Posts
April 23 2010 03:13 GMT
#12
wow, so no more placement games against zerg O_O
this is ridiculous
LUCK IS NO EXCUSE
Bosu
Profile Blog Joined June 2008
United States3247 Posts
April 23 2010 03:15 GMT
#13
I can't imagine anyone being able to beat an 8 pool or something with this bug O.o
#1 Kwanro Fan
wongi
Profile Joined April 2010
Australia86 Posts
April 23 2010 03:15 GMT
#14
On April 23 2010 12:13 DrivE wrote:
wow, so no more placement games against zerg O_O
this is ridiculous


or maybe everyone will play as zerg
deth
Profile Blog Joined August 2009
Australia1757 Posts
April 23 2010 03:16 GMT
#15
theres just no point playing ladder until this is fixed haha.
h0munkulus
Profile Joined March 2010
Austria1481 Posts
Last Edited: 2010-04-23 03:18:57
April 23 2010 03:16 GMT
#16
the only way to really fix this is to change cancel larva(egg) back to normal...

think about it. what else can blizzard do? i am pretty sure that they realized that when developing the original starcraft. but no one remembered the reason why larva gets destroyed after cancel... happens all the time in developement ^^
Sent
Profile Joined April 2010
United States120 Posts
April 23 2010 03:17 GMT
#17
Have it so a larva dies if you cancel an egg or something.
I got nothing
h4xh4xh4x
Profile Joined May 2008
Canada90 Posts
April 23 2010 03:18 GMT
#18
This is ridiculous.
lings
Whiplash
Profile Blog Joined October 2008
United States2928 Posts
April 23 2010 03:18 GMT
#19
On April 23 2010 12:17 Sent wrote:
Have it so a larva dies if you cancel an egg or something.


Thats how it originally was, and blizz needs to keep it that way.
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
motbob
Profile Blog Joined July 2008
United States12546 Posts
April 23 2010 03:19 GMT
#20
Yeah... I'm going to hold off on laddering for a while...
ModeratorGood content always wins.
Koffiegast
Profile Joined February 2010
Netherlands346 Posts
April 23 2010 03:20 GMT
#21
Easy solution: if a morph where to be cancelled, destroy the larva if there are already 3+ larvas on that hatch.

Or perhaps even better as people cry spawn larva is "even more OP" now, just remove the whole "cancel larva for nothing".
Wut
Sent
Profile Joined April 2010
United States120 Posts
April 23 2010 03:20 GMT
#22
You didn't lose money before either?
I got nothing
Ideas
Profile Blog Joined April 2008
United States8091 Posts
April 23 2010 03:25 GMT
#23
LOL

worst patch ever!
Free Palestine
See.Blue
Profile Blog Joined October 2008
United States2673 Posts
Last Edited: 2010-04-23 03:26:39
April 23 2010 03:26 GMT
#24
Wow good find, and so soon. That's gotta be brutal to be up against. Someone should make a VOD of some good shennanigans with this though while it's around
CaptainTrips
Profile Joined April 2010
Ireland1 Post
April 23 2010 03:27 GMT
#25
Could this be why they've held the patch back in Europe?

Can't see Blizz being able to get any meaningful testing done while this exists, so I imagine it'll get fixed pretty quick.
Sometimes you have to roll the hard six
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
April 23 2010 03:28 GMT
#26
Lol, Blizzard did not think this new larva mechanic through.
sob3k
Profile Blog Joined August 2009
United States7572 Posts
April 23 2010 03:30 GMT
#27
It is our duty as beta testers to abuse this horribly in order to bring it to the attention of blizzard...

In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
Suffo
Profile Joined March 2010
United States936 Posts
April 23 2010 03:31 GMT
#28
imo post this on technical support, as they are always checking that iono about suggestions and / or bug reports as much as i see a lot less blue posts
Ftrunkz
Profile Blog Joined April 2007
Australia2474 Posts
April 23 2010 03:33 GMT
#29
holy jesus.... I wonder if this will effect HDH tournament :|. Seriously with 1.5k on the line I would be abusing my ass off with this.
@NvPinder on twitter | Member of Gamecom Nv | http://www.clan-ta.com | http://www.youtube.com/user/ftrunkz | http://www.twitchtv.com/xghpinder
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
April 23 2010 03:39 GMT
#30
lol, such a rape strategy. Mass zvz on ladder once word of this gets out.
MLG_Wiggin
Profile Blog Joined March 2010
United States767 Posts
April 23 2010 03:39 GMT
#31
On April 23 2010 12:33 Ftrunkz wrote:
holy jesus.... I wonder if this will effect HDH tournament :|. Seriously with 1.5k on the line I would be abusing my ass off with this.

Since it's a pretty well regulated tournament I'd imagine abusing it will be grounds for disqualification.
@DBWiggin, SC2 ref
cHaNg-sTa
Profile Blog Joined March 2008
United States1058 Posts
April 23 2010 03:39 GMT
#32
LOL wow, this really makes you question the balance team at Blizzard and how in the world they thought this would be a good change.
Jaedong <3 HOOK'EM HORNS!
dudeman001
Profile Blog Joined February 2010
United States2412 Posts
April 23 2010 03:39 GMT
#33
Wtf... did Blizzard intend for this? If so... that worries me =/ There was always a penalty for making the wrong unit with your larva
Sup.
KingFool
Profile Joined January 2008
Canada428 Posts
April 23 2010 03:40 GMT
#34
On April 23 2010 12:20 Sent wrote:
You didn't lose money before either?


you lost the egg before...
Stimin myself on a daily basis
Ryuu314
Profile Joined October 2009
United States12679 Posts
April 23 2010 03:42 GMT
#35
On April 23 2010 12:40 KingFool wrote:
Show nested quote +
On April 23 2010 12:20 Sent wrote:
You didn't lose money before either?


you lost the egg before...

yea, u always got the money back but you'd lose the egg and larva. now you get both back.
Ballistixz
Profile Joined January 2010
United States1269 Posts
Last Edited: 2010-04-23 03:45:29
April 23 2010 03:43 GMT
#36
lol, hundreds of copper league guys will now become platinum cuz of this. gg. there realy is no point to ladder in beta with all of these bug exploits.
Seku
Profile Joined December 2006
United States313 Posts
April 23 2010 03:47 GMT
#37
this is the exact first thing I thought of when I heard about the canceling change. how could they miss this.
JodoYodo
Profile Blog Joined May 2009
Canada1772 Posts
April 23 2010 03:48 GMT
#38
Get those points while you can, zergs!
Dance dance dance 'till we run this town!
blade55555
Profile Blog Joined March 2009
United States17423 Posts
April 23 2010 03:49 GMT
#39
On April 23 2010 12:43 Ballistixz wrote:
lol, hundreds of copper league guys will now become platinum cuz of this. gg. there realy is no point to ladder in beta with all of these bug exploits.


For some reason I highly doubt that lol.

Has anybody tested to see if there is a limit? (like won't let you get past 5 larva or something) or could you go to 20 if you wanted?
When I think of something else, something will go here
Azarkon
Profile Joined January 2010
United States21060 Posts
April 23 2010 03:50 GMT
#40
IMO, this *could* work if they capped the number of larva, but it'd be hard to do with the Queen larva spawn and everything.
mOnion
Profile Blog Joined August 2009
United States5657 Posts
April 23 2010 03:50 GMT
#41
hooooooly crap

SUPER not gonna play right now
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
Tsagacity
Profile Blog Joined August 2005
United States2124 Posts
April 23 2010 03:50 GMT
#42
@ OP, you can also do this with 7 pool and use a double extractor trick to make 12 lings about 10-15 seconds later than the 1:55 6 pool.
"Everyone worse than me at video games is a noob. Everyone better than me doesn't have a life."
Ftrunkz
Profile Blog Joined April 2007
Australia2474 Posts
April 23 2010 03:52 GMT
#43
On April 23 2010 12:39 w_Ender_w wrote:
Show nested quote +
On April 23 2010 12:33 Ftrunkz wrote:
holy jesus.... I wonder if this will effect HDH tournament :|. Seriously with 1.5k on the line I would be abusing my ass off with this.

Since it's a pretty well regulated tournament I'd imagine abusing it will be grounds for disqualification.

How would they POSSIBLY regulate this... seriously. It's obviously not a bug, its just an over-looked strategy (much like the warp-gate rush in PvP or the Marine+scv all-in TvP which was practically unstoppable unless you specifically planned to counter it, leaving you at a serious disadvantage against any other build).

Like, what are they going to employ... "No cancling of eggs in the first 5 minutes of the game"...?
@NvPinder on twitter | Member of Gamecom Nv | http://www.clan-ta.com | http://www.youtube.com/user/ftrunkz | http://www.twitchtv.com/xghpinder
semantics
Profile Blog Joined November 2009
10040 Posts
April 23 2010 03:52 GMT
#44
lol now zerg rush actually means something
Pablols
Profile Joined August 2009
Chile517 Posts
April 23 2010 03:52 GMT
#45
wow
seRapH
Profile Blog Joined April 2009
United States9756 Posts
April 23 2010 03:53 GMT
#46
haha, ZERG RUSH IS BACK, EVERYONE BACK TO BW
boomer hands
S[-_-]iege
Profile Joined April 2010
United States29 Posts
April 23 2010 03:54 GMT
#47
holy shit, nice catch haha
expect this to be patched.. within a day
HaN-
Profile Blog Joined June 2009
France1919 Posts
April 23 2010 03:55 GMT
#48
On April 23 2010 12:16 h0munkulus wrote:
the only way to really fix this is to change cancel larva(egg) back to normal...

think about it. what else can blizzard do?


Actually i can see some fix to this. For example it could be an upgrade, or available only if you have a Lair. I know this sound kinda lame... Maybe the best idea would be to make it possible only if there is a Queen near the Hatchery.

What do you think ?

Anyways i'm not a big fan of this cancel Larva concept but still i'm curious to try it and see how it affect Zerg gameplay.

Calendaraka Foxhan
MLG_Wiggin
Profile Blog Joined March 2010
United States767 Posts
April 23 2010 03:56 GMT
#49
On April 23 2010 12:52 Ftrunkz wrote:
Show nested quote +
On April 23 2010 12:39 w_Ender_w wrote:
On April 23 2010 12:33 Ftrunkz wrote:
holy jesus.... I wonder if this will effect HDH tournament :|. Seriously with 1.5k on the line I would be abusing my ass off with this.

Since it's a pretty well regulated tournament I'd imagine abusing it will be grounds for disqualification.

How would they POSSIBLY regulate this... seriously. It's obviously not a bug, its just an over-looked strategy (much like the warp-gate rush in PvP or the Marine+scv all-in TvP which was practically unstoppable unless you specifically planned to counter it, leaving you at a serious disadvantage against any other build).

Like, what are they going to employ... "No cancling of eggs in the first 5 minutes of the game"...?


It's likely that every match in that tournament will be broadcast and commentated, so it won't go unnoticed. They also have judges. And it seems obvious that the only really game-breaking usage of this is that crazy Zergling rush.
@DBWiggin, SC2 ref
Caphe
Profile Blog Joined May 2007
Vietnam10817 Posts
Last Edited: 2010-04-23 03:59:29
April 23 2010 03:58 GMT
#50
Everybody just need to switch to Zerg now. 12 lings within 2 minutes...wow just WOW
Terran
Sprajt
Profile Joined March 2010
Sweden24 Posts
April 23 2010 03:59 GMT
#51
Before jumping the gun here, has anyone actually tried this in a real game vs someone that knows what he's doing? Doesn't a Terran wall-in or a 12/13 gate at ramp with zealot blockade stop this rather ok? Since this is really hard on the Zergs economy I wonder if it's worth it if a regular econ-game build will be able to stop this without all to many casualties.
stay a while and listen
kheldorin
Profile Joined April 2010
Singapore539 Posts
April 23 2010 04:00 GMT
#52
If it's not a bug, then they should have mentioned it in the patch notes. It is pretty significant.
semantics
Profile Blog Joined November 2009
10040 Posts
April 23 2010 04:02 GMT
#53
now everyone can do a july style 4 pool back in the day before the sp cost 200
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
April 23 2010 04:04 GMT
#54
On April 23 2010 12:52 Ftrunkz wrote:
Show nested quote +
On April 23 2010 12:39 w_Ender_w wrote:
On April 23 2010 12:33 Ftrunkz wrote:
holy jesus.... I wonder if this will effect HDH tournament :|. Seriously with 1.5k on the line I would be abusing my ass off with this.

Since it's a pretty well regulated tournament I'd imagine abusing it will be grounds for disqualification.

How would they POSSIBLY regulate this... seriously. It's obviously not a bug, its just an over-looked strategy (much like the warp-gate rush in PvP or the Marine+scv all-in TvP which was practically unstoppable unless you specifically planned to counter it, leaving you at a serious disadvantage against any other build).

Like, what are they going to employ... "No cancling of eggs in the first 5 minutes of the game"...?


Uh, this HAS to be a bug. Canceling an egg should ALWAYS lose you the larva. It was like that in BW, and it was like that in SC2 beta patches 1-8.

This is essentially similar to the extractor trick, but for extra larvae, that can be done anytime for the entire length of the game. Although the abuse potential is greatest early-game, before you get your queen. It's obviously not intended or else it would have been mentioned in the patch notes.

But you are right, this is very hard to regulate. Although personally I think it's pretty easy to spot; anytime someone cancels eggs right when hatch produces an extra larva.
next week on Everybody Loves HypnoToad:
SultanVinegar
Profile Blog Joined May 2009
United States372 Posts
April 23 2010 04:06 GMT
#55
i got completely crushed by some guy who used it. Its impossible to hold off any early pool.
I'm a Flash man.
Antimage
Profile Blog Joined March 2010
Canada1293 Posts
April 23 2010 04:08 GMT
#56
block with 1 zealot or wall in as terran.
teamsolid
Profile Joined October 2007
Canada3668 Posts
Last Edited: 2010-04-23 04:10:47
April 23 2010 04:10 GMT
#57
Is this possible to stop with a 10-gate as toss or normal wall-in with Terran? I'd assume T can hold it off, since it comes later than a 6 pool and they can they can stop those no problem. ZvZ will probably be broken for sure though.
Kezzer
Profile Blog Joined December 2008
United States1268 Posts
April 23 2010 04:10 GMT
#58
On April 23 2010 13:08 Antimage wrote:
block with 1 zealot or wall in as terran.

10 zerglings>1 zealot
MLG_Wiggin
Profile Blog Joined March 2010
United States767 Posts
April 23 2010 04:13 GMT
#59
On April 23 2010 13:10 BDF92 wrote:
Show nested quote +
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.
@DBWiggin, SC2 ref
Caphe
Profile Blog Joined May 2007
Vietnam10817 Posts
April 23 2010 04:13 GMT
#60
On April 23 2010 13:10 teamsolid wrote:
Is this possible to stop with a 10-gate as toss or normal wall-in with Terran? I'd assume T can hold it off, since it comes later than a 6 pool, can they can stop those no problem.

But the zergling numbers is greater than 6 pool and Terran has to pull scv and that hurt the economy if T ever survived it.
I think people on Gold or Platinum can stop this no problem but lower level players will have a very hard time against this.
Well, just my theorycraft, but really this is just wrong not because you can rush with lings. This has a very large abusing window in early and mid game.
How about tech to roach, use this trick to pump out alot of Roach. Since using this trick you may not need to birth a queen.
Terran
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
6985 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.
SneakPeek
Profile Joined April 2010
Philippines162 Posts
April 23 2010 04:40 GMT
#81
..doesnt the hatchery make larva if you use some larva to make units? then the bug is actually when you cancel morphing a unit, the larva returns.. =p
DaggerRage
Profile Joined April 2010
United States30 Posts
Last Edited: 2010-04-23 04:41:07
April 23 2010 04:40 GMT
#82
Wow, that is awesome.

But annoying at the same time
Bibdy
Profile Joined March 2010
United States3481 Posts
April 23 2010 04:40 GMT
#83
So err...minor patch tomorrow, then?
PanzerDragoon
Profile Joined March 2010
United States822 Posts
April 23 2010 04:55 GMT
#84
Lost to this in placement, was baffled as to how it happened until I looked at replay


Did Blizzard even test Zerg xmfd
emericaonline
Profile Joined December 2009
United States41 Posts
April 23 2010 04:56 GMT
#85
On April 23 2010 13:40 SneakPeek wrote:
..doesnt the hatchery make larva if you use some larva to make units? then the bug is actually when you cancel morphing a unit, the larva returns.. =p



I'm pretty sure this isn't the problem being described. Its because of that feature there is a glitch.
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
April 23 2010 04:58 GMT
#86
On April 23 2010 13:56 emericaonline wrote:
Show nested quote +
On April 23 2010 13:40 SneakPeek wrote:
..doesnt the hatchery make larva if you use some larva to make units? then the bug is actually when you cancel morphing a unit, the larva returns.. =p



I'm pretty sure this isn't the problem being described. Its because of that feature there is a glitch.


no this is exactly the problem being described.

cancelling an egg shouldn't return the larva back. It has never EVER done that before.
next week on Everybody Loves HypnoToad:
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 23 2010 05:00 GMT
#87
I feel like blizzard definitely dropped the ball on this one....
Half man, half bear, half pig.
tyreek
Profile Joined June 2009
United States141 Posts
April 23 2010 05:01 GMT
#88
Probably not going to ladder until that's fixed -.-.
STORMMMMMMUUUUUUUUU
guitarizt
Profile Blog Joined March 2009
United States1492 Posts
April 23 2010 05:02 GMT
#89
I'm playing zerg and just tried this. It's so bad I don't even wanna play unless it's nonladder or against friends until they fix it. The hotkeys were tilting enough. It feels like my apm is cut in half.
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.” - Hemingway
NrG.Bamboo
Profile Blog Joined December 2006
United States2756 Posts
April 23 2010 05:03 GMT
#90
On April 23 2010 14:00 Floophead_III wrote:
I feel like blizzard definitely dropped the ball on this one....

Lol, it's a beta man. The whole point is to find little glitches and shit like this :p
I need to protect all your life you can enjoy the vibrant life of your battery
smore
Profile Joined February 2010
United States156 Posts
April 23 2010 05:03 GMT
#91
i hope you posted this on the battle.net forums...glad you found this out before it gets too abused
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
April 23 2010 05:04 GMT
#92
On April 23 2010 13:26 Archerofaiur wrote:
Its like history is repeating itself :D :D :D

150 spawning pool for everyone!

Lets hope this one doesn't stick around for 3 years before being patched.
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
April 23 2010 05:05 GMT
#93
So, what do you think Blizzard had in mind, assuming it was intentional?

Just because you guys think it's the stupidest thing in the world doesn't mean it's necessarily a glitch/bug
Funchucks
Profile Joined June 2007
Canada2113 Posts
April 23 2010 05:05 GMT
#94
On April 23 2010 13:33 Puosu wrote:
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..

Losing your larvae is a pretty severe punishment for a misclick, especially when they're changing the hotkeys around from week to week.

A basic concept of GUI design is recognition of the inherently clumsy nature of the keyboard/mouse combination, and making user errors easy to reverse without serious consequences.

While the hardcore Starcraft fanbase seems to be begging for SC2 to be little more than a graphical update for Brood War, most players (i.e. the people who are actually going to pay Blizzard enough money to make SC2 worth bothering to release) wouldn't tolerate the primitive interface design standards of Starcraft 1 in a game released this year.

For most players, a clumsy interface that deliberately makes doing simple things awkward and punishes you severely for tiny errors can completely kill their interest in playing the game.

Like it or not, that's the reality of the market today. Starcraft 2 is not a niche game, and Blizzard must cater to the tastes of the mainstream market.
I serve my houseguests slices of butter.
eNtitY~
Profile Joined January 2007
United States1293 Posts
April 23 2010 05:05 GMT
#95
Has anyone posted this to Blizz yet?
http://www.starcraftdream.com
HaruHaru
Profile Blog Joined November 2009
United States988 Posts
April 23 2010 05:12 GMT
#96
they really should keep it so that you lose the larva if you cancel an egg -_-
Long live BroodWar!
Kevmar
Profile Joined March 2010
United States22 Posts
April 23 2010 05:12 GMT
#97
They made this change for a reason. To keep with the spirit behind the change (prevent the issue where canceling a unit leaves you with no larva). I would suggest that all larva gets destroyed unless destroying the larva would leave you with less than 3 larva.

So if you had 3 drones in eggs and you cancel, you have 3 larva for zerglings. If you have 7 drones in eggs and you cancel, you are only left with 3 larva. This removes the ability to generate extra larva for that early pool and still accomplishes the same thing.

I kind of think they made this change to help deal with early rushes. Giving the user the ability to spot the early rush or cheese on its way, cancel the workers and make units. But when the larva dies too, this isn't an option. Early game is where that one or two larva will make the biggest difference.
There is no shame in defeat so long as the spirit is unconquered.
Haemonculus
Profile Blog Joined November 2004
United States6980 Posts
April 23 2010 05:13 GMT
#98
Gah I lost a placement match to this. I was totally confused until I watched the replay. I'm not really sure what to do about it, but 12 lings before my barracks is finished is nuts, t.t;
I admire your commitment to being *very* oily
DreamShake
Profile Joined June 2008
Peru120 Posts
Last Edited: 2010-04-23 05:14:46
April 23 2010 05:13 GMT
#99
people are really overreacting.

I just played my placement matches and more, 9-0 so far.. half of them are zerg trying the new trick.. I just 2 gated/2raxed if I was P or T (I play Random) and handled it soooo easily.. The guy was getting mad to. If I'm Z its just a joke, just get a pool before 15 and you should be good
If you see them picking ZERG, its kinda obvious what they might try. Send an early scout and 2gate/2rax and block off. Easy
LOL at this being crazy
Money!!!
Choo
Profile Joined February 2010
United States126 Posts
April 23 2010 05:13 GMT
#100
On April 23 2010 14:05 eNtitY~ wrote:
Has anyone posted this to Blizz yet?


Yes, there is a number of threads scattered around Battle.net's General and Feedback/Balance Forums in regards to this issue already.
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 23 2010 05:14 GMT
#101
On April 23 2010 14:05 Funchucks wrote:
Show nested quote +
On April 23 2010 13:33 Puosu wrote:
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..

Losing your larvae is a pretty severe punishment for a misclick, especially when they're changing the hotkeys around from week to week.

A basic concept of GUI design is recognition of the inherently clumsy nature of the keyboard/mouse combination, and making user errors easy to reverse without serious consequences.

While the hardcore Starcraft fanbase seems to be begging for SC2 to be little more than a graphical update for Brood War, most players (i.e. the people who are actually going to pay Blizzard enough money to make SC2 worth bothering to release) wouldn't tolerate the primitive interface design standards of Starcraft 1 in a game released this year.

For most players, a clumsy interface that deliberately makes doing simple things awkward and punishes you severely for tiny errors can completely kill their interest in playing the game.

Like it or not, that's the reality of the market today. Starcraft 2 is not a niche game, and Blizzard must cater to the tastes of the mainstream market.


You chose the wrong site to drop this bit of truth. Brace for flames.
Bring back 2v2s!
AdahnSC
Profile Joined March 2010
United States376 Posts
April 23 2010 05:16 GMT
#102
doesnt seem to be that strong currently, but that might change once someone figures out the optimal build.
buhhy
Profile Joined October 2009
United States1113 Posts
April 23 2010 05:17 GMT
#103
On April 23 2010 14:05 Funchucks wrote:
Show nested quote +
On April 23 2010 13:33 Puosu wrote:
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..

Losing your larvae is a pretty severe punishment for a misclick, especially when they're changing the hotkeys around from week to week.

A basic concept of GUI design is recognition of the inherently clumsy nature of the keyboard/mouse combination, and making user errors easy to reverse without serious consequences.

While the hardcore Starcraft fanbase seems to be begging for SC2 to be little more than a graphical update for Brood War, most players (i.e. the people who are actually going to pay Blizzard enough money to make SC2 worth bothering to release) wouldn't tolerate the primitive interface design standards of Starcraft 1 in a game released this year.

For most players, a clumsy interface that deliberately makes doing simple things awkward and punishes you severely for tiny errors can completely kill their interest in playing the game.

Like it or not, that's the reality of the market today. Starcraft 2 is not a niche game, and Blizzard must cater to the tastes of the mainstream market.


Maybe units should have 2 lives, cause losing your army to a small micro mistake is too harsh...
StaticKinetics
Profile Joined April 2010
United States23 Posts
April 23 2010 05:19 GMT
#104
Need some replays of this. I wanna see how it does against a 2 rax or 2 gate wall in.
GHOST RUSH
e.soul[gm]
Profile Blog Joined May 2008
Sierra Leone254 Posts
April 23 2010 05:21 GMT
#105
apparently an organism in rl can do this too http://en.wikipedia.org/wiki/Turritopsis_nutricula

blizzards inspiration probably
http://www.last.fm/user/jesuspopk
tertle
Profile Joined February 2010
Australia328 Posts
April 23 2010 05:21 GMT
#106
haven't seen this posted, but if you 6 pool then do extractor trick as well, you can pump 12 instead of 10 =)
KinosJourney2
Profile Blog Joined July 2009
Sweden1811 Posts
Last Edited: 2010-04-23 05:22:23
April 23 2010 05:21 GMT
#107
They should keep it, zerglings sucks anyways

I fended off a 6 pool with my workers only (took casualties but not as many as i thought.)
Basically we should what three post up says find out if it really is that imba before chanting NERF
ocho wrote: EDIT: NEVERMIND, THIS THING HAS APM TECHNOLOGY OMG
PanzerDragoon
Profile Joined March 2010
United States822 Posts
April 23 2010 05:23 GMT
#108
On April 23 2010 14:05 Funchucks wrote:
Show nested quote +
On April 23 2010 13:33 Puosu wrote:
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..

Losing your larvae is a pretty severe punishment for a misclick, especially when they're changing the hotkeys around from week to week.

A basic concept of GUI design is recognition of the inherently clumsy nature of the keyboard/mouse combination, and making user errors easy to reverse without serious consequences.

While the hardcore Starcraft fanbase seems to be begging for SC2 to be little more than a graphical update for Brood War, most players (i.e. the people who are actually going to pay Blizzard enough money to make SC2 worth bothering to release) wouldn't tolerate the primitive interface design standards of Starcraft 1 in a game released this year.

For most players, a clumsy interface that deliberately makes doing simple things awkward and punishes you severely for tiny errors can completely kill their interest in playing the game.

Like it or not, that's the reality of the market today. Starcraft 2 is not a niche game, and Blizzard must cater to the tastes of the mainstream market.

You know whats really UNFUN for casual players?

Unstoppable 12 ling 8 pool rushes every game.
s2pid_loser
Profile Joined March 2010
United States699 Posts
April 23 2010 05:24 GMT
#109
if this isnt jus a rare bug , aw man, i probably wont ladder ne time soon

maybe if i know my opp isnt a zerg
Et Ducit Mundum Per Luce
meeple
Profile Blog Joined April 2009
Canada10211 Posts
April 23 2010 05:28 GMT
#110
Damn... that;s really scary... It will probably be patched soon if it starts getting out of hand.
Funchucks
Profile Joined June 2007
Canada2113 Posts
April 23 2010 05:29 GMT
#111
On April 23 2010 14:23 PanzerDragoon wrote:
Show nested quote +
On April 23 2010 14:05 Funchucks wrote:
On April 23 2010 13:33 Puosu wrote:
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..

Losing your larvae is a pretty severe punishment for a misclick, especially when they're changing the hotkeys around from week to week.

A basic concept of GUI design is recognition of the inherently clumsy nature of the keyboard/mouse combination, and making user errors easy to reverse without serious consequences.

While the hardcore Starcraft fanbase seems to be begging for SC2 to be little more than a graphical update for Brood War, most players (i.e. the people who are actually going to pay Blizzard enough money to make SC2 worth bothering to release) wouldn't tolerate the primitive interface design standards of Starcraft 1 in a game released this year.

For most players, a clumsy interface that deliberately makes doing simple things awkward and punishes you severely for tiny errors can completely kill their interest in playing the game.

Like it or not, that's the reality of the market today. Starcraft 2 is not a niche game, and Blizzard must cater to the tastes of the mainstream market.

You know whats really UNFUN for casual players?

Unstoppable 12 ling 8 pool rushes every game.

There are any number of ways to preserve game balance without having an interface where pressing the wrong button once during routine opening chores puts you at such a severe disadvantage that you might as well just quit.
I serve my houseguests slices of butter.
Sirot
Profile Joined March 2010
48 Posts
April 23 2010 05:31 GMT
#112
I am pleased that this exploit exists.

Now they will change things back to the way they were.
ZapRoffo
Profile Blog Joined April 2010
United States5544 Posts
April 23 2010 05:32 GMT
#113
On April 23 2010 14:29 Funchucks wrote:
Show nested quote +
On April 23 2010 14:23 PanzerDragoon wrote:
On April 23 2010 14:05 Funchucks wrote:
On April 23 2010 13:33 Puosu wrote:
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..

Losing your larvae is a pretty severe punishment for a misclick, especially when they're changing the hotkeys around from week to week.

A basic concept of GUI design is recognition of the inherently clumsy nature of the keyboard/mouse combination, and making user errors easy to reverse without serious consequences.

While the hardcore Starcraft fanbase seems to be begging for SC2 to be little more than a graphical update for Brood War, most players (i.e. the people who are actually going to pay Blizzard enough money to make SC2 worth bothering to release) wouldn't tolerate the primitive interface design standards of Starcraft 1 in a game released this year.

For most players, a clumsy interface that deliberately makes doing simple things awkward and punishes you severely for tiny errors can completely kill their interest in playing the game.

Like it or not, that's the reality of the market today. Starcraft 2 is not a niche game, and Blizzard must cater to the tastes of the mainstream market.

You know whats really UNFUN for casual players?

Unstoppable 12 ling 8 pool rushes every game.

There are any number of ways to preserve game balance without having an interface where pressing the wrong button once during routine opening chores puts you at such a severe disadvantage that you might as well just quit.

At what situation would one misclick put you at a "might as well quit" disadvantage?
Yeah, well, you know, that's just like, your opinion man
Diaspora
Profile Joined April 2010
United States140 Posts
April 23 2010 05:34 GMT
#114
Has this bug been posted in the SC2 battle net forums yet?
ZapRoffo
Profile Blog Joined April 2010
United States5544 Posts
April 23 2010 05:35 GMT
#115
Multiple times in bug report, general and feedback.
Yeah, well, you know, that's just like, your opinion man
PhiliBiRD
Profile Joined November 2009
United States2643 Posts
April 23 2010 05:35 GMT
#116
yea... i just got ling rushed and it was ridiculous...
nexusil
Profile Joined July 2009
United States52 Posts
April 23 2010 05:40 GMT
#117
On April 23 2010 14:32 ZapRoffo wrote:
At what situation would one misclick put you at a "might as well quit" disadvantage?

I'm thinking a CC..
PanzerDragoon
Profile Joined March 2010
United States822 Posts
April 23 2010 05:41 GMT
#118
On April 23 2010 14:32 ZapRoffo wrote:
Show nested quote +
On April 23 2010 14:29 Funchucks wrote:
On April 23 2010 14:23 PanzerDragoon wrote:
On April 23 2010 14:05 Funchucks wrote:
On April 23 2010 13:33 Puosu wrote:
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..

Losing your larvae is a pretty severe punishment for a misclick, especially when they're changing the hotkeys around from week to week.

A basic concept of GUI design is recognition of the inherently clumsy nature of the keyboard/mouse combination, and making user errors easy to reverse without serious consequences.

While the hardcore Starcraft fanbase seems to be begging for SC2 to be little more than a graphical update for Brood War, most players (i.e. the people who are actually going to pay Blizzard enough money to make SC2 worth bothering to release) wouldn't tolerate the primitive interface design standards of Starcraft 1 in a game released this year.

For most players, a clumsy interface that deliberately makes doing simple things awkward and punishes you severely for tiny errors can completely kill their interest in playing the game.

Like it or not, that's the reality of the market today. Starcraft 2 is not a niche game, and Blizzard must cater to the tastes of the mainstream market.

You know whats really UNFUN for casual players?

Unstoppable 12 ling 8 pool rushes every game.

There are any number of ways to preserve game balance without having an interface where pressing the wrong button once during routine opening chores puts you at such a severe disadvantage that you might as well just quit.

At what situation would one misclick put you at a "might as well quit" disadvantage?

Canceling your 14CC :p
DrivE
Profile Blog Joined January 2010
United States2554 Posts
April 23 2010 05:41 GMT
#119
On April 23 2010 14:41 PanzerDragoon wrote:
Show nested quote +
On April 23 2010 14:32 ZapRoffo wrote:
On April 23 2010 14:29 Funchucks wrote:
On April 23 2010 14:23 PanzerDragoon wrote:
On April 23 2010 14:05 Funchucks wrote:
On April 23 2010 13:33 Puosu wrote:
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..

Losing your larvae is a pretty severe punishment for a misclick, especially when they're changing the hotkeys around from week to week.

A basic concept of GUI design is recognition of the inherently clumsy nature of the keyboard/mouse combination, and making user errors easy to reverse without serious consequences.

While the hardcore Starcraft fanbase seems to be begging for SC2 to be little more than a graphical update for Brood War, most players (i.e. the people who are actually going to pay Blizzard enough money to make SC2 worth bothering to release) wouldn't tolerate the primitive interface design standards of Starcraft 1 in a game released this year.

For most players, a clumsy interface that deliberately makes doing simple things awkward and punishes you severely for tiny errors can completely kill their interest in playing the game.

Like it or not, that's the reality of the market today. Starcraft 2 is not a niche game, and Blizzard must cater to the tastes of the mainstream market.

You know whats really UNFUN for casual players?

Unstoppable 12 ling 8 pool rushes every game.

There are any number of ways to preserve game balance without having an interface where pressing the wrong button once during routine opening chores puts you at such a severe disadvantage that you might as well just quit.

At what situation would one misclick put you at a "might as well quit" disadvantage?

Canceling your 14CC :p

LOOOL yes, that was a very unfortunate misclick.
LUCK IS NO EXCUSE
Diaspora
Profile Joined April 2010
United States140 Posts
April 23 2010 05:43 GMT
#120
Id be suprised if blizzard didnt hotfix this bug by tomorrow morning.
fly.stat
Profile Blog Joined December 2008
United States449 Posts
April 23 2010 05:48 GMT
#121
Orb said it best:

"Oh here comes your entire army, let me cancel all of my drones and make roaches."

Until I write you again, take care of your precious person.
RifleCow
Profile Joined February 2008
Canada637 Posts
Last Edited: 2010-04-23 05:49:59
April 23 2010 05:49 GMT
#122
Good god, this is possibly the worst thing they could of possibly done. Totally a huge aspect of what makes playing Zerg difficult. As a zerg player this just feels wrong...
hohoho
guitarizt
Profile Blog Joined March 2009
United States1492 Posts
April 23 2010 05:54 GMT
#123
On April 23 2010 14:48 FridgeToss wrote:
Orb said it best:

"Oh here comes your entire army, let me cancel all of my drones and make roaches."



lol. The ironic thing about this patch is I thought for sure they were going to max out the larva count per hatchery to 8 or something.
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.” - Hemingway
Reuental
Profile Joined July 2009
United States457 Posts
April 23 2010 05:54 GMT
#124
Well I was preparing for a long night of laddering... But since I hate ZvZ and if I'm a betting man there will be alot more zerg players around because of this glitch. Oh well I guess I can play more beat hazard then.
I'm a Crab made of men.
cartoon]x
Profile Joined March 2010
United States606 Posts
April 23 2010 05:56 GMT
#125
Not sure why they changed the egg mechanic - maybe because they're setting up a nerf to the queens spawn larvae? Otherwise I really have no idea, it was fine as it was.
It is not enough to conquer; one must learn to seduce.
fly.stat
Profile Blog Joined December 2008
United States449 Posts
April 23 2010 05:57 GMT
#126
On April 23 2010 14:49 RifleCow wrote:
Good god, this is possibly the worst thing they could of possibly done. Totally a huge aspect of what makes playing Zerg difficult. As a zerg player this just feels wrong...


Yes.
Until I write you again, take care of your precious person.
Piste
Profile Blog Joined July 2006
6175 Posts
April 23 2010 05:58 GMT
#127
On April 23 2010 12:19 motbob wrote:
Yeah... I'm going to hold off on laddering for a while...

it's beta...
Ryuu314
Profile Joined October 2009
United States12679 Posts
Last Edited: 2010-04-23 05:59:50
April 23 2010 05:59 GMT
#128
On April 23 2010 14:13 DreamShake wrote:
people are really overreacting.

I just played my placement matches and more, 9-0 so far.. half of them are zerg trying the new trick.. I just 2 gated/2raxed if I was P or T (I play Random) and handled it soooo easily.. The guy was getting mad to. If I'm Z its just a joke, just get a pool before 15 and you should be good
If you see them picking ZERG, its kinda obvious what they might try. Send an early scout and 2gate/2rax and block off. Easy
LOL at this being crazy

Replays please?

I really don't see this being as easy to hold off as you say it is. Especially if they execute it properly.

@Piste: Yes, it's beta but it's very annoying to be dropped to gold or silver league purely because of bad zergs abusing the shit out of this.
Hemlock
Profile Joined April 2010
United States9 Posts
April 23 2010 05:59 GMT
#129
I'm glad I got a beta key today

-Hemlock, bugged and mugged
CryingCow
Profile Blog Joined May 2009
Canada149 Posts
April 23 2010 06:02 GMT
#130
The best fix for this would be to make it cost u some mineral for cancelling.
Hi! :)
PhiliBiRD
Profile Joined November 2009
United States2643 Posts
April 23 2010 06:03 GMT
#131
yea pretty much mandatory to go 10 rax/early wall
teamsolid
Profile Joined October 2007
Canada3668 Posts
April 23 2010 06:05 GMT
#132
I'm still skeptical of how actually OP this build is. The only difference between this build and the standard 6 or 7 pool is that you gain 2-3 larvae. However, after that initial extra 4 lings, it's exactly identical and seeing as how 6/7 pool is pretty easy to fend off I really think it'll only work against a gold or worse player.
virusak
Profile Joined December 2009
Czech Republic344 Posts
April 23 2010 06:05 GMT
#133
On April 23 2010 14:54 guitarizt wrote:
Show nested quote +
On April 23 2010 14:48 FridgeToss wrote:
Orb said it best:

"Oh here comes your entire army, let me cancel all of my drones and make roaches."



lol. The ironic thing about this patch is I thought for sure they were going to max out the larva count per hatchery to 8 or something.

oh, thats really the ironic thing for everyone ...
mOnion
Profile Blog Joined August 2009
United States5657 Posts
April 23 2010 06:07 GMT
#134
can someone make an intelligent post on bnet about this?

it's like grinding my dick against the wall trying to log in on that site and the only post about this issue is

"12 lings in 2 minutes, unstoppable, lol"

literally that @_@
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
Bibdy
Profile Joined March 2010
United States3481 Posts
April 23 2010 06:08 GMT
#135
On April 23 2010 15:05 teamsolid wrote:
I'm still skeptical of how actually OP this build is. The only difference between this build and the standard 6 or 7 pool is that you gain 2-3 larvae. However, after that initial extra 4 lings, it's exactly identical and seeing as how 6/7 pool is pretty easy to fend off I really think it'll only work against a gold or worse player.


It can do some SERIOUS damage to your opponent's economy, and it doesn't cost you anywhere near as much, economically, as a 6Pool. If you do 10 Overlord, 10 Pool, you can make a queen along with the Zerglings and catch up really quick.
Wire
Profile Joined July 2009
United States494 Posts
April 23 2010 06:09 GMT
#136
On April 23 2010 15:05 teamsolid wrote:
I'm still skeptical of how actually OP this build is. The only difference between this build and the standard 6 or 7 pool is that you gain 2-3 larvae. However, after that initial extra 4 lings, it's exactly identical and seeing as how 6/7 pool is pretty easy to fend off I really think it'll only work against a gold or worse player.


check -orb- 's stream its unstoppable. he doesnt even micro with it he just a-clicks
"You sacced your ovie, which is great, but then you didn't watch it die, which is bad :("
bh.
Profile Blog Joined February 2009
United States342 Posts
April 23 2010 06:10 GMT
#137
can someone tell orb to send his drones with him too??
guitarizt
Profile Blog Joined March 2009
United States1492 Posts
April 23 2010 06:11 GMT
#138
On April 23 2010 15:05 virusak wrote:
Show nested quote +
On April 23 2010 14:54 guitarizt wrote:
On April 23 2010 14:48 FridgeToss wrote:
Orb said it best:

"Oh here comes your entire army, let me cancel all of my drones and make roaches."



lol. The ironic thing about this patch is I thought for sure they were going to max out the larva count per hatchery to 8 or something.

oh, thats really the ironic thing for everyone ...


Thought everyone agreed that zerg having seemingly infinite larva wasn't right.
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.” - Hemingway
virusak
Profile Joined December 2009
Czech Republic344 Posts
April 23 2010 06:11 GMT
#139
On April 23 2010 15:10 bh. wrote:
can someone tell orb to send his drones with him too??

thats absolutely unnecessary, 10 ligns are enough to beat anything at that time
BG1
Profile Blog Joined January 2005
Canada1550 Posts
April 23 2010 06:14 GMT
#140
Durrrrr larva management? Who needs it right?


Absolute retardation by blizzard.
There was once a dream that was Esports. You could only whisper it. Anything more than a whisper and it would vanish... Now is the time to make that dream a reality!
teamsolid
Profile Joined October 2007
Canada3668 Posts
Last Edited: 2010-04-23 06:24:49
April 23 2010 06:21 GMT
#141
I tried it out myself in a ZvP on blistering sands, with a 7 pool and managed to get 8 lings at his ramp right as his first zealot popped from a 12 gate chrono. I did win, but if he 10/10 or 10/11 gated, I think it can be easily fended off.

If you do 10 overpool, it's too late to do any kind of break.... so I dunno, it might get you an advantage but it's not autowin if they know its coming.
weeeee
Profile Joined March 2010
Australia71 Posts
April 23 2010 06:24 GMT
#142
6 pool gets 10 lings. 6 pool and extractor trick gets 12 lings
travolta
klez.gen
Profile Joined April 2010
United States50 Posts
April 23 2010 06:25 GMT
#143
Yeah, it works.

I actually just played a match where the opponent was trying it too and we both just left after seeing that it worked and going "wow" as our huge pile of lings met in the middle too fast.

Amusing, but stupid. Will be patched soon hopefully.
littlehearts
Profile Joined April 2010
Australia62 Posts
April 23 2010 06:25 GMT
#144
This person believes it is an intentional change.

click here
"When life gives you lemons..."
teamsolid
Profile Joined October 2007
Canada3668 Posts
April 23 2010 06:25 GMT
#145
On April 23 2010 15:24 weeeee wrote:
6 pool gets 10 lings. 6 pool and extractor trick gets 12 lings

6 pool extractor trick means u can't afford an OL, and you're stuck at 12 lings for a while.
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
April 23 2010 06:25 GMT
#146
On April 23 2010 15:11 guitarizt wrote:
Show nested quote +
On April 23 2010 15:05 virusak wrote:
On April 23 2010 14:54 guitarizt wrote:
On April 23 2010 14:48 FridgeToss wrote:
Orb said it best:

"Oh here comes your entire army, let me cancel all of my drones and make roaches."



lol. The ironic thing about this patch is I thought for sure they were going to max out the larva count per hatchery to 8 or something.

oh, thats really the ironic thing for everyone ...


Thought everyone agreed that zerg having seemingly infinite larva wasn't right.

There is no reason your hatchery should ever have 8 larva. If it does, then you are doing something wrong.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
April 23 2010 06:27 GMT
#147
On April 23 2010 15:25 littlehearts wrote:
This person believes it is an intentional change.

click here

uh ya what he posted is obviously an intentional change. damnit please think first before posting stuff like this. this exploit is an unintended result from this change, they did not intend people to abuse this to keep increasing larvae count, they just wanted to remove the penalty for canceling larvae
ModeratorBlame yourself or God
Skygrinder
Profile Joined August 2009
Greece241 Posts
April 23 2010 06:27 GMT
#148
Omg a guy zerg rushed me with this, and i was wondering why noone else did this since it is so effective. Anyway i hope they fix this.
EU: Psychodrama.295 ~ Diamond Random
MLG_Wiggin
Profile Blog Joined March 2010
United States767 Posts
April 23 2010 06:30 GMT
#149
On April 23 2010 15:09 Wire wrote:
Show nested quote +
On April 23 2010 15:05 teamsolid wrote:
I'm still skeptical of how actually OP this build is. The only difference between this build and the standard 6 or 7 pool is that you gain 2-3 larvae. However, after that initial extra 4 lings, it's exactly identical and seeing as how 6/7 pool is pretty easy to fend off I really think it'll only work against a gold or worse player.


check -orb- 's stream its unstoppable. he doesnt even micro with it he just a-clicks


Orb keeps winning against awful players. He almost lost to an awful protoss who walled. It doesn't look impossible to beat at all, it looks defendable if you scout it, just like anything else.

Oh no! I can't Immortal timing push a Zerg cheese! Imba, imba! Because orb calls something OP is a terrible standard to judge by. If we did things by what orb said, only copper players would be allowed to play as Zerg, no Terran units would be in the game, and Stalkers and Sentries would be the only combat units used at Platinum (now Gold, lol!) level play.

The sad thing is, I actually agree that it needs to be changed, just because it's a stupid idea to be able to recover your Larvae. It's possible to reach a correct conclusion with incorrect reasoning. This is what Last edit: 2010-04-23 15:16:12
occurred here.
@DBWiggin, SC2 ref
Tsagacity
Profile Blog Joined August 2005
United States2124 Posts
Last Edited: 2010-04-23 06:45:30
April 23 2010 06:40 GMT
#150
10 ling 6 pool is definitely very stoppable. Over the last week I could easily stop 6 ling 6 pools with a 14 pool on any map besides steppes of war =/

P/T can easily stop it with a wall if they scout it, and worker AI is so much better against early lings that it's a lot easier to repel as long as you can get to a point where the lings aren't just kiting your entire worker force.

Yes, it's a stupid bug that should (and will) be fixed, but it certainly doesn't seem game-breaking (it probably is unstoppable at copper/bronze/silver?). Right now I would rather face a 10 ling 6 pool in SC2 than face a 5 pool in SC:BW.

Edit: One thing I haven't seen yet is someone bringing their drones along with the 10 lings. That could probably be pretty nasty, especially on small maps
"Everyone worse than me at video games is a noob. Everyone better than me doesn't have a life."
AncienTs
Profile Joined March 2010
Japan227 Posts
April 23 2010 06:48 GMT
#151
ok this is f-ing ridiculous... how should the hot fix be applied???
Starcraft Disclaimer Language: There is no imbalance, nothing is OP.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
April 23 2010 06:50 GMT
#152
one good thing is that since so many players are doing this right now, if you just learn to block it effectively then you'll be way ahead and have a much easier time winning games!
ModeratorBlame yourself or God
stimOD
Profile Joined April 2010
United States1 Post
April 23 2010 07:00 GMT
#153
I have 3 replays of me abusing the 6 pool rush and it's pretty obvious that this needs to be fixed. All my games now end at about 3:33. There's honestly no reason things shouldn't go back to how they were. I made plat 5-0 and I'm not even gold level...

http://www.mediafire.com/file/kmm0izkeium/Metalopolis (2).SC2Replay

http://www.mediafire.com/file/txghyn2jrzg/Metalopolis (3).SC2Replay

http://www.mediafire.com/file/3ywyymiidkq/Scrap Station.SC2Replay
weeeee
Profile Joined March 2010
Australia71 Posts
April 23 2010 07:05 GMT
#154
its stoppable if you know its coming. But if the zerg just fes instead you are screwed. So as protoss you have a 50/50 chance of even being in the game....
travolta
Triik
Profile Joined January 2010
Canada51 Posts
April 23 2010 07:06 GMT
#155
Dropped me down to silver but whatever I will work my way back up.
I personally don't use it but it did make most of the terrans and protosses I face today a little more defensive.

silver is a tough zone to be in 50% of the games are straight up cheese and I am terrible at dealing with them. (It is good training though)

I am sure it will be fixed, or zvz will be just god aweful, I had one game where they manage to zerg down 2 sunkens and my queen and half my workers with just lings.

But hey, props to whoever found this bug/strat/whatever this is. Better catching this in beta than after release (they will probably still be balancing it then). Personally I dont think balance is not what is keeping them from releasing starcraft 2, more like the single player modes, achievements and other stuff. Balancing can always been done after release.
weeeee
Profile Joined March 2010
Australia71 Posts
April 23 2010 07:09 GMT
#156
Bnet2 is what is keeping it from being released. All the database issues they are having would just be totally unacceptable for retail release + some people were logging in as other people and could see their full name which might lead to privacy issues etc
travolta
Daniri
Profile Joined May 2007
387 Posts
April 23 2010 07:11 GMT
#157
On April 23 2010 15:27 Zelniq wrote:
Show nested quote +
On April 23 2010 15:25 littlehearts wrote:
This person believes it is an intentional change.

click here

uh ya what he posted is obviously an intentional change. damnit please think first before posting stuff like this. this exploit is an unintended result from this change, they did not intend people to abuse this to keep increasing larvae count, they just wanted to remove the penalty for canceling larvae


What's so obvious about it being intentional that eggs revert to larva?
"you guys are silly lol thats why i hate you people" berserkboar
oopserv
Profile Joined March 2010
United States37 Posts
April 23 2010 07:14 GMT
#158
terrible terrible damage
yay
ukshi
Profile Joined March 2010
Norway6 Posts
April 23 2010 07:19 GMT
#159
Isn't the patch out in EU yet?

Anyone knows?
Robinsa
Profile Joined May 2009
Japan1333 Posts
April 23 2010 07:22 GMT
#160
Gotta love betas! ^^
4649!!
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
April 23 2010 07:22 GMT
#161
On April 23 2010 16:11 Daniri wrote:
Show nested quote +
On April 23 2010 15:27 Zelniq wrote:
On April 23 2010 15:25 littlehearts wrote:
This person believes it is an intentional change.

click here

uh ya what he posted is obviously an intentional change. damnit please think first before posting stuff like this. this exploit is an unintended result from this change, they did not intend people to abuse this to keep increasing larvae count, they just wanted to remove the penalty for canceling larvae


What's so obvious about it being intentional that eggs revert to larva?

from a programming/logical standpoint it's impossible for it to be an accidental change.

from a programming standpoint it's analogous to unintentionally making breakfast when you tried to just sit in a chair and play some sc2.
ModeratorBlame yourself or God
loafmaster
Profile Joined August 2006
United States203 Posts
April 23 2010 07:22 GMT
#162
Also has anyone noticed that the larva count indicator on the select larva icon is wrong?
OminouS
Profile Joined February 2010
Sweden1343 Posts
April 23 2010 07:23 GMT
#163
On April 23 2010 16:19 ukshi wrote:
Isn't the patch out in EU yet?

Anyone knows?


Scheduled maintance 19CET tonight. I guess it will get patched then.
On the 6th day JF made Reavers and on the 7th day JF put his opponent to rest
SarcasticOne
Profile Joined March 2010
Australia213 Posts
April 23 2010 07:24 GMT
#164
On April 23 2010 14:12 Kevmar wrote:
They made this change for a reason. To keep with the spirit behind the change (prevent the issue where canceling a unit leaves you with no larva). I would suggest that all larva gets destroyed unless destroying the larva would leave you with less than 3 larva.

So if you had 3 drones in eggs and you cancel, you have 3 larva for zerglings. If you have 7 drones in eggs and you cancel, you are only left with 3 larva. This removes the ability to generate extra larva for that early pool and still accomplishes the same thing.

I kind of think they made this change to help deal with early rushes. Giving the user the ability to spot the early rush or cheese on its way, cancel the workers and make units. But when the larva dies too, this isn't an option. Early game is where that one or two larva will make the biggest difference.


im fine with it giving back lava to a max of 3...
any more than that is insane...

DL'ing patch atm, am afraid of what will happen when i go up against Z's
Ironclown
Profile Joined October 2009
United States73 Posts
April 23 2010 07:24 GMT
#165
I JUST lost to this, 6 lings in my base before my zealot was out. I'm def not laddering til this is addressed which will probably be soon.
I suck.
Jonoman92
Profile Blog Joined September 2006
United States9103 Posts
April 23 2010 07:26 GMT
#166
I doubt it's a bug. But either way I really hope they'll see it should be changed back!
ShaperofDreams
Profile Blog Joined December 2008
Canada2492 Posts
April 23 2010 07:28 GMT
#167
Of course this is a bug, there's no way that they wouldn't consider 12 lings in under two minutes as a good thing. If it was intentional then they would have completely disregarded the early game when making that decision.
Bitches don't know about my overlord. FUCK OFF ALDARIS I HAVE ENOUGH PYLONS. My Balls are as smooth as Eggs.
Daniri
Profile Joined May 2007
387 Posts
April 23 2010 07:31 GMT
#168
On April 23 2010 16:22 Zelniq wrote:
Show nested quote +
On April 23 2010 16:11 Daniri wrote:
On April 23 2010 15:27 Zelniq wrote:
On April 23 2010 15:25 littlehearts wrote:
This person believes it is an intentional change.

click here

uh ya what he posted is obviously an intentional change. damnit please think first before posting stuff like this. this exploit is an unintended result from this change, they did not intend people to abuse this to keep increasing larvae count, they just wanted to remove the penalty for canceling larvae


What's so obvious about it being intentional that eggs revert to larva?

from a programming/logical standpoint it's impossible for it to be an accidental change.

from a programming standpoint it's analogous to unintentionally making breakfast when you tried to just sit in a chair and play some sc2.



I don't know anything about programming, but from what I've seen from Blizzard, other games and software in general that seems highly unlikely. I recall one WoW patch that made it so if you were a certain race, class and gender and used a certain ability in a certain subzone you would mount a kodo.
"you guys are silly lol thats why i hate you people" berserkboar
Two_DoWn
Profile Blog Joined October 2009
United States13684 Posts
April 23 2010 07:31 GMT
#169
On April 23 2010 16:28 ShaperofDreams wrote:
Of course this is a bug, there's no way that they wouldn't consider 12 lings in under two minutes as a good thing. If it was intentional then they would have completely disregarded the early game when making that decision.

There is a good chance this isn't a bug. Its probably the case that blizzard wanted to decrease the amount of punishment that zerg received from canceling units, and bring that more in line with the other races, who can cancel production without a cost. The quick lings was an unintentional consequence of their fix, something they didnt see coming, much like the warp gate pvp.
"What is the air speed velocity of an unladen courier?" "Dire or Radiant?"
meeple
Profile Blog Joined April 2009
Canada10211 Posts
April 23 2010 07:31 GMT
#170
On April 23 2010 16:28 ShaperofDreams wrote:
Of course this is a bug, there's no way that they wouldn't consider 12 lings in under two minutes as a good thing. If it was intentional then they would have completely disregarded the early game when making that decision.


It doesn't need to be a bug... but more just a mistake... I doubt it's a programming error but more like just an oversight. Surely if it's that outrageous it will be fixed soon.
sob3k
Profile Blog Joined August 2009
United States7572 Posts
April 23 2010 07:34 GMT
#171
On April 23 2010 16:24 Ironclown wrote:
I JUST lost to this, 6 lings in my base before my zealot was out. I'm def not laddering til this is addressed which will probably be soon.


If it was 6 lings they weren't using this exploit....
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
April 23 2010 07:39 GMT
#172
On April 23 2010 16:24 Ironclown wrote:
I JUST lost to this, 6 lings in my base before my zealot was out. I'm def not laddering til this is addressed which will probably be soon.

lol 6pool always gave you 6 lings at the same speed. this exploit does not speed up the time of the rush, just the amount of units in it lol. as terrans/protosses have said, just find a build to properly wall off and scout early enough and you can easily defend.
ModeratorBlame yourself or God
Funchucks
Profile Joined June 2007
Canada2113 Posts
April 23 2010 07:40 GMT
#173
On April 23 2010 16:22 Zelniq wrote:
Show nested quote +
On April 23 2010 16:11 Daniri wrote:
On April 23 2010 15:27 Zelniq wrote:
On April 23 2010 15:25 littlehearts wrote:
This person believes it is an intentional change.

click here

uh ya what he posted is obviously an intentional change. damnit please think first before posting stuff like this. this exploit is an unintended result from this change, they did not intend people to abuse this to keep increasing larvae count, they just wanted to remove the penalty for canceling larvae


What's so obvious about it being intentional that eggs revert to larva?

from a programming/logical standpoint it's impossible for it to be an accidental change.

from a programming standpoint it's analogous to unintentionally making breakfast when you tried to just sit in a chair and play some sc2.

I like this analogy, but I've ended up unintentionally sitting in a chair and playing games all day when I tried to just make breakfast.

On April 23 2010 16:31 Daniri wrote:
I don't know anything about programming, but from what I've seen from Blizzard, other games and software in general that seems highly unlikely. I recall one WoW patch that made it so if you were a certain race, class and gender and used a certain ability in a certain subzone you would mount a kodo.

Was this ability named "Mount Kodo"?
I serve my houseguests slices of butter.
Daniri
Profile Joined May 2007
387 Posts
April 23 2010 07:44 GMT
#174
On April 23 2010 16:40 Funchucks wrote:
Show nested quote +
On April 23 2010 16:22 Zelniq wrote:
On April 23 2010 16:11 Daniri wrote:
On April 23 2010 15:27 Zelniq wrote:
On April 23 2010 15:25 littlehearts wrote:
This person believes it is an intentional change.

click here

uh ya what he posted is obviously an intentional change. damnit please think first before posting stuff like this. this exploit is an unintended result from this change, they did not intend people to abuse this to keep increasing larvae count, they just wanted to remove the penalty for canceling larvae


What's so obvious about it being intentional that eggs revert to larva?

from a programming/logical standpoint it's impossible for it to be an accidental change.

from a programming standpoint it's analogous to unintentionally making breakfast when you tried to just sit in a chair and play some sc2.

I like this analogy, but I've ended up unintentionally sitting in a chair and playing games all day when I tried to just make breakfast.

Show nested quote +
On April 23 2010 16:31 Daniri wrote:
I don't know anything about programming, but from what I've seen from Blizzard, other games and software in general that seems highly unlikely. I recall one WoW patch that made it so if you were a certain race, class and gender and used a certain ability in a certain subzone you would mount a kodo.

Was this ability named "Mount Kodo"?


Every bug has an explanation and that's one of the easier ones to explain.
"you guys are silly lol thats why i hate you people" berserkboar
Genesis128
Profile Joined April 2010
Norway103 Posts
April 23 2010 07:45 GMT
#175
On April 23 2010 16:40 Funchucks wrote:
Show nested quote +
On April 23 2010 16:22 Zelniq wrote:
On April 23 2010 16:11 Daniri wrote:
On April 23 2010 15:27 Zelniq wrote:
On April 23 2010 15:25 littlehearts wrote:
This person believes it is an intentional change.

click here

uh ya what he posted is obviously an intentional change. damnit please think first before posting stuff like this. this exploit is an unintended result from this change, they did not intend people to abuse this to keep increasing larvae count, they just wanted to remove the penalty for canceling larvae


What's so obvious about it being intentional that eggs revert to larva?

from a programming/logical standpoint it's impossible for it to be an accidental change.

from a programming standpoint it's analogous to unintentionally making breakfast when you tried to just sit in a chair and play some sc2.

I like this analogy, but I've ended up unintentionally sitting in a chair and playing games all day when I tried to just make breakfast.

Show nested quote +
On April 23 2010 16:31 Daniri wrote:
I don't know anything about programming, but from what I've seen from Blizzard, other games and software in general that seems highly unlikely. I recall one WoW patch that made it so if you were a certain race, class and gender and used a certain ability in a certain subzone you would mount a kodo.

Was this ability named "Mount Kodo"?

ROFL. Epic post :D
I would rather have a bottle in front of me than a frontal lobotomy
Reborn8u
Profile Blog Joined January 2010
United States1761 Posts
April 23 2010 08:02 GMT
#176
THE BUG IS THAT THE HATCH KEEPS MAKING LARVA WHILE YOU HAVE EGGS! and yes im shouting, the cancel and keep your larva thing is definitely intentional, the fact that you can get 5 larva before the pool finishes and gg anything but a terran wall in (with repairing scv's) is definatly a bug, Even if toss walls with forge pylon gate you can kill the pylon and forge and they cant stop it. I tested it out and watched orb do it several times and it's unstoppable. Especially if the z votes down all the 4 player and large rush distance maps. The 10 lings get to toss's base before the 1st zeolot is out! There is nothing they can do, youll kill almost all probes, even with chronoing zlots, If they do manage to survive their income is crippled, theyve lost there first 2 or 3 lots a pylon,a forge and are screwd if you expo and macro or go muta cuz they have no forge to make cannons,no cyber to make stalkers and no pylons at there minerals for cannons even if they did rebuild forge,have another 100 for a pylon and 150 for a cannon. It's definitely a huge oversight!
:)
Ryuu314
Profile Joined October 2009
United States12679 Posts
April 23 2010 08:10 GMT
#177
Just played against it and it's definitely stoppable.

However, you absolutely need to scout this coming and build a very good wall. Hold the wall with 1 zealot (chronoboosted) and have a forge before core and build a cannon. Pull probes if your zealot is in danger of falling.

You will be behind a regular build due to a delayed core but the Zerg will be somewhat behind as well (esp. if they did a fast pool).
Funchucks
Profile Joined June 2007
Canada2113 Posts
April 23 2010 08:15 GMT
#178
On April 23 2010 17:02 Reborn8u wrote:
THE BUG IS THAT THE HATCH KEEPS MAKING LARVA WHILE YOU HAVE EGGS!

That's not new, though. You couldn't just change that alone. It would change zerg's whole production schedule.

The new thing is that eggs are recoverable for use as larvae. They can do the easy thing and change that back, or the hard thing and rebalance zerg production from the ground up.
I serve my houseguests slices of butter.
virusak
Profile Joined December 2009
Czech Republic344 Posts
April 23 2010 08:15 GMT
#179
On April 23 2010 17:10 Ryuu314 wrote:
Just played against it and it's definitely stoppable.

However, you absolutely need to scout this coming and build a very good wall. Hold the wall with 1 zealot (chronoboosted) and have a forge before core and build a cannon. Pull probes if your zealot is in danger of falling.

You will be behind a regular build due to a delayed core but the Zerg will be somewhat behind as well (esp. if they did a fast pool).

you stopped 10 lings with 1 zealot?

could you post replay?
FarbrorAbavna
Profile Joined July 2009
Sweden4856 Posts
April 23 2010 08:19 GMT
#180
haha this is so sick, how could they miss it? If they did in fact miss it, but thats just being cynical since this was a fing huge patch. Too bad it was such a game breaker
Do you really want chat rooms?
BasTiaT
Profile Joined April 2010
United States3 Posts
April 23 2010 08:22 GMT
#181
This build is easy to stop as Terran, but the problem is that you have to wall off ASAP every single game against Zerg now, which if the Zerg doesn't do this build and just FE they are way ahead, and you can't afford to not wall off before the 10 lings would arrive because its insta-loss if you don't. At least 6 pool before this was managable with SCV + Marine, but with 10-12...just rapes SCV way too much.

They better patch this soon. Once Zerg's smarten up and start to take advantage and mix up their play it'll be hell.
kunryul
Profile Joined April 2010
Canada9 Posts
April 23 2010 08:26 GMT
#182
I see you are the one that posts in Playxp XD
Hello O.o
icki.icki
Profile Joined March 2010
106 Posts
April 23 2010 08:27 GMT
#183
This is ridiculously hard to beat as Protoss. I'm in Platinum, and I'm getting stomped by it. *sigh*
Parnage
Profile Blog Joined February 2010
United States7414 Posts
April 23 2010 08:27 GMT
#184
Really would like to see these replays, I don't consider myself an expert zerg user however if you know how to transition out of it into roach or expand it would be fairly brutal even if the player held the first 12 lings off via wallin etc.

However, when you can basicly say "Hey I am 6pooling you" and still win a match I am not quite sure I'd call that balanced. *shrug*
-orb- Fan. Live the Nal_rA dream. || Yordles are cool.
Qwertyfr
Profile Joined October 2009
France12 Posts
April 23 2010 08:31 GMT
#185
As a zerg, I don't see the point of doing it, since it's obvious it's going to be patched - -;...Every zerg using this bug is an abuser...
igotmyown
Profile Blog Joined April 2009
United States4291 Posts
April 23 2010 08:31 GMT
#186
I want to see someone pick terran and lift to the island ... and watch the confused copper player's reaction.
stalife
Profile Blog Joined June 2006
Canada1222 Posts
April 23 2010 08:35 GMT
#187
I had this done to me today... it's very abusive
www.memoryexpress.com
e.soul[gm]
Profile Blog Joined May 2008
Sierra Leone254 Posts
April 23 2010 08:38 GMT
#188
can someone upload a replay/tutorial of someone getting 10 lings at 1:55? im having difficulties actually using this. i think im a moron or something, possibly.
http://www.last.fm/user/jesuspopk
IdrA
Profile Blog Joined July 2004
United States11541 Posts
April 23 2010 08:40 GMT
#189
On April 23 2010 17:38 e.soul[gm] wrote:
can someone upload a replay/tutorial of someone getting 10 lings at 1:55? im having difficulties actually using this. i think im a moron or something, possibly.

you're asking for a guide on how to abuse in a thread that explicitly explained how to do it. yes, you are a moron.
http://www.splitreason.com/product/1152 release the gracken tshirt now available
FragKrag
Profile Blog Joined September 2007
United States11552 Posts
April 23 2010 08:41 GMT
#190
definitely not intended hahaha
*TL CJ Entusman #40* "like scissors does anything to paper except MAKE IT MORE NUMEROUS" -paper
Roffles *
Profile Blog Joined April 2007
Pitcairn19291 Posts
April 23 2010 08:44 GMT
#191
Ughh, simply moronic. Ended all 5 of my placement matches in under 4 minutes simply 6 pooling and popping 10 lings at once. It's retarded.
God Bless
e.soul[gm]
Profile Blog Joined May 2008
Sierra Leone254 Posts
April 23 2010 08:44 GMT
#192
On April 23 2010 17:40 IdrA wrote:
Show nested quote +
On April 23 2010 17:38 e.soul[gm] wrote:
can someone upload a replay/tutorial of someone getting 10 lings at 1:55? im having difficulties actually using this. i think im a moron or something, possibly.

you're asking for a guide on how to abuse in a thread that explicitly explained how to do it. yes, you are a moron.

omg idra called me a moron screenshotted and put on facebook. and maybe the wording was wrong. i can only get 8 lings out at 1:55, so im looking for optimization.
http://www.last.fm/user/jesuspopk
DaggerRage
Profile Joined April 2010
United States30 Posts
April 23 2010 08:47 GMT
#193
Blizzard can make it so when you have 3 or more larvae available the larvae dies if the egg is cancelled but if you have under 3 you get the larvae back.
Roffles *
Profile Blog Joined April 2007
Pitcairn19291 Posts
April 23 2010 08:48 GMT
#194
On April 23 2010 17:44 e.soul[gm] wrote:
Show nested quote +
On April 23 2010 17:40 IdrA wrote:
On April 23 2010 17:38 e.soul[gm] wrote:
can someone upload a replay/tutorial of someone getting 10 lings at 1:55? im having difficulties actually using this. i think im a moron or something, possibly.

you're asking for a guide on how to abuse in a thread that explicitly explained how to do it. yes, you are a moron.

omg idra called me a moron screenshotted and put on facebook. and maybe the wording was wrong. i can only get 8 lings out at 1:55, so im looking for optimization.

Make an initial drone, mine with initial 6 workers. Cancel first morphing drone when you get extra larva. Plop down spawning pool when you get 200. Then once you get 100 mins, make 2 drones, cancel them when you get an extra larva. You should now have 5 larva. That's 10 zerglings right there off a 6 pool timing.
God Bless
Glider
Profile Blog Joined December 2005
United States1353 Posts
Last Edited: 2010-04-23 09:01:46
April 23 2010 08:49 GMT
#195
I hate the whole cancel egg going back to larva thing. Zerg is already the most flexible race, they have full production facility for EVERYTHING, they should at least lose larva if a bad building decision is made. BW had this feature for 10 years, there is no problem.

Now they are even more flexible. T and P has a harder time tricking the already flexible zerg to build the wrong units. In broodwar, lets say you FE into fake zealot rush so zerg goes mutas, but you secretly building 2 stargate sairs. This is a good move, you gain advantage and control by having sairs against zerg's first muta force. Toss would have advantage but it's not a game ender... since Z, even after been tricked, can switch quickly back to hydra/lurker thanks to its flexibility.

But with this whole larva thing, z is now super flexible.. toss hides robo and colosis carefully, zerg builds roaches and hydras, an overlord sees the robo last sec, now z can easily cancel all eggs and bam 12 mutas comes out instead. Zerg pays almost no price for the bad choice of making roaches and hydras first. It just feels.. dirty and wrong.

Worse yet think of the role on rushes, now zerg can always cheese super early ling rush and have a drone scout ahead, if he finds you in the closest spot, or if u doing a macro build that is not prepared for it, zerg will just continue to let the lings finish and rape you. If you are far or is walling up/early gate, zerg can simply cancel lings and make drones instead, at very little loss to its economy... Zerg is now taking almost no risk in doing super cheesy rushes...

oh and of course there is this extra larva problem to deal with . meh.
e.soul[gm]
Profile Blog Joined May 2008
Sierra Leone254 Posts
April 23 2010 08:50 GMT
#196
On April 23 2010 17:48 Roffles wrote:
Show nested quote +
On April 23 2010 17:44 e.soul[gm] wrote:
On April 23 2010 17:40 IdrA wrote:
On April 23 2010 17:38 e.soul[gm] wrote:
can someone upload a replay/tutorial of someone getting 10 lings at 1:55? im having difficulties actually using this. i think im a moron or something, possibly.

you're asking for a guide on how to abuse in a thread that explicitly explained how to do it. yes, you are a moron.

omg idra called me a moron screenshotted and put on facebook. and maybe the wording was wrong. i can only get 8 lings out at 1:55, so im looking for optimization.

Make an initial drone, mine with initial 6 workers. Cancel first morphing drone when you get extra larva. Plop down spawning pool when you get 200. Then once you get 100 mins, make 2 drones, cancel them when you get an extra larva. You should now have 5 larva. That's 10 zerglings right there off a 6 pool timing.

ty bud time to abuse and get ladder points like its nobodies business
http://www.last.fm/user/jesuspopk
Tinithor
Profile Joined February 2008
United States1552 Posts
April 23 2010 08:53 GMT
#197
On April 23 2010 17:47 DaggerRage wrote:
Blizzard can make it so when you have 3 or more larvae available the larvae dies if the egg is cancelled but if you have under 3 you get the larvae back.


Or you could just use your larva properly in the first place like people did in BW for the last 10 years
"Oh-My-GOD" ... "Is many mutas, Yes?"
bigjmachine
Profile Blog Joined May 2009
United States314 Posts
April 23 2010 08:54 GMT
#198
this just happened to me... sigh
ㅈㅈ
thez
Profile Joined August 2003
Canada65 Posts
April 23 2010 08:57 GMT
#199
LOL really? ima go try this out right now lOL
Frenzied_Tank
Profile Joined October 2009
Germany100 Posts
April 23 2010 08:59 GMT
#200
They should keep it in, but more as an upgrade that costs like 100/100 or something like that.
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 States1437 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
8748 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
Nitron
Profile Joined April 2010
Singapore177 Posts
April 23 2010 10:09 GMT
#221
this bug is killing all the protoss, we have to forcefully wall off now and build cannons haha
PeterDoe
Profile Joined March 2010
United Kingdom53 Posts
Last Edited: 2010-04-23 10:13:38
April 23 2010 10:11 GMT
#222
[image loading]

then you use extracter trick to get another 4 lings as second wave.

Also you could bring your drones together.


The point is the player must go extreme early defense, otherwise they cant affoad the result.
but if zerg player go roaches rush/baneing or whatever standard playing style instead of 6pool, there is no chance you could stop that, cuz you already sacrifice too much economy
When there's a shadow, you follow the sun.When there is love, then you look for the one. And for the promises, there is the sky. And for the heavens are those who can fly.
HickleStine
Profile Joined April 2010
Australia276 Posts
April 23 2010 10:19 GMT
#223
On April 23 2010 18:58 Haathen wrote:
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).


This is why it needs to be fixed
HDstarcraft
Profile Blog Joined May 2009
United States577 Posts
April 23 2010 10:25 GMT
#224
Here's a video of the build somewhat
YouTube.com/HDstarcraft
SneakPeek
Profile Joined April 2010
Philippines162 Posts
April 23 2010 10:26 GMT
#225
actually its not a bug...
SuperXlax
Profile Joined March 2010
United States197 Posts
April 23 2010 10:33 GMT
#226
On April 23 2010 19:26 SneakPeek wrote:
actually its not a bug...

Reading/knowing what everyone is talking about in this thread helps.
lolreaper
Profile Joined April 2010
301 Posts
April 23 2010 10:37 GMT
#227
egg cancel bringing larva back is biggest bullshit ever
HubertFelix
Profile Joined April 2010
France631 Posts
April 23 2010 10:39 GMT
#228
It's scary that blizzard doesn't test their changes...

givemefive
Profile Joined April 2010
United States300 Posts
Last Edited: 2010-04-23 10:41:59
April 23 2010 10:40 GMT
#229
I've played 2 games against zerg in plat and both players did it on a 4 player map. They correctly scouted me with their overlord.

The first time I scouted it i was like lol 6 pool my zealot will crush him. Then 10 lings and 6 drones came and I got destroyed.

A couple games later I played another zerg and I scouted him first so I built 2 gateways at my choke with a small gap. As the zerglings came in I realized that I couldn't get my zealot out in time so I built a pylon in the gap. I had to pull all my probes and use my zealot to kill my pylon so he wouldn't take out my gateways.

He ended up killing all but 4 probes and I was able to hold him off through roaches but then he got mutas and I was too far in with immortals.

I think next time it happens I will be better off and might come off on top but if he scouts me first and I don't get a scout then I guess I"ll just have to plan for it without sight which will put my core and gas back if he does something standard
h4xh4xh4x
Profile Joined May 2008
Canada90 Posts
April 23 2010 10:47 GMT
#230
People who are abusing this glitch are assholes.
lings
Funchucks
Profile Joined June 2007
Canada2113 Posts
April 23 2010 10:49 GMT
#231
On April 23 2010 19:01 Zelniq wrote:
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.

Doesn't work. You could start your first three zergling eggs from larvae, then cancel two drone eggs and start two more zergling eggs.
I serve my houseguests slices of butter.
igotmyown
Profile Blog Joined April 2009
United States4291 Posts
April 23 2010 10:53 GMT
#232
On April 23 2010 18:44 Funchucks wrote:
Show nested quote +
On April 23 2010 18:35 igotmyown wrote:
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?


That completely unrealistic belief is basically what some people are wasting their time doing here. And let me be clear that I consider people suggesting fixes to the bug are completely separate and much more productive group.

For now it's more of a short-lived exercise in adaptivity.
Taco-Mental
Profile Joined April 2010
United States84 Posts
April 23 2010 10:56 GMT
#233
A guy tried this vs me on scrap station, before I even knew it was possible. He picked off my scouting probe and i was like WTF thats a lot of zerglings fast. Luckily i went forge first, spawned 2 canons and walled off except a narrow gap which i filled with workers and plugged the gap with hold fire till the canons came online. Then i totally walled off and went dual starport and raped him with mass zealots & phoenix's (as i knew his econ had to be screwed with such a lack of drones.
f0rseti
Profile Joined April 2010
Canada8 Posts
April 23 2010 10:57 GMT
#234
As protoss you literally have to wall in and tower before you scout.. building forge before gateway. If zerg is doing the rush, it'll be a close game; if he plays standard then you are screwed
Pixel.
Profile Joined April 2010
Netherlands287 Posts
April 23 2010 10:58 GMT
#235
On April 23 2010 19:39 HubertFelix wrote:
It's scary that blizzard doesn't test their changes...



It seems they dont :S how can this happening!
Member of KnightS* www.Ks-gaming.com Pixel.323
Casta
Profile Joined April 2010
Denmark234 Posts
April 23 2010 11:09 GMT
#236
people are behaving like sc2 is finished... the beta is for rooting out idiotic game mechanics and hopefully bring balance to the game before it is launched. Now this larvae bug is clearly op and will no doubt get fixed somehow, but I liked blizzards intention of making zerg able to cancel units without cost just as the other races.

I am more concerned with the extremely careful balance changes coming out, imo they should try to listen to the players a bit more and see how nerfing the marauder and forcefield would work out instead of just tweaking build times and upgrades. They should also look closer upon the units we almost never see.. like the ultralisk or the archon and actually make them worth producing.
StarcraftMan
Profile Blog Joined January 2010
Canada507 Posts
April 23 2010 11:12 GMT
#237
On April 23 2010 19:26 SneakPeek wrote:
actually its not a bug...


If you are a zerg player that enjoys exploiting this bug, have fun. Because within the next 12 hours, Blizzard will have hotfixed this.
givemefive
Profile Joined April 2010
United States300 Posts
Last Edited: 2010-04-23 11:14:50
April 23 2010 11:14 GMT
#238
a compromise could be reached where you can cancel a unit within 5 seconds of building it and get back your larvae or else it dies if you cancel.

this would fix the problem seen in SC BW where you double tap S and get scourge you have no use for, etc
iounas
Profile Joined July 2008
409 Posts
April 23 2010 11:15 GMT
#239
On April 23 2010 20:12 StarcraftMan wrote:
Show nested quote +
On April 23 2010 19:26 SneakPeek wrote:
actually its not a bug...


If you are a zerg player that enjoys exploiting this bug, have fun. Because within the next 12 hours, Blizzard will have hotfixed this.

Bug is something that is not intentional.. This is intentional behavior but unintentional strategy from it.
IdrA: stalkers actually do negative damage. when you shoot a marine with a stalker it gains health.
fly.stat
Profile Blog Joined December 2008
United States449 Posts
Last Edited: 2010-04-23 11:18:25
April 23 2010 11:17 GMT
#240
Ok people, the issue is not whether it's stoppable or not.

Zerg can CANCEL eggs, with no negative repercussions. You can power drones the entire game, and cancel eggs when you find out you need that larva to be an attacking unit instead.

THAT is why I'm just going to practice PvT and PvP for a while. It's just such a retarded mechanic. The fact that the devs would even consider this as an option to begin with makes me afraid for sc2.
Until I write you again, take care of your precious person.
IdrA
Profile Blog Joined July 2004
United States11541 Posts
April 23 2010 11:17 GMT
#241
On April 23 2010 20:15 iounas wrote:
Show nested quote +
On April 23 2010 20:12 StarcraftMan wrote:
On April 23 2010 19:26 SneakPeek wrote:
actually its not a bug...


If you are a zerg player that enjoys exploiting this bug, have fun. Because within the next 12 hours, Blizzard will have hotfixed this.

Bug is something that is not intentional.. This is intentional behavior but unintentional strategy from it.

no, the intended behavior was being able to cancel a building unit without losing the larva, not to trick hatcheries into holding extra larva. the hatchery still stops producing a new larva when it has 3 idle.
http://www.splitreason.com/product/1152 release the gracken tshirt now available
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
Last Edited: 2010-04-23 11:21:51
April 23 2010 11:18 GMT
#242
On April 23 2010 20:09 Casta wrote:
Now this larvae bug is clearly op and will no doubt get fixed somehow, but I liked blizzards intention of making zerg able to cancel units without cost just as the other races.

Zerg unit production is very different from Protoss and Terran unit production. It was perfectly fine that you can't get larvae back, you get 1 larva every 15 seconds. Zerg doesn't need different unit production facilities for different units, but at least the larva loss made switches a LITTLE harder. You couldn't start your mutas, see turrets and then decide to just make hydras. Now you can.
It doesn't make zerg more fun, it only makes zerg stronger and easier (no planning required). To balance the game around this nonsense would be insane, basically every unit and building would need adjustments.

On April 23 2010 20:17 IdrA wrote:
Show nested quote +
On April 23 2010 20:15 iounas wrote:
On April 23 2010 20:12 StarcraftMan wrote:
On April 23 2010 19:26 SneakPeek wrote:
actually its not a bug...


If you are a zerg player that enjoys exploiting this bug, have fun. Because within the next 12 hours, Blizzard will have hotfixed this.

Bug is something that is not intentional.. This is intentional behavior but unintentional strategy from it.

no, the intended behavior was being able to cancel a building unit without losing the larva, not to trick hatcheries into holding extra larva. the hatchery still stops producing a new larva when it has 3 idle.

It wasn't directly intended, but neiter is it a bug. It wasn't hard to predict that this would happen given the rest of the game mechanics.
If you have a good reason to disagree with the above, please tell me. Thank you.
Casta
Profile Joined April 2010
Denmark234 Posts
April 23 2010 11:34 GMT
#243
On April 23 2010 20:18 spinesheath wrote:
Show nested quote +
On April 23 2010 20:09 Casta wrote:
Now this larvae bug is clearly op and will no doubt get fixed somehow, but I liked blizzards intention of making zerg able to cancel units without cost just as the other races.

Zerg unit production is very different from Protoss and Terran unit production. It was perfectly fine that you can't get larvae back, you get 1 larva every 15 seconds. Zerg doesn't need different unit production facilities for different units, but at least the larva loss made switches a LITTLE harder. You couldn't start your mutas, see turrets and then decide to just make hydras. Now you can.
It doesn't make zerg more fun, it only makes zerg stronger and easier (no planning required). To balance the game around this nonsense would be insane, basically every unit and building would need adjustments.


While zerg don't need additional production facilities they do need the tech, fx. both hydra den and spire to do what you just said. I can't see a big problem with zerg getting the larvaes refunded if it wasn't exploitable.

Zergs production capabilities have both ups and downsides to it, especially when expanding.. it can be a huge risk to use all larvaes on drones for the expo when suddenly units come knocking at your door.

At least I would find it worth to test before dropping the idea entirely.
Stropheum
Profile Joined January 2010
United States1124 Posts
April 23 2010 11:35 GMT
#244
Straight Bs yo
Niji87
Profile Joined September 2008
United States112 Posts
April 23 2010 11:37 GMT
#245
Yah man, Zerg should definitely not have a mechanic that lets them cancel workers to make units or cancel units to make workers. I mean seriously! Can you imagine what that would be like? Like... like being able to cancel a Probe/SCV to make a Zealot/Marine! Definitely not something we want Zerg to have. Srsly!

Hahaha.

Anyway, I think it's a good concept to apply, but it definitely seems like they went about it the wrong way. I'm sure Blizzard will think of some way to maintain the mechanic without allowing excessive unit production. They seem to enjoy adjusting creation times, so I'll just assume they're gonna increase the larvae spawn time by 1 second or something, which would make abusing this mechanic a bit harder early on.

I doubt they'll ever accomplish a proper fix that still maintains the mechanic, though.
I am not very good at playing StarCraft.
virusak
Profile Joined December 2009
Czech Republic344 Posts
April 23 2010 11:39 GMT
#246
On April 23 2010 19:56 Taco-Mental wrote:
A guy tried this vs me on scrap station, before I even knew it was possible. He picked off my scouting probe and i was like WTF thats a lot of zerglings fast. Luckily i went forge first, spawned 2 canons and walled off except a narrow gap which i filled with workers and plugged the gap with hold fire till the canons came online. Then i totally walled off and went dual starport and raped him with mass zealots & phoenix's (as i knew his econ had to be screwed with such a lack of drones.


then his timig was completely off, you can not have even a single cannon ready when he times it right
cartoon]x
Profile Joined March 2010
United States606 Posts
April 23 2010 11:43 GMT
#247
he is talking about a wall in.
It is not enough to conquer; one must learn to seduce.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
April 23 2010 11:48 GMT
#248
On April 23 2010 20:34 Casta wrote:
Show nested quote +
On April 23 2010 20:18 spinesheath wrote:
On April 23 2010 20:09 Casta wrote:
Now this larvae bug is clearly op and will no doubt get fixed somehow, but I liked blizzards intention of making zerg able to cancel units without cost just as the other races.

Zerg unit production is very different from Protoss and Terran unit production. It was perfectly fine that you can't get larvae back, you get 1 larva every 15 seconds. Zerg doesn't need different unit production facilities for different units, but at least the larva loss made switches a LITTLE harder. You couldn't start your mutas, see turrets and then decide to just make hydras. Now you can.
It doesn't make zerg more fun, it only makes zerg stronger and easier (no planning required). To balance the game around this nonsense would be insane, basically every unit and building would need adjustments.


While zerg don't need additional production facilities they do need the tech, fx. both hydra den and spire to do what you just said. I can't see a big problem with zerg getting the larvaes refunded if it wasn't exploitable.

Zergs production capabilities have both ups and downsides to it, especially when expanding.. it can be a huge risk to use all larvaes on drones for the expo when suddenly units come knocking at your door.

At least I would find it worth to test before dropping the idea entirely.


At 1 Hatch 1 Queen, zerg gets 1 larva every ~7 seconds. If a terran decides to go banshees he has to get a LOT of starports to be able to pump 1 banshee every 7 seconds. If a zerg decides to make mutas, he has to build 1 spire to pump 1 muta every 7 seconds.
And now if the zerg sees that he better shouldn't make mutas he just cancels them and the whole thing only cost him a spire. If the terran sees that air isn't going to work he has spent a lot of money on Starports.

It indeed was risky to spend all your larvae on drones. But now it is much less so because you can just cancel the 5-10 drones you have morphing currently and make combat units instead.

If you have a good reason to disagree with the above, please tell me. Thank you.
Mykill
Profile Blog Joined February 2009
Canada3402 Posts
April 23 2010 11:50 GMT
#249
8 pool just got super strong
[~~The Impossible Leads To Invention~~] CJ Entusman #52 The problem with internet quotations is that they are hard to verify -Abraham Lincoln c.1863
Odge
Profile Joined April 2010
Sweden84 Posts
April 23 2010 12:02 GMT
#250
This is where all that social media blizzard has been doing is going to be useful. If you twitter and post on Facebook about this they will have to apply a hot-fix asap.
Artisan
Profile Joined February 2010
United States336 Posts
Last Edited: 2010-04-23 12:04:23
April 23 2010 12:03 GMT
#251
This is so stupidly OP... i love it =D

Edit: jking this really needs to be fixed
Nytefish
Profile Blog Joined December 2007
United Kingdom4282 Posts
April 23 2010 12:04 GMT
#252
On April 23 2010 20:17 IdrA wrote:
Show nested quote +
On April 23 2010 20:15 iounas wrote:
On April 23 2010 20:12 StarcraftMan wrote:
On April 23 2010 19:26 SneakPeek wrote:
actually its not a bug...


If you are a zerg player that enjoys exploiting this bug, have fun. Because within the next 12 hours, Blizzard will have hotfixed this.

Bug is something that is not intentional.. This is intentional behavior but unintentional strategy from it.

no, the intended behavior was being able to cancel a building unit without losing the larva, not to trick hatcheries into holding extra larva. the hatchery still stops producing a new larva when it has 3 idle.


I don't think people agree on what they mean when they talk about bugs.

For example following your definition manner pylons in BW are a bug but not many people would refer to it as such.
No I'm never serious.
Crisium
Profile Blog Joined February 2010
United States1618 Posts
Last Edited: 2010-04-23 12:32:17
April 23 2010 12:31 GMT
#253
Zerg already have a decisive advantage in being able to react. I cannot begin to agree with this change - this is so bad. At least once they started building units you had a small windows of lack of reactivity. Not anymore.

Not to mention the superior Zergling rush now.

When was this ever an issue? I really cannot come to terms with why this decision was made. I have never seen such a display of recklessness in balancing as this decision. They can cancel for free? Not even free when you consider the Zergling rush - Zerg cancel for profit. Wow, really, this is bad. No one in their right mind has ever asked for this.

Our faith can be restored if this is immediately patched. Let's hope.
Broodwar and Stork forever! List of BW players with most Ro16, Ro8: http://tinyurl.com/BWRo16-Ro8
Mecha71
Profile Joined March 2010
United States59 Posts
April 23 2010 12:51 GMT
#254
Yeah, not touching the ladder until this gets fixed. Not because I give a shit about my epeen number, but because this stupid bug/exploit single handily forces everyone race into either losing 3min in or super turtle mode which I'm sure some zerg are already abusing by feinting into an easy FE if they spot a quick wall in.
Senx
Profile Blog Joined March 2008
Sweden5901 Posts
April 23 2010 13:00 GMT
#255
Goddamnit Blizzard, everything was looking so good with patch 9 and now this ruins it all
"trash micro but win - its marine" MC commentary during HSC 4
mynameisbean
Profile Joined April 2010
Australia82 Posts
April 23 2010 13:07 GMT
#256
I dont have the beta, so I dont have any authority in asking or saying anything at all.

But how sure are you guys that Blizzard didn't intend this?

There have been a fair few complaints about zerg vs other races, from what I've read.. ?
You aint worth a Bean. - Poke.
StarcraftMan
Profile Blog Joined January 2010
Canada507 Posts
April 23 2010 13:12 GMT
#257
On April 23 2010 22:07 mynameisbean wrote:
I dont have the beta, so I dont have any authority in asking or saying anything at all.

But how sure are you guys that Blizzard didn't intend this?

There have been a fair few complaints about zerg vs other races, from what I've read.. ?


Have you thought of 2vs2? What if there are 2 zerg players against 2 protoss players? That's an automatic win everytime if the zerg players use this bug to produce 20 zerglings in 1:55 minutes to rush the same protoss player.
Elegy
Profile Blog Joined September 2009
United States1629 Posts
April 23 2010 13:13 GMT
#258
lol I love how HDStarcraft, in his infinite wisdom, made a fucking tutorial video on how to abuse this.................
Woija
Profile Joined March 2010
Denmark61 Posts
April 23 2010 13:14 GMT
#259
i guess this will be fixed asap whenever blizz in notifed
told u I was hardcore
Mecha71
Profile Joined March 2010
United States59 Posts
April 23 2010 13:22 GMT
#260
On April 23 2010 22:13 Elegy wrote:
lol I love how HDStarcraft, in his infinite wisdom, made a fucking tutorial video on how to abuse this.................

Great thing actually, the faster this is brought to light, the faster the casuals can get to flaming the battle.net boards and we get a faster hotfix :D
chirievalord
Profile Joined May 2009
Costa Rica92 Posts
April 23 2010 13:37 GMT
#261
Holy mother of creep. I'll try this on ladder 1 time to check the timming but that's just abusive.

I am sure Blizz will notice this soon enough, they keep track on weird stuff happening on every game and 12 lings at 2:30 is most definitely one of this situations...
PanzerDragoon
Profile Joined March 2010
United States822 Posts
April 23 2010 13:43 GMT
#262
On April 23 2010 20:34 Casta wrote:
Show nested quote +
On April 23 2010 20:18 spinesheath wrote:
On April 23 2010 20:09 Casta wrote:
Now this larvae bug is clearly op and will no doubt get fixed somehow, but I liked blizzards intention of making zerg able to cancel units without cost just as the other races.

Zerg unit production is very different from Protoss and Terran unit production. It was perfectly fine that you can't get larvae back, you get 1 larva every 15 seconds. Zerg doesn't need different unit production facilities for different units, but at least the larva loss made switches a LITTLE harder. You couldn't start your mutas, see turrets and then decide to just make hydras. Now you can.
It doesn't make zerg more fun, it only makes zerg stronger and easier (no planning required). To balance the game around this nonsense would be insane, basically every unit and building would need adjustments.


While zerg don't need additional production facilities they do need the tech, fx. both hydra den and spire to do what you just said. I can't see a big problem with zerg getting the larvaes refunded if it wasn't exploitable.

Zergs production capabilities have both ups and downsides to it, especially when expanding.. it can be a huge risk to use all larvaes on drones for the expo when suddenly units come knocking at your door.

At least I would find it worth to test before dropping the idea entirely.

Its not really a huge risk when you play the race with the best map vision in the game, will see any push coming, and can just cancel the drones and make roaches or lings with little penalty to help defend a push.
KOFgokuon
Profile Blog Joined August 2004
United States14893 Posts
April 23 2010 13:47 GMT
#263
anyone saying that this is fair or intentional is crazy ><
AngryAsian
Profile Joined March 2010
Canada68 Posts
April 23 2010 13:50 GMT
#264
It should give the larva back because it is not fair since all other races can cancel and rebuild. If the larva dies then zerg cannot rebuild.
SiR.ZeratuS
Profile Joined April 2010
Bulgaria2 Posts
April 23 2010 13:53 GMT
#265
So i must fight 12 lings vs 1 zealot - yea this will fair.Prostoss nerf again.
Leoj
Profile Joined January 2010
United States396 Posts
April 23 2010 13:59 GMT
#266
On April 23 2010 22:50 AngryAsian wrote:
It should give the larva back because it is not fair since all other races can cancel and rebuild. If the larva dies then zerg cannot rebuild.


Ok, cool, then they need to make it whenever there are any combination of eggs + larvae = 3 on a hatchery that it doesn't spawn more larvae
355SFS
Profile Joined April 2010
United States13 Posts
April 23 2010 14:04 GMT
#267
The larva count indicator on the select larva icon is wrong, shows the larva available and in use as one number.
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
April 23 2010 14:15 GMT
#268
They just need to make it so the number of larva from the hatchery can never exceed 3. It doesn't break anything that way and zerg still get the benefit of being able to cancel and not "lose" a larva.
TrueIsAwesome
Profile Joined April 2010
Finland160 Posts
April 23 2010 14:18 GMT
#269
It's going to be awesome playing vs random, with zerg doing this rush and Terran proxy reapering
No_eL
Profile Joined July 2007
Chile1438 Posts
April 23 2010 14:19 GMT
#270
u have some rep doing this?? its annoying! =(
Beat after beat i will become stronger.
Ritz
Profile Joined April 2010
Netherlands66 Posts
April 23 2010 14:20 GMT
#271
On April 23 2010 22:59 LUE.Leoj wrote:
Show nested quote +
On April 23 2010 22:50 AngryAsian wrote:
It should give the larva back because it is not fair since all other races can cancel and rebuild. If the larva dies then zerg cannot rebuild.


Ok, cool, then they need to make it whenever there are any combination of eggs + larvae = 3 on a hatchery that it doesn't spawn more larvae


Say you have 4 eggs morphing and no larvae. You are making 4 ultralisks, so it takes a long time for them to be finished. For the whole duration of 75 seconds, the hatchery is not spawning new larvae. This would be silly, wouldn't it?

The best option is to just be able to cancel an egg within the time needed to spawn a new larva from the hatchery. I.e. if the time needed to spawn a new larva is 20 seconds, the ability to cancel a morphing egg is has to be removed after ~15 seconds (or at least some value under 20).
m0nkeyknight
Profile Joined April 2010
New Zealand37 Posts
April 23 2010 14:20 GMT
#272
Its pretty annoying, as toss im too afraid of it that i wall off with a gateway/ forge,(and build a pylon outside somewhere random for Warp gates) and then my scout arrives at their base to see that they have expanded and im way behind in economy :/ mess's with your mind :O
Nice.
Mutaahh
Profile Joined June 2007
Netherlands859 Posts
April 23 2010 14:21 GMT
#273
epic fail, they must be like omfg how could we have done this!!
I want to fly
Stropheum
Profile Joined January 2010
United States1124 Posts
April 23 2010 14:27 GMT
#274
IMO make it like sc1. You cancel the egg, you lose the larvae. I mean it's your fault for not making the right unit anyway right? Live with your mistakes. I mean this game is BASED around mistakes anyways. If every mistake was forgiven, everyone would be in platinum with a 1-1 ratio
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
Last Edited: 2010-04-23 14:35:24
April 23 2010 14:29 GMT
#275
This BO is a total all-in. There will be ways to beat this. This will lead Zerg to not all-in unless they try to pull of this cheese.



On April 23 2010 12:31 Suffo wrote:
imo post this on technical support, as they are always checking that iono about suggestions and / or bug reports as much as i see a lot less blue posts
Yes indeed, if something is OP, we need to use it all the time. Either a counter will be found or the mechanics turns out to be game breaking.


On April 23 2010 12:49 blade55555 wrote:
Has anybody tested to see if there is a limit? (like won't let you get past 5 larva or something) or could you go to 20 if you wanted?
With queen, limit of larvae is 19 for any hatch. I don't tested with Patch 9, though.
You don't choose to play zerg. The zerg choose you.
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
April 23 2010 14:30 GMT
#276
On April 23 2010 23:20 Ritz wrote:
Show nested quote +
On April 23 2010 22:59 LUE.Leoj wrote:
On April 23 2010 22:50 AngryAsian wrote:
It should give the larva back because it is not fair since all other races can cancel and rebuild. If the larva dies then zerg cannot rebuild.


Ok, cool, then they need to make it whenever there are any combination of eggs + larvae = 3 on a hatchery that it doesn't spawn more larvae


Say you have 4 eggs morphing and no larvae. You are making 4 ultralisks, so it takes a long time for them to be finished. For the whole duration of 75 seconds, the hatchery is not spawning new larvae. This would be silly, wouldn't it?

The best option is to just be able to cancel an egg within the time needed to spawn a new larva from the hatchery. I.e. if the time needed to spawn a new larva is 20 seconds, the ability to cancel a morphing egg is has to be removed after ~15 seconds (or at least some value under 20).


I don't see why they cant just let the larva mechanic work identical to how it worked in bw/pre patch 9

eggs are eggs (from hatcheries), larva is larva. You can have any combination of eggs + larvae (build and spawn times willing ofc) but your larva is never going to exceed 3.

If you have an egg morphing and 3 larva and cancel, you get no larva back. If you have 2 larva and 3 eggs morphing and cancel them all, you get 1 larva back. Queen eggs always refund larva

It's still a lot more forgiving than it ever was for zerg.
Leoj
Profile Joined January 2010
United States396 Posts
April 23 2010 14:30 GMT
#277
On April 23 2010 23:20 Ritz wrote:
Show nested quote +
On April 23 2010 22:59 LUE.Leoj wrote:
On April 23 2010 22:50 AngryAsian wrote:
It should give the larva back because it is not fair since all other races can cancel and rebuild. If the larva dies then zerg cannot rebuild.


Ok, cool, then they need to make it whenever there are any combination of eggs + larvae = 3 on a hatchery that it doesn't spawn more larvae


Say you have 4 eggs morphing and no larvae. You are making 4 ultralisks, so it takes a long time for them to be finished. For the whole duration of 75 seconds, the hatchery is not spawning new larvae. This would be silly, wouldn't it?

The best option is to just be able to cancel an egg within the time needed to spawn a new larva from the hatchery. I.e. if the time needed to spawn a new larva is 20 seconds, the ability to cancel a morphing egg is has to be removed after ~15 seconds (or at least some value under 20).


I was making a point. If you choose to make the wrong unit in the wrong situation, you *should* be punished for it. Can Protoss and Terran cancel units? (Well until Warpgates) Yes, but this isn't a game where everything is the exact same but skinned differently.

The easiest way to do it is make it so you either can't cancel and get your larvae back, or don't spawn additional larvae past 3 = egg + larvae
StarcraftMan
Profile Blog Joined January 2010
Canada507 Posts
April 23 2010 14:34 GMT
#278
On April 23 2010 23:29 [F_]aths wrote:
This BO is a total all-in. There will be ways to beat this. This will lead Zerg to not all-in unless they try to pull of this cheese.


Not really. You can do a 6 pool, send your 10 zerglings in to their mineral line to kill their workers, and if the opponent manages to fight you off, you've already taken a huge lead in your economy. From there, if you choose to do so, you can macro up, and your opponent will be busy rebuilding their workers.
prosky
Profile Joined January 2007
Poland83 Posts
April 23 2010 14:35 GMT
#279
Canceling is ok, but it should be a lil bit changed like :
- You can cancel egg back into larva for first ... 5 sec? 10 sec?
- After that time canceling the egg will result in death of that larva.
w00t th3 f00ck ?
Ritz
Profile Joined April 2010
Netherlands66 Posts
Last Edited: 2010-04-23 14:38:15
April 23 2010 14:37 GMT
#280
On April 23 2010 23:30 floor exercise wrote:
Show nested quote +
On April 23 2010 23:20 Ritz wrote:
On April 23 2010 22:59 LUE.Leoj wrote:
On April 23 2010 22:50 AngryAsian wrote:
It should give the larva back because it is not fair since all other races can cancel and rebuild. If the larva dies then zerg cannot rebuild.


Ok, cool, then they need to make it whenever there are any combination of eggs + larvae = 3 on a hatchery that it doesn't spawn more larvae


Say you have 4 eggs morphing and no larvae. You are making 4 ultralisks, so it takes a long time for them to be finished. For the whole duration of 75 seconds, the hatchery is not spawning new larvae. This would be silly, wouldn't it?

The best option is to just be able to cancel an egg within the time needed to spawn a new larva from the hatchery. I.e. if the time needed to spawn a new larva is 20 seconds, the ability to cancel a morphing egg is has to be removed after ~15 seconds (or at least some value under 20).


I don't see why they cant just let the larva mechanic work identical to how it worked in bw/pre patch 9

eggs are eggs (from hatcheries), larva is larva. You can have any combination of eggs + larvae (build and spawn times willing ofc) but your larva is never going to exceed 3.

If you have an egg morphing and 3 larva and cancel, you get no larva back. If you have 2 larva and 3 eggs morphing and cancel them all, you get 1 larva back. Queen eggs always refund larva

It's still a lot more forgiving than it ever was for zerg.


I'm just saying that if they want to change it so that you could cancel the morphing egg and get a larva back, the option that I proposed above makes sure you have a maximum of 3 larvae.
Chalks
Profile Joined April 2010
United Kingdom11 Posts
April 23 2010 14:38 GMT
#281
Fix is simple:

Timelimit on larva from cancelled egg == time it takes for larva to respawn
bellaisa
Profile Joined April 2010
United States117 Posts
April 23 2010 14:41 GMT
#282
brb, switching to zerg to move up ladder /thread.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
April 23 2010 14:41 GMT
#283
On April 23 2010 23:38 Chalks wrote:
Fix is simple:

Revert to how it was before the patch.

fixed your fix.
If you have a good reason to disagree with the above, please tell me. Thank you.
zionman
Profile Blog Joined April 2009
Belgium149 Posts
April 23 2010 14:43 GMT
#284
Posted this in another thread, but seems htis thje popular 1

Help me on this 1 plz big discussion goin on.

zion says:Blizzard intented for eggs to b cancelled back into larva right ? but didnt foresee abuse

Friends say: This is a bug, blizzard released this patch not knowing that if u cancel a egg it turns into larva.

Thx u !
freakz
lolreaper
Profile Joined April 2010
301 Posts
April 23 2010 14:43 GMT
#285
they should just ditch this revert egg to larva bullshit imo, its ridiculous how zerg can dronewhore (even with old mechanic it was easy) without possibility of being punished lol
Chalks
Profile Joined April 2010
United Kingdom11 Posts
Last Edited: 2010-04-23 14:49:16
April 23 2010 14:46 GMT
#286
On April 23 2010 23:41 spinesheath wrote:
Show nested quote +
On April 23 2010 23:38 Chalks wrote:
Fix is simple:

Revert to how it was before the patch.

fixed your fix.


Yeah, true, but assuming they actually have a reason to want to play with the cancel mechanic this is probably the fix they're going to go for.

On April 23 2010 23:43 zionman wrote:
Friends say: This is a bug, blizzard released this patch not knowing that if u cancel a egg it turns into larva.


I'm not sure how you're proposing that happened. Someone sneezed and wrote a couple of lines of code accidentally?
MiraMax
Profile Joined July 2009
Germany532 Posts
April 23 2010 14:54 GMT
#287
this change is just brilliant. Now unit production is almost fair across races! The final change needed is Protoss being able to unsummon units which are warping in. I mean, come on, one misclick or wrong hotkey and the wrong unit is warped in WITHOUT ANY CHANCE TO GET THE RESOURCES BACK, WOOT!? This is still totally unfair ...

<browses to SC2 Beta Forum and opens thread>
roemy
Profile Joined April 2010
Germany432 Posts
April 23 2010 14:59 GMT
#288
bawww EU has to get patched i wanna try a defensive reaperbunker against this crap -.-
rock is fine.. paper could need a buff, but scissors have to be nerfed
Archerofaiur
Profile Joined August 2008
United States4101 Posts
April 23 2010 15:03 GMT
#289
Question: What do the ladders look like today? Are the top 10 platinum players all zerg?
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Bibdy
Profile Joined March 2010
United States3481 Posts
April 23 2010 15:09 GMT
#290
On April 23 2010 23:37 Ritz wrote:
Show nested quote +
On April 23 2010 23:30 floor exercise wrote:
On April 23 2010 23:20 Ritz wrote:
On April 23 2010 22:59 LUE.Leoj wrote:
On April 23 2010 22:50 AngryAsian wrote:
It should give the larva back because it is not fair since all other races can cancel and rebuild. If the larva dies then zerg cannot rebuild.


Ok, cool, then they need to make it whenever there are any combination of eggs + larvae = 3 on a hatchery that it doesn't spawn more larvae


Say you have 4 eggs morphing and no larvae. You are making 4 ultralisks, so it takes a long time for them to be finished. For the whole duration of 75 seconds, the hatchery is not spawning new larvae. This would be silly, wouldn't it?

The best option is to just be able to cancel an egg within the time needed to spawn a new larva from the hatchery. I.e. if the time needed to spawn a new larva is 20 seconds, the ability to cancel a morphing egg is has to be removed after ~15 seconds (or at least some value under 20).


I don't see why they cant just let the larva mechanic work identical to how it worked in bw/pre patch 9

eggs are eggs (from hatcheries), larva is larva. You can have any combination of eggs + larvae (build and spawn times willing ofc) but your larva is never going to exceed 3.

If you have an egg morphing and 3 larva and cancel, you get no larva back. If you have 2 larva and 3 eggs morphing and cancel them all, you get 1 larva back. Queen eggs always refund larva

It's still a lot more forgiving than it ever was for zerg.


I'm just saying that if they want to change it so that you could cancel the morphing egg and get a larva back, the option that I proposed above makes sure you have a maximum of 3 larvae.


You'd also cripple larva production during creation of big units.

Just make the cancelled larva die if the Hatchery already has 3+ Larva i.e. You have 3 Larva and make a drone. Another larva pops up at 15s, if you cancel the egg at this point, the larva that would be created from cancelling the egg dies.
nutopia
Profile Joined April 2010
France26 Posts
April 23 2010 15:09 GMT
#291
discuss:
should a zerg be able to cancel larva without killing it? (sorry for my english)

you got 3 hours
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
Last Edited: 2010-04-23 15:17:12
April 23 2010 15:12 GMT
#292
On April 23 2010 23:46 Chalks wrote:
Show nested quote +
On April 23 2010 23:41 spinesheath wrote:
On April 23 2010 23:38 Chalks wrote:
Fix is simple:

Revert to how it was before the patch.

fixed your fix.


Yeah, true, but assuming they actually have a reason to want to play with the cancel mechanic this is probably the fix they're going to go for.

The only possible reason for doing this is that a bunch of people who have no idea about Starcraft were whining that not being able to cancel for free is unfair for zerg. Blizzard, always listening to the newbies, brought this issue up at the end of a meeting. The change seemed so innocent that nobody even tried to think of the implications, so they said "why not, let's do that".

Not being able to cancel for free is an IMPORTANT aspect of the game. No race can cancel for free. Terran and Protoss lose time, zerg loses larvae. Larvae = time.

If they keep the free cancel and add a hotfix on top of that, what do we have? The same result, but a cluttered game. Bad design.
  • Sometimes you have to resist the urge of giving in to the whining of newbies.

  • Fixing a problem by adding a new game mechanic is bad, it creates unnecessary clutter.

A good game has a small, clear and sharp set of rules. Not a catalogue of rules that only apply in certain circumstances.


On April 24 2010 00:09 Bibdy wrote:
Show nested quote +
On April 23 2010 23:37 Ritz wrote:
On April 23 2010 23:30 floor exercise wrote:
On April 23 2010 23:20 Ritz wrote:
On April 23 2010 22:59 LUE.Leoj wrote:
On April 23 2010 22:50 AngryAsian wrote:
It should give the larva back because it is not fair since all other races can cancel and rebuild. If the larva dies then zerg cannot rebuild.


Ok, cool, then they need to make it whenever there are any combination of eggs + larvae = 3 on a hatchery that it doesn't spawn more larvae


Say you have 4 eggs morphing and no larvae. You are making 4 ultralisks, so it takes a long time for them to be finished. For the whole duration of 75 seconds, the hatchery is not spawning new larvae. This would be silly, wouldn't it?

The best option is to just be able to cancel an egg within the time needed to spawn a new larva from the hatchery. I.e. if the time needed to spawn a new larva is 20 seconds, the ability to cancel a morphing egg is has to be removed after ~15 seconds (or at least some value under 20).


I don't see why they cant just let the larva mechanic work identical to how it worked in bw/pre patch 9

eggs are eggs (from hatcheries), larva is larva. You can have any combination of eggs + larvae (build and spawn times willing ofc) but your larva is never going to exceed 3.

If you have an egg morphing and 3 larva and cancel, you get no larva back. If you have 2 larva and 3 eggs morphing and cancel them all, you get 1 larva back. Queen eggs always refund larva

It's still a lot more forgiving than it ever was for zerg.


I'm just saying that if they want to change it so that you could cancel the morphing egg and get a larva back, the option that I proposed above makes sure you have a maximum of 3 larvae.


You'd also cripple larva production during creation of big units.

Just make the cancelled larva die if the Hatchery already has 3+ Larva i.e. You have 3 Larva and make a drone. Another larva pops up at 15s, if you cancel the egg at this point, the larva that would be created from cancelling the egg dies.


Of course the above also applies to your suggestion.

Plus it doesn't even fix anything:
3 larvae -> make 1 drone
hatch spawns a new larva
3 larvae, 1 egg -> make 2 drones, cancel old egg
hatch spawns new larva
3 larvae, 2 eggs -> make 3 drones, cancel old 2 eggs
hatch spawns new larva
make 3 pairs of lings, cancel 3 drone eggs, make 3 pairs of lings.
If you have a good reason to disagree with the above, please tell me. Thank you.
brocoli
Profile Joined February 2010
Brazil264 Posts
April 23 2010 15:13 GMT
#293
Blizz should revert this.
Why change this? It makes no sense.
LuDwig-
Profile Blog Joined February 2007
Italy1143 Posts
April 23 2010 15:14 GMT
#294
Europe have still to be patched and we need laredy need another patch? OMG
http://www.teamliquid.net/forum/viewmessage.php?topic_id=120015&currentpage=98<--Search the HotBid's Post
Deleted User 31060
Profile Blog Joined September 2007
3788 Posts
Last Edited: 2010-04-23 15:18:36
April 23 2010 15:17 GMT
#295
oh man I can't wait to abuse this on the ladder

I tested it this morning, and I'll get a chance this afternoon

[image loading]

in all seriousness, they could probably fix this easily by making larvae spawn 2-3 seconds slower
Peaked at C- on ICCUP and proud of it! @Sunyveil
nutopia
Profile Joined April 2010
France26 Posts
April 23 2010 15:17 GMT
#296
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
Gigaudas
Profile Blog Joined December 2008
Sweden1213 Posts
April 23 2010 15:25 GMT
#297
I don't see any thread at all about this on the battle.net forums?
I
PredY
Profile Joined September 2009
Czech Republic1731 Posts
April 23 2010 15:26 GMT
#298
i'm afraid that blizzard will just make larvas spawn slower so people can't do the ridiculously powerful rushes but it won't fix the much bigger issue and that is drone-whoring and powerful zerg eco with no worries about fending off surprising attack, because they will be able to cancel the drones anytime and just build units.
http://www.twitch.tv/czelpredy
Chalks
Profile Joined April 2010
United Kingdom11 Posts
April 23 2010 15:26 GMT
#299
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 agree that it's probably not a good move, but perhaps not for the same reasons as you. IMO race diversity is a really good thing and any changes designed to make the races more similar to each other is detrimental to the game.
Mannerheim
Profile Joined April 2007
766 Posts
April 23 2010 15:26 GMT
#300
Yeah, not playing ladder in this patch.
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.
zul
Profile Blog Joined February 2010
Germany5427 Posts
April 23 2010 16:54 GMT
#321
On April 23 2010 12:19 motbob wrote:
Yeah... I'm going to hold off on laddering for a while...


wise decission - we can make custom games with some friends until this is fixed.
keep it deep! @zulison
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
Last Edited: 2010-04-23 16:58:29
April 23 2010 16:57 GMT
#322
IMO they should keep this and just get rid of maps with retardedly short rush distances, but hey, can't argue with blizzard wanting a 20 second stroll between mains.
Sentient
Profile Joined April 2010
United States437 Posts
Last Edited: 2010-04-23 17:01:48
April 23 2010 17:01 GMT
#323
Perhaps a noob question, but is there even a single map where you can block your choke with a single zealot? I've always used two for safety.
Mios
Profile Joined April 2010
United States686 Posts
April 23 2010 17:15 GMT
#324
dammit the servers are back up and not hotfix...
no LAN and intercontinental bnet = T_T
On_Slaught
Profile Joined August 2008
United States12190 Posts
Last Edited: 2010-04-23 17:21:48
April 23 2010 17:16 GMT
#325
On April 24 2010 02:01 Sentient wrote:
Perhaps a noob question, but is there even a single map where you can block your choke with a single zealot? I've always used two for safety.


Only if you have buildling support. By himself a zealot will never block a primary choke point.

I'm really suprised no blizzard person has commented on this on the b.net forums.
UbiNax
Profile Joined February 2010
Denmark381 Posts
April 23 2010 17:24 GMT
#326
pretty sick bug :D hopefully it will be hotfixed soon!
AncienTs
Profile Joined March 2010
Japan227 Posts
April 23 2010 17:35 GMT
#327
i stopped this rush by terran wall-in on desert oasis (10depot 11rax)

but can imagine how its extremely difficult for protoss on small maps

you'd probably have to form a smaller choke with your pylon/gate

...which is impossible to do in less than 2mins on scrap station, gg
Starcraft Disclaimer Language: There is no imbalance, nothing is OP.
Sentient
Profile Joined April 2010
United States437 Posts
April 23 2010 18:21 GMT
#328
Do short games count against you? IE, could I just leave every game against a Zerg player and take no penalty?
Kahnqueror
Profile Joined April 2010
United States52 Posts
April 23 2010 18:23 GMT
#329
Have we gotten ANY kind of recognition from Blizzard about this?
QibingZero
Profile Blog Joined June 2007
2611 Posts
April 23 2010 18:25 GMT
#330
Even if there was no early pool along with this somehow, the economic boost you could get from it would still be too strong. Hilarious 'oversight', if that's the case.
Oh, my eSports
Kahnqueror
Profile Joined April 2010
United States52 Posts
April 23 2010 18:26 GMT
#331
On April 24 2010 03:21 Sentient wrote:
Do short games count against you? IE, could I just leave every game against a Zerg player and take no penalty?


Yup. Leaving the game, even right when you load in = loss. Even purposefully disconnecting when you see you're playing against Zerg will result in a loss. The other person will load into the game and you will time out. They'll get a win and you'll get a loss.
asdfTT123
Profile Blog Joined June 2009
United States989 Posts
April 23 2010 18:27 GMT
#332
On April 24 2010 03:23 Kahnqueror wrote:
Have we gotten ANY kind of recognition from Blizzard about this?


They are not one to give out recognition. I've posted many suggestions and bug reports on their forums but they've all eventually been addressed. I just hope this one is timely.
n.Die_Jaedong <3
Sentient
Profile Joined April 2010
United States437 Posts
April 23 2010 18:30 GMT
#333
On April 24 2010 03:26 Kahnqueror wrote:
Show nested quote +
On April 24 2010 03:21 Sentient wrote:
Do short games count against you? IE, could I just leave every game against a Zerg player and take no penalty?


Yup. Leaving the game, even right when you load in = loss. Even purposefully disconnecting when you see you're playing against Zerg will result in a loss. The other person will load into the game and you will time out. They'll get a win and you'll get a loss.

Meh, I guess I'll just stay loyal to Protoss and if I get placed in copper I can only hope the system moves me up after this problem is fixed.
binjured
Profile Joined April 2010
United States1 Post
Last Edited: 2010-04-23 19:03:44
April 23 2010 18:59 GMT
#334
An example of winning vs. this strategy as Protoss on DO:

ftp://liquid:sc2replays@nubbe.mine.nu:21001/binjured/0.10/Zerg Larva Fail.SC2Replay

The only way I survived was with a proper 1-zeal block and micro to keep initial two zealots from dying until the third arrived. I feel like this would be sufficiently difficult to pull off on smaller maps or maps with large chokes that it would routinely fail.

Worth note, however, is how badly this hurts the Zerg economy such that if it fails, there's really no reason for the Zerg to keep playing. IIRC, his average resource rate was about half mine.
Spaceninja
Profile Joined April 2010
United States211 Posts
April 23 2010 19:13 GMT
#335
You can get the 12 lings faster if you skip the overlord and do the extractor trick.
Haters Gonna Hate.
BigDatez
Profile Joined April 2010
Canada434 Posts
April 23 2010 19:26 GMT
#336
On April 23 2010 23:37 Ritz wrote:
Show nested quote +
On April 23 2010 23:30 floor exercise wrote:
On April 23 2010 23:20 Ritz wrote:
On April 23 2010 22:59 LUE.Leoj wrote:
On April 23 2010 22:50 AngryAsian wrote:
It should give the larva back because it is not fair since all other races can cancel and rebuild. If the larva dies then zerg cannot rebuild.


Ok, cool, then they need to make it whenever there are any combination of eggs + larvae = 3 on a hatchery that it doesn't spawn more larvae


Say you have 4 eggs morphing and no larvae. You are making 4 ultralisks, so it takes a long time for them to be finished. For the whole duration of 75 seconds, the hatchery is not spawning new larvae. This would be silly, wouldn't it?

The best option is to just be able to cancel an egg within the time needed to spawn a new larva from the hatchery. I.e. if the time needed to spawn a new larva is 20 seconds, the ability to cancel a morphing egg is has to be removed after ~15 seconds (or at least some value under 20).


I don't see why they cant just let the larva mechanic work identical to how it worked in bw/pre patch 9

eggs are eggs (from hatcheries), larva is larva. You can have any combination of eggs + larvae (build and spawn times willing ofc) but your larva is never going to exceed 3.

If you have an egg morphing and 3 larva and cancel, you get no larva back. If you have 2 larva and 3 eggs morphing and cancel them all, you get 1 larva back. Queen eggs always refund larva

It's still a lot more forgiving than it ever was for zerg.


I'm just saying that if they want to change it so that you could cancel the morphing egg and get a larva back, the option that I proposed above makes sure you have a maximum of 3 larvae.



Dinkgus. This would make the queen quite useless, and force an early duel-hatch in base. Think about it:
the protoss now have cronoboost to help produce workers
the terran have Mules.
having 3 larve cap would throw zerg way behind in SC2.
Video games > sex (Proven fact)
Orpheus
Profile Joined April 2010
United States35 Posts
Last Edited: 2010-04-23 19:56:01
April 23 2010 19:55 GMT
#337
This change was obviously made by Blizzard, not accidental.

Did they REALLY NOT see this coming?

Blizzard makes great games... but stuff like this really makes me question the ability of some of them...

And then there are the nublets here that argue that it's a good change EL OH EL.
It begins...
hwanikani
Profile Joined January 2008
Korea (South)43 Posts
April 23 2010 19:56 GMT
#338
I am pretty sure that it is not intented by blizzard (I am saying about extra larva creation, not about canceling morphing egg back to larva)

They sometimes do make mistakes.
Kinky
Profile Blog Joined September 2008
United States4126 Posts
April 23 2010 21:31 GMT
#339
On April 24 2010 04:56 hwanikani wrote:
I am pretty sure that it is not intented by blizzard (I am saying about extra larva creation, not about canceling morphing egg back to larva)

They sometimes do make mistakes.

It only applies post-patch, so we can assume that it's a mistake
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
Last Edited: 2010-04-23 21:40:02
April 23 2010 21:39 GMT
#340
I guess this bug fits perfectly into the new model Blizzard has came up with for zergs: unlimited production anytime.
Kraklin
Profile Joined April 2010
Canada2 Posts
April 23 2010 21:51 GMT
#341
I wonder if using this exploit/trick will get you suspended or kicked out of beta.
nicoaldo
Profile Joined March 2009
Argentina939 Posts
April 23 2010 21:55 GMT
#342
lol it wont =S
Funchucks
Profile Joined June 2007
Canada2113 Posts
Last Edited: 2010-04-23 22:08:20
April 23 2010 22:03 GMT
#343
On April 24 2010 04:26 BigDates wrote:
Show nested quote +
On April 23 2010 23:37 Ritz wrote:
On April 23 2010 23:30 floor exercise wrote:
On April 23 2010 23:20 Ritz wrote:
On April 23 2010 22:59 LUE.Leoj wrote:
On April 23 2010 22:50 AngryAsian wrote:
It should give the larva back because it is not fair since all other races can cancel and rebuild. If the larva dies then zerg cannot rebuild.


Ok, cool, then they need to make it whenever there are any combination of eggs + larvae = 3 on a hatchery that it doesn't spawn more larvae


Say you have 4 eggs morphing and no larvae. You are making 4 ultralisks, so it takes a long time for them to be finished. For the whole duration of 75 seconds, the hatchery is not spawning new larvae. This would be silly, wouldn't it?

The best option is to just be able to cancel an egg within the time needed to spawn a new larva from the hatchery. I.e. if the time needed to spawn a new larva is 20 seconds, the ability to cancel a morphing egg is has to be removed after ~15 seconds (or at least some value under 20).


I don't see why they cant just let the larva mechanic work identical to how it worked in bw/pre patch 9

eggs are eggs (from hatcheries), larva is larva. You can have any combination of eggs + larvae (build and spawn times willing ofc) but your larva is never going to exceed 3.

If you have an egg morphing and 3 larva and cancel, you get no larva back. If you have 2 larva and 3 eggs morphing and cancel them all, you get 1 larva back. Queen eggs always refund larva

It's still a lot more forgiving than it ever was for zerg.


I'm just saying that if they want to change it so that you could cancel the morphing egg and get a larva back, the option that I proposed above makes sure you have a maximum of 3 larvae.



Dinkgus. This would make the queen quite useless, and force an early duel-hatch in base. Think about it:
the protoss now have cronoboost to help produce workers
the terran have Mules.
having 3 larve cap would throw zerg way behind in SC2.

I've never liked the 3 larva cap (edit: I mean the way a hatchery with no queen will make 3 larvae and then just stop larva production). It feels too artificial. I'd much prefer larvae to have a fixed lifespan similar to that of broodlings, such that when your 4th larva is produced, your first larva dies of old age. The larva lifespan can be carried over into eggs, so that eggs made from fresh larvae can be cancelled in an advanced state of growth to get a stale larva, but eggs made from stale larvae will just dissolve into goo when cancelled.

This would also force you to be more strategic about when to use your queen to inject larvae, instead of just spamming it and wading around through seas of immortal larvae.
I serve my houseguests slices of butter.
Ryuu314
Profile Joined October 2009
United States12679 Posts
April 23 2010 23:00 GMT
#344
On April 24 2010 06:51 Kraklin wrote:
I wonder if using this exploit/trick will get you suspended or kicked out of beta.

it won't, but it will get you disqualified from tourneys that are running now.
Saturn
Profile Joined April 2010
United States17 Posts
April 24 2010 06:27 GMT
#345
so what was the purpose of the ladder reset today, I just got rushed by this crap in one of my placement matches.... THANKS ZODIAC
Lieutenant Dan, ice creaaaam.
XXXSmOke
Profile Blog Joined November 2004
United States1333 Posts
April 24 2010 06:30 GMT
#346
Thats why I lost all those early Z rushes yesterday man I knew something was up
Emperor? Boxer disapproves. He's building bunkers at your mom's house even as you're reading this.
Nokeboy
Profile Joined December 2008
United States1009 Posts
April 24 2010 06:32 GMT
#347
BRB SWITCHING TO ZERG
forgotten0ne
Profile Blog Joined March 2009
United States951 Posts
April 24 2010 06:33 GMT
#348
I've countered this 4 times now, it's so fucking easy.

10 pool (overpool)
drone until 13
gas
drone
spine
lings
queen at 16
ovie
more lings
gg
"Well it’s obvious that these Terran gamers are just extremely gifted when it comes to RTS games" -Ret, in regards to the first months of SC2
Dgtl
Profile Blog Joined December 2008
Canada889 Posts
April 24 2010 06:35 GMT
#349
On April 24 2010 15:33 forgotten0ne wrote:
I've countered this 4 times now, it's so fucking easy.

10 pool (overpool)
drone until 13
gas
drone
spine
lings
queen at 16
ovie
more lings
gg

Ya but that doesn't work for toss or terran :/
^______________^
Pebble
Profile Blog Joined April 2010
Germany326 Posts
Last Edited: 2010-04-24 09:35:51
April 24 2010 09:34 GMT
#350
Bug Fixes


Fixed an issue where Larva were not dying after being cancelled.
Fixed an issue with Banelings, Brood Lords, and Overseers obeying their original Hatchery's rally point.


It's from Patch10 patchnotes. Downloading it right now here in Germany.

edit: Those are the whole patchnotes for patch 10 btw.
3:50 PM jaedung: scouting is useless in sc2
zomgzergrush
Profile Joined August 2008
United States923 Posts
Last Edited: 2010-04-24 09:40:08
April 24 2010 09:39 GMT
#351
On April 24 2010 15:33 forgotten0ne wrote:
I've countered this 4 times now, it's so fucking easy.

10 pool (overpool)
drone until 13
gas
drone
spine
lings
queen at 16
ovie
more lings
gg

Assuming the Z you're vs is actually doing that build. If not, that pre-emptive move tends to set you behind sometimes.

ZvP, all P needs to do when his probe scout finds it is to ready another probe to finish his wall. Terrans should have their wall up as well so no biggie.

Pretty much this should only ever really work against a P who doesn't open with gate forge or a Z going 13p or later. Exclude oasis and scrap station of course.

On April 24 2010 18:34 Pebble wrote:
Show nested quote +
Bug Fixes


Fixed an issue where Larva were not dying after being cancelled.
Fixed an issue with Banelings, Brood Lords, and Overseers obeying their original Hatchery's rally point.


It's from Patch10 patchnotes. Downloading it right now here in Germany.

edit: Those are the whole patchnotes for patch 10 btw.

NO WONDER MY BANELINGS KEEP ROLLING AWAY!!!
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.
HUGGY
Profile Joined April 2010
Iceland42 Posts
April 24 2010 09:48 GMT
#352
My bro has been destroying players with this, lol. Never thought someone would have figured this out to be honest ._.
cheer me on coach! (–_–) <3 u CJ!
APurpleCow
Profile Blog Joined August 2008
United States1372 Posts
Last Edited: 2010-04-24 10:39:45
April 24 2010 10:38 GMT
#353
I've held off all patch 9 ling rushes with 14pool/15 pool. Doesn't seem to be a problem in ZvZ.

EDIT: Oops, new patch is out that fixes it.
Normal
Please log in or register to reply.
Live Events Refresh
uThermal 2v2 Circuit
16:00
Warm Up Cup 3
uThermal476
IndyStarCraft 231
TKL 224
SteadfastSC151
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
uThermal 476
IndyStarCraft 231
mcanning 206
TKL 190
SteadfastSC 151
UpATreeSC 138
BRAT_OK 102
MindelVK 37
StarCraft: Brood War
EffOrt 1826
Larva 882
Stork 567
Barracks 201
Shinee 55
Aegong 52
sSak 37
Terrorterran 35
GoRush 30
Rock 25
[ Show more ]
scan(afreeca) 21
Jaeyun 12
Hm[arnc] 8
Bale 5
Dota 2
qojqva5401
LuMiX1
League of Legends
Grubby1723
Dendi1167
Counter-Strike
apEX1219
sgares625
pashabiceps498
byalli192
kRYSTAL_60
Super Smash Bros
Mew2King69
Other Games
FrodaN2210
ToD180
Skadoodle123
ArmadaUGS117
Trikslyr89
Organizations
Other Games
gamesdonequick3283
StarCraft 2
angryscii 31
Other Games
BasetradeTV22
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 20 non-featured ]
StarCraft 2
• HeavenSC 19
• davetesta16
• Adnapsc2 9
• LaughNgamezSOOP
• sooper7s
• Migwel
• AfreecaTV YouTube
• intothetv
• LUISG 0
• Kozan
• IndyKCrew
StarCraft: Brood War
• Michael_bg 6
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota263
League of Legends
• Jankos1145
• TFBlade857
Other Games
• imaqtpie1483
• Shiphtur301
Upcoming Events
The PondCast
15h 26m
OSC
18h 26m
WardiTV European League
21h 26m
Fjant vs Babymarine
Mixu vs HiGhDrA
Gerald vs ArT
goblin vs MaNa
Jumy vs YoungYakov
Replay Cast
1d 5h
Epic.LAN
1d 17h
CranKy Ducklings
2 days
Epic.LAN
2 days
CSO Contender
2 days
BSL20 Non-Korean Champi…
2 days
Bonyth vs Sziky
Dewalt vs Hawk
Hawk vs QiaoGege
Sziky vs Dewalt
Mihu vs Bonyth
Zhanhun vs QiaoGege
QiaoGege vs Fengzi
Sparkling Tuna Cup
3 days
[ Show More ]
Online Event
3 days
BSL20 Non-Korean Champi…
3 days
Bonyth vs Zhanhun
Dewalt vs Mihu
Hawk vs Sziky
Sziky vs QiaoGege
Mihu vs Hawk
Zhanhun vs Dewalt
Fengzi vs Bonyth
Esports World Cup
5 days
ByuN vs Astrea
Lambo vs HeRoMaRinE
Clem vs TBD
Solar vs Zoun
SHIN vs Reynor
Maru vs TriGGeR
herO vs Lancer
Cure vs ShoWTimE
Esports World Cup
6 days
Liquipedia Results

Completed

CSL 17: 2025 SUMMER
RSL Revival: Season 1
Murky Cup #2

Ongoing

BSL 2v2 Season 3
Copa Latinoamericana 4
Jiahua Invitational
BSL20 Non-Korean Championship
Championship of Russia 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters

Upcoming

CSL Xiamen Invitational
CSL Xiamen Invitational: ShowMatche
2025 ACS Season 2
CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
BSL Season 21
K-Championship
RSL Revival: Season 2
SEL Season 2 Championship
uThermal 2v2 Main Event
FEL Cracov 2025
Esports World Cup 2025
Underdog Cup #2
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.