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Stalker blink range bug - Page 2

Forum Index > SC2 General
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barth
Profile Joined March 2008
Ireland1272 Posts
May 03 2010 07:55 GMT
#21
On May 03 2010 15:21 Bill Murray wrote:
keep it imo stalkers already suck dont they?

I think they are pretty amazing and I rarely use blink.

I dont`t really like the fact that you can blink from base to base or to island expos even though I play Protoss. I would assume it`s a bug but it would probably be long fixed if it was.
"Somebody you are talking to disappears mid sentence, and the universe shoots you because you talked to someone that wasn`t there." - MasterOfChaos
hoovehand
Profile Joined April 2010
United Kingdom542 Posts
May 03 2010 10:20 GMT
#22
fix = lower micro skill ceiling?

seems way less exploitative than the BW glitches which everyone loved..
baeracaed
Profile Blog Joined June 2009
United States604 Posts
May 03 2010 10:26 GMT
#23
Hey guys, I was hoping somebody knows of a replay where unusual blinking was used successfully? (Like island blinking)
(☞゚ヮ゚)☞ Cookies! ☜(゚ヮ゚☜)
LuDwig-
Profile Blog Joined February 2007
Italy1143 Posts
May 03 2010 10:31 GMT
#24
This is really a major issue..but I believe this can add some tactical "fire" to blink XD
http://www.teamliquid.net/forum/viewmessage.php?topic_id=120015&currentpage=98<--Search the HotBid's Post
LunarC
Profile Blog Joined October 2009
United States1186 Posts
May 03 2010 12:35 GMT
#25
Micro skill ceiling isn't determined as much by unit control as it is by large army control and unit control at the same time..

Fix glitch please
REEBUH!!!
aseq
Profile Joined January 2003
Netherlands3994 Posts
May 03 2010 12:47 GMT
#26
Isn't this expected behaviour? When you blink a stalker onto invalid terrain, it will find the nearest valid spot from there. That effectively almost doubles the distance over invalid terrain. You could of course make the blink not happen, but...

I'm wondering how it will react with gaps of various shape. Will it also move to the side is that's closer? Someone is going to make some 'stepping stones' island map that will allow stalkers to reach the other side in 2 mins.
depthsofchaos
Profile Joined March 2010
Hungary30 Posts
May 03 2010 12:54 GMT
#27
The same bug as with the mothership recall. If you recall while not above ground units get teleported to the nearest possible location. Both of these are definitely bugs, I don't want stalkers blinking through bases on LT either.
Shouryu
Profile Joined April 2010
Norway132 Posts
Last Edited: 2010-05-03 20:44:43
May 03 2010 13:18 GMT
#28
I'm just taking a wild guess here; this might be because the stalker blinks to 8 range (which is over halfway) then it doesn't know where to be, so it finds the nearest available spot which is on the other side of that gap.
What happens if you for instance have it like this:
+ Show Spoiler +

[image loading]

Where x is the stalker, and the gap is 14 range with available terrain on both side.
</post>
micropede
Profile Joined October 2009
United States47 Posts
May 03 2010 13:18 GMT
#29
whoa, I didn't know stalkers could blink.. sweet!
long live the new flesh
Zalan
Profile Joined April 2010
Canada18 Posts
May 03 2010 13:24 GMT
#30
Yeah, maybe it should say "Invalid location" instead of warping you on the other edge.
However, the other is that the blink is used anyway, this should not happen if you select an invalid location.
Each second dies upon birth, make good use of their sacrifice
Chill
Profile Blog Joined January 2005
Calgary25993 Posts
May 03 2010 13:50 GMT
#31
I hate this as it always allowed ridiculous Blink range into my main.
Moderator
zealing
Profile Blog Joined January 2009
Canada806 Posts
May 03 2010 13:54 GMT
#32
wow that kind of distance is huge O_o guess this is where map blalance comes into play or we fix that.
Think you got lag? It took Jesus 3 days to respawn.
Asta
Profile Joined October 2002
Germany3491 Posts
May 03 2010 14:06 GMT
#33
I don't know if this was fixed at one point, but the mothership recall had the same bug/feature. If you recalled to some illegitimate terrain, the units would end up in a nearby place, like in an enemy base right between the turrets that should hold the mothership at bay. ^^
NB
Profile Blog Joined February 2010
Netherlands12045 Posts
May 03 2010 14:34 GMT
#34
i think it has smthing to do with the range of the blink,
like antimage's blink in DotA, the range might be 1200 but if you click more than 1200(like 1500) it will only blink 1000 range
Im daed. Follow me @TL_NB
SneakPeek
Profile Joined April 2010
Philippines162 Posts
May 03 2010 15:06 GMT
#35
ow right its true!! in lost temple there is a scene in the clip BananaCraft where they made stalkers blink from one base to another! in the 2:45 mark!!!
RyanRushia
Profile Blog Joined April 2010
United States2748 Posts
May 03 2010 15:06 GMT
#36
is this being relate to being able to blink up rocks?
I saw the angel in the marble and carved until I set him free. | coL.Ryan | www.twitter.com/coL_RyanR
pyr0ma5ta
Profile Joined May 2010
United States458 Posts
May 03 2010 15:18 GMT
#37
On May 03 2010 15:28 Randominity wrote:
Places in current maps this applies:

Lost Temple: Blink to the 2 island expos, and also blinking from base to base (when the 2 bases are close via air)


It should be clarified that the gold expos can bling to the islands, and from there you can also blink to the tankable ridge above the nats. Main base blinking can be largely prevented by building depots/pylons in your base.

Also, it should be noted that blink can be queue'd, so a cool trick is to bunch up a group of stalkers, tell them to move to the corner, shift-click blink to the opposite corner, and then shift-move away from that corner. That way, all hte stalkers will blink through one at a time and then get out of the way.
"I made you a zergling, but I eated it." - Defiler
Liquid`Nazgul
Profile Blog Joined September 2002
22427 Posts
May 03 2010 15:23 GMT
#38
Pretty sure this is expected behavior like Aseq says. If a stalker can blink beyond halfway it will find the nearest valid spot to land. It's most likely intentional and even if it's not I would consider it a bug that improves the game.
Administrator
mrproper
Profile Joined April 2010
Romania93 Posts
May 03 2010 15:48 GMT
#39
On May 04 2010 00:23 Liquid`Nazgul wrote:
Pretty sure this is expected behavior like Aseq says. If a stalker can blink beyond halfway it will find the nearest valid spot to land. It's most likely intentional and even if it's not I would consider it a bug that improves the game.

This also happens with the mothership. It will recall units across a gap, and the units will be teleported outside it's range, and outside the initial selected area size.

So blinking and recall work in two steps:
1. attempt to translocate the unit at the desired location, up to maximum range.
2. translocate the unit to the closest available free spot around the desired location.

This is why the stalker and recalled units can pass large gaps. Also, this means that a blinking stalker may be blinked further AWAY from the intended location in the opposite direction, if his current position is overcrowded and the player has vision only further back.
chung
Profile Joined April 2010
Korea (South)43 Posts
May 03 2010 17:41 GMT
#40
I've actually lost a game to this. Stalkers blinked onto my island expansion in Lost Temple. It was ridiculous!
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