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Stalker blink range bug - Page 3

Forum Index > SC2 General
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crate
Profile Blog Joined May 2009
United States2474 Posts
May 03 2010 18:09 GMT
#41
I think blink worked the same way in WC3? (I seem to remember it working like that in campaign, at least). My guess is Blizz knows about this.
We did. You did. Yes we can. No. || http://crawl.akrasiac.org/scoring/players/crate.html || twitch.tv/crate3333
Two_DoWn
Profile Blog Joined October 2009
United States13684 Posts
May 03 2010 18:14 GMT
#42
I definitely agree that this makes the game better, but like Nony says, it should be universal in a map, ie. if one main is blinkable, the others should be as well.
"What is the air speed velocity of an unladen courier?" "Dire or Radiant?"
CowGoMoo
Profile Joined December 2006
United States428 Posts
May 03 2010 18:26 GMT
#43
Old news! Cool find though, but I doubt this is intentional.
zomgzergrush
Profile Joined August 2008
United States923 Posts
May 03 2010 18:48 GMT
#44
On May 03 2010 22:18 Shouryu wrote:
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.

That's actually very plausible. It would certainly explain the almost double range of the blink. Instead of having it return to the original location, it blinks to the closest valid position from the limit of its blink range.

I'd imagine the reasoning behind this was so that you don't waste blinks and at least would end up somewhere further instead of wasting the blink in the same spot.

A quick fix would be to only allow the ability to be casted within a range that is shown, like infestors, HT, ghosts, etc.
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.
Homicide13
Profile Joined October 2009
9 Posts
May 03 2010 19:05 GMT
#45
Blinking into the back of a person's base is like using a nydus worm, except it doesn't give the defending player the opportunity to kill the worm before the stalkers appear. Maybe a little balancing, but I think that it is a great extension of the stalker's utility.
mrproper
Profile Joined April 2010
Romania93 Posts
Last Edited: 2010-05-03 19:09:56
May 03 2010 19:08 GMT
#46
On May 04 2010 04:05 Homicide13 wrote:
Blinking into the back of a person's base is like using a nydus worm, except it doesn't give the defending player the opportunity to kill the worm before the stalkers appear. Maybe a little balancing, but I think that it is a great extension of the stalker's utility.

The enemy needs vision, which for protoss means they have either an air unit, collosus on the ledge, or observer or a unit already present in your base to offer vision. They can't just make a stalker and have it pop up in your base.

At around that time in the game, zerg can overlord drop and the terran has medivacs.

PS: exceptions for blistering sands and other maps with destructable rocks
Ursad0n
Profile Blog Joined April 2010
United States523 Posts
May 03 2010 19:26 GMT
#47
What is it with toss and having ridiculous teleporting glitches.
The mothership could recall from the middle of nowhere onto the nearest land. And stalkers can blink INTO your base and there is basically nothing that can be done to stop it. Kinda gay IMO
You make it sound like there's a correlation between what should happen and what actually happens. I mean, life is chaotic and it's often unfair. I know it is for me.
Tozar
Profile Blog Joined March 2007
United States245 Posts
May 03 2010 20:35 GMT
#48
I already knew about blinking to the island and into the opponent base on Scrap Station, and that you can blink to every island on any ladder map.

But you can blink between bases on LT and Metalopolis?

Hmm... >
Ryuu314
Profile Joined October 2009
United States12679 Posts
May 03 2010 20:40 GMT
#49
On May 04 2010 03:26 CowGoMoo wrote:
Old news! Cool find though, but I doubt this is intentional.

awwww. don't tell Blizzard tho 'kay?
;]

I think this probably works the same way recall works though. I personally think it will improve the game rather than hurt it. It makes for turtling island expos to be easier to break, while it wouldn't really allow for abuse by blinking into mains.
MuuMuuKnight
Profile Joined February 2010
Thailand107 Posts
May 03 2010 20:43 GMT
#50
Good, maybe it'll encourage more people to use blink. Then blizzard will fix, if it was unintended.
WARNING:I'm allergic to cheese. Syndrome; Rage, QQ, and your race OP
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
May 03 2010 20:44 GMT
#51
stalker imba

So, is Stalker suddenly a great harass unit when we know how it actually works? XD
Tozar
Profile Blog Joined March 2007
United States245 Posts
May 03 2010 23:23 GMT
#52
The stalker has always been a great unit, just watch my stream or my VODs.
http://www.livestream.com/tozar
guitarizt
Profile Blog Joined March 2009
United States1492 Posts
May 03 2010 23:36 GMT
#53
OT but how else would toss destroy a T island expo guarded by turrets and vikings without blink on a map like lt?
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.” - Hemingway
pzea469
Profile Blog Joined September 2008
United States1520 Posts
May 03 2010 23:40 GMT
#54
blinking to an island is completely legit
Kill the Deathball
ROOTdrewbie
Profile Blog Joined April 2010
Canada1392 Posts
May 04 2010 00:24 GMT
#55
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.

you only say that because you are a protoss user T_T
as a t user this is stupidly imba ! ! ! ! dear blizzard: pls fix blink
www.root-gaming.com
emikochan
Profile Joined July 2009
United Kingdom232 Posts
May 04 2010 00:39 GMT
#56
On May 04 2010 08:36 guitarizt wrote:
OT but how else would toss destroy a T island expo guarded by turrets and vikings without blink on a map like lt?


This, this is a bug but one they should keep imo, you can block the blink points by building at the likely places too, anything that stops the lead stalker moving out of the way will also stop stalkers coming in behind it. (think reaper defence)

Other than carriers, protoss doesn't really have many anti-island possibilities, wtb +1 void ray range upgrade...
Probes need love too.
brocoli
Profile Joined February 2010
Brazil264 Posts
May 04 2010 00:50 GMT
#57
Blinking a huge army with this probably won't work very well, even with smartblinking.
In those cases, the distance should be pretty tight, "walling off" the blinkable area (i.e. adding a layer of supply depots) might work. Also, if you deny vision, you'll be fine too.

If this is a bug, it is one of those that they should keep (much unlike the mothership recall thing).
Patch
Profile Joined April 2010
United States41 Posts
May 04 2010 01:34 GMT
#58
Old news technically, but intended I believe. Tis fair, works the same as a drop would, but you need sight instead, so you can't just get out of there and back in instantly. Balanced imo.
There is no spoon..
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
May 04 2010 01:36 GMT
#59
It is, however, something to keep in mind when creating maps; don't create exposed mineral lines by making what you may think is a protective gap! XD
emikochan
Profile Joined July 2009
United Kingdom232 Posts
May 04 2010 04:50 GMT
#60
Another way for mappers to stop this might be making some walkable low ground, but 2 cliffs high (cliff jumpers can't traverse two at once iirc) So the blink would end up on the low ground and the cliffjumpers would be unable to get there at all. True island

Now someone just needs to clean up the distances on the official maps and we're golden.
Probes need love too.
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