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Stalker blink range bug

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klizzer
Profile Joined March 2008
517 Posts
Last Edited: 2010-05-03 07:49:18
May 03 2010 06:14 GMT
#1
A friend of mine was playing around the editor and here's what he came up with regarding the Stalker range bug. It's kind of impracticalsometimes useful for a real game (edit: TL proves me wrong), and it's kind of funny.

While playing in the map editor, I ran into this blink range issue so set up a custom map to test it out.
There are gaps of widths varying from 6 to 16 units. Neutral pylons show the gap widths (They're 2x2).

Stalker blink is supposed to have a range of 8, which just clears a gap of 6, as the stalkers have some width between their fronts and backs. This can be seen by blinking down the 6 unit road strip at the far left. The largest gap that stalkers successfully blink is 14 units across, an effective range of nearly 16 (double what it should be).

Stalkers only seem to exceed their normal range if there is a gap of invalid terrain between the start and end points, such as the pits in the test map or the gap to island expansions. If it's just two high ground regions separated by low ground, they seem to just end up on the low ground. They still require vision to jump these distances; observers are in place for the larger gaps.

For testing purposes, the research requirement was removed for blink. No other part of the ability was changed.


The Video:



Custom map: Click!
lotri
Profile Joined April 2010
United States81 Posts
May 03 2010 06:18 GMT
#2
Hm... do you happen to know any ladder maps which happen to have such a large gap? =P
Atticus.axl
Profile Blog Joined April 2010
United States456 Posts
May 03 2010 06:18 GMT
#3
Wow. You're right about it being impractical now, yet I can see this being abused a lot in custom maps (assuming it goes un-fixed/was intended to be this way).
DoctorHelvetica <3
Renaissance
Profile Blog Joined January 2009
Canada273 Posts
May 03 2010 06:19 GMT
#4
Awwww at you know what
Live forever or die trying.
motbob
Profile Blog Joined July 2008
United States12546 Posts
May 03 2010 06:19 GMT
#5
I don't understand. Invalid terrain is the only thing letting stalkers blink this far?
ModeratorGood content always wins.
klizzer
Profile Joined March 2008
517 Posts
Last Edited: 2010-05-03 06:20:42
May 03 2010 06:19 GMT
#6
Yeah, we discussed it and it could have pretty fun uses in custom map making.
@motbob: yes you're correct
Bill Murray
Profile Blog Joined October 2009
United States9292 Posts
May 03 2010 06:21 GMT
#7
keep it imo stalkers already suck dont they?
University of Kentucky Basketball #1
anch
Profile Blog Joined June 2006
United States5457 Posts
May 03 2010 06:23 GMT
#8
On May 03 2010 15:18 lotri wrote:
Hm... do you happen to know any ladder maps which happen to have such a large gap? =P

Desert Oasis, the island on the corner?
so its possible with just 1 blink?
Randominity
Profile Joined April 2010
Australia18 Posts
May 03 2010 06:28 GMT
#9
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)

Metalopolis: Same kind of deal as Lost Temple, from Base to base.

Scrap Station: Base to island expo to base.

Those are the main ones, and this also probably applies to Desert Oasis island expos, but I have not tested.
Delicious delicious cheese
Yaros
Profile Joined April 2010
Australia48 Posts
May 03 2010 06:30 GMT
#10
would it be possible to blink over high terrain, provided you have vision?

Plz test someone.
Fear is a product of imagination.
skuj
Profile Blog Joined May 2008
United States302 Posts
May 03 2010 06:32 GMT
#11
is this the same bug that nony used to blink over the rocks when he didnt have vision past them? i assume he blinked "onto" the rocks and the bug placed the stalkers past them because they couldnt land there.
"never attack" -stephano
Knutzi
Profile Joined July 2009
Norway664 Posts
May 03 2010 06:40 GMT
#12
nony dident use a bug, if you walk a unit up close to the rocks you get vision on the other side.
its probably because rocks dont block vision or something
Skyze
Profile Blog Joined November 2008
Canada2324 Posts
May 03 2010 06:41 GMT
#13
On May 03 2010 15:32 skuj wrote:
is this the same bug that nony used to blink over the rocks when he didnt have vision past them? i assume he blinked "onto" the rocks and the bug placed the stalkers past them because they couldnt land there.


im pretty sure thats an issue of either A) seeing a bit of the terrain past the rocks, or B) if you bunch up like 8 stalkers and blink them against a breakable item, it will push one thru.

What this OP is about seems to be that if you have vision, you can leap a gap. So in theory, yes, island on Desert Oasis could be jumped if you had an obs there.. someone should try it.
Canada Gaming ~~ The-Feared
Knutzi
Profile Joined July 2009
Norway664 Posts
Last Edited: 2010-05-03 17:58:59
May 03 2010 06:43 GMT
#14
sry double post
zs3000
Profile Joined March 2010
United States43 Posts
May 03 2010 06:57 GMT
#15
Yea, you can currently use it to abuse the terrain in Lost temple, blinking between the mains over the water there in a couple spots. It's pretty bad.
www.justin.tv/zs3000
MeruFM
Profile Joined February 2010
United States167 Posts
May 03 2010 07:07 GMT
#16
I'm sure this isn't a bug but a design implement. It just makes stalkers become a threat to island expansions. Not letting them blink as far on normal ground is probably designed so they don't become too mobile in large land battles.
ccou
Profile Joined December 2008
United States681 Posts
May 03 2010 07:19 GMT
#17
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)

Metalopolis: Same kind of deal as Lost Temple, from Base to base.

Scrap Station: Base to island expo to base.

Those are the main ones, and this also probably applies to Desert Oasis island expos, but I have not tested.


where can you blink base to base on metalopolis?
Wake up Mr. B!
Raelcun
Profile Blog Joined March 2008
United States3747 Posts
May 03 2010 07:42 GMT
#18
top 2 bases you can but not on the bottom two.
Kinky
Profile Blog Joined September 2008
United States4126 Posts
May 03 2010 07:45 GMT
#19
I knew something was wrong when people discovered the blinking across bases on LT.

I think this is the same problem as the mass recall on the mothership back then, where you could recall units to the closest land if your mothership was over unaccessible terrain.
NonY
Profile Blog Joined June 2007
8748 Posts
May 03 2010 07:48 GMT
#20
I've assumed this is intentional but I have been unhappy in the inconsistency in the maps. All positions should be equal with respect to blinkability but they are not
"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.'
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)
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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
Netherlands3977 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
Calgary25980 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!
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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