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Neural parasite exploit in 2v2

Forum Index > SC2 General
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Random()
Profile Blog Joined August 2004
Kyrgyz Republic1462 Posts
Last Edited: 2010-05-13 16:27:16
May 13 2010 16:11 GMT
#1
It turns out that you can capture your teammate's units using the neural parasite in 2v2.

Units currently do not automatically target any NP-ed units at all, even if the unit was not originally friendly.

This means that you can, for example, NP some of your ally's units to sneak up and kill enemy sieged tanks - the tanks will not attack approaching NP-ed units unless manually ordered to.

(Edited for clarity)
AnodyneSea
Profile Blog Joined March 2010
Jamaica757 Posts
May 13 2010 16:20 GMT
#2
I don't quite understand what you're saying.

You can neural parasite you're teammates units and the enemy units won't attack them?
Lost within the hope of freedom, not for control but in the light of our cause
Kurumi
Profile Blog Joined April 2010
Poland6130 Posts
May 13 2010 16:22 GMT
#3
It'll work just like changeling - You need to order units to shoot unit, if not they will just ignore it
I work alone. // Visit TL Mafia subforum!
Skyze
Profile Blog Joined November 2008
Canada2324 Posts
May 13 2010 16:22 GMT
#4
I think he means, you NP your friends units, walk them into tank range and the tanks wont attk.
Canada Gaming ~~ The-Feared
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
May 13 2010 16:23 GMT
#5
Neural parasiting a friendly Mothership would be pretty handy.
AssuredVacancy
Profile Blog Joined September 2008
United States1167 Posts
May 13 2010 16:25 GMT
#6
I don't think this advantage is worth 2 fungal growths.
We spend our youth attaining wealth, and our wealth attaining youth.
CTStalker
Profile Blog Joined November 2004
Canada9720 Posts
May 13 2010 16:26 GMT
#7
it would be awesome for taking out an opponent's tank line with your allies tanks. NP some tanks just out of range of the opponents', then roll up a bit, siege, and boom
By the way, my name is Funk. I am not of your world
Random()
Profile Blog Joined August 2004
Kyrgyz Republic1462 Posts
May 13 2010 16:30 GMT
#8
On May 14 2010 01:25 AssuredVacancy wrote:
I don't think this advantage is worth 2 fungal growths.


I agree, the example of breaking tank lines is the only good use I could think of. But still this feels wrong.
HubertFelix
Profile Joined April 2010
France631 Posts
May 13 2010 16:30 GMT
#9
The "is not auto attacked by ennemi units" part is not a bug. NP would be an equivalent to instant kill vs a+click. Developers let the player make the choice between killing his own unit or ignoring it and kill the infestor.
CTStalker
Profile Blog Joined November 2004
Canada9720 Posts
Last Edited: 2010-05-13 16:35:24
May 13 2010 16:34 GMT
#10
On May 14 2010 01:30 HubertFelix wrote:
The "is not auto attacked by ennemi units" part is not a bug. NP would be an equivalent to instant kill vs a+click. Developers let the player make the choice between killing his own unit or ignoring it and kill the infestor.

i think you should re-read the OP. the potential bug in question is when you NP your allies' unit, and your opponents units are not auto-firing
By the way, my name is Funk. I am not of your world
Random()
Profile Blog Joined August 2004
Kyrgyz Republic1462 Posts
May 13 2010 16:36 GMT
#11
On May 14 2010 01:30 HubertFelix wrote:
The "is not auto attacked by ennemi units" part is not a bug. NP would be an equivalent to instant kill vs a+click. Developers let the player make the choice between killing his own unit or ignoring it and kill the infestor.


The NP'd unit in this case was never friendly - it is one of the enemy team's units - so there is no reason you would not want to kill it
Frost.stropheum
Profile Joined April 2010
United States71 Posts
May 13 2010 16:37 GMT
#12
They're probably just going to patch it so you can't NP your ally's units, since he/she can give you control anyway, it makes no sense in being in the game, then bug gone.
My lips are sealed
Chriamon
Profile Joined April 2010
United States886 Posts
May 13 2010 16:40 GMT
#13
On May 14 2010 01:30 HubertFelix wrote:
The "is not auto attacked by ennemi units" part is not a bug. NP would be an equivalent to instant kill vs a+click. Developers let the player make the choice between killing his own unit or ignoring it and kill the infestor.

I don't think you understand the OP. He is saying, if you NP an allie's unit, it now will not be autotargeted by enemy units.
http://us.battle.net/sc2/en/profile/274906/1/Blaze/
HubertFelix
Profile Joined April 2010
France631 Posts
May 13 2010 16:51 GMT
#14
This is why i said "part", of course NP an ally unit is a bug

I think the fact it is not auto attacked is not a bug
codewarrior
Profile Joined April 2010
United States52 Posts
June 05 2010 05:23 GMT
#15
I just discovered this on my own. I thought about using it to relieve an ally of the supply cap, so they could build another 5 Carriers and a Mothership or so.
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
June 05 2010 05:24 GMT
#16
Bug report forum imo.
STS17
Profile Joined April 2010
United States1817 Posts
June 05 2010 05:31 GMT
#17
Now the question is can you target your own units and do the same thing?
Platinum Level Terran - Take my advice from that perspective
hofodomo
Profile Joined March 2010
United States257 Posts
June 05 2010 05:36 GMT
#18
On June 05 2010 14:31 STS17 wrote:
Now the question is can you target your own units and do the same thing?


I don't think you can target your own units in the first place.
Smoke weed ev'ry day.
Alou
Profile Blog Joined March 2010
United States3748 Posts
June 05 2010 05:40 GMT
#19
Hehe, I can see some fun coming from this. Hopefully one of my Zerg friends will test this out with me tomorrow.
Life is Good.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
June 05 2010 05:44 GMT
#20
you can do this in 1v1 if you steal a thor reinforcing a siege line and walk the thor into range and take out tanks.
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