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Tank Stacking

Forum Index > SC2 General
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oesis
Profile Blog Joined August 2010
117 Posts
Last Edited: 2010-09-04 02:01:53
September 04 2010 02:00 GMT
#1
Anyways when sentries use force field it pushes units of the way, so the units aren't trapped under the force field. But this means if the units have no where to go they are compressed in the same area with other units.

So I used this in order to get 20'ish siege tanks in the same place, then sieged them all on top of each other. To make things easier I put the siege tanks in a corner so I can push them in with a single line of ff's. In order to pull this off I create a line of force fields at the edge of the siege tanks. Then I create another line over the edge of the siege tanks compressing them slightly. I continue this until all the siege tanks are in the same place and there's no where left to push them. Finally I siege them so they stay where they are even when ff's end.

This is the siege tanks sieged up and all in the same spot.
[image loading]

This is the siege tanks after I unsieged them and they spread out.
[image loading]

This is the tanks being compressed with force field.
[image loading]

This is the replay
Tank Stacking Replay

While I used this on siege tanks, this can be used on any unit to my knowledge, unless its massive of course. Also it shouldn't make a difference whether it's your our an enemy units you are stacking with ff. I just did this on my own units so my sentries wouldn't be attacked when I was ff'ing.
1000==0011
Lightswarm
Profile Blog Joined November 2008
Canada966 Posts
September 04 2010 02:03 GMT
#2
lolol, stacked tanks. almost as imba as stacked mutas
Team[AoV]
ROOTdrewbie
Profile Blog Joined April 2010
Canada1392 Posts
September 04 2010 02:04 GMT
#3
omg this is a pro 2v2 TP strat LOL
www.root-gaming.com
sicajung
Profile Joined June 2010
United Kingdom297 Posts
September 04 2010 02:04 GMT
#4
and what is the goal of having this "ff-staking-thing" actually?
universalwill
Profile Blog Joined August 2010
United States654 Posts
September 04 2010 02:05 GMT
#5
not seeing why this would be useful in any scenario but it's certainly very, very silly.
NobleHelium
Profile Joined May 2010
United States82 Posts
September 04 2010 02:06 GMT
#6
Well, if enemy splash isn't a concern, you can stack the tanks up to make sure they don't splash each other, then surround them with hellions and/or marauders.
torm
Profile Joined May 2010
Canada274 Posts
September 04 2010 02:08 GMT
#7
now just hover a bunch of buildings over them... A PERFECT TARP
oesis
Profile Blog Joined August 2010
117 Posts
September 04 2010 02:10 GMT
#8
As far as usefulness, I just thought it looked cool, its like an uber siege tank. Also in theory you could do this to compress your opponents army and then hit all their units with 1 storm or any splash attack.
1000==0011
patrick321
Profile Joined August 2004
United States185 Posts
September 04 2010 02:13 GMT
#9
Do buildings contain stacked units? It would be cool to corral a bunch of marauders into a small circle of depots and let your opponent attack it.
purerythem
Profile Joined June 2009
United States245 Posts
September 04 2010 02:15 GMT
#10
lol, you should try this in 2v2. just FF you're friendly tanks into a corner and watch them roflstop ground forces
On_Slaught
Profile Joined August 2008
United States12190 Posts
September 04 2010 02:16 GMT
#11
On September 04 2010 11:04 drewbie.root wrote:
omg this is a pro 2v2 TP strat LOL


This! Imagine the synergy... sentrys and tanks!
bobbeh
Profile Blog Joined June 2010
Canada101 Posts
September 04 2010 02:18 GMT
#12
Or you could push a line of siege tank forward without unsieging
oesis
Profile Blog Joined August 2010
117 Posts
Last Edited: 2010-09-04 02:21:09
September 04 2010 02:20 GMT
#13
patrick321, buildings do contain stacked units.
1000==0011
SuperGnu
Profile Joined August 2010
Sweden240 Posts
September 04 2010 02:20 GMT
#14
a collosi or HT heaven ^^
From: TL.net Bot; This is a Warning! - Your posting sucks. Try to work on that. - Thanks in advance for your cooperation, KwarK
gogogadgetflow
Profile Joined March 2010
United States2583 Posts
September 04 2010 02:20 GMT
#15
On September 04 2010 11:08 torm wrote:
now just hover a bunch of buildings over them... A PERFECT TARP

You have activated my trapcard: Its 30 siege tanks!
SC2Phoenix
Profile Blog Joined June 2009
Canada2814 Posts
September 04 2010 02:20 GMT
#16
it wouldnt be any better than spread out tanks tbh..... Almost 2 storms gg tanks.
Who the fuck has a family of fucking trees? This song is so god damn stupid. Fuck you song, fuck you and your stupid trees. -itmeJP
sYz-Adrenaline
Profile Blog Joined July 2008
United States1850 Posts
September 04 2010 02:21 GMT
#17
lol if you can get this off then storm the shit outa of em o.o
Can you feel the rush?
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
Last Edited: 2010-09-04 02:41:01
September 04 2010 02:40 GMT
#18
On September 04 2010 11:21 sYz-Adrenaline wrote:
lol if you can get this off then storm the shit outa of em o.o


Yea its cool you can get that many tanks (stacked) but I think the real usefulness of this trick will come in force fielding units into walls in order to psi-storm them to all hell.
i-bonjwa
Sanguinarius
Profile Joined January 2010
United States3427 Posts
September 04 2010 02:43 GMT
#19
Interesting. Dont know how useful.
Your strength is just an accident arising from the weakness of others -Heart of Darkness
t3tsubo
Profile Blog Joined April 2009
Canada682 Posts
September 04 2010 02:47 GMT
#20
TITS of PAIN!!!!

look it up
Bair
Profile Joined May 2010
United States698 Posts
September 04 2010 02:53 GMT
#21
On September 04 2010 11:47 t3tsubo wrote:
TITS of PAIN!!!!

look it up


GIVE THEM NOTHING.

BUT TAKE FROM THEM...EVERYTHING!
In Roaches I Rust.
Chronopolis
Profile Joined April 2009
Canada1484 Posts
September 04 2010 02:59 GMT
#22
I doubt any ht can get within storming range, considering 30 smartfire tanks, unless you use your whole army as a tank.
Kpyolysis32
Profile Joined April 2010
553 Posts
September 04 2010 03:03 GMT
#23
If you stack non-tank units into tanks and siege them, will the non-tanks stay put after the forcefields disappear? Because I can think of nothing more terrifying than a tank filled with Banelings.
Man, do I not keep this up to date, or what?
synapse
Profile Blog Joined January 2009
China13814 Posts
September 04 2010 03:12 GMT
#24
Float a few buildings over random places around the stacked tanks and glhf :D
:)
love1another
Profile Blog Joined December 2009
United States1844 Posts
September 04 2010 03:17 GMT
#25
On September 04 2010 11:43 Sanguinarius wrote:
Interesting. Dont know how useful.

If you don't remember how powerful tank lines were in BW, watch some TvT replays of BW. This basically means you can get an unbreakable ground defense. Awesomesauce.
"I'm learning more and more that TL isn't the place to go for advice outside of anything you need in college. It's like you guys just make up your own fantasy world shit and post it as if you've done it." - Chill
MaestroSC
Profile Blog Joined August 2009
United States2073 Posts
September 04 2010 03:20 GMT
#26
but if someone gets inside the range of ur siegemode ALL of ur tanks are gone...

I am no genius.. but i think spreading them out is still better for obv. reasons.
Fluent
Profile Joined June 2010
United States32 Posts
September 04 2010 03:22 GMT
#27
On September 04 2010 11:18 bobbeh wrote:
Or you could push a line of siege tank forward without unsieging

Ichabod
Profile Joined May 2010
United States1659 Posts
Last Edited: 2010-09-04 03:25:41
September 04 2010 03:25 GMT
#28
Could most likely do something similar with vortex *if you siege them at the exact same time, or right after they come out*
babolatt
Profile Blog Joined September 2010
Canada312 Posts
September 04 2010 03:30 GMT
#29
I'd be interested to see how hit detection works on these stacked tanks. What happens if they get attacked? Does one tank get hit or do all tanks get hit?
"Alright, Lets poop out a daily" Day9
oesis
Profile Blog Joined August 2010
117 Posts
September 04 2010 03:33 GMT
#30
bobbeh, you cant push sieged tanks with ff. Sieged tanks react the same way to force fields when sieged as buidlings, which is not at all. You could actually place a ff directly on top of a siege tank to defend it from lings.

Kpyolysis32, units that are stacked with tanks with spread out after force field ends, unless they are are trapped, like between the tanks and a wall.
1000==0011
Vokasak
Profile Joined July 2010
United States388 Posts
September 04 2010 04:19 GMT
#31
The only time I can see this being useful is if you need to have a lot of firepower at some critical location, like overlooking your choke on Blistering Sands. Thirty tanks at max range is better than 1 or 2 at max range and the rest at various distances behind them, especially with no overkill, etc etc. If the choke is narrow enough you can be reasonably safe from splash.

I don't see this being practical though, especially since you need two races to pull it off.
Practical wisdom is the combination of moral will and moral skill
aG.Admirai
Profile Joined October 2009
Canada55 Posts
September 04 2010 04:24 GMT
#32
On September 04 2010 11:20 gogogadgetflow wrote:
Show nested quote +
On September 04 2010 11:08 torm wrote:
now just hover a bunch of buildings over them... A PERFECT TARP

You have activated my trapcard: Its 30 siege tanks!


^this. but yea, thats pretty sick
Keitzer
Profile Blog Joined May 2010
United States2509 Posts
September 04 2010 04:40 GMT
#33
On September 04 2010 11:04 sicajung wrote:
and what is the goal of having this "ff-staking-thing" actually?


like poster above you stated.... TP 2v2
I'm like badass squared | KeitZer.489
Ebrithril
Profile Blog Joined July 2010
Canada28 Posts
September 04 2010 04:48 GMT
#34
Although not practical in this scenario, could it be made into something useful? What about on enemy units? A perfect circle around a large group of zealots or something in order to compress them into one bite sized storm for your handful of high temps? Could lead to a very cost effective exchange assuming you could ever afford the gas to get high temps as well as a fair few sentries.
iCanada
Profile Joined August 2010
Canada10660 Posts
Last Edited: 2010-09-04 05:01:51
September 04 2010 04:56 GMT
#35
So, would it be possible for a Protoss player to, say, stack five or six zealots together so that they all hit and move together? If it works like the Muta magic box i'd assume that you could move them without them being unstacked, and then you could stop them as they reached a target for an instant kill.

If possible, this could give Protoss players a huge melee advantage as theywouldn't have to worry about surrounds or anything like that, they could just all attack at the same time.

EDIT: Nvm, i'm an idiot.

<.<
Piski
Profile Blog Joined April 2010
Finland3461 Posts
September 04 2010 06:06 GMT
#36
Funny tactic :o Not so useful but funny
oesis
Profile Blog Joined August 2010
117 Posts
Last Edited: 2010-09-05 00:49:37
September 05 2010 00:49 GMT
#37
Ichabod, I checked it out, and yes you can siege tanks on top of each other following a vortex, nice find. On the down side you can't stack pre-sieged tanks on top of each other with a vortex because vortex forces tanks to unsiege.
1000==0011
Zedders
Profile Blog Joined April 2010
Canada450 Posts
November 28 2010 04:42 GMT
#38
I also found another way to stack tanks without the use of FF.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=171880
llKenZyll
Profile Blog Joined November 2011
United States853 Posts
January 22 2012 13:26 GMT
#39
I decided to bump this because there is an actual realistic way to stack tanks now


As you can see, a terran could do that in a typical TvZ. Pretty broken and imba, blizzard needs to fix it ASAP.
http://www.reddit.com/r/starcraft/comments/nd6nd/tang_in_his_natural_habitat/
Uncultured
Profile Joined September 2010
United States1340 Posts
January 22 2012 13:40 GMT
#40
Why does it need to be fixed? How does clumping up all your tanks actually benefit you?
Don't you rage when you lose too? -FruitDealer
y0su
Profile Blog Joined September 2011
Finland7871 Posts
January 22 2012 13:42 GMT
#41
On January 22 2012 22:26 Lebzetu wrote:
I decided to bump this because there is an actual realistic way to stack tanks now
http://www.youtube.com/watch?v=kVIh3ovSu-4

As you can see, a terran could do that in a typical TvZ. Pretty broken and imba, blizzard needs to fix it ASAP.


I'd like to see that final battle again with a few banelings...
llKenZyll
Profile Blog Joined November 2011
United States853 Posts
January 22 2012 13:43 GMT
#42
On January 22 2012 22:40 Uncultured wrote:
Why does it need to be fixed? How does clumping up all your tanks actually benefit you?

3:00 in the video
He loses no tanks
http://www.reddit.com/r/starcraft/comments/nd6nd/tang_in_his_natural_habitat/
SpiZe
Profile Joined December 2010
Canada3640 Posts
January 22 2012 13:48 GMT
#43
On January 22 2012 22:43 Lebzetu wrote:
Show nested quote +
On January 22 2012 22:40 Uncultured wrote:
Why does it need to be fixed? How does clumping up all your tanks actually benefit you?

3:00 in the video
He loses no tanks


Then you build a couple of banelings and give a whole new meaning to the world annihilation . You can't move your marines if you want to protect your tanks and if they move, you just throw like 6 banes at them and they all die. It doesn't seem very good or game changing to me. Actually I think it sucks.
p4NDemik
Profile Blog Joined January 2008
United States13896 Posts
January 22 2012 13:49 GMT
#44
Yeah this is messed up. That type of a play doesn't seem that incredibly hard to pull off and it has obvious uses. What at a glance might be mistaken as one tank but could be a dozen should not be allowed in the game.

Even if you spread your units tanks have a function in their AI iirc that their auto-attack targets different targets I believe. Tanks will only expect the necessary amount of shots needed to kill one unit or a group of units. This means that spreading your spread is automatically negated by the AI. You can see this by the tanks swiveling not as one but separately during your last attack with lings. If someone can confirm this though I'm basing this off of something I remember reading so I am not 100% sure this is true the way I am presenting it.

Realistically a zerg would have banes so the terran could still lose the tanks if the zerg realized what was going on and acted against their usual instinct to target marines. As most zergs will have never encountered this they'd likely keep running the banes and lings towards the retreating marines and lose everything.

Seems like an exploit any way you cut it.
Moderator
Poopfeast
Profile Joined September 2010
160 Posts
Last Edited: 2012-01-22 13:51:31
January 22 2012 13:50 GMT
#45
On January 22 2012 22:48 SpiZe wrote:
Show nested quote +
On January 22 2012 22:43 Lebzetu wrote:
On January 22 2012 22:40 Uncultured wrote:
Why does it need to be fixed? How does clumping up all your tanks actually benefit you?

3:00 in the video
He loses no tanks


Then you build a couple of banelings and give a whole new meaning to the world annihilation . You can't move your marines if you want to protect your tanks and if they move, you just throw like 6 banes at them and they all die. It doesn't seem very good or game changing to me. Actually I think it sucks.


That's why you can focus fire your tanks. Remember that tanks will never overkill, so with these amounts of tanks it will be even easier and more effective to kill all the banelings.

Also, the 4 highground on Shakuras next to the watchtower
Stream http://www.teamliquid.net/video/streams/Poopfeast
llKenZyll
Profile Blog Joined November 2011
United States853 Posts
January 22 2012 13:51 GMT
#46
On January 22 2012 22:48 SpiZe wrote:
Show nested quote +
On January 22 2012 22:43 Lebzetu wrote:
On January 22 2012 22:40 Uncultured wrote:
Why does it need to be fixed? How does clumping up all your tanks actually benefit you?

3:00 in the video
He loses no tanks


Then you build a couple of banelings and give a whole new meaning to the world annihilation . You can't move your marines if you want to protect your tanks and if they move, you just throw like 6 banes at them and they all die. It doesn't seem very good or game changing to me. Actually I think it sucks.

Target fire banes is a skill even gold players do.
http://www.reddit.com/r/starcraft/comments/nd6nd/tang_in_his_natural_habitat/
ODKStevez
Profile Joined February 2011
Ireland1225 Posts
January 22 2012 13:52 GMT
#47
I don't understand this, and you may want to re upload 2 of them pictures as they don't seem to work =[
Luppa <3
NuKedUFirst
Profile Blog Joined March 2010
Canada3139 Posts
January 22 2012 13:53 GMT
#48
I feel the same way.. spend 5 minutes trying to do this and every zerg on ladder would have banelings, etc.. Oh and fungles would be pretty nice..
FrostedMiniWeet wrote: I like winning because it validates all the bloody time I waste playing SC2.
ODKStevez
Profile Joined February 2011
Ireland1225 Posts
Last Edited: 2012-01-22 13:55:49
January 22 2012 13:53 GMT
#49
On January 22 2012 22:42 y0su wrote:
Show nested quote +
On January 22 2012 22:26 Lebzetu wrote:
I decided to bump this because there is an actual realistic way to stack tanks now
http://www.youtube.com/watch?v=kVIh3ovSu-4

As you can see, a terran could do that in a typical TvZ. Pretty broken and imba, blizzard needs to fix it ASAP.


I'd like to see that final battle again with a few banelings...


Thank you, this clears it up ^^

This will surely get fixed. It feels to much like an exploit in my opinion.
Luppa <3
Poehalcho
Profile Joined October 2011
149 Posts
January 22 2012 13:56 GMT
#50
I can actually see some efficiency for this vs Protoss. It would for instance be great for focus firing units like collosus, since all tanks will fire at it at approximately the same moment. Collosus walks in range, 1 shot BOOM, no more collosus. Hell maybe it could even help against immortals...
Great Master Chief Nerdotaku God Emperor Bauss
Teim
Profile Joined October 2010
Australia373 Posts
January 22 2012 13:57 GMT
#51
Banelings, Mutas, Infestors, Brood Lords...

Also, remember he had 16 tanks for that video.
A duck is a duck!
HwangjaeTerran
Profile Blog Joined October 2009
Finland5967 Posts
January 22 2012 13:59 GMT
#52
Hmm, Blizzard should fix this by leaving those tanks together and make it a new unit.
You could use it in TvP and stuff. Haven't come up with a name yet.
https://steamcommunity.com/id/*tlusernamehere*/
llKenZyll
Profile Blog Joined November 2011
United States853 Posts
Last Edited: 2012-01-22 14:01:19
January 22 2012 14:00 GMT
#53
This could also be abused against people who DONT go mutas
look at this picture:

[image loading]

Oh yeah, to be even MORE ridiculous, theres a marauder blocking the way to the tanks.
http://www.reddit.com/r/starcraft/comments/nd6nd/tang_in_his_natural_habitat/
vicml21
Profile Joined May 2007
Canada165 Posts
Last Edited: 2012-01-22 14:02:42
January 22 2012 14:01 GMT
#54
I dont think this would be too much of an exploit that it should top blizzard's to do list. I'd wait and see if anyone uses it in game and how they do so before calling it imba. I imagine that muta stacking was figured out similarly for BW.

EDIT: Just saw the post above me. Now I'd REALLY like to see a replay lol, especially something higher level.
"Meow" - Probe
PatouPower
Profile Joined September 2010
Canada1119 Posts
January 22 2012 14:01 GMT
#55
Maybe it's not "that" good in TvZ because of banelings (except maybe to counter infested terrans friendly fire bombs), but just imagine a healthy army composition (marauders with marines) with just enough tanks to 1-shot colossi in TvP. It would never be cost effective for the protoss player to break a contain or attack a terran player. The protoss player would lose almost 2 colossi without even having the time to react, immortals would get like 2-shotted, and HTs would just never get in range.

It's way too unforgiving to move on the map against such a composition, especially when you know siege tanks have more range than vision. Nowadays, you make 1 mistake by moving your army around and you get 2/3 tank shots. But with that stack, you make one mistake and you insta lose a clump of units or an expensive unit such as a colossus/immortal/hts. I'm not sure how effective it would be in TvZ, but I don't know if banelings are even that good against tanks all firing at the same time.

And anyways, even if it becomes kind of balanced, it's gonna be removed in the same fashion as the viking flower because units are not supposed to stack like that when you are not actively moving them around. I wouldn't mind if it required crazy micro like muta stacking, but just dropping 10 tanks in a tiny area around your third or fourth expansion and siegeing them up doesn't require that much APM...
NuKedUFirst
Profile Blog Joined March 2010
Canada3139 Posts
January 22 2012 14:05 GMT
#56
im going to try this on ladder shortly for a few games.. should be interesting for taking middle of maps, but early game I can't see this being all that great.. and in the video 16 tanks.. most I usually get is like 10 and thats late game vs a full army not 100 lings.
FrostedMiniWeet wrote: I like winning because it validates all the bloody time I waste playing SC2.
llKenZyll
Profile Blog Joined November 2011
United States853 Posts
January 22 2012 14:05 GMT
#57
On January 22 2012 23:05 NuKedUFirst wrote:
im going to try this on ladder shortly for a few games.. should be interesting for taking middle of maps, but early game I can't see this being all that great.. and in the video 16 tanks.. most I usually get is like 10 and thats late game vs a full army not 100 lings.

Post a replay
http://www.reddit.com/r/starcraft/comments/nd6nd/tang_in_his_natural_habitat/
poorcloud
Profile Joined April 2011
Singapore2748 Posts
January 22 2012 14:10 GMT
#58
Um, its not really useful, 10 blings can clear 16 tanks? Looks like it will help noobs who don't control their banelings and let them run their banes into tanks instead...
llKenZyll
Profile Blog Joined November 2011
United States853 Posts
January 22 2012 14:11 GMT
#59
On January 22 2012 23:10 poorcloud wrote:
Um, its not really useful, 10 blings can clear 16 tanks? Looks like it will help noobs who don't control their banelings and let them run their banes into tanks instead...


On January 22 2012 22:50 Unfeared wrote:
Show nested quote +
On January 22 2012 22:48 SpiZe wrote:
On January 22 2012 22:43 Lebzetu wrote:
On January 22 2012 22:40 Uncultured wrote:
Why does it need to be fixed? How does clumping up all your tanks actually benefit you?

3:00 in the video
He loses no tanks


Then you build a couple of banelings and give a whole new meaning to the world annihilation . You can't move your marines if you want to protect your tanks and if they move, you just throw like 6 banes at them and they all die. It doesn't seem very good or game changing to me. Actually I think it sucks.


That's why you can focus fire your tanks. Remember that tanks will never overkill, so with these amounts of tanks it will be even easier and more effective to kill all the banelings.

Also, the 4 highground on Shakuras next to the watchtower

http://www.reddit.com/r/starcraft/comments/nd6nd/tang_in_his_natural_habitat/
Jamileon
Profile Joined June 2011
United States63 Posts
January 22 2012 14:13 GMT
#60
I can not think of a single way this could benefit u. This honestly hurts u more then anything. any AoE unit kills all the tanks in 2-3 shots and a single ling can kill it all. If u do this in tvz then the zerg can just run his banelings over there and take out every single one of ur tanks with 6-10 banelings.
HwangjaeTerran
Profile Blog Joined October 2009
Finland5967 Posts
Last Edited: 2012-01-22 14:16:23
January 22 2012 14:16 GMT
#61
On January 22 2012 23:01 PatouPower wrote:
Maybe it's not "that" good in TvZ because of banelings (except maybe to counter infested terrans friendly fire bombs), but just imagine a healthy army composition (marauders with marines) with just enough tanks to 1-shot colossi in TvP. It would never be cost effective for the protoss player to break a contain or attack a terran player. The protoss player would lose almost 2 colossi without even having the time to react, immortals would get like 2-shotted, and HTs would just never get in range.



Wouldn't chargelots make it less of a problem?
https://steamcommunity.com/id/*tlusernamehere*/
Myles
Profile Blog Joined March 2010
United States5162 Posts
January 22 2012 14:16 GMT
#62
Being an exploit doesn't mean it should automatically be removed. Remember, in BW muta stacking, hold lukers, patrol move vultures, harvester mineral phasing, and moving larva to block paths could all be considered 'exploits' but are lauded mechanics of BW which make it amazing(not all equally or course). So this technique should be evaluated based on what it brings to the game rather then the yes/no question of exploiting the game engine.

That being said, I think this exploit should go because it's bad for game play. Being able to fit unlimited siege tanks in any space you want is bad for the viewing experience and probably completely breaks the game if you can get 3 or 4 tanks stacked behind a mineral line.
Moderator
sorrowptoss
Profile Blog Joined June 2011
Canada1431 Posts
January 22 2012 14:17 GMT
#63
Uh... what's the point of this?
3-4 storms and you lose 60 food, just saying
ch4ppi
Profile Joined July 2010
Germany802 Posts
January 22 2012 14:17 GMT
#64
I really really hope that blizzard does NOT fix it.

Its such a cute micro trick, that will happen in like 1 of 10000 games, but that game gonna be GREAT!
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
January 22 2012 14:18 GMT
#65
I mean I don't really mind if blizzard removes this, since it's kinda stupid, but I feel people are really overestimating how good this can be.

I mean tanks are better spread out against zerg, since after zerg gets into tank range, they are commited to the engagement. Against TvP, I kind of feel it's unrealistic to think this will do well against lategame toss, since chargelots will take the first volley and then colossi swipes will be painful. Archons which are already really good against tanks would define the new meaning of pain.
Mehukannu
Profile Joined October 2010
Finland421 Posts
January 22 2012 14:21 GMT
#66
On January 22 2012 23:13 Jamileon wrote:
I can not think of a single way this could benefit u. This honestly hurts u more then anything. any AoE unit kills all the tanks in 2-3 shots and a single ling can kill it all. If u do this in tvz then the zerg can just run his banelings over there and take out every single one of ur tanks with 6-10 banelings.

Not to mention how easy it would be to flank that army, since you have all those tanks occupying one place. Not only that those marines died so fast to zerglings and tank AoE so I don't think it will affect mutas very much.
C=('. ' Q)
babysimba
Profile Joined November 2010
10466 Posts
January 22 2012 14:22 GMT
#67
It's pretty imba if you use it for tank marine cliff play, for example the main in shakuras. You only need half the amt. of marines to create a pocket along the edge of the cliff. Just having an extra 2 or 3 tanks that can have maximum range into the main will make it so much abusive.
llKenZyll
Profile Blog Joined November 2011
United States853 Posts
January 22 2012 14:23 GMT
#68
I can see blizzard removing this.
Remember they removed the viking flower because of "visual issues"?
Same problem here.
http://www.reddit.com/r/starcraft/comments/nd6nd/tang_in_his_natural_habitat/
Fealthas
Profile Joined May 2011
607 Posts
January 22 2012 14:25 GMT
#69
Sounds OP lol. Stacked tanks!
FeyFey
Profile Joined September 2010
Germany10114 Posts
Last Edited: 2012-01-22 15:45:48
January 22 2012 15:43 GMT
#70
basically since boxer played on the first version of taldarim in the gsl, we know that you can stack any units on top of each other as terran o.o; . Though its pretty unimportant for tanks, other units are a bit more dangerous lol, for example marines. The easiest unit to stack though is the scv, remember some time ago where terrans loved to pull all their workers again ? Its super easy to make those workers look like a single worker. (looks funny if you surround it with lings and suddenly the surrounding lings die instantly and the scv splits into 30)

As for tanks the more you stack the less damage they will do. Its like tower defense, the more the units have to walk the better it is. The only thing is that people aren't aware of this most of the time (that you can drop units on top of each other if there is no space to spread out) and don't know how to react, because of being suprised. Basically this is a muta or infestor party.

Anyway i suppose we can see an polished ai with HotS, but if they let it in or not i don't know. It depends if they find it interesting. For example stacking shredders, its only one you can run past it easily ! and then splatter. (hold posi lurker feeling)

As for the viking flower, it got removed because people hid banshees inside the vikings and became pretty invulnerable due to that. What could you hide in tanks not to much? But you could hide workers inside a thor, 100 workers repairing a thor yay.
llKenZyll
Profile Blog Joined November 2011
United States853 Posts
January 22 2012 15:47 GMT
#71
On January 23 2012 00:43 FeyFey wrote:
basically since boxer played on the first version of taldarim in the gsl, we know that you can stack any units on top of each other as terran o.o; . Though its pretty unimportant for tanks, other units are a bit more dangerous lol, for example marines. The easiest unit to stack though is the scv, remember some time ago where terrans loved to pull all their workers again ? Its super easy to make those workers look like a single worker. (looks funny if you surround it with lings and suddenly the surrounding lings die instantly and the scv splits into 30)

As for tanks the more you stack the less damage they will do. Its like tower defense, the more the units have to walk the better it is. The only thing is that people aren't aware of this most of the time (that you can drop units on top of each other if there is no space to spread out) and don't know how to react, because of being suprised. Basically this is a muta or infestor party.

Anyway i suppose we can see an polished ai with HotS, but if they let it in or not i don't know. It depends if they find it interesting. For example stacking shredders, its only one you can run past it easily ! and then splatter. (hold posi lurker feeling)

As for the viking flower, it got removed because people hid banshees inside the vikings and became pretty invulnerable due to that. What could you hide in tanks not to much? But you could hide workers inside a thor, 100 workers repairing a thor yay.

2 banes say hi to the 100 repairing SCVs

Id like to see that guy post a replay of this tank stacking strategy being used
http://www.reddit.com/r/starcraft/comments/nd6nd/tang_in_his_natural_habitat/
XenoX101
Profile Joined February 2011
Australia729 Posts
Last Edited: 2012-01-22 15:59:34
January 22 2012 15:59 GMT
#72
The biggest problem is like the viking flower you can't see how many tanks are in there, and for that reason I think Blizzard will patch this. Just imagine your surprise when you try and flank a 'single tank' with all your marines only to find there were 20 stacked on top of eachother.
-stOpSKY-
Profile Joined September 2010
Canada498 Posts
January 22 2012 15:59 GMT
#73
Yea dropping behind mineral lines can be a bitch with some marines too. Also I think the fact if someone saw that with obs or scan or overlord they might think its just one tank when in fact its like 7-9 tanks and they might move out into it and lose a shit ton of units before they realize what is going on.

I def think that should be fixed.
NuKedUFirst
Profile Blog Joined March 2010
Canada3139 Posts
January 22 2012 16:00 GMT
#74
Just tried it on ladder except with supply depots, seems any building works aswell as units, I was surprised how many kills each tank had, It felt like I held more off then I should have but he went mass broodlord corrupt and rolled me late game seems like an okay strat for holding a place on the map ..I wouldnt say its "imba"
FrostedMiniWeet wrote: I like winning because it validates all the bloody time I waste playing SC2.
lyAsakura
Profile Blog Joined March 2010
United States1414 Posts
January 22 2012 16:05 GMT
#75
Yeah, it's only been a year and a half.
WeMade FOX would be a deadly SC2 team.
llKenZyll
Profile Blog Joined November 2011
United States853 Posts
January 22 2012 17:03 GMT
#76
On January 23 2012 01:00 NuKedUFirst wrote:
Just tried it on ladder except with supply depots, seems any building works aswell as units, I was surprised how many kills each tank had, It felt like I held more off then I should have but he went mass broodlord corrupt and rolled me late game seems like an okay strat for holding a place on the map ..I wouldnt say its "imba"

Upload rep?
http://www.reddit.com/r/starcraft/comments/nd6nd/tang_in_his_natural_habitat/
NuKedUFirst
Profile Blog Joined March 2010
Canada3139 Posts
Last Edited: 2012-01-22 17:17:17
January 22 2012 17:15 GMT
#77
On January 23 2012 02:03 Lebzetu wrote:
Show nested quote +
On January 23 2012 01:00 NuKedUFirst wrote:
Just tried it on ladder except with supply depots, seems any building works aswell as units, I was surprised how many kills each tank had, It felt like I held more off then I should have but he went mass broodlord corrupt and rolled me late game seems like an okay strat for holding a place on the map ..I wouldnt say its "imba"

Upload rep?


You're wish is my command..
[image loading]
http://www.mediafire.com/?x11d7hhon9krwb6

It wasn't too great of game, I was figuring out the tank stack bug and whatnot. Don't take the game too seriously.. He went broodlords and that was that, if he went Ling/Muta I think he would have been screwed.
FrostedMiniWeet wrote: I like winning because it validates all the bloody time I waste playing SC2.
sleigh bells
Profile Joined April 2011
United States358 Posts
January 22 2012 17:43 GMT
#78
On January 23 2012 00:59 XenoX101 wrote:
The biggest problem is like the viking flower you can't see how many tanks are in there, and for that reason I think Blizzard will patch this. Just imagine your surprise when you try and flank a 'single tank' with all your marines only to find there were 20 stacked on top of eachother.

yeah, it's like WOW why did he bring 15 medivacs to drop one tank?? that's so WEIRD
Sup son? ¯\__(ツ)__/¯
ChaosTerran
Profile Joined August 2011
Austria844 Posts
Last Edited: 2012-01-22 18:04:07
January 22 2012 17:59 GMT
#79
What a pointless thing to do.... in that video, the terran lost all his marines to zerglings. If the terran doesn't stack his tanks at all, he maybe loses 2-3 tanks but keeps all his 30 marines alive. I really don't see how this could ever work in your favor. There is a reason why you spread out tanks in TvZ and tanks vs protoss are just awful, except with certain all-ins.

Imo extremely pointless.

edit: Seriously people thinking that this benefits you are just clueless. 30 marines and 16 tanks with 5 medivacs vs. 100 zerglings, is not even an even fight to begin with and if you DONT stack your tanks you win this fight and lose nothing at all or a few marines/tanks, in the video the terran lost all his marines, so how exactly does this benefit the terran? Have you people never played TvZ??

Why don't you let 100 lings fight 16 collossi and then look how the battle ends? Sometimes people really don't use their brains. "hey look terran had 4x more army value and lost no tanks - obviously imba". He wouldn't lose anything in the first place, in fact he would lose less if he didnt stack his tanks.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10340 Posts
January 22 2012 18:11 GMT
#80
On January 23 2012 00:43 FeyFey wrote:
basically since boxer played on the first version of taldarim in the gsl, we know that you can stack any units on top of each other as terran o.o; . Though its pretty unimportant for tanks, other units are a bit more dangerous lol, for example marines. The easiest unit to stack though is the scv, remember some time ago where terrans loved to pull all their workers again ? Its super easy to make those workers look like a single worker. (looks funny if you surround it with lings and suddenly the surrounding lings die instantly and the scv splits into 30)

As for tanks the more you stack the less damage they will do. Its like tower defense, the more the units have to walk the better it is. The only thing is that people aren't aware of this most of the time (that you can drop units on top of each other if there is no space to spread out) and don't know how to react, because of being suprised. Basically this is a muta or infestor party.

Anyway i suppose we can see an polished ai with HotS, but if they let it in or not i don't know. It depends if they find it interesting. For example stacking shredders, its only one you can run past it easily ! and then splatter. (hold posi lurker feeling)

As for the viking flower, it got removed because people hid banshees inside the vikings and became pretty invulnerable due to that. What could you hide in tanks not to much? But you could hide workers inside a thor, 100 workers repairing a thor yay.


Oh yeah good point lol.

Uh, about the tower defense, no. The tanks don't overkill so that part doesn't make sense.

Lol I have to try that kekekek...
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
ThisWillBEz
Profile Joined August 2010
United States120 Posts
January 22 2012 18:14 GMT
#81
man drop a marine or something on that stack and boom goes the dynamite
jliu
Profile Joined March 2011
282 Posts
January 22 2012 18:17 GMT
#82
The problem with the viking flower is that it has superior positioning and attack timing - when you come in firing range of the viking flower or now tank flower/stack is that any unit that enters into range is hit simultaneously by all of the units. it's really quite incredible defenders advantage, maybe overpowered. Having that many siege tanks stacked means nothing can come in range without being obliterated. I think it'll be patched. It's a little gimmicky but still potentially useful, especially if in super late game you set up little tank stacks that cover an entire choke.
cactusjack914
Profile Joined March 2011
United States183 Posts
January 22 2012 18:22 GMT
#83
especially if in super late game you set up little tank stacks that cover an entire choke



.... and how would you do this without being in a 2v2 with a protoss constantly ff'ing your tanks....force fields arent permenant and sentry energy isn't unlimited. This will not be patched or ever looked at again.
"starcraft isn't a hobby, its a lifestyle."
caradoc
Profile Blog Joined January 2011
Canada3022 Posts
Last Edited: 2012-01-22 18:29:07
January 22 2012 18:28 GMT
#84
edited out. meh.
Salvation a la mode and a cup of tea...
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
January 22 2012 18:45 GMT
#85
Why shouldn't this be given a chance first? If it leads to broken gameplay they can always fix it then.

I don't see how it's useful anyway. How is this different than just having a clump of tanks? Tanks have such high range that having them in a super-tiny ball is hardly worth the effort. The only use I can see is hiding tanks behind mineral lines or something.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
sebusca
Profile Joined November 2010
United States72 Posts
January 22 2012 18:48 GMT
#86
On September 04 2010 11:03 Lightswarm wrote:
lolol, stacked tanks. almost as imba as stacked mutas


Except for the part where you drop absolutely any unit on it and the tanks insta blow themselves to peices in one shot.
kl0wn64
Profile Joined October 2011
United States16 Posts
January 22 2012 18:57 GMT
#87
On January 23 2012 03:48 sebusca wrote:
Show nested quote +
On September 04 2010 11:03 Lightswarm wrote:
lolol, stacked tanks. almost as imba as stacked mutas


Except for the part where you drop absolutely any unit on it and the tanks insta blow themselves to peices in one shot.


except for the part siege tanks cant shoot in their immediate vicinity... thats the point of stacking them up, they wont shoot themselves

the reason dropping on top of tanks works is because tanks that are sieged away from the tank being dropped on will shoot whats on top of the original tank
JZappa
Profile Joined June 2011
10 Posts
January 22 2012 19:00 GMT
#88
Couldn't you just use the FF's to keep enemy units from the tanks instead... then enemy spash isn't an issue
The Final Boss
Profile Joined February 2011
United States1839 Posts
January 22 2012 19:06 GMT
#89
Could you make a ring with sieged up siege tanks and drop tanks in the middle, siege the tanks in the middle, and then unsiege the ring of tanks, creating a nice stack of tanks without needing the forcefields.
corpuscle
Profile Blog Joined April 2011
United States1967 Posts
January 22 2012 19:09 GMT
#90
On January 23 2012 03:22 cactusjack914 wrote:
.... and how would you do this without being in a 2v2 with a protoss constantly ff'ing your tanks....force fields arent permenant and sentry energy isn't unlimited. This will not be patched or ever looked at again.


Apparently you can do it with depots (and presumably other buildings), but I haven't checked (gonna go try it now)
From the void I am born into wave and particle
unlmtd
Profile Joined September 2011
Germany76 Posts
January 22 2012 19:12 GMT
#91
Who will tell it IdrA? :D
Just joking'. I think this isn't so good at all but it will show if anyone uses it.
Try again. Fail again. Fail Better. | viOlet fighting :)
johnnywup
Profile Blog Joined August 2010
United States3858 Posts
January 22 2012 19:16 GMT
#92
Another huge thing i found is you can do this anywhere on the map if you hold position marines in a tank-sized circle and drop the tanks in there then siege up. After sieged, you can move marines. This works with any unit but after the attack animation they get unstuck. Tanks are different because they're stationary.
Poehalcho
Profile Joined October 2011
149 Posts
January 22 2012 19:18 GMT
#93
why not make a little circle of 3 sieged up tanks drop within! It'll help create an even better illusion as single siege tank seems a little suspicious.
Great Master Chief Nerdotaku God Emperor Bauss
corpuscle
Profile Blog Joined April 2011
United States1967 Posts
Last Edited: 2012-01-22 19:20:18
January 22 2012 19:18 GMT
#94
Confirmed that it works with buildings. The trick is that all the tanks need to get dropped at the same time, so you need one medivac per tank you want to stack, and you can't add more tanks to your stack after there's already some there. If you try to drop additional tanks on pre-stacked ones, they'll get pushed to the outside of your wall.

edit: in the screenshot I linked he appears to have more than one tank per medivac, I think that works because he's on that little island thing on Shakuras and the AI doesn't want to push them off of the ledge... it doesn't work on normal ground when there's enough space (I did it in my main)
From the void I am born into wave and particle
Simberto
Profile Blog Joined July 2010
Germany11507 Posts
January 22 2012 19:20 GMT
#95
On January 23 2012 04:09 corpuscle wrote:
Show nested quote +
On January 23 2012 03:22 cactusjack914 wrote:
.... and how would you do this without being in a 2v2 with a protoss constantly ff'ing your tanks....force fields arent permenant and sentry energy isn't unlimited. This will not be patched or ever looked at again.


Apparently you can do it with depots (and presumably other buildings), but I haven't checked (gonna go try it now)


Or marines, at least if you can trust the videos in this thread, and so far noone has suggested you can't. I have not tried it myself, though.

And i think the main problem with this is that you have absolutely no way to see how many tanks are in that stack, and thus your reaction becomes just a guess. Maybe its 2 tanks, maybe 20. Even if the stacked tanks are a little bit less effective then nonstacked, this alone makes it problematic, since instead of having a skill-based reaction where you maybe scout out how many tanks are spread out, and react accordingly, you have a luck-based reaction where you guess how many tanks are in that blob, and react according to that guess.
llKenZyll
Profile Blog Joined November 2011
United States853 Posts
January 22 2012 19:20 GMT
#96
On January 23 2012 02:15 NuKedUFirst wrote:
Show nested quote +
On January 23 2012 02:03 Lebzetu wrote:
On January 23 2012 01:00 NuKedUFirst wrote:
Just tried it on ladder except with supply depots, seems any building works aswell as units, I was surprised how many kills each tank had, It felt like I held more off then I should have but he went mass broodlord corrupt and rolled me late game seems like an okay strat for holding a place on the map ..I wouldnt say its "imba"

Upload rep?


You're wish is my command..
[image loading]
http://www.mediafire.com/?x11d7hhon9krwb6

It wasn't too great of game, I was figuring out the tank stack bug and whatnot. Don't take the game too seriously.. He went broodlords and that was that, if he went Ling/Muta I think he would have been screwed.

Oh holy crap
the tanks wrecked the roaches in that first battle
http://www.reddit.com/r/starcraft/comments/nd6nd/tang_in_his_natural_habitat/
johnnywup
Profile Blog Joined August 2010
United States3858 Posts
January 22 2012 19:21 GMT
#97
On January 23 2012 04:20 Simberto wrote:
Show nested quote +
On January 23 2012 04:09 corpuscle wrote:
On January 23 2012 03:22 cactusjack914 wrote:
.... and how would you do this without being in a 2v2 with a protoss constantly ff'ing your tanks....force fields arent permenant and sentry energy isn't unlimited. This will not be patched or ever looked at again.


Apparently you can do it with depots (and presumably other buildings), but I haven't checked (gonna go try it now)


Or marines, at least if you can trust the videos in this thread, and so far noone has suggested you can't. I have not tried it myself, though.

And i think the main problem with this is that you have absolutely no way to see how many tanks are in that stack, and thus your reaction becomes just a guess. Maybe its 2 tanks, maybe 20. Even if the stacked tanks are a little bit less effective then nonstacked, this alone makes it problematic, since instead of having a skill-based reaction where you maybe scout out how many tanks are spread out, and react accordingly, you have a luck-based reaction where you guess how many tanks are in that blob, and react according to that guess.

I checked yesterday and marines work
corpuscle
Profile Blog Joined April 2011
United States1967 Posts
January 22 2012 19:22 GMT
#98
On January 23 2012 04:20 Simberto wrote:

Or marines, at least if you can trust the videos in this thread, and so far noone has suggested you can't. I have not tried it myself, though.

And i think the main problem with this is that you have absolutely no way to see how many tanks are in that stack, and thus your reaction becomes just a guess. Maybe its 2 tanks, maybe 20. Even if the stacked tanks are a little bit less effective then nonstacked, this alone makes it problematic, since instead of having a skill-based reaction where you maybe scout out how many tanks are spread out, and react accordingly, you have a luck-based reaction where you guess how many tanks are in that blob, and react according to that guess.


The imbalances are pretty obvious, yeah. Same issues as viking flower.
From the void I am born into wave and particle
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
January 22 2012 19:32 GMT
#99
wrt viking flower: what if blizz makes it so you can box over enemy units and have all of them selected so you can count them? it wouldn't work if you even boxed over 1 allied unit ofc.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
corpuscle
Profile Blog Joined April 2011
United States1967 Posts
Last Edited: 2012-01-22 20:25:32
January 22 2012 19:45 GMT
#100
On January 23 2012 04:32 Grumbels wrote:
wrt viking flower: what if blizz makes it so you can box over enemy units and have all of them selected so you can count them? it wouldn't work if you even boxed over 1 allied unit ofc.


It's too easy to get information about worker counts and precise army sizes by doing that, though. It might not necessarily break the game, but I doubt Blizzard wants to let us scout that easily.

edit: after more experimenting, it's really easy to set up a stack quickly if you pull some SCVs and have 800 minerals lying around. Build 8 depots in a ring, leaving a 2x2 space (enough for one depot) in the middle, stack the medivacs and drop the tanks in the middle, then cancel your depots. You can do it with 4 but it's a little less consistent, whereas I've never had it fail to stack at least half my tanks by building 8. Obviously it's less efficient than the marine or 4-depot trick, but in a late-game situation where you're more limited by APM and time than actual resources, it works really well since it only takes a couple seconds.

Frankly, I wasn't too worried about this bug until I started messing around with it, since it seemed like something you can only pull off if you have lots of time to set it up, but with this trick, I can easily see myself using this in a real game.

double edit: image explaining process
From the void I am born into wave and particle
Jotoco
Profile Joined October 2010
Brazil1342 Posts
January 22 2012 20:30 GMT
#101
using a cliff, minerals or other map objects plus a couple of marines should suffice to stack tanks this way. I think you can stack any amount of tanks with only a single medvac, a couple of marines and a cliff.

I can't try it because I don't have SC2 in this machine, but someone should.
corpuscle
Profile Blog Joined April 2011
United States1967 Posts
January 22 2012 20:38 GMT
#102
On January 23 2012 05:30 Jotoco wrote:
using a cliff, minerals or other map objects plus a couple of marines should suffice to stack tanks this way. I think you can stack any amount of tanks with only a single medvac, a couple of marines and a cliff.

I can't try it because I don't have SC2 in this machine, but someone should.


You have to drop all the tanks at the same time (or close to it), so you need more than one medivac. You can't, for example, start a stack and then drop more tanks onto the existing one, at least as far as I can tell. Basically, you need a medivac for every two tanks in the stack, and often more because sometimes they get pushed out anyway.

The marine method works but is kind of finicky, I can't see anyone using it in an actual game because it takes a long time to set up and is unreliable. There may be a trick to getting it to work every time, but I can't seem to find it, and no matter what to do, you have to set the marines up in a weird way that takes a while.

Terrain kind of works, but it seems like using buildings is the most efficient way, especially given the fact that you can stack between buildings that are under construction and then cancel them, or set up little stacking areas in spots where it would be useful for base defense.
From the void I am born into wave and particle
Jormundr
Profile Joined July 2011
United States1678 Posts
January 22 2012 21:15 GMT
#103
the video:
Terran army
16 tanks + ~20 marines
16 * 150 mins (2400) + 20 * 50 mins (1000 mins) = 3400 mins (2400+1000)
16 * 125 gas = 2000 gas

3400 mins, 2000 gas for terran army

Zerg army
6 control groups, lets assume there were 120 zerglings
zerglings are 25 mins each (50 minerals for a pair)
120 *25 mins = 3000 mins

3400 mins and 2000 gas > 3000 mins and 0 gas

Shocking.
Video is a bad example.
If you've let your opponent get up to 16 tanks without making some sort of tech yourself, you've already lost.
Capitalism is beneficial for people who work harder than other people. Under capitalism the only way to make more money is to work harder then your competitors whether they be other companies or workers. ~ Vegetarian
ch1ppr
Profile Joined July 2010
Sweden123 Posts
January 22 2012 21:17 GMT
#104


should watch really
JOJOsc2news
Profile Blog Joined March 2011
3000 Posts
January 22 2012 21:17 GMT
#105
On January 23 2012 06:17 ch1ppr wrote:
http://www.youtube.com/watch?v=C_U0Vu3lXOs&feature=g-u-u&context=G2e1da12FUAAAAAAAFAA

should watch really


I was just going to post that. This is actually quite ridiculous. I wouldn't know where the hell the shots were coming from. Good to know! Thanks Husky.
✉ Tweets @sc2channel ⌦ Blog: http://www.teamliquid.net/blog/JOJO ⌫ "Arbiterssss... build more arbiterssss." Click 'Profile' for awesome shiro art!
corpuscle
Profile Blog Joined April 2011
United States1967 Posts
January 22 2012 21:22 GMT
#106
On January 23 2012 06:15 Jormundr wrote:

Shocking.
Video is a bad example.
If you've let your opponent get up to 16 tanks without making some sort of tech yourself, you've already lost.


I'm more worried about siege lines in TvT than its potential abuse in TvZ, since it's generally accepted that spreading your tanks is better in TvZ anyway. I don't know how you'd break a siege line if there's no spots you can sneak into where only one or two tanks can hit you, since you'll just try to get your own tanks in and watch them get one-shot.
From the void I am born into wave and particle
Jormundr
Profile Joined July 2011
United States1678 Posts
January 22 2012 21:26 GMT
#107
On January 23 2012 06:22 corpuscle wrote:
Show nested quote +
On January 23 2012 06:15 Jormundr wrote:

Shocking.
Video is a bad example.
If you've let your opponent get up to 16 tanks without making some sort of tech yourself, you've already lost.


I'm more worried about siege lines in TvT than its potential abuse in TvZ, since it's generally accepted that spreading your tanks is better in TvZ anyway. I don't know how you'd break a siege line if there's no spots you can sneak into where only one or two tanks can hit you, since you'll just try to get your own tanks in and watch them get one-shot.

Solution: Be the first to the watch tower, or have air dominance. Same way it's always been in tvt.
Capitalism is beneficial for people who work harder than other people. Under capitalism the only way to make more money is to work harder then your competitors whether they be other companies or workers. ~ Vegetarian
IWork4Skynet
Profile Joined November 2010
Bolivia56 Posts
January 22 2012 21:30 GMT
#108
On January 23 2012 06:17 ch1ppr wrote:
+ Show Spoiler +

http://www.youtube.com/watch?v=C_U0Vu3lXOs&feature=g-u-u&context=G2e1da12FUAAAAAAAFAA

should watch really



This should really be added to the OP so people realize how big this bug is.
Long live rock n' roll
TelecoM
Profile Blog Joined January 2010
United States10673 Posts
January 22 2012 21:35 GMT
#109
On January 23 2012 06:30 IWork4Skynet wrote:
Show nested quote +
On January 23 2012 06:17 ch1ppr wrote:
+ Show Spoiler +

http://www.youtube.com/watch?v=C_U0Vu3lXOs&feature=g-u-u&context=G2e1da12FUAAAAAAAFAA

should watch really



This should really be added to the OP so people realize how big this bug is.

WTF? is that still possible ? That is the worst bug I've ever witnessed in this game!
AKA: TelecoM[WHITE] Protoss fighting
ToastieNL
Profile Blog Joined July 2010
Netherlands845 Posts
January 22 2012 21:37 GMT
#110
Everybody needs to shut up about this not being an exploit.

Ground units aren't supposed to clump that way.

The problem is, that you don't know whether youre facing 16 tanks or 1 tank untill you attack. So Zerg wont send 20 banes and 30 lings to clear it; as vs 1 tank it costs about 10 banelings to attacks, vs 16 tanks it kills 16 tanks for a few banes. That is the problem

THats why viking flower was fixed.
Zerg lategame is imbalanced as shit. Also: "Protoss is really strong recently. Perhaps, it's time for there to be some changes for Terran." -MMA. Even MMA asks for buffs. Srsly Blizzard. Srsly.
corpuscle
Profile Blog Joined April 2011
United States1967 Posts
January 22 2012 21:39 GMT
#111
On January 23 2012 06:26 Jormundr wrote:

Solution: Be the first to the watch tower, or have air dominance. Same way it's always been in tvt.


I didn't say it was impossible to break a stacked sieged line. You can break a non-stacked line with a slightly superior unit count and scans (or air dominance/towers, but remember, they can scan so you can never completely deny vision) but it takes a lot more when the tanks are stacked. It's hard to call it "imbalanced" because this really only matters in a mirror matchup, but you can argue that it's abusive and goes against how the game is supposed to work.

You can also do things like this which covers a larger surface area with higher tank cover than you possibly could without stacking.

Something doesn't have to be completely game-breaking and imbalanced to hurt gameplay. You'd have to be pretty stupid to think this is something that would ruin the game, but it's undoubtedly exploitable.
From the void I am born into wave and particle
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
January 22 2012 21:40 GMT
#112
On January 23 2012 06:17 ch1ppr wrote:
http://www.youtube.com/watch?v=C_U0Vu3lXOs&feature=g-u-u&context=G2e1da12FUAAAAAAAFAA

should watch really

Just like the old skywalking colossus
XiGua
Profile Blog Joined April 2010
Sweden3085 Posts
January 22 2012 21:42 GMT
#113
On January 23 2012 06:40 TheRabidDeer wrote:
Show nested quote +
On January 23 2012 06:17 ch1ppr wrote:
http://www.youtube.com/watch?v=C_U0Vu3lXOs&feature=g-u-u&context=G2e1da12FUAAAAAAAFAA

should watch really

Just like the old skywalking colossus
http://www.youtube.com/watch?v=Cy_I28tQ4mI

And like the old skywalking space reaper
ლ(ಠ益ಠლ) APM, Why u make me spam?
llKenZyll
Profile Blog Joined November 2011
United States853 Posts
January 22 2012 21:45 GMT
#114
That metalopolis thing is just fucking ridiculous.
http://www.reddit.com/r/starcraft/comments/nd6nd/tang_in_his_natural_habitat/
AxelTVx
Profile Joined May 2010
Canada916 Posts
January 22 2012 21:51 GMT
#115
Lol at least the glitch isnt as bad as the colossus walk anywhere you want glitch
Axel 145 Masters Protoss
Alakaslam
Profile Blog Joined September 2011
United States17336 Posts
Last Edited: 2012-01-23 01:03:16
January 22 2012 21:53 GMT
#116
Edit: delete
If you think Elon Musk is a Nazi, it is because YOU radicalized him!
Alakaslam
Profile Blog Joined September 2011
United States17336 Posts
Last Edited: 2012-01-23 01:04:48
January 22 2012 22:00 GMT
#117
Edit: delete.
If you think Elon Musk is a Nazi, it is because YOU radicalized him!
Alakaslam
Profile Blog Joined September 2011
United States17336 Posts
Last Edited: 2012-01-23 01:06:38
January 22 2012 22:03 GMT
#118
Edit: delete.
If you think Elon Musk is a Nazi, it is because YOU radicalized him!
Alakaslam
Profile Blog Joined September 2011
United States17336 Posts
Last Edited: 2012-01-23 01:16:37
January 22 2012 22:06 GMT
#119
Edit: To explain the quadra-post. I have an iPhone 3GS. (woohoo). It runs slow and gets buggy. This messes with the touch interface, video playback, site load timing, and font size at random. So I:

Couldn't hit edit
Couldn't see right
Couldn't get updated info
Etc.

So I decided to make fun of my first mistake post, then saw something else that piqued my curiosity. Within seconds I had fail-save-fail. Decided to put a save again rather than let a storm roll over. I got a reasoned reply and a less polite reasoned reply. So you can now see my fail on the next page if you want.
If you think Elon Musk is a Nazi, it is because YOU radicalized him!
Paljas
Profile Joined October 2011
Germany6926 Posts
January 22 2012 22:10 GMT
#120
On January 23 2012 07:03 Jrocker152 wrote:
Show nested quote +
On January 23 2012 06:51 AxelTVx wrote:
Lol at least the glitch isnt as bad as the colossus walk anywhere you want glitch

Is this balance whine or was there really a FLYING collo glitch?


maybe you should read the threads you are posting in.

theres a video like 4 posts above your post.
TL+ Member
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
Last Edited: 2012-01-22 22:16:54
January 22 2012 22:13 GMT
#121
Jrocker: He doesnt read the thread (after criticizing somebody for not reading it, at that) and he quadruple posts. Epic.
Alakaslam
Profile Blog Joined September 2011
United States17336 Posts
January 22 2012 22:17 GMT
#122
On January 23 2012 07:10 Paljas wrote:
Show nested quote +
On January 23 2012 07:03 Jrocker152 wrote:
On January 23 2012 06:51 AxelTVx wrote:
Lol at least the glitch isnt as bad as the colossus walk anywhere you want glitch

Is this balance whine or was there really a FLYING collo glitch?


maybe you should read the threads you are posting in.

theres a video like 4 posts above your post.

I know right, like my own lol :p comes of using an old slow iPhone 3GS. I canf view bids right now for same reason
If you think Elon Musk is a Nazi, it is because YOU radicalized him!
Alakaslam
Profile Blog Joined September 2011
United States17336 Posts
January 22 2012 22:21 GMT
#123
On January 23 2012 07:13 TheRabidDeer wrote:
Jrocker: He doesnt read the thread (after criticizing somebody for not reading it, at that) and he quadruple posts. Epic.

I know man I wish I had a portable desktop. My apologies dammit! The reason for the posts was to clean up after that mess of stupidity when this touchscreen doesnt want to hit edit oreven let me freaking spell right. I get it now will clean up on a desktop when I can.

Sent from my iPhone
If you think Elon Musk is a Nazi, it is because YOU radicalized him!
whatwhatanut
Profile Joined December 2010
United States195 Posts
January 22 2012 22:30 GMT
#124
Blame technology for fail..that is the right solution to everything on the interwebzzzz!
corpuscle
Profile Blog Joined April 2011
United States1967 Posts
Last Edited: 2012-01-22 23:02:23
January 22 2012 22:44 GMT
#125
Also, for those of you who aren't convinced that this is something that should probably be fixed, look at this. There's 8 tanks in there, and 5 SCVs on auto-repair which can get to the bunkers and the tanks (and I could fit more if I had more medivacs).

edit: turns out you can basically fit in infinity SCVs (again limited by medivac count) without it interfering with the number of tanks you can stack, this is hilarious. I wonder if I can fit a maxed army inside a 2x2 area.
From the void I am born into wave and particle
FeyFey
Profile Joined September 2010
Germany10114 Posts
January 22 2012 22:49 GMT
#126
Haha we really need to write down why something was fixed, seeing the viking flower argument so often :p. Especially zergs should be aware that not knowing the numbers is something that never really got removed (mutas ;o ) or that you can't targetfire weak units (mutas still).
So if we go after this argument stacking tanks is fine. Especially since some think this is optimizing the damage (mutas again). And if you argue about the range, broods can stack too and even move.
It is in the game and you can do it, either everyone agrees on not to do it or blizzard will patch it. Otherwise you will have to live with it. Discussing of course is fine, but discussion need valid arguments, not just "damn this is op".

I mean i could complain about broodlords for example, you can spread your tumor attack it with your broodlords while its still "building" and cancel the tumor, the tumor will be canceled but the broodies shoot anyway resulting in 1 broodling per broodlord being spawned, without any cost except of 6 clicks. Now you can send those broodies around with a click and produce more that way. Sure they die fast and a few get killed quiet easily, but you can send 3 waves at once attacking. While the broodlords basically sit at a save distance (you could for example creep tumor down a click). I actually find it quiet funny that a zerg can use their tumors that way. If the toss starts attacking just shoot at your creep tumor and you will produce broodlings pre battle. Bit like toss charging voids on their own Buildings.

Such things might sometimes be frustrating but they add to the game, only if they are broken they should be fixed, but that should be tested under real conditions not on the theory board.

Anyway while this is not gamebreaking or anything for me personally, it looks really stupid ^^; , which would currently be the only reason for me to remove it. Stacked colossus are most fun though.
Inside.Out
Profile Blog Joined December 2010
Canada569 Posts
January 22 2012 23:04 GMT
#127
this would be pretty effective against melee units like zealots and zerglings, as only 1 tank will be able to get hit at a time
Simberto
Profile Blog Joined July 2010
Germany11507 Posts
January 22 2012 23:14 GMT
#128
On January 23 2012 07:49 FeyFey wrote:
Haha we really need to write down why something was fixed, seeing the viking flower argument so often :p. Especially zergs should be aware that not knowing the numbers is something that never really got removed (mutas ;o ) or that you can't targetfire weak units (mutas still).
So if we go after this argument stacking tanks is fine. Especially since some think this is optimizing the damage (mutas again). And if you argue about the range, broods can stack too and even move.
It is in the game and you can do it, either everyone agrees on not to do it or blizzard will patch it. Otherwise you will have to live with it. Discussing of course is fine, but discussion need valid arguments, not just "damn this is op".

I mean i could complain about broodlords for example, you can spread your tumor attack it with your broodlords while its still "building" and cancel the tumor, the tumor will be canceled but the broodies shoot anyway resulting in 1 broodling per broodlord being spawned, without any cost except of 6 clicks. Now you can send those broodies around with a click and produce more that way. Sure they die fast and a few get killed quiet easily, but you can send 3 waves at once attacking. While the broodlords basically sit at a save distance (you could for example creep tumor down a click). I actually find it quiet funny that a zerg can use their tumors that way. If the toss starts attacking just shoot at your creep tumor and you will produce broodlings pre battle. Bit like toss charging voids on their own Buildings.

Such things might sometimes be frustrating but they add to the game, only if they are broken they should be fixed, but that should be tested under real conditions not on the theory board.

Anyway while this is not gamebreaking or anything for me personally, it looks really stupid ^^; , which would currently be the only reason for me to remove it. Stacked colossus are most fun though.


From the 1.3 patchnotes:

"Players can no longer hide units by setting them in a close proximity patrol (ex: Viking flower). "

So it is the official reason it was removed. And as far as i know, at the moment, to stack air units you need to be constantly clicking, which is quite different from something you set up once like the viking flower, because realistically, you can't focus on stacking your airunits all the time, so they will spread out at least a bit, and you can easily get at least an approximate count.
Ruyguy
Profile Blog Joined January 2011
Canada988 Posts
January 22 2012 23:23 GMT
#129
haha I didn't know somone discovered this tactic a long time ago. Thought it was a new thing.
scarper65
Profile Blog Joined January 2011
1560 Posts
January 22 2012 23:32 GMT
#130
Is there a point to this? This would just make any kind of splash units wayy more effective
llKenZyll
Profile Blog Joined November 2011
United States853 Posts
January 22 2012 23:36 GMT
#131
On January 23 2012 07:21 Jrocker152 wrote:
Show nested quote +
On January 23 2012 07:13 TheRabidDeer wrote:
Jrocker: He doesnt read the thread (after criticizing somebody for not reading it, at that) and he quadruple posts. Epic.

I know man I wish I had a portable desktop. My apologies dammit! The reason for the posts was to clean up after that mess of stupidity when this touchscreen doesnt want to hit edit oreven let me freaking spell right. I get it now will clean up on a desktop when I can.

Sent from my iPhone

stop double posting, triple posting, quad posting
etc
http://www.reddit.com/r/starcraft/comments/nd6nd/tang_in_his_natural_habitat/
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2012-01-23 00:39:17
January 23 2012 00:37 GMT
#132
I don't know if this should be disallowed/fixed.

It has some small advantages, but has a huge vulnerability to splash damage such as seeker missile, banelings, colossus, and even ultralisks.
Also, one of the biggest uses of siege tanks in general was to have them spaced out a bit across fair distances to cover lots of area.

The biggest advantage is probably hiding them under buildings, as was mentioned, but unlike SC1, that probably doesn't even work well at all, due to the 3D perspective resulting in things only being blocked when the camera is right at the perfect angle.
"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!"
corpuscle
Profile Blog Joined April 2011
United States1967 Posts
January 23 2012 00:53 GMT
#133
On January 23 2012 09:37 Xapti wrote:
I don't know if this should be disallowed/fixed.

It has some small advantages, but has a huge vulnerability to splash damage such as seeker missile, banelings, colossus, and even ultralisks.
Also, one of the biggest uses of siege tanks in general was to have them spaced out a bit across fair distances to cover lots of area.

The biggest advantage is probably hiding them under buildings, as was mentioned, but unlike SC1, that probably doesn't even work well at all, due to the 3D perspective resulting in things only being blocked when the camera is right at the perfect angle.


The main issue that I have with it is that there are certain spots on maps where having one siege tank covers a ton of really important ground, like this. It's definitely overkill to put a TON tanks in that spot, but I'm definitely gonna start putting 2-3 tanks there in my TvZ because it's such an efficient position to be covering. Being able to triple-cover both the entire ramp to the natural AND one of the only attack paths into the third with only 3 tanks is a little silly.
From the void I am born into wave and particle
llKenZyll
Profile Blog Joined November 2011
United States853 Posts
January 23 2012 02:12 GMT
#134
On January 23 2012 09:37 Xapti wrote:
I don't know if this should be disallowed/fixed.

It has some small advantages, but has a huge vulnerability to splash damage such as seeker missile, banelings, colossus, and even ultralisks.
Also, one of the biggest uses of siege tanks in general was to have them spaced out a bit across fair distances to cover lots of area.

The biggest advantage is probably hiding them under buildings, as was mentioned, but unlike SC1, that probably doesn't even work well at all, due to the 3D perspective resulting in things only being blocked when the camera is right at the perfect angle.

Blizzard aims for professionalism.
By keeping this bug in the game, they are not being professional.
It makes them look bad, honestly. So thats a huge reason why they would remove it.
http://www.reddit.com/r/starcraft/comments/nd6nd/tang_in_his_natural_habitat/
juicyjames *
Profile Joined August 2011
United States3815 Posts
January 23 2012 06:04 GMT
#135
On January 22 2012 22:26 Lebzetu wrote:
I decided to bump this because there is an actual realistic way to stack tanks now
http://www.youtube.com/watch?v=kVIh3ovSu-4

As you can see, a terran could do that in a typical TvZ. Pretty broken and imba, blizzard needs to fix it ASAP.

The original creator of that video now uploaded a second video about it:
This Week in SC2Find out what happened 'This Week in Starcraft 2': http://www.teamliquid.net/forum/viewmessage.php?topic_id=278126
p4NDemik
Profile Blog Joined January 2008
United States13896 Posts
January 23 2012 06:08 GMT
#136
Seriously this is broken and abusive. Whether it is useful if a zerg acts one way or responds another way is beyond the point. The fact that units can effectively be stacked and you cannot get an accurate grasp on how many tanks are there means this will be patched out.
Moderator
nath
Profile Blog Joined May 2010
United States1788 Posts
January 23 2012 06:12 GMT
#137
mc does this when he ff's in battles sentry/collo vs t - so the splash hits more units.
Founder of Flow Enterprises, LLC http://flow-enterprises.com/
ZenithM
Profile Joined February 2011
France15952 Posts
January 23 2012 06:15 GMT
#138
I would like to stack my Colossi plz.
enigamI
Profile Joined May 2010
Canada385 Posts
January 23 2012 06:21 GMT
#139
I'll wait till i see it in an actual game before I worry much about it, haha.
KimJongChill
Profile Joined January 2011
United States6429 Posts
January 23 2012 06:28 GMT
#140
Doesn't look like this was intended, hope for a fix.
MMA: U realise MMA: Most of my army EgIdra: fuck off MMA: Killed my orbital MMA: LOL MMA: just saying MMA: u werent loss
nath
Profile Blog Joined May 2010
United States1788 Posts
January 23 2012 06:49 GMT
#141
On January 23 2012 15:21 enigamI wrote:
I'll wait till i see it in an actual game before I worry much about it, haha.

you can ff clumps of units and stack them, then rape with collo/archon/storm. happens in pvt a lot
Founder of Flow Enterprises, LLC http://flow-enterprises.com/
corpuscle
Profile Blog Joined April 2011
United States1967 Posts
January 23 2012 07:52 GMT
#142
On January 23 2012 15:15 ZenithM wrote:
I would like to stack my Colossi plz.


You can!

You just need a warp prism for every colossus, and they can't move, but whatever, close enough.
From the void I am born into wave and particle
ZenithM
Profile Joined February 2011
France15952 Posts
January 23 2012 08:11 GMT
#143
On January 23 2012 16:52 corpuscle wrote:
Show nested quote +
On January 23 2012 15:15 ZenithM wrote:
I would like to stack my Colossi plz.


You can!

You just need a warp prism for every colossus, and they can't move, but whatever, close enough.


Haha, close enough indeed ;D
Krejven
Profile Joined August 2010
Sweden105 Posts
January 23 2012 08:50 GMT
#144
By changing this you would have to change how forcefield clump up units aswell, which I think most terran and zerg players would like.
A positive attitude may not solve all your problems, but it will annoy enough people to make it worth the effort.
Krejven
Profile Joined August 2010
Sweden105 Posts
January 23 2012 09:29 GMT
#145
http://www.youtube.com/watch?v=C_U0Vu3lXOs&feature=g-all-u&context=G24fffd9FAAAAAAAABAA

This is getting abit messed up hehe
A positive attitude may not solve all your problems, but it will annoy enough people to make it worth the effort.
REALAKM
Profile Joined January 2012
Bangladesh14 Posts
January 23 2012 09:37 GMT
#146
Like we needed even more garbage to make terran stronger..


ye we get it, you're games abd and it's full of children who can't play starcraft, leave it to the pros to decide how to balance it ..


(before i get trolled, i understand this is not a "balance" issue, it's merely a joke, but i do speak from the heart"


(YES THE I IS SUPPOSED TO BE CAPITALISED.)

User was banned for this post.
KOREA!! KOREA!! KOREA!!
llKenZyll
Profile Blog Joined November 2011
United States853 Posts
January 24 2012 00:39 GMT
#147
On January 23 2012 17:50 Krejven wrote:
By changing this you would have to change how forcefield clump up units aswell, which I think most terran and zerg players would like.

Im pretty sure THATS working as intended.
http://www.reddit.com/r/starcraft/comments/nd6nd/tang_in_his_natural_habitat/
Moka
Profile Joined August 2010
Canada942 Posts
January 24 2012 01:50 GMT
#148
Dragon is also having fun with the exploit:

+ Show Spoiler +
[image loading]
ヾ(@⌒_⌒@)ノ
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
January 24 2012 01:54 GMT
#149
The nat on shakuras is seigable? O_O
Moderatorshe/her
TL+ Member
Moka
Profile Joined August 2010
Canada942 Posts
January 24 2012 02:05 GMT
#150
On January 24 2012 10:54 TehTemplar wrote:
The nat on shakuras is seigable? O_O


I don't know. My guess is that dragon used the tank exploit and the tank travelled through the airspace on shakuras, as showed in the youtube post ,2-3 posts above us. You can see on the bottom left of the minimap that dragon had buldings placed for tank stacking o.o
ヾ(@⌒_⌒@)ノ
BlueBoxSC
Profile Blog Joined October 2011
United States582 Posts
January 24 2012 02:10 GMT
#151
This has gotta be removed soon...
BwCBlueBox.837
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
January 24 2012 02:22 GMT
#152
This is comical, and actually rather enjoyable to watch lol.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
GenesisX
Profile Blog Joined February 2010
Canada4267 Posts
January 24 2012 02:29 GMT
#153
that dragon picture pretty lol
133 221 333 123 111
mnck
Profile Joined April 2010
Denmark1518 Posts
January 24 2012 02:31 GMT
#154
This thread gave me a lot of good laughs. I love funny bugs like these. This is also what makes Skyrim so great ^_^

On a serious note. I really hope this gets fixed soon, and that it's not allowed to be used in tournament play. I'd hate for this to pop up on the ladder and Blizzard taking a long time to fix it. Or maybe it turns out that it really has no use at all, and it's just another fun bug for the history books.
@Munck
Amui
Profile Blog Joined August 2010
Canada10567 Posts
January 24 2012 03:12 GMT
#155
I remember blizzard put out an official warning that the skywalking colossus/reaper stuff was bannable, so I assume it's the same for this.
Porouscloud - NA LoL
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
January 24 2012 03:45 GMT
#156
On January 23 2012 17:50 Krejven wrote:
By changing this you would have to change how forcefield clump up units aswell, which I think most terran and zerg players would like.

Not really, just dont let siege mode be used when that specific pathing event happens.
DoggerStarcraft
Profile Joined December 2011
United States31 Posts
January 24 2012 04:03 GMT
#157
Hopefully this gets fixed soon. On the plus side, knowing about it at least helps some of us to be able to deal with it until the patch.
Gyro_SC2
Profile Joined November 2010
Canada540 Posts
January 24 2012 04:32 GMT
#158
Does someone think we could use tank stacking for tvp mech ???
Sinensis
Profile Blog Joined April 2009
United States2513 Posts
January 24 2012 04:40 GMT
#159
I approve of this thread and this usage of time.
Sinensis
Profile Blog Joined April 2009
United States2513 Posts
January 24 2012 04:48 GMT
#160
On January 23 2012 18:29 Krejven wrote:
http://www.youtube.com/watch?v=C_U0Vu3lXOs&feature=g-all-u&context=G24fffd9FAAAAAAAABAA

This is getting abit messed up hehe


WOW I really did not expect a practical application of any kind...nice work everyone, that's actually a really cool bug.
cydial
Profile Blog Joined September 2010
United States750 Posts
January 24 2012 05:07 GMT
#161
would be hilarious to see in a tournament before blizzard patches it
Mohdoo
Profile Joined August 2007
United States15687 Posts
January 24 2012 05:15 GMT
#162
On January 23 2012 18:29 Krejven wrote:
http://www.youtube.com/watch?v=C_U0Vu3lXOs&feature=g-all-u&context=G24fffd9FAAAAAAAABAA

This is getting abit messed up hehe


ROFL, I'm speechless. This isn't nearly as bad as the tome bug in WC3 TFT beta, but its certainly up there.
-orb-
Profile Blog Joined September 2007
United States5770 Posts
Last Edited: 2012-01-24 07:33:59
January 24 2012 07:28 GMT
#163
I honestly can't understand people that think this is bad just because banelings could do splash to them.

1: Tanks are no longer going to be doing friendly damage to each other, vastly increasing their efficiency
2: With so many tanks on top of each other, any units that move into range will get 1-shot with no time to react
3: If you actually place them in an intelligent spot (such as on a cliff, etc) so that banelings can't get to them, you should be able to realize how ridiculously OP this is.
4: If a group of banelings tries to roll into these tanks and the player with the tanks target fires them there is no way in hell they are going to connect unless it is a ridiculous number of banes

And yet I see so many newbies actually trying to say this wouldn't help in any way.

LOL can't wait for the influx of whining once people start getting wrecked by this
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
Ziken
Profile Joined August 2010
Ghana1743 Posts
January 24 2012 07:35 GMT
#164
On January 24 2012 16:28 -orb- wrote:
I honestly can't understand people that think this is bad just because banelings could do splash to them.

1: Tanks are no longer going to be doing friendly damage to each other, vastly increasing their efficiency
2: With so many tanks on top of each other, any units that move into range will get 1-shot with no time to react
3: If you actually place them in an intelligent spot (such as on a cliff, etc) so that banelings can't get to them, you should be able to realize how ridiculously OP this is.
4: If a group of banelings tries to roll into these tanks and the player with the tanks target fires them there is no way in hell they are going to connect unless it is a ridiculous number of banes

And yet I see so many newbies actually trying to say this wouldn't help in any way.

LOL can't wait for the influx of whining once people start getting wrecked by this


Even as effective as it might be, dont you think it requires too much effective apm to set it up?
Every misfortune is a blessing in disguise.
ToastieNL
Profile Blog Joined July 2010
Netherlands845 Posts
January 24 2012 07:39 GMT
#165
On January 24 2012 16:35 Ziken wrote:
Show nested quote +
On January 24 2012 16:28 -orb- wrote:
I honestly can't understand people that think this is bad just because banelings could do splash to them.

1: Tanks are no longer going to be doing friendly damage to each other, vastly increasing their efficiency
2: With so many tanks on top of each other, any units that move into range will get 1-shot with no time to react
3: If you actually place them in an intelligent spot (such as on a cliff, etc) so that banelings can't get to them, you should be able to realize how ridiculously OP this is.
4: If a group of banelings tries to roll into these tanks and the player with the tanks target fires them there is no way in hell they are going to connect unless it is a ridiculous number of banes

And yet I see so many newbies actually trying to say this wouldn't help in any way.

LOL can't wait for the influx of whining once people start getting wrecked by this


Even as effective as it might be, dont you think it requires too much effective apm to set it up?

It doesn't seem THAT hard; and it helps you to secure your half of the map on some maps; which is worth some clicks to me... I mean, hell, even get those tanks a Wall off, like, a round of depots and a round of turrets, nothing is going to be touching them any time soon!

Imba in TvZ, don't know about TvP (probably won't work; collosi) and TvT it is just becoming a guessing game, like with the vikings; is htere 1 tank, or is there 30 tanks.

Works grteat in combination with bunkers too, as they are salvageable.
Zerg lategame is imbalanced as shit. Also: "Protoss is really strong recently. Perhaps, it's time for there to be some changes for Terran." -MMA. Even MMA asks for buffs. Srsly Blizzard. Srsly.
McDutch
Profile Joined February 2011
Netherlands184 Posts
January 24 2012 07:41 GMT
#166
i don't care if it's strong, OP or weak. The tank isnt meant that way, and it's a glitch, so it got to be fixed asap, before people start to exploit this on Ladder. It might be fun to try to Vs ur friends, but you shouldnt use this on Ladder, because everyone know's this isn't right.
naniwa, grubby, white-ra, ret
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2012-01-24 07:52:46
January 24 2012 07:47 GMT
#167
On January 24 2012 16:41 McDutch wrote:
i don't care if it's strong, OP or weak. The tank isnt meant that way, and it's a glitch, so it got to be fixed asap, before people start to exploit this on Ladder. It might be fun to try to Vs ur friends, but you shouldnt use this on Ladder, because everyone know's this isn't right.


I'm soooo glad Blizzard couldn't be assed listening to these complaints during BW.

On January 24 2012 13:32 Gyro_SC2 wrote:
Does someone think we could use tank stacking for tvp mech ???


Protoss still has Immortals, Blink, Phoenixes and VoidRays. All available before Terran can get enough mech units to be viable. It still works in the mid-high ranks, but what's the point when you have MMM.

In BW Protoss only had shuttles with drop and carriers. Arbiters and storms were a soft counter, which only punished when tanks were clumped, or lack of turrets. Protoss needed to be really crafty (bait, snipe, flank, chicken) in order to destroy a tank line, none of this a-move shiz.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
y0su
Profile Blog Joined September 2011
Finland7871 Posts
January 24 2012 07:53 GMT
#168
I'm going to start using this on the high ground on shakuras in TvZ
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2012-01-24 08:56:20
January 24 2012 08:32 GMT
#169
On January 23 2012 16:52 corpuscle wrote:
Show nested quote +
On January 23 2012 15:15 ZenithM wrote:
I would like to stack my Colossi plz.


You can!

You just need a warp prism for every colossus, and they can't move, but whatever, close enough.

I noticed your using an old version of a unit testing map/sandbox.

I spend some time updating the map. It has a bit more features, records army size more accurately, and probably most important: has proper string values (as opposed to param/val). I did somehow screw up one or two things while making a change or two though. Never bothered to fix it, since people seem to like using other unit tester maps I don't think there was any demand for using this one.

Search for Ultimate Starcrafft sandbox — the double 'f' is important (pretty dumb Blizzard censors the word Starcraft — in fact many of the censored words are pretty ridiculous)
On January 23 2012 07:44 corpuscle wrote:
Also, for those of you who aren't convinced that this is something that should probably be fixed, look at this. There's 8 tanks in there, and 5 SCVs on auto-repair which can get to the bunkers and the tanks (and I could fit more if I had more medivacs).

edit: turns out you can basically fit in infinity SCVs (again limited by medivac count) without it interfering with the number of tanks you can stack, this is hilarious. I wonder if I can fit a maxed army inside a 2x2 area.

Cool. Although obviously the more units you want trapped, the more medivacs you need. It makes it impossible to get 200 supply of units in there (without defying melee rules). You could get 25 thors or 50 tanks in there for 150 supply though.
"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!"
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2012-01-24 09:49:19
January 24 2012 09:47 GMT
#170
On January 23 2012 07:44 corpuscle wrote:
Also, for those of you who aren't convinced that this is something that should probably be fixed, look at this. There's 8 tanks in there, and 5 SCVs on auto-repair which can get to the bunkers and the tanks (and I could fit more if I had more medivacs).

edit: turns out you can basically fit in infinity SCVs (again limited by medivac count) without it interfering with the number of tanks you can stack, this is hilarious. I wonder if I can fit a maxed army inside a 2x2 area.


Yeah, we could fix it, or we could have a good e-sport.

I find it hilarious that there are people going on about how SC2 will evolve, and find its own bugs and glitches that improve the game (so many of them make BW great to watch), so far they have ALL been patched. I really hope people stop this wishful thinking and denial, and instead support protest for change rather than trying to deny it.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
Keyboard Warrior
Profile Joined December 2011
United States1178 Posts
January 24 2012 10:02 GMT
#171
As if 1 tanks arent already uber imba!
This is an awesome 2v2 strat@
Not your regular Keyboard Warrior ¯\_(ツ)_/¯
TBO
Profile Joined September 2009
Germany1350 Posts
January 24 2012 10:02 GMT
#172
On January 24 2012 16:47 sluggaslamoo wrote:

I'm soooo glad Blizzard couldn't be assed listening to these complaints during BW.


I'm just 99% sure but I think they fixed the flying templar / flying drone bug and what we have here is definitely on the same level just with siege tanks.
bLah.
Profile Joined July 2009
Croatia497 Posts
Last Edited: 2012-01-24 10:30:00
January 24 2012 10:28 GMT
#173
On January 24 2012 16:28 -orb- wrote:
I honestly can't understand people that think this is bad just because banelings could do splash to them.

1: Tanks are no longer going to be doing friendly damage to each other, vastly increasing their efficiency
2: With so many tanks on top of each other, any units that move into range will get 1-shot with no time to react
3: If you actually place them in an intelligent spot (such as on a cliff, etc) so that banelings can't get to them, you should be able to realize how ridiculously OP this is.
4: If a group of banelings tries to roll into these tanks and the player with the tanks target fires them there is no way in hell they are going to connect unless it is a ridiculous number of banes

And yet I see so many newbies actually trying to say this wouldn't help in any way.

LOL can't wait for the influx of whining once people start getting wrecked by this


1st of all, if you stack tanks you cover too small area.
2nd thing is, you are concentrated on banelings which shouldn't get to tanks anyway. But you suggest placing bunch of tanks on cliffs? are you aware how doomed would they be when couple of mutas come with their splash?

+it's just to hard to pull this off, seriously, look at how much shit you need to do to prepare it
soapyy.
Profile Joined October 2011
United States103 Posts
January 24 2012 15:58 GMT
#174
I want to see what happens when a collosis comes out
www.twitch.tv/sirsoapyy A little bit of soul train is in everyone.
corpuscle
Profile Blog Joined April 2011
United States1967 Posts
Last Edited: 2012-01-24 22:49:13
January 24 2012 22:46 GMT
#175
On January 24 2012 16:35 Ziken wrote:

Even as effective as it might be, dont you think it requires too much effective apm to set it up?


It's pretty easy to do in a small amount of time. I can do it in less than ten seconds with this method, though I started using four bunkers instead of 8 depots since it's just generally more efficient. A player with better mouse precision could probably do it in half the time, especially with practice.

edit: by the way, they're gonna talk about this on tonight's Inside the Game, so we'll get to hear some actual pros talk about it
From the void I am born into wave and particle
SwizzY
Profile Blog Joined September 2010
United States1549 Posts
January 24 2012 22:54 GMT
#176
I wonder if its been said, but on shakuras, on those ledges.. build a depot, stack some tanks, gg all TvZ ground viability? x)
All that glitters is not gold, all that wander are not lost, the old that is strong does not wither, deep roots are not reached by frost.
Gladiator6
Profile Joined June 2010
Sweden7024 Posts
January 24 2012 22:54 GMT
#177
I imagine people being more angry and leaving the game because they don't know what the hell is going instead of the effectiveness of that tank stacking.
Flying, sOs, free, Light, Soulkey & ZerO
RouaF
Profile Joined October 2010
France4120 Posts
January 24 2012 23:02 GMT
#178
On January 24 2012 19:02 TBO wrote:
Show nested quote +
On January 24 2012 16:47 sluggaslamoo wrote:

I'm soooo glad Blizzard couldn't be assed listening to these complaints during BW.


I'm just 99% sure but I think they fixed the flying templar / flying drone bug and what we have here is definitely on the same level just with siege tanks.


You can be 100% sure. They did fix it. It was a lot of fun back then .
RageCommodore
Profile Joined September 2011
Germany912 Posts
January 24 2012 23:02 GMT
#179
Please don't fix this blizzard. It's fricken awesome.
I mean it's not imbalanced or something. You could potentially do a lot of damage with stacked tanks, but you could also loose the really fast to aoe damage. Let's see if it's even useful^^
BW: sGs.sTaRfaLL SC2: MarojiN | fan of: Darkforce, DBS, Last, Mvp, BoguS/InnoVatioN | Executer vs Choosy on Gladiator - Never forget T-T
4Servy
Profile Joined August 2008
Netherlands1542 Posts
January 24 2012 23:05 GMT
#180
why would you put 30 tanks on each other in the first place? I guess you can do some exploits like in the vids but apart from that its not going to do shit because you wont be able to attack at all and your tanks control like a million times less map space then when you would spread them a bit.
Tektos
Profile Joined November 2010
Australia1321 Posts
January 24 2012 23:07 GMT
#181
Anything with splash damage hits every single one of your tanks? Smart.
phil.ipp
Profile Joined May 2010
Austria1067 Posts
January 24 2012 23:11 GMT
#182
how do you think anything gets in range to storm 30 siegetanks?
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
January 24 2012 23:12 GMT
#183
So you stack 20 tanks in one place and.... the opponents just walks around and wrecks your main. Meh. The only moments where you could actually set this up properly and have an idiot not exploit one of the dozen weaknesses of it would only happen against a terrible, terrible player. Kind of neat still, but there's no way this is going to be used effectively where it matters.
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
gruff
Profile Joined September 2010
Sweden2276 Posts
January 24 2012 23:17 GMT
#184
On January 23 2012 18:29 Krejven wrote:
http://www.youtube.com/watch?v=C_U0Vu3lXOs&feature=g-all-u&context=G24fffd9FAAAAAAAABAA

This is getting abit messed up hehe


Haha lol, that's would confuse the hell out of me if it happened to me on ladder.
FeyFey
Profile Joined September 2010
Germany10114 Posts
January 24 2012 23:17 GMT
#185
well i guess the stacking is not the problem about the tank stacking, but that you can press the tank in airspace and move it around surely is a problem lol, so if stacking makes sense or not kinda falls behind this, unless blizzard can fix the aispace problem once again, without fixing the stacking (which might not work).
Yokoblue
Profile Joined March 2010
Canada594 Posts
January 24 2012 23:17 GMT
#186
On January 25 2012 08:12 Grobyc wrote:
So you stack 20 tanks in one place and.... the opponents just walks around and wrecks your main. Meh. The only moments where you could actually set this up properly and have an idiot not exploit one of the dozen weaknesses of it would only happen against a terrible, terrible player. Kind of neat still, but there's no way this is going to be used effectively where it matters.


Yeah right... When you're in the main of the opponent and you stack 20 tanks... hes never gonna defend himself
Master League playing Protoss and Zerg
Tektos
Profile Joined November 2010
Australia1321 Posts
Last Edited: 2012-01-24 23:20:37
January 24 2012 23:18 GMT
#187
On January 25 2012 08:11 phil.ipp wrote:
how do you think anything gets in range to storm 30 siegetanks?


warp prism / overlord drops / mutalisks

I also imagine that 30 stacked tanks vs. 30 spread out tanks you could move the spread out tanks in range and even if the stacked tanks kill 10 of the spread tanks (they wont even kill that many though) as soon as the spread out tanks get a hit off you instantly have all 30 of your tanks taking damage from each of the enemies tank blast.

You can also do things like drop a marauder in range of the tanks and siege your own tanks outside of the range of the stacked tanks and friendly fire your own marauder to splash damage all 30 of your tanks.

The added APM alone makes it almost unusable. You're unable to reposition any of your tanks unless you break the stack so you're incredibly susceptible to counter attacks.




Cute tricks vs. cute tricks, in this end this will never be used in a professional game.
corpuscle
Profile Blog Joined April 2011
United States1967 Posts
Last Edited: 2012-01-24 23:20:36
January 24 2012 23:19 GMT
#188
Why do people think it has to be like 20 tanks? There's clear advantages to stacking 3 or 4, stop thinking in such extremes.

It's not gonna break the game, but it could be used to the stacking player's advantage, and we (well, really, Blizzard) has to decide whether it's a bug that should be left in to make the game more interesting, or if it should be removed.

I personally think it should get taken out because it doesn't really produce any interesting situations that would work on a high level, but is super abusable against low-level players who don't see it coming and/or don't know how to react.
From the void I am born into wave and particle
Diavlo
Profile Joined July 2011
Belgium2915 Posts
Last Edited: 2012-01-24 23:26:33
January 24 2012 23:21 GMT
#189
On January 25 2012 08:12 Grobyc wrote:
So you stack 20 tanks in one place and.... the opponents just walks around and wrecks your main. Meh. The only moments where you could actually set this up properly and have an idiot not exploit one of the dozen weaknesses of it would only happen against a terrible, terrible player. Kind of neat still, but there's no way this is going to be used effectively where it matters.


I don't see why you wouldn't use this on TDA in the super late game in TvZ. You know the moment 20 ghosts are out and people cry for pros to make 200 zerglings....

On January 25 2012 08:18 Tektos wrote:
Show nested quote +
On January 25 2012 08:11 phil.ipp wrote:
how do you think anything gets in range to storm 30 siegetanks?


warp prism / overlord drops / mutalisks



I don't see how in the world you could get a warp prism over tanks covered by marines... And even if you do, can you actually unload over the tanks? I don't think so...
"I don't know how many years on this Earth I got left. I'm gonna get real weird with it."
Tektos
Profile Joined November 2010
Australia1321 Posts
January 24 2012 23:23 GMT
#190
On January 25 2012 08:19 corpuscle wrote:
Why do people think it has to be like 20 tanks? There's clear advantages to stacking 3 or 4, stop thinking in such extremes.

It's not gonna break the game, but it could be used to the stacking player's advantage, and we (well, really, Blizzard) has to decide whether it's a bug that should be left in to make the game more interesting, or if it should be removed.

I personally think it should get taken out because it doesn't really produce any interesting situations that would work on a high level, but is super abusable against low-level players who don't see it coming and/or don't know how to react.


Against low level players having your siege tanks clumped up is going to produce the same results as if you have your tanks sieged on top of each other. Removing this from the game provides no positive for the game as this strategy will not have a large impact on any level of play.
akalarry
Profile Joined January 2011
United States1978 Posts
January 24 2012 23:25 GMT
#191
i have no problem with tank stacking, just the part where you can walk the tanks in airspace
corpuscle
Profile Blog Joined April 2011
United States1967 Posts
January 24 2012 23:26 GMT
#192
On January 25 2012 08:23 Tektos wrote:
Show nested quote +
On January 25 2012 08:19 corpuscle wrote:
Why do people think it has to be like 20 tanks? There's clear advantages to stacking 3 or 4, stop thinking in such extremes.

It's not gonna break the game, but it could be used to the stacking player's advantage, and we (well, really, Blizzard) has to decide whether it's a bug that should be left in to make the game more interesting, or if it should be removed.

I personally think it should get taken out because it doesn't really produce any interesting situations that would work on a high level, but is super abusable against low-level players who don't see it coming and/or don't know how to react.


Against low level players having your siege tanks clumped up is going to produce the same results as if you have your tanks sieged on top of each other. Removing this from the game provides no positive for the game as this strategy will not have a large impact on any level of play.


You obviously haven't walked into a bunch of stacked tanks. Your whole army explodes right away, as opposed to what happens now, which is you get hit by the first volley from 1-2 tanks, freak out, and run away. Newer/less skilled players who blindly walk into siege lines will have no idea what's going on and just lose their whole army because the other player used an exploit that takes no skill. It's stupid.
From the void I am born into wave and particle
ddrddrddrddr
Profile Joined August 2010
1344 Posts
January 24 2012 23:26 GMT
#193
On January 25 2012 08:18 Tektos wrote:
Show nested quote +
On January 25 2012 08:11 phil.ipp wrote:
how do you think anything gets in range to storm 30 siegetanks?


warp prism / overlord drops / mutalisks

I also imagine that 30 stacked tanks vs. 30 spread out tanks you could move the spread out tanks in range and even if the stacked tanks kill 10 of the spread tanks (they wont even kill that many though) as soon as the spread out tanks get a hit off you instantly have all 30 of your tanks taking damage from each of the enemies tank blast.

You can also do things like drop a marauder in range of the tanks and siege your own tanks outside of the range of the stacked tanks and friendly fire your own marauder to splash damage all 30 of your tanks.

The added APM alone makes it almost unusable. You're unable to reposition any of your tanks unless you break the stack so you're incredibly susceptible to counter attacks.




Cute tricks vs. cute tricks, in this end this will never be used in a professional game.

You know the solutions you suggest are much more complex and difficult to pull off than the problem itself? I doubt anyone's going to wait like an idiot while you set up a line of tanks right outside his fire range. I also doubt terran will be doing stacking against other terrans with your own sieged tanks around since the moment they unsiege those tanks are going to unravel and die. You may want to think of scenarios when it's actually advantageous to stack tanks.
McFeser
Profile Joined July 2011
United States2458 Posts
January 24 2012 23:27 GMT
#194
On January 25 2012 08:23 Tektos wrote:
Show nested quote +
On January 25 2012 08:19 corpuscle wrote:
Why do people think it has to be like 20 tanks? There's clear advantages to stacking 3 or 4, stop thinking in such extremes.

It's not gonna break the game, but it could be used to the stacking player's advantage, and we (well, really, Blizzard) has to decide whether it's a bug that should be left in to make the game more interesting, or if it should be removed.

I personally think it should get taken out because it doesn't really produce any interesting situations that would work on a high level, but is super abusable against low-level players who don't see it coming and/or don't know how to react.


Against low level players having your siege tanks clumped up is going to produce the same results as if you have your tanks sieged on top of each other. Removing this from the game provides no positive for the game as this strategy will not have a large impact on any level of play.

That picture of Dragon sieging on metalopolis looked a little more than game breaking. Unless the zerg has mutalisks, there was no way for Dragon to lose his tank
Promethelax still hasn't changed his quote
corpuscle
Profile Blog Joined April 2011
United States1967 Posts
January 24 2012 23:30 GMT
#195
On January 25 2012 08:27 McFeser wrote:
Show nested quote +
On January 25 2012 08:23 Tektos wrote:
On January 25 2012 08:19 corpuscle wrote:
Why do people think it has to be like 20 tanks? There's clear advantages to stacking 3 or 4, stop thinking in such extremes.

It's not gonna break the game, but it could be used to the stacking player's advantage, and we (well, really, Blizzard) has to decide whether it's a bug that should be left in to make the game more interesting, or if it should be removed.

I personally think it should get taken out because it doesn't really produce any interesting situations that would work on a high level, but is super abusable against low-level players who don't see it coming and/or don't know how to react.


Against low level players having your siege tanks clumped up is going to produce the same results as if you have your tanks sieged on top of each other. Removing this from the game provides no positive for the game as this strategy will not have a large impact on any level of play.

That picture of Dragon sieging on metalopolis looked a little more than game breaking. Unless the zerg has mutalisks, there was no way for Dragon to lose his tank


I think most people are talking about the bug that lets you siege multiple tanks on top of each other, not the one where you can push them off the cliff and make them fly. That's just clearly broken.
From the void I am born into wave and particle
SC2Phoenix
Profile Blog Joined June 2009
Canada2814 Posts
January 24 2012 23:36 GMT
#196
I think too many people are underestimating how insanely strong stacking can be. Thirteen range siege tanks that will always focus fire and not overkill the target seems like it would melt any zerg attacking into them. I don't think it will be as bad as unit stacking in Brood War, but it looks pretty damn scary imo.
Who the fuck has a family of fucking trees? This song is so god damn stupid. Fuck you song, fuck you and your stupid trees. -itmeJP
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
January 24 2012 23:37 GMT
#197
Wouldn't tank stacking just help the Zerg more with banelings and mutas? Less obstacles means easier to kill.
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
Tektos
Profile Joined November 2010
Australia1321 Posts
Last Edited: 2012-01-24 23:45:01
January 24 2012 23:41 GMT
#198
On January 25 2012 08:21 Diavlo wrote:
Show nested quote +
On January 25 2012 08:18 Tektos wrote:
On January 25 2012 08:11 phil.ipp wrote:
how do you think anything gets in range to storm 30 siegetanks?


warp prism / overlord drops / mutalisks


I don't see how in the world you could get a warp prism over tanks covered by marines... And even if you do, can you actually unload over the tanks? I don't think so...

You're going to mass tanks against protoss?

Here's some solutions: blink stalker/warp into their main or if it is their main that they're defending with the tank stack do it to their natural. Or if they have multiple tank stacks spread around all their expansions just mass expand and then overwhelm them with immortals. Tanks don't instantly become viable in TvP just because they can be on top of each other instead of right next to each other. Even if you have 30 tanks sieged in one spot it only takes a few immortals to tank the hits to get a high templar into storm range or a collossus in range to attack with thermal lance. And when that happens you have 30 tanks taking damage. Yes, you're going to lose some immortals but dealing splash damage to all those tanks at once is without a doubt worth it.


On January 25 2012 08:27 McFeser wrote:
Show nested quote +
On January 25 2012 08:23 Tektos wrote:
On January 25 2012 08:19 corpuscle wrote:
Why do people think it has to be like 20 tanks? There's clear advantages to stacking 3 or 4, stop thinking in such extremes.

It's not gonna break the game, but it could be used to the stacking player's advantage, and we (well, really, Blizzard) has to decide whether it's a bug that should be left in to make the game more interesting, or if it should be removed.

I personally think it should get taken out because it doesn't really produce any interesting situations that would work on a high level, but is super abusable against low-level players who don't see it coming and/or don't know how to react.


Against low level players having your siege tanks clumped up is going to produce the same results as if you have your tanks sieged on top of each other. Removing this from the game provides no positive for the game as this strategy will not have a large impact on any level of play.

That picture of Dragon sieging on metalopolis looked a little more than game breaking. Unless the zerg has mutalisks, there was no way for Dragon to lose his tank

He was playing against someone worse than him though. People using cute tricks to beat people of a lower skill level than themselves doesn't mean the cute tricks are game breaking. Also we're primarily talking about the tank stack not the flying tank, that is clearly broken.


On January 25 2012 08:26 ddrddrddrddr wrote:
Show nested quote +
On January 25 2012 08:18 Tektos wrote:
On January 25 2012 08:11 phil.ipp wrote:
how do you think anything gets in range to storm 30 siegetanks?


warp prism / overlord drops / mutalisks

I also imagine that 30 stacked tanks vs. 30 spread out tanks you could move the spread out tanks in range and even if the stacked tanks kill 10 of the spread tanks (they wont even kill that many though) as soon as the spread out tanks get a hit off you instantly have all 30 of your tanks taking damage from each of the enemies tank blast.

You can also do things like drop a marauder in range of the tanks and siege your own tanks outside of the range of the stacked tanks and friendly fire your own marauder to splash damage all 30 of your tanks.

The added APM alone makes it almost unusable. You're unable to reposition any of your tanks unless you break the stack so you're incredibly susceptible to counter attacks.




Cute tricks vs. cute tricks, in this end this will never be used in a professional game.

You know the solutions you suggest are much more complex and difficult to pull off than the problem itself? I doubt anyone's going to wait like an idiot while you set up a line of tanks right outside his fire range. I also doubt terran will be doing stacking against other terrans with your own sieged tanks around since the moment they unsiege those tanks are going to unravel and die. You may want to think of scenarios when it's actually advantageous to stack tanks.


Okay so it can't be used in TvT because your tanks unravel and die and it can't be used in TvZ because a flock of mutas just straight up rapes all your tanks and it can't be used in TvP because you die before you get a sufficient tank count because tanks aren't really viable in the matchup besides a 1-1-1 style build. So propose some situations where it is advantageous to stack tanks please?


On January 25 2012 08:26 corpuscle wrote:
Show nested quote +
On January 25 2012 08:23 Tektos wrote:
On January 25 2012 08:19 corpuscle wrote:
Why do people think it has to be like 20 tanks? There's clear advantages to stacking 3 or 4, stop thinking in such extremes.

It's not gonna break the game, but it could be used to the stacking player's advantage, and we (well, really, Blizzard) has to decide whether it's a bug that should be left in to make the game more interesting, or if it should be removed.

I personally think it should get taken out because it doesn't really produce any interesting situations that would work on a high level, but is super abusable against low-level players who don't see it coming and/or don't know how to react.


Against low level players having your siege tanks clumped up is going to produce the same results as if you have your tanks sieged on top of each other. Removing this from the game provides no positive for the game as this strategy will not have a large impact on any level of play.


You obviously haven't walked into a bunch of stacked tanks. Your whole army explodes right away, as opposed to what happens now, which is you get hit by the first volley from 1-2 tanks, freak out, and run away. Newer/less skilled players who blindly walk into siege lines will have no idea what's going on and just lose their whole army because the other player used an exploit that takes no skill. It's stupid.

If you have enough stacked tanks in one spot that "your whole army explodes right away" you just attack a different location and force them out of position. Its plain logic and ridiculously simple.


On January 25 2012 08:36 SC2Phoenix wrote:
I think too many people are underestimating how insanely strong stacking can be. Thirteen range siege tanks that will always focus fire and not overkill the target seems like it would melt any zerg attacking into them. I don't think it will be as bad as unit stacking in Brood War, but it looks pretty damn scary imo.

So you don't attack into the stacked siege tanks. Pretty common sense it seems to me... or you just use mutalisks or mass expand.



The strategy has no real use other than ridiculous turtle defense. If you let a terran stack and siege that many tanks outside of your base then there are problems with your play not with tank stacks. If someone is playing infinitely defensive then there are stupidly simple things to do which counter that.
corpuscle
Profile Blog Joined April 2011
United States1967 Posts
Last Edited: 2012-01-24 23:47:45
January 24 2012 23:42 GMT
#199
On January 25 2012 08:37 Torte de Lini wrote:
Wouldn't tank stacking just help the Zerg more with banelings and mutas? Less obstacles means easier to kill.


How do you hit this with banelings? Should Zerg have to research drops and overlord speed just because Terran is exploiting a bug?

And it's harder to kill unstacked tanks with mutas, since it gives the Terran less area that they have to cover with their marines. It's not like Mutas have proper splash damage, it's a bounce attack so it does the same damage against unstacked tanks (unless they're far enough that it can't bounce, I guess).


The strategy has no real use other than ridiculous turtle defense. If you let a terran stack and siege that many tanks outside of your base then there are problems with your play not with tank stacks. If someone is playing infinitely defensive then there are stupidly simple things to do which counter that.


I don't understand why you think people should be allowed to abuse a bug to beat an unskilled opponent. If a single Bronzie loses to this because he didn't know what to do, it's stupid, unfair, and should be fixed. You're right that a skilled opponent can most likely deal with this without any trouble, which means that there's no real reason why it SHOULD be in the game, but the mere fact that there is potential for abuse means it should be taken out.

I think it's a terrible strategy to stack your tanks and hope your opponent is stupid and loses to it, but some scrublet is gonna try, and win games doing it, and that's dumb. You shouldn't be punished for being bad if your opponent is using exploits, you should only lose games because you were less skilled or didn't scout or whatever.
From the void I am born into wave and particle
Cosmos
Profile Joined March 2010
Belgium1077 Posts
January 24 2012 23:43 GMT
#200
On January 25 2012 08:30 corpuscle wrote:
Show nested quote +
On January 25 2012 08:27 McFeser wrote:
On January 25 2012 08:23 Tektos wrote:
On January 25 2012 08:19 corpuscle wrote:
Why do people think it has to be like 20 tanks? There's clear advantages to stacking 3 or 4, stop thinking in such extremes.

It's not gonna break the game, but it could be used to the stacking player's advantage, and we (well, really, Blizzard) has to decide whether it's a bug that should be left in to make the game more interesting, or if it should be removed.

I personally think it should get taken out because it doesn't really produce any interesting situations that would work on a high level, but is super abusable against low-level players who don't see it coming and/or don't know how to react.


Against low level players having your siege tanks clumped up is going to produce the same results as if you have your tanks sieged on top of each other. Removing this from the game provides no positive for the game as this strategy will not have a large impact on any level of play.

That picture of Dragon sieging on metalopolis looked a little more than game breaking. Unless the zerg has mutalisks, there was no way for Dragon to lose his tank


I think most people are talking about the bug that lets you siege multiple tanks on top of each other, not the one where you can push them off the cliff and make them fly. That's just clearly broken.



He is talking about the picture of Dragon on SHAKURAS PLATEAU, I guess, not METALOPOLIS. he abuses a cliff behind the natural expand, it's fun^^
http://www.twitch.tv/becosmos
Tektos
Profile Joined November 2010
Australia1321 Posts
January 24 2012 23:46 GMT
#201
On January 25 2012 08:42 corpuscle wrote:
Show nested quote +
On January 25 2012 08:37 Torte de Lini wrote:
Wouldn't tank stacking just help the Zerg more with banelings and mutas? Less obstacles means easier to kill.


How do you hit this with banelings? Should Zerg have to research drops and overlord speed just because Terran is exploiting a bug?

And it's harder to kill unstacked tanks with mutas, since it gives the Terran less area that they have to cover with their marines. It's not like Mutas have proper splash damage, it's a bounce attack so it does the same damage against unstacked tanks (unless they're far enough that it can't bounce, I guess).


I run 5 lings into your SCVs and you kill all of your own SCVs. Why would I bother sending banelings at that when I can just kill your expansion lol.
Papulatus
Profile Joined July 2010
United States669 Posts
January 24 2012 23:49 GMT
#202
On January 25 2012 08:46 Tektos wrote:
Show nested quote +
On January 25 2012 08:42 corpuscle wrote:
On January 25 2012 08:37 Torte de Lini wrote:
Wouldn't tank stacking just help the Zerg more with banelings and mutas? Less obstacles means easier to kill.


How do you hit this with banelings? Should Zerg have to research drops and overlord speed just because Terran is exploiting a bug?

And it's harder to kill unstacked tanks with mutas, since it gives the Terran less area that they have to cover with their marines. It's not like Mutas have proper splash damage, it's a bounce attack so it does the same damage against unstacked tanks (unless they're far enough that it can't bounce, I guess).


I run 5 lings into your SCVs and you kill all of your own SCVs. Why would I bother sending banelings at that when I can just kill your expansion lol.


Tanks have smart firing in SC2.
4 Corners in a day.
corpuscle
Profile Blog Joined April 2011
United States1967 Posts
January 24 2012 23:49 GMT
#203
On January 25 2012 08:46 Tektos wrote:

I run 5 lings into your SCVs and you kill all of your own SCVs. Why would I bother sending banelings at that when I can just kill your expansion lol.


besides the fact that those tanks cover the ramp to the natural (I use that position with unstacked tanks all the time because it's a good position), how does stacking tanks somehow mean you can't defend the rest of your base...? It's not like you have to put all your tanks there and not make marines and not wall off.
From the void I am born into wave and particle
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
January 24 2012 23:52 GMT
#204
On January 25 2012 08:42 corpuscle wrote:
Show nested quote +
On January 25 2012 08:37 Torte de Lini wrote:
Wouldn't tank stacking just help the Zerg more with banelings and mutas? Less obstacles means easier to kill.


How do you hit this with banelings? Should Zerg have to research drops and overlord speed just because Terran is exploiting a bug?

And it's harder to kill unstacked tanks with mutas, since it gives the Terran less area that they have to cover with their marines. It's not like Mutas have proper splash damage, it's a bounce attack so it does the same damage against unstacked tanks (unless they're far enough that it can't bounce, I guess).


Why are you using banelings on tanks? Plus lings surrounding one stack of tanks is better than spread tanks to take out your forces.

Lings first, then banelings, then mutas or both at the same time. Marines are going to stim back and the tanks are meant to be obstacles making it harder to reach marines.

And tanks are usually spread out in a checkered pattern, so the splash would be more effective here than on spread tanks.
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
ZerguufOu
Profile Joined December 2011
United States107 Posts
January 24 2012 23:53 GMT
#205
a nice baneling drop will take care of those tanks
corpuscle
Profile Blog Joined April 2011
United States1967 Posts
Last Edited: 2012-01-24 23:57:56
January 24 2012 23:55 GMT
#206
On January 25 2012 08:52 Torte de Lini wrote:
Why are you using banelings on tanks? Plus lings surrounding one stack of tanks is better than spread tanks to take out your forces.

Lings first, then banelings, then mutas or both at the same time. Marines are going to stim back and the tanks are meant to be obstacles making it harder to reach marines.

And tanks are usually spread out in a checkered pattern, so the splash would be more effective here than on spread tanks.


Oh, sorry, I though you meant that you could use a couple banes on the stacked tanks to take them out, which I've heard other people suggest.

I agree that it's terrible to stack your tanks in a normal TvZ situation, you want them as spread out as possible (within reason, obviously).

a nice baneling drop will take care of those tanks


like I said, you shouldn't have to research drops/OL speed just because of an exploit. also, if the terran is decent and protects that position with marines/turrets, you'll just lose your OLs and feel stupid.
From the void I am born into wave and particle
tedster
Profile Joined May 2009
984 Posts
January 24 2012 23:59 GMT
#207
On January 25 2012 08:42 corpuscle wrote:
Show nested quote +
On January 25 2012 08:37 Torte de Lini wrote:
Wouldn't tank stacking just help the Zerg more with banelings and mutas? Less obstacles means easier to kill.


How do you hit this with banelings? Should Zerg have to research drops and overlord speed just because Terran is exploiting a bug?


Yes

Terrans had to research turrets and irradiate because Zerg exploited a bug in BW and it helped make the game great
the last wcs commissioner
Dotrar
Profile Joined October 2011
Australia46 Posts
January 25 2012 00:03 GMT
#208
I think this is just like the stacking of vikings and etc. however requires more apm.

personally i dont see whats wrong with stacking vikings, however, this tank stack could be a bit of an annoyance seeming they could just have 3-4-5 tanks stacked before Zerg has mutas out. ( or a really low number countered by marines like a bitch) and make it really REALLY difficult to counter in certain places.


basically: this is a legit bug and should be fixed for the sake of being a bug. however i dont think staking in general is bad ( viking/muta)
corpuscle
Profile Blog Joined April 2011
United States1967 Posts
January 25 2012 00:06 GMT
#209
On January 25 2012 08:59 tedster wrote:
Show nested quote +
On January 25 2012 08:42 corpuscle wrote:
On January 25 2012 08:37 Torte de Lini wrote:
Wouldn't tank stacking just help the Zerg more with banelings and mutas? Less obstacles means easier to kill.


How do you hit this with banelings? Should Zerg have to research drops and overlord speed just because Terran is exploiting a bug?


Yes

Terrans had to research turrets and irradiate because Zerg exploited a bug in BW and it helped make the game great


So, anything that's a bug should be left in the game because it made BW better that there were bugs? That makes no sense at all.

Also, as others pointed out, there isn't any real reason that stacking tanks is a good idea in competitive play, so it's not like Blizzard would be removing something that makes the game better. It's just something that low level players can use against each other to confuse/irritate each other and will start hurting the stacking player when they're against players that have seen it before and know what to do.
From the void I am born into wave and particle
deafhobbit
Profile Blog Joined July 2010
United States828 Posts
January 25 2012 00:14 GMT
#210
On January 25 2012 09:06 corpuscle wrote:
Show nested quote +
On January 25 2012 08:59 tedster wrote:
On January 25 2012 08:42 corpuscle wrote:
On January 25 2012 08:37 Torte de Lini wrote:
Wouldn't tank stacking just help the Zerg more with banelings and mutas? Less obstacles means easier to kill.


How do you hit this with banelings? Should Zerg have to research drops and overlord speed just because Terran is exploiting a bug?


Yes

Terrans had to research turrets and irradiate because Zerg exploited a bug in BW and it helped make the game great


So, anything that's a bug should be left in the game because it made BW better that there were bugs? That makes no sense at all.

Also, as others pointed out, there isn't any real reason that stacking tanks is a good idea in competitive play, so it's not like Blizzard would be removing something that makes the game better. It's just something that low level players can use against each other to confuse/irritate each other and will start hurting the stacking player when they're against players that have seen it before and know what to do.


Tell that to quake players, Strafe Jumping was originally a bug, but now it's a core part of gameplay.

Also, Sc2 still has worker drills, which if not a bug were at least an unintended consequence of worker movement in BW.

Also, ever heard players like Tyler talk about why Carriers in BW work, but carriers in Sc2 don't. The culprit here is also a bug in the interceptor ai.

Also, like past posters mentioned, Muta stacking in BW is based on a bug that occurred when you group a bunch of air units with one other unit that was far away. It is extremely mechanically demanding, but since there is less air splash damage in BW it allows zergs to maneuver muta flocks around defenses and do lots of damage very quickly. Modern ZvZ and ZvT are built around this "bug."

I could go on, but i think I've made my point.
I cheer for underdogs and Flash
corpuscle
Profile Blog Joined April 2011
United States1967 Posts
January 25 2012 00:18 GMT
#211
I don't think you understood what I said. I know bugs made BW better, but tank stacking is not a bug that makes SC2 better, and we shouldn't blindly say "LEAVE IT IN BECAUSE MUTA STACKING" just because of that history. There were bugs in BW that were stupid, and Blizzard removed them because it hurt the game.

from the 1.15 patch notes:
Bug Fixes
Fixed a bug that allowed burrowed units to be stacked.


I could go on, but i think I've made my point.
From the void I am born into wave and particle
deafhobbit
Profile Blog Joined July 2010
United States828 Posts
January 25 2012 00:21 GMT
#212
On January 25 2012 09:18 corpuscle wrote:
I don't think you understood what I said. I know bugs made BW better, but tank stacking is not a bug that makes SC2 better, and we shouldn't blindly say "LEAVE IT IN BECAUSE MUTA STACKING" just because of that history. There were bugs in BW that were stupid, and Blizzard removed them because it hurt the game.

from the 1.15 patch notes:
Show nested quote +
Bug Fixes
Fixed a bug that allowed burrowed units to be stacked.


I could go on, but i think I've made my point.


How do you know it doesn't make it better? Have pro's experimented with it enough to figure out what new possibilities it creates?
I cheer for underdogs and Flash
dAPhREAk
Profile Blog Joined July 2010
Nauru12397 Posts
January 25 2012 00:25 GMT
#213
i would love to see someone try to setup tanks like this in the heat of a battle.... that would be impressive... as it goes, people siege and unsiege multiple times to move into position. you siege all your tanks in one spot, and i just go around.
corpuscle
Profile Blog Joined April 2011
United States1967 Posts
Last Edited: 2012-01-25 00:30:47
January 25 2012 00:29 GMT
#214
On January 25 2012 09:21 deafhobbit wrote:

How do you know it doesn't make it better? Have pro's experimented with it enough to figure out what new possibilities it creates?


If a pro saw your tanks stacked they would just avoid them and exploit the fact that you're committing more resources to one specific position. The only way it would really be viable is if it's only 2-3 tanks stacked, and the cost to get them set up in terms of APM/actual mineral cost for buildings/mining time lost makes it not worthwhile to stack such a low number of tanks.

Basically, if I (as a diamond terran) saw stacked tanks, I would just go around and force them to unsiege, which means that whatever they invested (time and/or actual money) would be wasted.

edit: iNcontroL just agreed with me completely on Inside the Game, now I feel smart ^__^
From the void I am born into wave and particle
dAPhREAk
Profile Blog Joined July 2010
Nauru12397 Posts
January 25 2012 00:31 GMT
#215
On January 25 2012 09:29 corpuscle wrote:
Show nested quote +
On January 25 2012 09:21 deafhobbit wrote:

How do you know it doesn't make it better? Have pro's experimented with it enough to figure out what new possibilities it creates?


If a pro saw your tanks stacked they would just avoid them and exploit the fact that you're committing more resources to one specific position. The only way it would really be viable is if it's only 2-3 tanks stacked, and the cost to get them set up in terms of APM/actual mineral cost for buildings/mining time lost makes it not worthwhile to stack such a low number of tanks.

Basically, if I (as a diamond terran) saw stacked tanks, I would just go around and force them to unsiege, which means that whatever they invested (time and/or actual money) would be wasted.

edit: iNcontroL just agreed with me completely on Inside the Game, now I feel smart ^__^

i want to see thor's shooting two targets, one with each hand. ;-)
corpuscle
Profile Blog Joined April 2011
United States1967 Posts
January 25 2012 00:35 GMT
#216
rough quote from Geoff: "It has no place in the game. It doesn't reward skill, it's just a bug."
From the void I am born into wave and particle
IMoperator
Profile Joined October 2011
4476 Posts
January 25 2012 00:35 GMT
#217
This isn't that big of a problem.
deafhobbit
Profile Blog Joined July 2010
United States828 Posts
Last Edited: 2012-01-25 00:37:30
January 25 2012 00:36 GMT
#218
On January 25 2012 09:29 corpuscle wrote:
Show nested quote +
On January 25 2012 09:21 deafhobbit wrote:

How do you know it doesn't make it better? Have pro's experimented with it enough to figure out what new possibilities it creates?


If a pro saw your tanks stacked they would just avoid them and exploit the fact that you're committing more resources to one specific position. The only way it would really be viable is if it's only 2-3 tanks stacked, and the cost to get them set up in terms of APM/actual mineral cost for buildings/mining time lost makes it not worthwhile to stack such a low number of tanks.

Basically, if I (as a diamond terran) saw stacked tanks, I would just go around and force them to unsiege, which means that whatever they invested (time and/or actual money) would be wasted.

edit: iNcontroL just agreed with me completely on Inside the Game, now I feel smart ^__^


Ok, so if it's not a problem, why does it need to be removed? Why eliminate the possibility that at some point in the future, on some map, tank stacking might let cool stuff happen. Keep in mind, you said bugs in BW were fixed when they "hurt the game" which if you're right this clearly isn't doing.
I cheer for underdogs and Flash
BoxingKangaroo
Profile Blog Joined December 2011
Japan955 Posts
January 25 2012 00:39 GMT
#219
On January 25 2012 09:21 deafhobbit wrote:
Show nested quote +
On January 25 2012 09:18 corpuscle wrote:
I don't think you understood what I said. I know bugs made BW better, but tank stacking is not a bug that makes SC2 better, and we shouldn't blindly say "LEAVE IT IN BECAUSE MUTA STACKING" just because of that history. There were bugs in BW that were stupid, and Blizzard removed them because it hurt the game.

from the 1.15 patch notes:
Bug Fixes
Fixed a bug that allowed burrowed units to be stacked.


I could go on, but i think I've made my point.


How do you know it doesn't make it better? Have pro's experimented with it enough to figure out what new possibilities it creates?


So we need to leave each and every bug in, just in case at some undetermined time in the future, a pro makes it work?

The game is bigger than just the pro scene. Not to mention that there won't be pros if the majority of casual players are turned off the game because of an exploit that Blizzard left in 'just in case' it becomes usable. Not saying that this bug is such a case, but your philosophy leaves that possibility open.
corpuscle
Profile Blog Joined April 2011
United States1967 Posts
January 25 2012 00:39 GMT
#220
On January 25 2012 09:36 deafhobbit wrote:

Ok, so if it's not a problem, why does it need to be removed? Why eliminate the possibility that at some point in the future, on some map, tank stacking might let cool stuff happen. Keep in mind, you said bugs in BW were fixed when they "hurt the game" which if you're right this clearly isn't doing.


Because it IS a problem for people who aren't that good at the game and don't know how to deal with it. Low level players shouldn't have to learn how to counter people who are using exploits, they should be able to just enjoy the game.
From the void I am born into wave and particle
Bleak
Profile Blog Joined September 2010
Turkey3059 Posts
January 25 2012 00:40 GMT
#221
On January 25 2012 08:49 Papulatus wrote:
Show nested quote +
On January 25 2012 08:46 Tektos wrote:
On January 25 2012 08:42 corpuscle wrote:
On January 25 2012 08:37 Torte de Lini wrote:
Wouldn't tank stacking just help the Zerg more with banelings and mutas? Less obstacles means easier to kill.


How do you hit this with banelings? Should Zerg have to research drops and overlord speed just because Terran is exploiting a bug?

And it's harder to kill unstacked tanks with mutas, since it gives the Terran less area that they have to cover with their marines. It's not like Mutas have proper splash damage, it's a bounce attack so it does the same damage against unstacked tanks (unless they're far enough that it can't bounce, I guess).


I run 5 lings into your SCVs and you kill all of your own SCVs. Why would I bother sending banelings at that when I can just kill your expansion lol.


Tanks have smart firing in SC2.


Actually Dustin Browder have said that there is no smart firing technically. There is just a 0.5 second delay with how tanks shoot so they don't all waste shots on a single unit. Can't find the interview right now but I remember reading it on a interview.
"I am a beacon of knowledge blazing out across a black sea of ignorance. "
dAPhREAk
Profile Blog Joined July 2010
Nauru12397 Posts
January 25 2012 00:41 GMT
#222
On January 25 2012 09:39 corpuscle wrote:
Show nested quote +
On January 25 2012 09:36 deafhobbit wrote:

Ok, so if it's not a problem, why does it need to be removed? Why eliminate the possibility that at some point in the future, on some map, tank stacking might let cool stuff happen. Keep in mind, you said bugs in BW were fixed when they "hurt the game" which if you're right this clearly isn't doing.


Because it IS a problem for people who aren't that good at the game and don't know how to deal with it. Low level players shouldn't have to learn how to counter people who are using exploits, they should be able to just enjoy the game.

people who use this exploit are probably not going to be in the lower levels. most lower level players cant even micro. however, if you show it used to me in lower levels then i will stick my foot in my mouth.
corpuscle
Profile Blog Joined April 2011
United States1967 Posts
Last Edited: 2012-01-25 00:46:21
January 25 2012 00:44 GMT
#223
On January 25 2012 09:41 dAPhREAk wrote:

people who use this exploit are probably not going to be in the lower levels. most lower level players cant even micro. however, if you show it used to me in lower levels then i will stick my foot in my mouth.


So if I taught my friend in silver how to set up stacked tanks, would you agree it's stupid? It's not something that's difficult to execute, you just build buildings, spam right click so your medivacs stack, and then use a drop command.

edit: and if you don't think that people in lower leagues will figure out how to do this, you're wrong. plenty of people in low leagues read reddit, TL, and the bnet forums (hell I'm pretty sure that ONLY people below plat read the bnet forums).
From the void I am born into wave and particle
dAPhREAk
Profile Blog Joined July 2010
Nauru12397 Posts
January 25 2012 00:50 GMT
#224
On January 25 2012 09:44 corpuscle wrote:
Show nested quote +
On January 25 2012 09:41 dAPhREAk wrote:

people who use this exploit are probably not going to be in the lower levels. most lower level players cant even micro. however, if you show it used to me in lower levels then i will stick my foot in my mouth.


So if I taught my friend in silver how to set up stacked tanks, would you agree it's stupid? It's not something that's difficult to execute, you just build buildings, spam right click so your medivacs stack, and then use a drop command.

edit: and if you don't think that people in lower leagues will figure out how to do this, you're wrong. plenty of people in low leagues read reddit, TL, and the bnet forums (hell I'm pretty sure that ONLY people below plat read the bnet forums).

yeah, im not too worried about this exploit because i doubt it will be seen in real competition, including ladder. if blizzard fixes it, so be it. if they dont, meh, whatever...
deafhobbit
Profile Blog Joined July 2010
United States828 Posts
January 25 2012 00:52 GMT
#225
On January 25 2012 09:39 corpuscle wrote:
Show nested quote +
On January 25 2012 09:36 deafhobbit wrote:

Ok, so if it's not a problem, why does it need to be removed? Why eliminate the possibility that at some point in the future, on some map, tank stacking might let cool stuff happen. Keep in mind, you said bugs in BW were fixed when they "hurt the game" which if you're right this clearly isn't doing.


Because it IS a problem for people who aren't that good at the game and don't know how to deal with it. Low level players shouldn't have to learn how to counter people who are using exploits, they should be able to just enjoy the game.


Meh. If you can't stand the heat, get out of the kitchen.
I cheer for underdogs and Flash
corpuscle
Profile Blog Joined April 2011
United States1967 Posts
Last Edited: 2012-01-25 00:54:59
January 25 2012 00:54 GMT
#226
I really don't want to have to wait until it starts being a problem for Blizzard to patch it, though. It's not supposed to be in the game, it doesn't make the game better, and it's their job to fix it when something's broken like that, even if it's not blatantly exploitable.

Also, the fact that it's essentially the same bug that allows you to push tanks off of cliffs should be reason enough that they just fix the whole thing. They are gonna have to address the "flying tank" bug, or else you're gonna have to start getting used to having people rush to tanks to siege your main and have no way to deal with it.

Meh. If you can't stand the heat, get out of the kitchen.


good logic, dude. you should go into game design.
From the void I am born into wave and particle
dAPhREAk
Profile Blog Joined July 2010
Nauru12397 Posts
January 25 2012 00:59 GMT
#227
On January 25 2012 09:54 corpuscle wrote:
I really don't want to have to wait until it starts being a problem for Blizzard to patch it, though. It's not supposed to be in the game, it doesn't make the game better, and it's their job to fix it when something's broken like that, even if it's not blatantly exploitable.

Also, the fact that it's essentially the same bug that allows you to push tanks off of cliffs should be reason enough that they just fix the whole thing. They are gonna have to address the "flying tank" bug, or else you're gonna have to start getting used to having people rush to tanks to siege your main and have no way to deal with it.

Show nested quote +
Meh. If you can't stand the heat, get out of the kitchen.


good logic, dude. you should go into game design.

well, lets try this. has this ever impacted any game you have played?
corpuscle
Profile Blog Joined April 2011
United States1967 Posts
January 25 2012 01:06 GMT
#228
On January 25 2012 09:59 dAPhREAk wrote:

well, lets try this. has this ever impacted any game you have played?


I haven't played since the bug got revealed (besides doing testing to see how to do it), but there's a VOD of Dragon using the flying tank bug to win. I figure they should fix this since it'll get rid of both issues in one fell swoop.

Also, whether it's happened to me is completely irrelevant. We don't have to wait for people to lose to it to recognize that it's not supposed to be in the game, and should be fixed. Again, I don't think it's a viable strategy, and I can't imagine losing a game to it, but I don't see how that really affects whether it should be removed or not. Something that has even a minor potential for abuse (like the fact that if you walk into a stack of tanks as opposed to a regular tank line, you'll lose more units) and is a bug/exploit should be removed.

Honestly, though, I'm done with this, you guys should just watch what Machine and iNcontroL said about this. It's a really simple argument, and I feel like I'm just banging my head against a wall here.
From the void I am born into wave and particle
deafhobbit
Profile Blog Joined July 2010
United States828 Posts
Last Edited: 2012-01-25 01:12:28
January 25 2012 01:09 GMT
#229
On January 25 2012 09:54 corpuscle wrote:
I really don't want to have to wait until it starts being a problem for Blizzard to patch it, though. It's not supposed to be in the game, it doesn't make the game better, and it's their job to fix it when something's broken like that, even if it's not blatantly exploitable.

Also, the fact that it's essentially the same bug that allows you to push tanks off of cliffs should be reason enough that they just fix the whole thing. They are gonna have to address the "flying tank" bug, or else you're gonna have to start getting used to having people rush to tanks to siege your main and have no way to deal with it.

Show nested quote +
Meh. If you can't stand the heat, get out of the kitchen.


good logic, dude. you should go into game design.


You're latter rational is good. If fixing flying tanks, which is clearly a problem, requires fixing this then so be it. However, you have no proof of this at this point, so it's moot.

In the absence of proof of that point, however, all your other points fall apart. You've said it isn't causing any problems, and that there are ways to work around it. Because of this, it's clearly not breaking the game at this point, so there's no urgent need to remove it. All your points about it distorting the balance of low level play are irrelevent when this entire time you've emphasized how hard this is to do. If it's too difficult for a pro to pull off in a real match, why should we expect it to effect the balance of low level play? Moreover, why should we even care if it does?

Furthermore, you're really not clear what a "problem" is. That is, you say you want fixed to prevent future problems, but you never define what sort of situation that would be. Personally, if a pro found an interesting way to gain an advantage through stacking a few tanks on top of each other in a good location, i wouldn't see it as a problem, but rather an interesting tactic. At the point where you've stated so many counters to this tactic (going around them, forcing them to un-siege, etc) it seems difficult to imagine a situation where this would be unbeatable. At best, there will be situations where there are advantages and disadvantages to stacking tanks. This adds more decisions and greater mechanical demands to the game, which is a good thing.

Which brings us back to your point about how "it's not supposed to be in the game." Again, i would reference you to all sorts of awesome things in other games that were unintended consequences of the game's design. By itself, something not being intended isn't enough of a reason to remove it, it should be causing problems. At the point where

1) Tank Stacking is hard enough to do that it is unlikely to seriously disrupt low level play.

2) There exist obvious counters to it, which make it at best situationally useful.

3) There is at least the possibility that at some point it could lead to interesting situations.

There's no good reason to get rid of it.
I cheer for underdogs and Flash
Tektos
Profile Joined November 2010
Australia1321 Posts
January 25 2012 01:09 GMT
#230
On January 25 2012 08:49 Papulatus wrote:
Show nested quote +
On January 25 2012 08:46 Tektos wrote:
On January 25 2012 08:42 corpuscle wrote:
On January 25 2012 08:37 Torte de Lini wrote:
Wouldn't tank stacking just help the Zerg more with banelings and mutas? Less obstacles means easier to kill.


How do you hit this with banelings? Should Zerg have to research drops and overlord speed just because Terran is exploiting a bug?

And it's harder to kill unstacked tanks with mutas, since it gives the Terran less area that they have to cover with their marines. It's not like Mutas have proper splash damage, it's a bounce attack so it does the same damage against unstacked tanks (unless they're far enough that it can't bounce, I guess).


I run 5 lings into your SCVs and you kill all of your own SCVs. Why would I bother sending banelings at that when I can just kill your expansion lol.


Tanks have smart firing in SC2.


Yes but if my lings are attacking your SCVs your SCVs will take splash damage if tanks fire at them. If your tanks dont fire at them then the lings kill your SCVs anyway. How does smart firing fix that?


On January 25 2012 08:49 corpuscle wrote:
Show nested quote +
On January 25 2012 08:46 Tektos wrote:

I run 5 lings into your SCVs and you kill all of your own SCVs. Why would I bother sending banelings at that when I can just kill your expansion lol.


besides the fact that those tanks cover the ramp to the natural (I use that position with unstacked tanks all the time because it's a good position), how does stacking tanks somehow mean you can't defend the rest of your base...? It's not like you have to put all your tanks there and not make marines and not wall off.


Because if you invest multiple tanks in defending a single position without the possibility of moving those tanks then it means you are forced to defend without them if I attack elsewhere. If you put tanks in that position normally (not stacked) you're able to easily unsiege and move your tanks into a position where you can defend the drops.

You're in an ENTIRELY defensive position and can't be offensive with your tanks. I am free to expand and can prevent your 4th indefinitely until you move enough of your tanks out of the stack.
dAPhREAk
Profile Blog Joined July 2010
Nauru12397 Posts
January 25 2012 01:16 GMT
#231
On January 25 2012 10:06 corpuscle wrote:
Show nested quote +
On January 25 2012 09:59 dAPhREAk wrote:

well, lets try this. has this ever impacted any game you have played?


I haven't played since the bug got revealed (besides doing testing to see how to do it), but there's a VOD of Dragon using the flying tank bug to win. I figure they should fix this since it'll get rid of both issues in one fell swoop.

Also, whether it's happened to me is completely irrelevant. We don't have to wait for people to lose to it to recognize that it's not supposed to be in the game, and should be fixed. Again, I don't think it's a viable strategy, and I can't imagine losing a game to it, but I don't see how that really affects whether it should be removed or not. Something that has even a minor potential for abuse (like the fact that if you walk into a stack of tanks as opposed to a regular tank line, you'll lose more units) and is a bug/exploit should be removed.

Honestly, though, I'm done with this, you guys should just watch what Machine and iNcontroL said about this. It's a really simple argument, and I feel like I'm just banging my head against a wall here.

my point is that i dont see it as a problem that needs immediate attention. i have never seen it in my play, or in streamed games. if blizzard wants to fix it, go ahead, but if they dont (or are waiting for a larger patch), i have no problem with that.

whats the flying tank bug? i searched, but found nothing.
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
January 25 2012 01:22 GMT
#232
On January 24 2012 19:02 TBO wrote:
Show nested quote +
On January 24 2012 16:47 sluggaslamoo wrote:

I'm soooo glad Blizzard couldn't be assed listening to these complaints during BW.


I'm just 99% sure but I think they fixed the flying templar / flying drone bug and what we have here is definitely on the same level just with siege tanks.


Lol because flying siege tanks and stacking siege tanks are the same thing. -_-
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
corpuscle
Profile Blog Joined April 2011
United States1967 Posts
January 25 2012 01:24 GMT
#233
On January 25 2012 10:16 dAPhREAk wrote:

whats the flying tank bug? i searched, but found nothing.


this

video explaining how he did it

btw way to read the whole thread before arguing with me, thanks
From the void I am born into wave and particle
dAPhREAk
Profile Blog Joined July 2010
Nauru12397 Posts
January 25 2012 01:28 GMT
#234
On January 25 2012 10:24 corpuscle wrote:
Show nested quote +
On January 25 2012 10:16 dAPhREAk wrote:

whats the flying tank bug? i searched, but found nothing.


this

video explaining how he did it

btw way to read the whole thread before arguing with me, thanks

when did i ever talk about a flying tank? the thread is about stacking tanks.....
corpuscle
Profile Blog Joined April 2011
United States1967 Posts
January 25 2012 01:30 GMT
#235
if you can't see that those two exploits are a result of the same piece of faulty code, I don't know what to tell you. if they fixed whatever allows two tanks to occupy the same space, you wouldn't be able to push them off cliffs and make them "fly" either.
From the void I am born into wave and particle
dAPhREAk
Profile Blog Joined July 2010
Nauru12397 Posts
January 25 2012 01:33 GMT
#236
On January 25 2012 10:30 corpuscle wrote:
if you can't see that those two exploits are a result of the same piece of faulty code, I don't know what to tell you. if they fixed whatever allows two tanks to occupy the same space, you wouldn't be able to push them off cliffs and make them "fly" either.

flying tank seems like more of a problem than stacking tanks. im still meh about it.
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
January 25 2012 01:38 GMT
#237
On January 25 2012 10:30 corpuscle wrote:
if you can't see that those two exploits are a result of the same piece of faulty code, I don't know what to tell you. if they fixed whatever allows two tanks to occupy the same space, you wouldn't be able to push them off cliffs and make them "fly" either.


Source?

You can easily fix one problem without the other. You can still stack colossus, but the flying colossus bug was fixed.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
Mohdoo
Profile Joined August 2007
United States15687 Posts
January 25 2012 01:42 GMT
#238
On January 25 2012 09:39 corpuscle wrote:
Show nested quote +
On January 25 2012 09:36 deafhobbit wrote:

Ok, so if it's not a problem, why does it need to be removed? Why eliminate the possibility that at some point in the future, on some map, tank stacking might let cool stuff happen. Keep in mind, you said bugs in BW were fixed when they "hurt the game" which if you're right this clearly isn't doing.


Because it IS a problem for people who aren't that good at the game and don't know how to deal with it. Low level players shouldn't have to learn how to counter people who are using exploits, they should be able to just enjoy the game.


This is also just a totally different beast than the types of things in BW. Drone floating was a bug that was just plain bad for competitive play. But other "bugs" like vultures being able to shoot while moving and muta stacking were good. They were also much less extreme than tank stacking and flying tanks..lol. Its not like all bugs are equal :p

Anyone with a WC3 background remember the tome bug? Where your hero would get as many tomes as the number of times you clicked on it? :p
ZiegFeld
Profile Joined April 2011
351 Posts
January 25 2012 01:45 GMT
#239
I can just hear the Protoss players pointing and jeering...
corpuscle
Profile Blog Joined April 2011
United States1967 Posts
January 25 2012 01:49 GMT
#240
On January 25 2012 10:38 sluggaslamoo wrote:
Source?

You can easily fix one problem without the other. You can still stack colossus, but the flying colossus bug was fixed.


flying colossus bug wasn't a stacking issue. what you'd do is block off the exits to your robo with other buildings and then the colossus would pop out on the other side.

the reason flying tank works is that you can stack tanks and then if you only unsiege one of them, it gets pushed to the side because it gets freed up. if you couldn't stack tanks period, you wouldn't be able to make them fly.

yes, you could probably fix the flying bug without fixing stacking, but fixing stacking would solve both in one fell swoop.
From the void I am born into wave and particle
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2012-01-25 04:15:07
January 25 2012 03:51 GMT
#241
On January 25 2012 10:49 corpuscle wrote:
Show nested quote +
On January 25 2012 10:38 sluggaslamoo wrote:
Source?

You can easily fix one problem without the other. You can still stack colossus, but the flying colossus bug was fixed.


flying colossus bug wasn't a stacking issue. what you'd do is block off the exits to your robo with other buildings and then the colossus would pop out on the other side.

the reason flying tank works is that you can stack tanks and then if you only unsiege one of them, it gets pushed to the side because it gets freed up. if you couldn't stack tanks period, you wouldn't be able to make them fly.

yes, you could probably fix the flying bug without fixing stacking, but fixing stacking would solve both in one fell swoop.


Seems like the same bug to me. Both units are getting stuck near a cliff and a structure, and then as they are freed they start flying. The difference I think is that Blizzard made space blocked, so a unit couldn't pop out of the building at all. You should be able to do the same thing, just make it so the tank gets stuck in un-seiged rather than resorting to cliff.

Although I'd rather Blizzard just made them blow up if they stopped touching the ground.

Edit: I just saw the video

The flying bug is not really a flying bug, drone flying bug literally allowed the drone to fly, but this one is a case of laziness and not putting block tiles on the low ground. Its really the same as the worker supply/mineral trick where you can push units through buildings/destructables/mineral patches, thats used to great effect in BW and produces really interesting games and fun maps.

[image loading]

How is this map not Terran imba? The way every race made expansions was they had to do a special but difficult trick to push workers through the mineral line. Any unit could be pushed through though, and sometimes Protoss would do it to sneak DT's. The technique is quite similar to tank stacking, only you didn't need dropships and you could do it with every unit.


There was also an interesting game by UpMagic who created an amazing strategy using this trick (it was a 2 rax bunker cheese through a destructible temple). Also if anyone can find the video I would be really grateful. I wanna make a thread about this tonight if i can.

Originally I thought it should be patched because people said it allows tanks to fly, but it doesn't. This should not be patched at all, it should be left as is, and map makers should just make sure the maps have block tiles or enough doodads on the low ground.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
llKenZyll
Profile Blog Joined November 2011
United States853 Posts
January 25 2012 23:10 GMT
#242
I am pretty sure we have all seen that picture on reddit or have seen Dragon's stream lately. He abused the bug on Shakuras Plateau and I am pretty sure you can get banned from that. Joke or not, Dragon broke a rule and anyone who is abusing this bug is breaking the rules, which puts themselves at the risk of a ban.
I am not saying its a big deal that Dragon abused the bug on Shakuras, but he shouldn't have done that.
http://www.reddit.com/r/starcraft/comments/nd6nd/tang_in_his_natural_habitat/
JFO
Profile Blog Joined November 2010
184 Posts
January 25 2012 23:18 GMT
#243
If someone cares,
I did used this a lot in 2v2, and since i dont play anymore ill tell you another good trick that has won me hundreds of 2v2 masters games.

THROW FORCEFIELD ON TOP OF PARTNER TANK. No zerglings, no zealots usefull my friends!.
FeyFey
Profile Joined September 2010
Germany10114 Posts
January 25 2012 23:31 GMT
#244
On January 26 2012 08:10 Lebzetu wrote:
I am pretty sure we have all seen that picture on reddit or have seen Dragon's stream lately. He abused the bug on Shakuras Plateau and I am pretty sure you can get banned from that. Joke or not, Dragon broke a rule and anyone who is abusing this bug is breaking the rules, which puts themselves at the risk of a ban.
I am not saying its a big deal that Dragon abused the bug on Shakuras, but he shouldn't have done that.



as long as he reported this he is fine, unless blizzard officially announces that it is a bug. Of course there is this "don't make the game do things it isn't supposed to do" rule. But its just against people who abuse something excessive.
Right now i actually would encourage doing this once and sending it to blizzard. But by now i think they are aware of it. And will sneak fix it this thursday or the next.
MigzR
Profile Joined October 2011
Portugal89 Posts
January 25 2012 23:34 GMT
#245
On January 26 2012 08:10 Lebzetu wrote:
I am pretty sure we have all seen that picture on reddit or have seen Dragon's stream lately. He abused the bug on Shakuras Plateau and I am pretty sure you can get banned from that. Joke or not, Dragon broke a rule and anyone who is abusing this bug is breaking the rules, which puts themselves at the risk of a ban.
I am not saying its a big deal that Dragon abused the bug on Shakuras, but he shouldn't have done that.

I disagree, dragon just abused the games mechanics. What I mean is that Dragon bought the game so he has the right to do whatever he wants to in the game, he has the right to use this bug as much as he has the right to build workers cause he's not using a third party program to be able to use the bug, he's just doing what the game allows him to do. If blizzard doesn't want this bug to be used then its their obligation to fix it
llKenZyll
Profile Blog Joined November 2011
United States853 Posts
Last Edited: 2012-01-26 02:24:18
January 26 2012 02:23 GMT
#246
On January 26 2012 08:34 MigzR wrote:
Show nested quote +
On January 26 2012 08:10 Lebzetu wrote:
I am pretty sure we have all seen that picture on reddit or have seen Dragon's stream lately. He abused the bug on Shakuras Plateau and I am pretty sure you can get banned from that. Joke or not, Dragon broke a rule and anyone who is abusing this bug is breaking the rules, which puts themselves at the risk of a ban.
I am not saying its a big deal that Dragon abused the bug on Shakuras, but he shouldn't have done that.

I disagree, dragon just abused the games mechanics. What I mean is that Dragon bought the game so he has the right to do whatever he wants to in the game, he has the right to use this bug as much as he has the right to build workers cause he's not using a third party program to be able to use the bug, he's just doing what the game allows him to do. If blizzard doesn't want this bug to be used then its their obligation to fix it

You're not allowed to abuse anything to gain an unfair advantage in this game, especially exploits.
An exploit is something not intended for the game in any way shape or form.
So if you abuse an exploit, its against the terms of use or whatever they call it.
It's not game mechanics, its an exploit.

It even says in the ToS not to abuse an exploit, so it doesnt matter if he purchased it or not, he cant abuse the bug.
From your standpoint, you can also use hacks and cheats because you "bought the game" and you have a right to do so because of that.
That's not how it works.
http://www.reddit.com/r/starcraft/comments/nd6nd/tang_in_his_natural_habitat/
silentblob
Profile Joined June 2011
Great Britain40 Posts
January 26 2012 02:26 GMT
#247
lol let me just say something. 10 banelings in an overlord? I don't know if thats enough, but thats something I'd LOVE to see, hope they never patch
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