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On December 18 2010 02:04 MoreFasho wrote:Show nested quote +On December 18 2010 02:01 KillerDucky wrote:On December 17 2010 13:30 MassHysteria wrote:Looks like PTR is down to fix some issues and this will be one of them FYI Go Yeah came to post the same thing here: http://us.battle.net/sc2/en/forum/topic/1566036666The following changes should be implemented when the PTR returns: • Fixed a pathing issue that units can push an opponent's units.• SCVs can no longer continue construction on a building from inside of an adjacent bunker. • Fixed an issue where SCVs can keep repairing at a short range even though the structure they are repairing is blocked by force fields. I'm fine with this change, it might make some excellently-well controlled scv/marine balls very strong, but I don't know how to deal with this, right now I haven't seen anybody actually be able to control it that well and for whatever reason qxc, who loves to practice awesome micro (even makes maps for it) I've never seen 2-rax all-in in a tournament game. guess you haven't watched the GSL at all.
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On December 18 2010 02:16 OpRaider wrote:Show nested quote +On December 18 2010 02:04 MoreFasho wrote:On December 18 2010 02:01 KillerDucky wrote:On December 17 2010 13:30 MassHysteria wrote:Looks like PTR is down to fix some issues and this will be one of them FYI Go Yeah came to post the same thing here: http://us.battle.net/sc2/en/forum/topic/1566036666The following changes should be implemented when the PTR returns: • Fixed a pathing issue that units can push an opponent's units.• SCVs can no longer continue construction on a building from inside of an adjacent bunker. • Fixed an issue where SCVs can keep repairing at a short range even though the structure they are repairing is blocked by force fields. I'm fine with this change, it might make some excellently-well controlled scv/marine balls very strong, but I don't know how to deal with this, right now I haven't seen anybody actually be able to control it that well and for whatever reason qxc, who loves to practice awesome micro (even makes maps for it) I've never seen 2-rax all-in in a tournament game. guess you haven't watched the GSL at all.
He was saying he's never seen qxc use a 2-rax all in..
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Its a bug clearly as yet I have seen no one reproduce it consistently. Its an intriguing find but I've already seen this happen in pro tourneys including GSL, no one really paid much notice to it.
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Yeah, I feel the same as many do: it's hard to do to become a reliable strat to use regularly. Especially with the patch coming, it doesn't seem worth the time to attempt to practice and become reliable with it.
Great find, and glad it's being fixed (even as a zerg player), I think it takes away from the game.
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Test your own wall with a probe trying to run through it...nuff said.
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Please rewatch your own replays and compare it to the bug at hand ><... as can been seen in the bug, the zerglings would "push" the zealot away from his held position. In your case, the zerglings ran under, proving there to be a hole in your wall, which need to be filled by a second zeal, a sentry, or a stalker (remove current zealot at wall).
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@DarKcS i just made a costum game and created the same wall like i did in the replay. a probe was not able to pass. @ Shinshady i actually rewatched it several times and i read all i could find about this issue before registering here
on metalopolis, there are 2 starting locations in which you can make a gap with gateway and core that is 3x1. here zerglings cannot pass i think but in the button position and the left position its not possible to make a gap that is 3x1 with just gateway and core. the gap will be only 1x1. and thats what happened in my replay where the zerglings ran by. i am wondering if you need to make a different wall on these starting locations.
thank you for helping me!
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i found out that my zealot was not positioned correctly. in this little gaps he has to be positioned exaxtly or otherwise probes can pass. i can't see it without testing with probe. i think i will have to test it in every pvz.
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Make a tighter wall or 2nd zealot. End of story ...
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Regarding testing walls with probes, you should be wary of using that as an absolute measure. I've heard of cases where probes don't fit through, but lings can... though it could have just been my opponent lying.
In a recent ZvP my I slipped lings through my opponent's zeal wall (with a single click past), and he said it had been tested with a probe.
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i just tested it on the map 'hard counter' (unit tester map).
it's really possible to run by with zerglings when probes can't.
seems only to be the case when theres a diagonal 1x1 gap which will be there depending on the starting location only using core/gate at the front. this can be fixed with a pylon to a 3x1 gap which i recommend to everyone.
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I mean blizzard ffs. how fucking hard is it to fix this? how many god damn games I have to lose because of this. I'm not about to start walling off completely or fortress around by nexus.
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what some of you seem to not understand is that the way sc2 is made a protoss without his wall early on will lose 100% of the games vs zerg. and yet still some of you are acting like 15yo kiddos who found the next trick like this is something legit. even if it works, no one should use it as it is a complete game breaker. not funny, not witty, not anything, just pure idiocy from those who brought it into light and those embracing it.
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this is on an older version. have they fixed this now?
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On January 27 2011 21:09 shaman6ix wrote: what some of you seem to not understand is that the way sc2 is made a protoss without his wall early on will lose 100% of the games vs zerg. and yet still some of you are acting like 15yo kiddos who found the next trick like this is something legit. even if it works, no one should use it as it is a complete game breaker. not funny, not witty, not anything, just pure idiocy from those who brought it into light and those embracing it. What are you talking about. You do what you can within the game's engine to win. That's how mutalisk stacking, stop lurkers, and mineral jumping are still legitimate moves. So is (was) this one. It's up to Blizzard to remove whatever is game-breaking.
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On January 27 2011 21:19 LunarC wrote:Show nested quote +On January 27 2011 21:09 shaman6ix wrote: what some of you seem to not understand is that the way sc2 is made a protoss without his wall early on will lose 100% of the games vs zerg. and yet still some of you are acting like 15yo kiddos who found the next trick like this is something legit. even if it works, no one should use it as it is a complete game breaker. not funny, not witty, not anything, just pure idiocy from those who brought it into light and those embracing it. What are you talking about. You do what you can within the game's engine to win. That's how mutalisk stacking, stop lurkers, and mineral jumping are still legitimate moves. So is (was) this one. It's up to Blizzard to remove whatever is game-breaking.
So abusing the invisible pylon on shakuras or the flowers on LT is/was ok too? There's a difference between mechanics and bugs - and units on hold position are not supposed to move. Therefore fixed.
At previous posters: the problem with some wall-offs is that maps aren't symmetrical. On some spots it's much harder to position the zealot correctly, but if you got some experience you should know when it is in the correct location. Sometimes you need to "wiggle" the zealot a little, moving back, forth, etc. a bit.
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No problems folks. Just chrono boost the stalker out and place it next to the zealot, or if he goes for a fast pool then just make a 2gate opening and pressure him.¨
edit: oh wait, this ones better. Just use 2-3 probes to block it of.
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I guess Zealots just cannot hold!!!.
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EDIT: Deleted. I misread.
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