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Active: 1489 users

You can break a Zealot wall with Zerglings. - Page 18

Forum Index > SC2 General
Post a Reply
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OpRaider
Profile Blog Joined April 2010
United States307 Posts
December 17 2010 17:16 GMT
#341
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/1566036666

The 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.
it is what it is -day9 airplane story
acrimoneyius
Profile Blog Joined June 2010
United States983 Posts
December 17 2010 17:22 GMT
#342
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/1566036666

The 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..
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
December 17 2010 19:34 GMT
#343
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.
i-bonjwa
pooopies
Profile Joined December 2010
Canada19 Posts
December 17 2010 19:48 GMT
#344
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.

pewpew
gabughraib
Profile Joined January 2011
Germany9 Posts
January 27 2011 01:59 GMT
#345
hello, i am new to tl forum and i am just having a problem with my zealot wall in pvz.

http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=184198#disc

what is wrong about my wall? i thought this little bug was fixed in patch 1.2 but it looks like those runbys are still possible. i hope it's just me doing sth wrong with that wall.

please help.
DarKcS
Profile Blog Joined November 2010
Australia1237 Posts
January 27 2011 02:05 GMT
#346
Test your own wall with a probe trying to run through it...nuff said.
Die tomorrow - Live today
Shinshady
Profile Blog Joined January 2009
Canada1237 Posts
January 27 2011 02:08 GMT
#347
On January 27 2011 10:59 gabughraib wrote:
hello, i am new to tl forum and i am just having a problem with my zealot wall in pvz.

http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=184198#disc

what is wrong about my wall? i thought this little bug was fixed in patch 1.2 but it looks like those runbys are still possible. i hope it's just me doing sth wrong with that wall.

please help.

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).
BeSt[WHITE] Have a great retirement | "SKT is best KT." - Vortok | http://img214.imageshack.us/img214/7190/ep24hitcombo2small.gif
gabughraib
Profile Joined January 2011
Germany9 Posts
January 27 2011 03:05 GMT
#348
@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!
gabughraib
Profile Joined January 2011
Germany9 Posts
January 27 2011 03:24 GMT
#349
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.
DarKcS
Profile Blog Joined November 2010
Australia1237 Posts
January 27 2011 05:21 GMT
#350
Make a tighter wall or 2nd zealot. End of story ...
Die tomorrow - Live today
JWill
Profile Joined December 2010
Canada52 Posts
January 27 2011 05:46 GMT
#351
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.
Diamond Zerg
gabughraib
Profile Joined January 2011
Germany9 Posts
January 27 2011 08:41 GMT
#352
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.
escobari
Profile Joined July 2010
Finland192 Posts
January 27 2011 11:30 GMT
#353
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.
shaman6ix
Profile Joined January 2011
Greece212 Posts
January 27 2011 12:09 GMT
#354
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.
when evolution is outlawed, only outlaws will evolve
ClanRH.TV
Profile Joined July 2010
United States462 Posts
January 27 2011 12:19 GMT
#355
this is on an older version. have they fixed this now?
"Don't take life too seriously because you'll never get out alive."
LunarC
Profile Blog Joined October 2009
United States1186 Posts
January 27 2011 12:19 GMT
#356
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.
REEBUH!!!
sleepingdog
Profile Joined August 2008
Austria6145 Posts
January 27 2011 12:26 GMT
#357
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.
"You see....YOU SEE..." © 2010 Sen
KameZerg
Profile Blog Joined May 2007
Sweden1769 Posts
Last Edited: 2011-01-27 12:47:23
January 27 2011 12:41 GMT
#358
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.
asdasdasdasdasd123123123
Topazas
Profile Joined March 2010
Lithuania86 Posts
January 27 2011 15:48 GMT
#359
I guess Zealots just cannot hold!!!.
kuroshiro
Profile Joined October 2010
United Kingdom378 Posts
Last Edited: 2011-01-27 16:37:42
January 27 2011 16:12 GMT
#360
EDIT: Deleted.
I misread.
I am you, and you are me.
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