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You can break a Zealot wall with Zerglings. - Page 19

Forum Index > SC2 General
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Prev 1 17 18 19 20 Next All
CrAzEdBaDgEr
Profile Joined August 2010
Canada166 Posts
January 27 2011 16:54 GMT
#361
On January 28 2011 00:48 Topazas wrote:
I guess Zealots just cannot hold!!!.


LOL, so bad it's good.
shiNe.
Profile Joined July 2010
Canada120 Posts
January 27 2011 17:45 GMT
#362
Ohh god.. Thank god I play T haha
Deleted User 108965
Profile Blog Joined September 2010
1096 Posts
January 27 2011 19:31 GMT
#363
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.


it looked to me like your zealot was back too far away from the gap. it needed to be up closer to where the ramp ends, at where the choke is the narrowest
Disciple....Top 3 control in Clarion County
ZeromuS
Profile Blog Joined October 2010
Canada13410 Posts
January 27 2011 19:39 GMT
#364
Was this not patched out? I'm just curious since people are still posting in this thread
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
ThaZenith
Profile Blog Joined October 2010
Canada3116 Posts
January 27 2011 19:41 GMT
#365
On January 28 2011 04:39 ZeromuS wrote:
Was this not patched out? I'm just curious since people are still posting in this thread


Was patched/fixed already.

I'm guessing people complaining now actually just didn't have their zealot in the right spot.
Deltawolf
Profile Blog Joined June 2010
United States105 Posts
January 27 2011 19:42 GMT
#366
"Fixed an issue where units could push opposing units when they shouldn't have been able to."

Indeed, it was patched.
* Thus it is that in war the victorious strategist only seeks battle after the victory has been won, whereas he who is destined to defeat first fights and afterwards looks for victory.
ZeromuS
Profile Blog Joined October 2010
Canada13410 Posts
January 27 2011 19:48 GMT
#367
A mod if reading this can you please update the op to make this known?
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Parsimony
Profile Joined July 2010
16 Posts
January 27 2011 20:28 GMT
#368
Eh, for some reason the replay isn't opening for me =.= but I'll try it sometimes to see if I can do it :D
UruzuNine
Profile Joined September 2010
Canada162 Posts
January 27 2011 21:24 GMT
#369
On January 28 2011 05:28 Parsimony wrote:
Eh, for some reason the replay isn't opening for me =.= but I'll try it sometimes to see if I can do it :D

Don't bother, it was patched.
gabughraib
Profile Joined January 2011
Germany9 Posts
February 14 2011 14:20 GMT
#370
it still seems to be possible to run by for zerglings, Huk should know how to position the zealot well..
Galleon.frigate
Profile Blog Joined May 2010
Canada721 Posts
February 14 2011 14:23 GMT
#371
On February 14 2011 23:20 gabughraib wrote:
it still seems to be possible to run by for zerglings, Huk should know how to position the zealot well..
http://www.youtube.com/watch?v=oEv3Caej82M&feature=player_embedded#at=237


everyone, even huk, makes simple mistakes.

not saying I know if this is 100% fixed, nor even the exactly correct position of zel. just that 1 replay from huk without context isn't much help
god deezy yo
Profile Joined November 2010
49 Posts
Last Edited: 2011-02-14 14:25:50
February 14 2011 14:24 GMT
#372
well shit if the great lord huk let zerglings through it must be a bug. everyone knows top players never make mistakes. thanks for the bump on an irrelevant patched thread for that dude!
6xy
Profile Blog Joined March 2010
Philippines51 Posts
February 14 2011 14:41 GMT
#373
On January 28 2011 04:42 Deltawolf wrote:
"Fixed an issue where units could push opposing units when they shouldn't have been able to."

Indeed, it was patched.


Should be:

"Fixed an issue where Zerg is enjoying the game when they shouldn't have been able to. ALSO, PHOENIXES!"
zerg, zerg everywhere.
gabughraib
Profile Joined January 2011
Germany9 Posts
February 14 2011 14:42 GMT
#374
i know that everyone makes mistakes.. and i'm not saying that this need to be a bug.

i'm just trying to learn this for myself as i am a protoss player and i'm looking for a solution how to make a wall that zerglings cannot pass....

i think this whole thread is the context.
Deleted User 61629
Profile Blog Joined March 2010
1664 Posts
March 28 2011 12:33 GMT
#375
--- Nuked ---
jeremycafe
Profile Joined March 2009
United States354 Posts
March 28 2011 13:01 GMT
#376
I think there are 2 issues. Maybe they fixed the moving the opponents units, but I have seen a few times in GSL and i believe even TSL where units will pop onto the other side of the zealot. It seems like the collision bugs out and doesnt know where else to put the unit, so it puts it on the other side.
adelise
Profile Joined August 2010
85 Posts
March 28 2011 16:52 GMT
#377
Just tested it, its bad zealot positioning
A-p-p-l-e-s
Profile Joined September 2010
Canada314 Posts
March 28 2011 17:02 GMT
#378
On March 29 2011 01:52 adelise wrote:
Just tested it, its bad zealot positioning

na its just patched
Ponyo
Profile Blog Joined January 2011
United States1231 Posts
March 28 2011 17:46 GMT
#379
its patched, he just needs to move his zealot.
ponyo.848
cocosoft
Profile Joined May 2010
Sweden1068 Posts
March 28 2011 17:48 GMT
#380
Why is this thread summoned? ...
¯\_(ツ)_/¯
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