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Active: 589 users

You can break a Zealot wall with Zerglings.

Forum Index > SC2 General
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Xanbatou
Profile Blog Joined February 2010
United States805 Posts
Last Edited: 2010-12-07 18:41:55
December 07 2010 18:35 GMT
#1
This is the same post as my last one, except now I have a replay:

As a protoss player, walling your ramp with two buildings and a zealot is pretty standard in ZvP. Every zerg player has experienced the frustration of being unable to bypass the hold position zealot. However, I have played several games over the last month where my zerglings were able to slip by for some reason. At first I attributed it to poor zealot position, but later I discovered that there is actually a way to force zerglings past the hold position zealot. It is very simple too:

1. Get a group of zerglings
2. Run them up the ramp and spam click right next to the zealot. Sometimes this can be hard to do because of various building positions, but you can still do it.
3. Your zerglings will push the zealot out of the way and eventually you can stream lings past and wreak havoc in the base.

Unfortunately, I think this sort of breaks the ZvP matchup =/. The other races can't handle a swarm of zerglings that early on inside their base, so they sort of need that wall. The only counter to this is to make a complete wall with a pylon or something.

Here is the replay:

http://www.sc2replayed.com/replays/113532-1v1-terran-unit_test_map#rd:dna

I did it twice. The first test had a zealot with one side to the cliff and one to the building, and the second was with the zealot between two buildings. It is much easier to do this when the zealot has a cliff to his side.
EtherealDeath
Profile Blog Joined July 2007
United States8366 Posts
Last Edited: 2010-12-07 18:39:40
December 07 2010 18:37 GMT
#2
jesus please tell me your are kidding, watching rep now and praying.

edit - holy shit it is true fml
hifriend
Profile Blog Joined June 2009
China7935 Posts
Last Edited: 2010-12-07 18:41:33
December 07 2010 18:38 GMT
#3
I'm testing this now doesn't seem to work.. going to watch your replay.

I guess it only works if the zealot is by the ledge, but not if you do a typical wall in with core and gate on either sides of the zealot?
Tabbris
Profile Blog Joined June 2010
Bangladesh2839 Posts
Last Edited: 2010-12-07 18:39:34
December 07 2010 18:38 GMT
#4
Wtf if this is true..... Oh lord
j0k3r
Profile Blog Joined September 2010
United States577 Posts
December 07 2010 18:40 GMT
#5
Ive had lings run past hold position zealots before, wrecked my day. However most zergs see the zealot and don't engage it because they think they'll never get through... not entirely true depending on how the zealot is positioned.
dolpiff
Profile Joined June 2010
France300 Posts
December 07 2010 18:40 GMT
#6
if its true itll be patched quickly..or we will see ActionJesuses everywhere
knL
Profile Blog Joined June 2010
Germany400 Posts
December 07 2010 18:41 GMT
#7
just saw the replay... looks pretty legit - glad iam terran :O
Surykatek
Profile Joined September 2010
Poland14 Posts
December 07 2010 18:42 GMT
#8
great one. I hope it wont be fixed as a bug.
GL HF
Scio
Profile Joined July 2010
Germany522 Posts
December 07 2010 18:42 GMT
#9
some things better be undiscovered forever......THATS ONE OF THEM!!!!
"Did you know that in the original batman movie they casted nestea as joker but when batman threw him into the acid he was fine so they had to recast it with Jack Nicholson......it's a true fact" -Artosis
Xanbatou
Profile Blog Joined February 2010
United States805 Posts
December 07 2010 18:42 GMT
#10
On December 08 2010 03:38 hifriend wrote:
I'm testing this now doesn't seem to work.. going to watch your replay.

I guess it only works if the zealot is by the ledge, but not if you do a typical wall in with core and gate on either sides of the zealot?


I thought people might raise that point, so the second part of the replay has me doing it with a zealot between a gateway and a cybercore.
Azide
Profile Joined March 2010
Canada566 Posts
December 07 2010 18:42 GMT
#11
not sure why you would post this on a popular forum if its indeed true. now we're gonna get raped. if you were a zerg player i could understand....

shoulda just submitted it to blizz if anything
Azide and SuperNinja - Best Double Protoss 2v2 Team!
Jettster
Profile Joined July 2009
United States73 Posts
December 07 2010 18:43 GMT
#12
I'm pretty sure there was a huge thread discussing this a couple of months ago but, I can't find it. Basically, I think this is only true if the zealot is not placed in the same orientation as the space it's taking up on the building grid. The zealot also has to be in the perfect spot or else it'll let lings in when it turns to attack them.
It's not who you play, it's how you play.
Donger
Profile Joined October 2009
United States147 Posts
December 07 2010 18:43 GMT
#13
This was discovered in early beta.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=115683
cartofu
Profile Joined May 2010
Romania16 Posts
December 07 2010 18:44 GMT
#14
What about a roach wall?
Scio
Profile Joined July 2010
Germany522 Posts
December 07 2010 18:44 GMT
#15
On December 08 2010 03:42 Azide wrote:
not sure why you would post this on a popular forum if its indeed true. now we're gonna get raped. if you were a zerg player i could understand....

shoulda just submitted it to blizz if anything


lol especially if he is a zerg he shouldnt have post it. then he could have abused it forever without people reporting it^^
"Did you know that in the original batman movie they casted nestea as joker but when batman threw him into the acid he was fine so they had to recast it with Jack Nicholson......it's a true fact" -Artosis
Xanbatou
Profile Blog Joined February 2010
United States805 Posts
December 07 2010 18:44 GMT
#16
On December 08 2010 03:43 Donger wrote:
This was discovered in early beta.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=115683


Ah. My bad, I tried searching for it, but my search terms didn't bring up anything.
omgbbq2
Profile Joined August 2010
Canada169 Posts
December 07 2010 18:44 GMT
#17
HAHA TIME TO RAPE ZVP WITH SPEEDLINGS UNTIL THEY PATCH
ALPINA
Profile Joined May 2010
3791 Posts
December 07 2010 18:45 GMT
#18
Well just build one more zealot, zerg needs ton of lings to do that anyway
You should never underestimate the predictability of stupidity
EtherealDeath
Profile Blog Joined July 2007
United States8366 Posts
December 07 2010 18:45 GMT
#19
On December 08 2010 03:43 Jettster wrote:
I'm pretty sure there was a huge thread discussing this a couple of months ago but, I can't find it. Basically, I think this is only true if the zealot is not placed in the same orientation as the space it's taking up on the building grid. The zealot also has to be in the perfect spot or else it'll let lings in when it turns to attack them.


What do you mean "same orientation"?
Krigwin
Profile Blog Joined August 2010
1130 Posts
December 07 2010 18:46 GMT
#20
Is there a way for the P player to test this? Like, spamming right click with a second zealot to see if he can get past the wall? Or will that not work because of the zergling's incredibly small unit model?
Xanbatou
Profile Blog Joined February 2010
United States805 Posts
December 07 2010 18:46 GMT
#21
On December 08 2010 03:44 cartofu wrote:
What about a roach wall?


Umm, it depends how many roaches they have. If they only have 3 roaches, you could probably just run a bunch of zerglings up and break it normally, but if they have more than that, you will take a lot of damage trying to get by so I am not sure if it is worth it =/.
SockArms
Profile Blog Joined November 2010
United States591 Posts
December 07 2010 18:46 GMT
#22
wow just tested it myself and watched the replay this needs to be fixed asap

Not sure if it's practical because by the time you have that many lings the P is bound to have more then just a few zealots...
| Cloud9 | DK | Liquid |
Azide
Profile Joined March 2010
Canada566 Posts
December 07 2010 18:46 GMT
#23
Earlier in beta they supposedly patched this issue though. If it still exists today then sadface
Azide and SuperNinja - Best Double Protoss 2v2 Team!
DotADeMoN
Profile Joined June 2010
United States517 Posts
December 07 2010 18:47 GMT
#24
Ling tight wall with zealot just needs proper placement, going to assume OP's zealot was slightly off/oriented incorrectly.

User was warned for this post
hifriend
Profile Blog Joined June 2009
China7935 Posts
December 07 2010 18:47 GMT
#25
On December 08 2010 03:42 Xanbatou wrote:
Show nested quote +
On December 08 2010 03:38 hifriend wrote:
I'm testing this now doesn't seem to work.. going to watch your replay.

I guess it only works if the zealot is by the ledge, but not if you do a typical wall in with core and gate on either sides of the zealot?


I thought people might raise that point, so the second part of the replay has me doing it with a zealot between a gateway and a cybercore.

You're right lol. Lame.
MindRush
Profile Joined April 2010
Romania916 Posts
December 07 2010 18:49 GMT
#26
On December 08 2010 03:42 Scio wrote:
some things better be undiscovered forever......THATS ONE OF THEM!!!!


i bet you hate the OP now
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." - Albert Einstein
Fregate
Profile Joined November 2010
Italy50 Posts
December 07 2010 18:50 GMT
#27
omg let's hope i'm too low skill to have people who read TL against... this is huge. o_o
Xanbatou
Profile Blog Joined February 2010
United States805 Posts
Last Edited: 2010-12-07 18:51:54
December 07 2010 18:51 GMT
#28
On December 08 2010 03:45 Alpina wrote:
Well just build one more zealot, zerg needs ton of lings to do that anyway


I tried it with multiple zealots just now. You can still do it, but it is much harder.


On December 08 2010 03:47 FawkingGoomba wrote:
Ling tight wall with zealot just needs proper placement, going to assume OP's zealot was slightly off/oriented incorrectly.


Does TL really tolerate stupid posts like this?
Kenny_CH
Profile Joined August 2010
6 Posts
December 07 2010 18:51 GMT
#29
It works!

Nice little trick I want to add: If you rotate your Camera with "Del" you can click better on the sweet spot!

even better then the Space Collossi!
Sanguinarius
Profile Joined January 2010
United States3427 Posts
December 07 2010 18:53 GMT
#30
Oh man, this is just stupid. I hope this is fixed.
Your strength is just an accident arising from the weakness of others -Heart of Darkness
StorrZerg
Profile Blog Joined February 2008
United States13919 Posts
December 07 2010 18:53 GMT
#31
well im glad i forge first
Hwaseung Oz fan for life. Swing out, always swing out.
Avril_Lavigne
Profile Joined April 2010
United States446 Posts
December 07 2010 18:54 GMT
#32
On December 08 2010 03:47 FawkingGoomba wrote:
Ling tight wall with zealot just needs proper placement, going to assume OP's zealot was slightly off/oriented incorrectly.


Watch the replay or test it before you assume anything.
ForTheDr3am
Profile Joined November 2010
842 Posts
December 07 2010 18:55 GMT
#33
Time to go Blink Stalker every game until this is fixed.
Achilles
Profile Joined August 2010
Canada385 Posts
Last Edited: 2010-12-07 18:56:31
December 07 2010 18:56 GMT
#34
why people share their secrets is beyond me. this'll be fixed probably
[rS]Gluske // http://www.rsgaming.com // Troku[tC]
TestSubject893
Profile Joined September 2009
United States774 Posts
December 07 2010 18:56 GMT
#35
Yeah, like a few people before be here have said, this has been doable since beta. If I recall correctly, an early beta patch reduced the severity of it; as I remember this trick used to be even easier to execute. Or maybe I'm just making things up.
CurLy[]
Profile Joined August 2010
United States759 Posts
December 07 2010 18:56 GMT
#36
Move this to strategy so no one reads it.
Great pasta mom, very Korean. Even my crown leans to the side. Gangsta. --------->
Glacius0
Profile Joined July 2010
Netherlands66 Posts
December 07 2010 18:57 GMT
#37
I was messing around with things like this a while back and you can actually push zealots on hold position out of the way if you bring some drones and repeatedly alternate between mining (i.e. going through the zealot) and hold position.
FrostedMiniWeet
Profile Joined July 2009
United States636 Posts
December 07 2010 18:57 GMT
#38
I've done this before with a huge mass of zerglings but I couldn't figure out how I did it. I'll try this..
Geiko
Profile Blog Joined June 2010
France1939 Posts
December 07 2010 18:59 GMT
#39
Just tested it in a custom with a friend ...

it works
geiko.813 (EU)
zhurai
Profile Blog Joined September 2010
United States5660 Posts
December 07 2010 18:59 GMT
#40
O_O

why did you post this... o o''', you know, now a LOT of people is now going to start abusing it? :o

(Note: I'm more of a zerg player than the other races, though I sometimes play off-race)
Twitter: @zhurai | Site: http://zhurai.com
ppshchik
Profile Joined September 2010
United States862 Posts
December 07 2010 19:02 GMT
#41
If only you notified us earlier, Fruitdealer would've won Game 5....
Legends never die... they end up working in McDonalds.
da_head
Profile Blog Joined November 2008
Canada3350 Posts
December 07 2010 19:04 GMT
#42
wth? wasn't this fixed? -___-
When they see MC Probe, all the ladies disrobe.
WArped
Profile Joined December 2010
United Kingdom4845 Posts
December 07 2010 19:04 GMT
#43
Nice find, hope this gets addressed, looks very legit!

I can't say I won't use this though, just sayin' :D
Ichabod
Profile Joined May 2010
United States1659 Posts
December 07 2010 19:04 GMT
#44
This looks like a very weird situation, the zealot's command shifts from "hold" to "attack" once it gets in range of enemies, I suppose this allows it to be pushed around also. I wonder if this is a bug.
jimminy_kriket
Profile Blog Joined February 2007
Canada5502 Posts
December 07 2010 19:04 GMT
#45
On December 08 2010 03:53 StorrZerg wrote:
well im glad i forge first

Playing P now or dabbling?
life of lively to live to life of full life thx to shield battery
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-12-07 19:09:38
December 07 2010 19:07 GMT
#46
--- Nuked ---
OnFire
Profile Joined July 2010
324 Posts
December 07 2010 19:10 GMT
#47
Holy shit, this is huge...
HYDRA - EFFORT - LETA
adrenaLinG
Profile Blog Joined August 2010
Canada676 Posts
December 07 2010 19:10 GMT
#48
mods, quickly delete this thread in the interests of starcraft balance!!!
¯\_(ツ)_/¯
BlueyD
Profile Joined April 2010
Canada437 Posts
December 07 2010 19:12 GMT
#49
Yep, been losing to this for a long time.
Zealot Chaaaaarge!
SC2Real
Profile Joined October 2010
Germany184 Posts
December 07 2010 19:12 GMT
#50
better show it now than let this abuse ruin an important game :S
ScythedBlade
Profile Joined May 2010
308 Posts
December 07 2010 19:14 GMT
#51
Yea, I've ragequitted everytime and called my opponent a cheater ... =(
It's so true it's such a hack ...

Now adays, I get a sentry when theres a ton of zerglings because that's the only thing that will stop that kind of hacky snap. What's even worse is a probe hold position can let drones pass by (WHICH SHOULDN'T HAPPEN IN SC2).
Xanbatou
Profile Blog Joined February 2010
United States805 Posts
December 07 2010 19:14 GMT
#52
On December 08 2010 04:14 ScythedBlade wrote:
Yea, I've ragequitted everytime and called my opponent a cheater ... =(
It's so true it's such a hack ...

Now adays, I get a sentry when theres a ton of zerglings because that's the only thing that will stop that kind of hacky snap. What's even worse is a probe hold position can let drones pass by (WHICH SHOULDN'T HAPPEN IN SC2).


Can't drones pass by anyway with the mineral-clicking trick?
On_Slaught
Profile Joined August 2008
United States12190 Posts
December 07 2010 19:16 GMT
#53
On December 08 2010 04:14 Xanbatou wrote:
Show nested quote +
On December 08 2010 04:14 ScythedBlade wrote:
Yea, I've ragequitted everytime and called my opponent a cheater ... =(
It's so true it's such a hack ...

Now adays, I get a sentry when theres a ton of zerglings because that's the only thing that will stop that kind of hacky snap. What's even worse is a probe hold position can let drones pass by (WHICH SHOULDN'T HAPPEN IN SC2).


Can't drones pass by anyway with the mineral-clicking trick?


This is being removed in 1.2.
adrenaLinG
Profile Blog Joined August 2010
Canada676 Posts
December 07 2010 19:16 GMT
#54
On December 08 2010 04:14 Xanbatou wrote:
Show nested quote +
On December 08 2010 04:14 ScythedBlade wrote:
Yea, I've ragequitted everytime and called my opponent a cheater ... =(
It's so true it's such a hack ...

Now adays, I get a sentry when theres a ton of zerglings because that's the only thing that will stop that kind of hacky snap. What's even worse is a probe hold position can let drones pass by (WHICH SHOULDN'T HAPPEN IN SC2).


Can't drones pass by anyway with the mineral-clicking trick?


yeah. workers pretty much float through units.
¯\_(ツ)_/¯
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
December 07 2010 19:18 GMT
#55
On December 08 2010 03:56 Achilles wrote:
why people share their secrets is beyond me. this'll be fixed probably


... i think u just answered ur own question?
FenneK
Profile Joined November 2010
France1231 Posts
December 07 2010 19:20 GMT
#56
This was found out ages ago, just no one seems to use it.
good luck have batman
dennisvreyes
Profile Blog Joined June 2010
175 Posts
December 07 2010 19:22 GMT
#57
This has been covered already. the toss must be really lame to allow that much lings and have only 1 zealot and nothing else. in which case, perhaps he deserves to get raped anyway :D
SmoKe93
Profile Joined July 2010
Germany162 Posts
December 07 2010 19:26 GMT
#58
On December 08 2010 04:22 dennisvreyes wrote:
This has been covered already. the toss must be really lame to allow that much lings and have only 1 zealot and nothing else. in which case, perhaps he deserves to get raped anyway :D



How stupid one must be, gosh.


On the topic, i do hope this gets fixed asap
koOma
Profile Joined March 2010
Norway462 Posts
December 07 2010 19:29 GMT
#59
gross, really hope this won't become the next trend in zvp cheese : \
He wears a mask so when he dogs his face / Each and every race could absorb the bass /// ST_Life
Clearout
Profile Blog Joined April 2010
Norway1060 Posts
Last Edited: 2010-12-07 19:32:32
December 07 2010 19:32 GMT
#60
I'm afraid of going on the ladder now. Neat trick though.
really?
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
December 07 2010 19:39 GMT
#61
ugh...fixing in 1.2?
i just found this out, if majority of the players know this trick, it'll break zvp early game.

i've left game where i forget to hold position on my zealot (i'd press g instead sometimes).
my fault so i just call it quits...havnt had this happen to me yet but i'd rage so bad.
age: 84 | location: california | sex: 잘함
Acayex
Profile Joined December 2010
United States26 Posts
December 07 2010 19:43 GMT
#62
Would this work against roach walls as well then? Pretty lame bug, but probably good to through it out there so Blizzard will see it and fix it immediately. This totally breaks PvZ early game.
MarshalClaw
Profile Joined October 2010
United States27 Posts
December 07 2010 19:44 GMT
#63
This sounds to me like a clear bug that needs to be fixed.
lemonbone
Profile Joined August 2009
Hong Kong154 Posts
December 07 2010 19:46 GMT
#64
i thought this works in beta only -_-
why are you posting this here, should sent this to blizzard secretly lol
BW:1a2a3a4a5a Wol:1a2ffttttttttttt
Apolo
Profile Joined May 2010
Portugal1259 Posts
December 07 2010 19:48 GMT
#65
What if the P also right clicks in front of the zerglings to move, who has more strenght and moves the other?
SpurvL
Profile Joined March 2010
Sweden345 Posts
December 07 2010 19:49 GMT
#66
Uhm, they had this problem in beta, then they "fixed it" so this sould be "new" problem since patch 1.1 or smthn :o
Naniwa, ThorZaiN, SaSe, DeMusliM, White-RA... Where are my Zerg heroes?.. Stephano <3
FrogOfWar
Profile Joined March 2010
Germany1406 Posts
December 07 2010 19:53 GMT
#67
Many people who show themselves shocked by this seem to assume that without this trick it was impossible for the lings to get in. But guess what, you can also kill the zealot. Just sacrifice a few lings, constantly reinforce and bam, you're in ezpz. I've been having some fun with that because Toss players don't expect it and think they just need one zealot shouting "you shall not pass" and nothing gets in :D
storm44
Profile Blog Joined July 2010
1293 Posts
December 07 2010 19:53 GMT
#68
fml... does this mean we need at least 2 zealots to block now?
Cyber_Cheese
Profile Blog Joined July 2010
Australia3615 Posts
December 07 2010 19:53 GMT
#69
On December 08 2010 03:56 Achilles wrote:
why people share their secrets is beyond me. this'll be fixed probably


in the meantime we can all hope its not and this is what blizzard intended
The moment you lose confidence in yourself, is the moment the world loses it's confidence in you.
LittLeD
Profile Joined May 2010
Sweden7973 Posts
December 07 2010 19:55 GMT
#70
Protoss counter: Spamclick hold position
☆Grubby ☆| Tod|DeMusliM|ThorZaiN|SaSe|Moon|Mana| ☆HerO ☆
GoldenH
Profile Blog Joined March 2010
1115 Posts
Last Edited: 2010-12-07 19:57:38
December 07 2010 19:56 GMT
#71
Yeah this is a huge problem, a big reason I changed my wall design. I thought for a long time that I had simply failed to put my zealot in the right place, but until one game where I actually saw it happen and the player said thats what he was doing. I think that if you put another unit behind the zealot on hold position he won't get budged out of the way. Not sure if it works with probes but it definitely does with stalkers and other zealots.

Seems like this is pretty common on the ladder, any good zerg knows how to do it as it happened to me like 5 games in a row until I figured out what was going on.
"(Dudes are) not going to say "Buy this game — I cried at the end". (...) I suppose the secret is to find a game that makes you shoot eight million fuckin' dudes and then cry about how awesome it is to shoot eight million fuckin' dudes." - Tim Rogers
Proto_Protoss
Profile Joined September 2010
United States495 Posts
December 07 2010 19:56 GMT
#72
I've had this happen to me before i thought it was normal...Well now i know i can nerd Rage. Actually i use to think i was just an idiot with poor zealot positioning or i didnt press H so i always blamed myself so thanks OP i feel a little better about myself :D
"Our greatest glory is not in never falling, but in getting up everytime we do." - Confucius
dAko
Profile Joined November 2010
Switzerland18 Posts
December 07 2010 19:56 GMT
#73
This works on Zealotwalls aswell?
"The best way to avoid a problem, is to solve it."
tilduh
Profile Joined August 2010
53 Posts
December 07 2010 19:58 GMT
#74
Dude very cool, and WOW your name is amazing
Keitzer
Profile Blog Joined May 2010
United States2509 Posts
December 07 2010 20:00 GMT
#75
On December 08 2010 03:40 dolpiff wrote:
if its true itll be patched quickly..or we will see ActionJesuses everywhere


i belive latter, gogogogoogogogoog
I'm like badass squared | KeitZer.489
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
December 07 2010 20:01 GMT
#76
I hope this gets patched quickly.
jaunty
Profile Joined November 2010
5 Posts
December 07 2010 20:01 GMT
#77
it's either hard wall and get ganked even harder by mutas than now, or zealot wall and get ganked by zerglings. as a zerg this pleases me.
jeremycafe
Profile Joined March 2009
United States354 Posts
December 07 2010 20:09 GMT
#78
What is with all of the "why are you posting here" comments? That is how things get known, and then get fixed. Sending one email to blizzard on something they haven't verified is open too many deltas of the issue not getting fixed.

Making posts on here helps the community push for changes instead of one player sending in an email.
Blackhawk13
Profile Joined April 2010
United States442 Posts
December 07 2010 20:12 GMT
#79
why can hold position units be pushed at all? -___- its stupid
Drium
Profile Blog Joined December 2008
United States888 Posts
December 07 2010 20:13 GMT
#80
Oh wow. I thought they fixed this in beta.
KwanROLLLLLLLED
kmkkmk
Profile Joined August 2010
Germany418 Posts
December 07 2010 20:19 GMT
#81
On December 08 2010 04:53 FrogOfWar wrote:
Many people who show themselves shocked by this seem to assume that without this trick it was impossible for the lings to get in. But guess what, you can also kill the zealot. Just sacrifice a few lings, constantly reinforce and bam, you're in ezpz. I've been having some fun with that because Toss players don't expect it and think they just need one zealot shouting "you shall not pass" and nothing gets in :D


Yet still it is terrible that you can force enemy units to move when they are set to hold position.
Spec
Profile Blog Joined July 2009
Taiwan931 Posts
December 07 2010 20:19 GMT
#82
We need Manlots back, not these guys who call themselves warriors when they can't even standstill.
Eye for an eye make the world go blind - Gandhi
brentsen
Profile Joined November 2010
1252 Posts
December 07 2010 20:22 GMT
#83
Not too surprising. That's why they always shout "We cannot hold.".
traca
Profile Joined October 2010
146 Posts
December 07 2010 20:23 GMT
#84
winwin
PaPoolee
Profile Blog Joined August 2010
United Arab Emirates660 Posts
December 07 2010 20:24 GMT
#85
WOW i just tried it vs a friend and it actually works... and people have done it to me over and over again on ladder and i was thinking that i didn't put my zealot on hold o.o wow this blows for protoss!.
Gr4ndmasterSexy
Profile Joined April 2010
Germany27 Posts
December 07 2010 20:25 GMT
#86
the zerg attacks in the moment you have 1 zealot and max 1 other unit, stalker/sentry/zealot... so you need to hold arround 12 lings vs 1 zealot+1 other gateway unit. shortly after it another 8 lings follow.

i think this is just impossible to stop with a standard bo right now. testet it several times and its just impossible to stop, it reall is. even if i got a sentry out, what is not this much of a problem, it changes nothing, i can block his lings for a few seconds but i cant get a second sentry out, or warpgates ready.

my thoughts: its impossible to stop if you dont do a complete wall-in or a cannon opening... what ever.

the thing is: you cant scout it... the clanmate i testet against just did a standard speedling build, what is not this uncommon. so i cant know if bug abuse will come... so i need to do a cannon opening or complete wall-in prophylactically
SmoKim
Profile Joined March 2010
Denmark10305 Posts
December 07 2010 20:26 GMT
#87
On December 08 2010 05:22 brentsen wrote:
Not too surprising. That's why they always shout "We cannot hold.".


LOL!
"LOL I have 202 supply right now (3 minutes later)..."LOL NOW I HAVE 220 SUPPLY SUP?!?!?" - Mondragon
OreoBoi
Profile Blog Joined December 2008
Canada1639 Posts
December 07 2010 20:27 GMT
#88
On December 08 2010 05:22 brentsen wrote:
Not too surprising. That's why they always shout "We cannot hold.".


Hahaha awesome
Scio
Profile Joined July 2010
Germany522 Posts
December 07 2010 20:30 GMT
#89
On December 08 2010 03:49 MindRush wrote:
Show nested quote +
On December 08 2010 03:42 Scio wrote:
some things better be undiscovered forever......THATS ONE OF THEM!!!!


i bet you hate the OP now


Mhhh not really and by that i mean sometimes i spawn Zerg when playing Random against Toss....
"Did you know that in the original batman movie they casted nestea as joker but when batman threw him into the acid he was fine so they had to recast it with Jack Nicholson......it's a true fact" -Artosis
kzn
Profile Blog Joined June 2007
United States1218 Posts
December 07 2010 20:31 GMT
#90
Can you give a link to the map in question? It doesn't look like the Unit Tester map I'm familiar with and I want to try some stuff with this >.>
Like a G6
Euriti
Profile Joined September 2010
Denmark72 Posts
December 07 2010 20:34 GMT
#91
This needs to be patched if it is actually true. As a zerg player I could be an asshole and just say that it's fine but it truly isn't.
FeyFey
Profile Joined September 2010
Germany10114 Posts
December 07 2010 20:36 GMT
#92
you could push the zealot out with drone sliding which would be far easier couldn't you ? never tested it when i was playing zerg. But i would suggest the toss player just attacks then if they try this, since the zealot wouldn't possible be pushed away then.
theherder2
Profile Joined September 2010
United States538 Posts
December 07 2010 20:50 GMT
#93
On December 08 2010 05:36 FeyFey wrote:
you could push the zealot out with drone sliding which would be far easier couldn't you ? never tested it when i was playing zerg. But i would suggest the toss player just attacks then if they try this, since the zealot wouldn't possible be pushed away then.



so say i was zerg (i play toss) if i mineral click through, and press stop when the drone is right on top of the zealot, does the zealot move away? (assuming i'm really quick and the drone doesn't die)
Avid221
Profile Joined March 2010
United States63 Posts
December 07 2010 20:52 GMT
#94
I just tried this with a friend as well. Clicking behind the zealot doesn't work. But if you spam click in front of the zealot, even on your own zerglings half the time, the zealot slowly starts to get pushed back.

Pretty gg.
TiBe
Profile Joined November 2009
Mexico200 Posts
Last Edited: 2010-12-07 20:57:55
December 07 2010 20:57 GMT
#95
While it's surprising (it happened to me several times but I thought it was a zealot misplacement), it's no so game breaking since you can make a complete wall with another pylon anyway :-)

Edit: However it should be patched as soon as possible
branflakes14
Profile Joined July 2010
2082 Posts
December 07 2010 20:58 GMT
#96
Thank GOD all the Zergs are out of the GSL so we don't have to watch Protoss players get thrown out because of this.
slam
Profile Joined May 2010
United States923 Posts
Last Edited: 2010-12-07 21:11:55
December 07 2010 21:11 GMT
#97
So would walling off with a stalker on hold position be a good solution to this? Stalkers also are better for defending against baneling busts, right?
I get it.
SnowSC2
Profile Blog Joined September 2010
United States678 Posts
December 07 2010 21:14 GMT
#98
you can also just attack the buildings. most of the time you can have you zerglings hittin something, and if he only has a zealot he'll need to move it or you can damage it pretty bad. I just did this a couple games ago and got the gateway to like half health since he waited for a sentry.

But yeah neat find
Ryuu314
Profile Joined October 2009
United States12679 Posts
December 07 2010 21:15 GMT
#99
On December 08 2010 05:50 theherder2 wrote:
Show nested quote +
On December 08 2010 05:36 FeyFey wrote:
you could push the zealot out with drone sliding which would be far easier couldn't you ? never tested it when i was playing zerg. But i would suggest the toss player just attacks then if they try this, since the zealot wouldn't possible be pushed away then.



so say i was zerg (i play toss) if i mineral click through, and press stop when the drone is right on top of the zealot, does the zealot move away? (assuming i'm really quick and the drone doesn't die)

No. The drone will move not the zealot.
Sleight
Profile Blog Joined May 2009
2471 Posts
December 07 2010 21:15 GMT
#100
What about Stalkers? Sentries? Probes?
One Love
branflakes14
Profile Joined July 2010
2082 Posts
December 07 2010 21:15 GMT
#101
On December 08 2010 06:11 slam wrote:
So would walling off with a stalker on hold position be a good solution to this? Stalkers also are better for defending against baneling busts, right?


You can't get a Stalker out in time to fend off a rush, and their damage is pretty pathetic vs Zerglings compared to a Zealot.
GreEny K
Profile Joined February 2008
Germany7312 Posts
December 07 2010 21:17 GMT
#102
Hopefully Blizzard gets a hold of this info, I'm assuming they will patch that.
Why would you ever choose failure, when success is an option.
hifriend
Profile Blog Joined June 2009
China7935 Posts
December 07 2010 21:17 GMT
#103
if you hold a probe right behind the zealot and make the harder kind of wallin with the zealot inbetween core and gate it should be able to hold though, I mean performing this trick would cost you a lot of lings then at least.
yarkO
Profile Blog Joined September 2009
Canada810 Posts
December 07 2010 21:18 GMT
#104
Wow, what a load off my fricken mind. I remember this from Beta, and I thought I remembered it being patched. I have lost a lot of games because my hold-position Zealot appeared to have lost weight or something.

At least now I know. Still sucks.
When you are prepared, there's no such thing as pressure.
tok
Profile Joined April 2010
United States691 Posts
December 07 2010 21:19 GMT
#105
I noticed this on the PTR and started doing ZvP on live. It's really frustrating as protoss but I think walling off is your best solution.
lim1017
Profile Joined April 2010
Canada1278 Posts
December 07 2010 21:22 GMT
#106
Even without this zergs need to realize it will only cost them like 4 lings to kill the lone zealot.. guarding the wall.

I believe the timing is in such a way that the zerg should be able to get a steam of lings in while the 2nd or 3rd gate is going up..
SnowSC2
Profile Blog Joined September 2010
United States678 Posts
December 07 2010 21:22 GMT
#107
On December 08 2010 06:15 Sleight wrote:
What about Stalkers? Sentries? Probes?

Yeah a lot more testing should be done, the replay only had lotsa speedlings. How about like 8 normal zerglings? thats more realistic early game since no stalkers would be out at that point in most cases.

slam
Profile Joined May 2010
United States923 Posts
December 07 2010 21:23 GMT
#108
On December 08 2010 06:15 branflakes14 wrote:
Show nested quote +
On December 08 2010 06:11 slam wrote:
So would walling off with a stalker on hold position be a good solution to this? Stalkers also are better for defending against baneling busts, right?


You can't get a Stalker out in time to fend off a rush, and their damage is pretty pathetic vs Zerglings compared to a Zealot.
I don't think that a 6 or 10 pool rush would really be a problem. You can just use probes and zealot to defend against that. I'm talking about runbys where the zerg has like 15-20 zerglings. In my opinion that are the only ones that are a real threat.
I get it.
anTi_
Profile Joined October 2008
United States499 Posts
December 07 2010 21:25 GMT
#109
Lol added reason to cannon block a zerg now
www.thevapeapes.com
slam
Profile Joined May 2010
United States923 Posts
December 07 2010 21:27 GMT
#110
On December 08 2010 06:25 anTi_ wrote:
Lol added reason to cannon block a zerg now


not anymore once the new patch kicks in.
I get it.
decaf
Profile Joined October 2010
Austria1797 Posts
December 07 2010 21:28 GMT
#111
this is stupid and must be patched, says the zerg
AnAngryDingo
Profile Joined August 2010
United States223 Posts
December 07 2010 21:29 GMT
#112
i had a guy pylon block me with 3 pylons yesterday on PTR.

i said "dont let the patch change discourage you from cheesing"

he said "ok"
slam
Profile Joined May 2010
United States923 Posts
December 07 2010 21:31 GMT
#113
On December 08 2010 06:29 AnAngryDingo wrote:
i had a guy pylon block me with 3 pylons yesterday on PTR.

i said "dont let the patch change discourage you from cheesing"

he said "ok"

I'm interested to see how the pylon block will evolve in high level games or if it will end up being pretty useless.
I get it.
Kishuu
Profile Joined January 2010
Brazil108 Posts
December 07 2010 21:33 GMT
#114
If blizzard don't fix this, I will be mad. hard time
lol12tree
Profile Joined November 2010
Canada88 Posts
December 07 2010 21:34 GMT
#115
because protoss is not underpowered enough of course!
Mohdoo
Profile Joined August 2007
United States15688 Posts
Last Edited: 2010-12-07 21:37:10
December 07 2010 21:36 GMT
#116
Thread has hit required length for Blizzard to eventually pay attention to it. Just need to keep it bumped for the next couple days and we can be guaranteed that it will be fixed
HAUER
Profile Joined April 2010
Denmark208 Posts
December 07 2010 21:38 GMT
#117
What map is that replay? It's not the 'unit tester map' that pops up when I search on battlenet.
(sym): i think of myself as a savant of the internet
No_Roo
Profile Joined February 2010
United States905 Posts
December 07 2010 21:39 GMT
#118
Yeah this has been going on for a while, it's happened to me more than a few times, you really need to have a second unit stacked up behind the zealot to prevent him from just getting pushed back.

luckily the kind of zergling aggression that is required to really leverage this (before your second unit comes out to help block) is economically devastating to the zerg, if you are able to stabilize off of it then you'll usually end up being alright.
(US) NoRoo.fighting
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
December 07 2010 21:41 GMT
#119
hold position zealot can hold the spot since early beta. This was a problem during the early days, that zealots couldnt hold zerglins (oh my gawd, they had to get a sentry) so they fixed it, as long as the zealot(s) dont switch to attack move they wont get pushed away.
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
risk.nuke
Profile Joined May 2010
Sweden2825 Posts
December 07 2010 21:43 GMT
#120
this have happend to me accidently so many times (though some of them probably were poor placement) Nice discover, hope it gets patched soon.
Neo.G Soulkey, Best, firebathero. // http://www.teamliquid.net/forum/index.php?show_part=31
ScythedBlade
Profile Joined May 2010
308 Posts
December 07 2010 21:45 GMT
#121
On December 08 2010 06:41 Geo.Rion wrote:
hold position zealot can hold the spot since early beta. This was a problem during the early days, that zealots couldnt hold zerglins (oh my gawd, they had to get a sentry) so they fixed it, as long as the zealot(s) dont switch to attack move they wont get pushed away.


Unfortunately, I will 100% completely assure you that Hold Position STILL SCREWs up. Had it not been for my, "ZOMG BUILD PYLONS" reaction, I would've lost that game. See replay. It does screw up =<
SuperYo1000
Profile Joined July 2008
United States880 Posts
December 07 2010 21:45 GMT
#122
...man all those games that I could of swore that I had my zealot on hold yet zerglings got thru. I could of sworn I was pushed out of the way. Zerg player probably didnt even realize what he did either....

This can send protoss even farther down the ranks
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
Last Edited: 2010-12-07 21:50:47
December 07 2010 21:49 GMT
#123
On December 08 2010 06:45 ScythedBlade wrote:
Show nested quote +
On December 08 2010 06:41 Geo.Rion wrote:
hold position zealot can hold the spot since early beta. This was a problem during the early days, that zealots couldnt hold zerglins (oh my gawd, they had to get a sentry) so they fixed it, as long as the zealot(s) dont switch to attack move they wont get pushed away.


Unfortunately, I will 100% completely assure you that Hold Position STILL SCREWs up. Had it not been for my, "ZOMG BUILD PYLONS" reaction, I would've lost that game. See replay. It does screw up =<

i checked the rep in OP, the zealot was on hold position and it held position, then it switched to attack. I dont know, i assume you're saying they do this randomly, still holding down H will save you. Just watch the rep and select the zealot, it does not move half an inch when the HoldP is selected
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
Chemist391
Profile Joined October 2010
United States366 Posts
December 07 2010 21:55 GMT
#124
A 3 meter tall manlot with laser fists should not get pushed aside so easily.
Disgrace to the Khala.
eyeEX
Profile Joined June 2010
United States64 Posts
Last Edited: 2010-12-07 21:59:50
December 07 2010 21:58 GMT
#125
oGsMC can break a Zealot with his bare hands!

Nice observation OP, I will have to try this in my play sometime.
ìX
Zerokaiser
Profile Blog Joined March 2010
Canada885 Posts
December 07 2010 22:00 GMT
#126
I've been 10pooling and doing this against Protoss for weeks, they just die to it. There's really nothing they can do because they aren't aware that zerglings can leak through (hence they've made zero, maybe one other unit).
Lanaia is love.
frumpylumps
Profile Joined September 2010
61 Posts
December 07 2010 22:07 GMT
#127
this sounds like a good micro trick for zerg, just like muta magic box to make thors useless.
Valestrum
Profile Blog Joined November 2010
United States246 Posts
December 07 2010 22:10 GMT
#128
Oh god no.. No0o0o0o0o0o0o0ooo!
Oh well, good observation i'll have to watch my ramp even more-so now..
¯\_(ツ)_/¯
Deleted User 124618
Profile Joined November 2010
1142 Posts
Last Edited: 2010-12-07 22:14:26
December 07 2010 22:14 GMT
#129
Looks like I'll have to completely wall off the ramp until I'm ready to move out. Sad, but I guess it's necessary.

100 mineral pylon works just as well as a 100 mineral zealot.
Aruno
Profile Blog Joined November 2010
New Zealand748 Posts
Last Edited: 2010-12-07 22:17:41
December 07 2010 22:17 GMT
#130
Maybe sentrys should have a slightly faster build time?
Darn the zealot and warpgate build time nerf. I always felt it was only because Blizzard made such imbalance close spawn maps that they got nerfed(I'm looking at you steppes).
aruno, arunoaj, aruno_aj | Those are my main aliases
Herculix
Profile Joined May 2010
United States946 Posts
December 07 2010 22:27 GMT
#131
wow this is pretty broken. if i didn't want to improve my game i'd just abuse this and win sooo many games vs protoss because i just don't see how it's possible to hold a 10 pool or overpool with this bug without being massively behind.
-miDnight-
Profile Joined September 2010
Taiwan455 Posts
December 07 2010 22:28 GMT
#132
if i recall this has been discover in the Beta, I am surprise they havent patch this yet
http://www.facebook.com/midnightsc Chinese caster from TW (go SEn)
Looky
Profile Joined April 2010
United States1608 Posts
December 07 2010 22:29 GMT
#133
i tried this and some player spam hold position to counter it. theres ways around this

bugs made broodwar so fun to watch. i think little things like these shouldnt be taken away.
Elefanto
Profile Joined May 2010
Switzerland3584 Posts
December 07 2010 22:38 GMT
#134
On December 08 2010 06:45 SuperYo1000 wrote:
...man all those games that I could of swore that I had my zealot on hold yet zerglings got thru. I could of sworn I was pushed out of the way. Zerg player probably didnt even realize what he did either....


Had the same, there were situations were i swore to god i placed my zealot right and
on hold, but somehow zerglings squeezed through.
: |
wat
mskaa
Profile Joined May 2010
Denmark155 Posts
December 07 2010 22:39 GMT
#135
oh god this is horrible
kzn
Profile Blog Joined June 2007
United States1218 Posts
December 07 2010 22:39 GMT
#136
Can someone (someone with friends ;_;) test this with stop instead of hold position? From the replay it looked like the zealot only moved in the duration of his attack animation, so theoretically the stop command wouldn't allow the push.
Like a G6
Marcury
Profile Joined September 2009
Canada141 Posts
December 07 2010 22:50 GMT
#137
Wall off with zealot next to gateway and not cyber core. Cybercore is actually a little smaller than the gateway if you look at the circle. I just tested it and the zlot died before getting pushed out of the way when you wall off with the zealot next to gateway, however in the replay the zealot was next to a cybernetics.
sixghost
Profile Blog Joined November 2007
United States2096 Posts
December 07 2010 23:00 GMT
#138
On December 08 2010 06:49 Geo.Rion wrote:
Show nested quote +
On December 08 2010 06:45 ScythedBlade wrote:
On December 08 2010 06:41 Geo.Rion wrote:
hold position zealot can hold the spot since early beta. This was a problem during the early days, that zealots couldnt hold zerglins (oh my gawd, they had to get a sentry) so they fixed it, as long as the zealot(s) dont switch to attack move they wont get pushed away.


Unfortunately, I will 100% completely assure you that Hold Position STILL SCREWs up. Had it not been for my, "ZOMG BUILD PYLONS" reaction, I would've lost that game. See replay. It does screw up =<

i checked the rep in OP, the zealot was on hold position and it held position, then it switched to attack. I dont know, i assume you're saying they do this randomly, still holding down H will save you. Just watch the rep and select the zealot, it does not move half an inch when the HoldP is selected

We were testing this earlier, the glitch seems to make the zealots switch to a-move. Then we tested if you can stop it by spamming H, which actually helps a little bit, but it still happens. Holding H does nothing, so unless you have some kind of turbo button, it still pushes the zealot out of the way.
mG.sixghost @ iCCup || One ling, two ling, three ling, four... Camp four gas, then ultra-whore . -Saracen
Scoop
Profile Joined August 2010
Finland482 Posts
December 07 2010 23:04 GMT
#139
I'm officially not playing this game anymore until this is fixed. So fucking retarded.
bkrow
Profile Blog Joined October 2010
Australia8532 Posts
December 07 2010 23:04 GMT
#140
On December 08 2010 08:00 sixghost wrote:
Show nested quote +
On December 08 2010 06:49 Geo.Rion wrote:
On December 08 2010 06:45 ScythedBlade wrote:
On December 08 2010 06:41 Geo.Rion wrote:
hold position zealot can hold the spot since early beta. This was a problem during the early days, that zealots couldnt hold zerglins (oh my gawd, they had to get a sentry) so they fixed it, as long as the zealot(s) dont switch to attack move they wont get pushed away.


Unfortunately, I will 100% completely assure you that Hold Position STILL SCREWs up. Had it not been for my, "ZOMG BUILD PYLONS" reaction, I would've lost that game. See replay. It does screw up =<

i checked the rep in OP, the zealot was on hold position and it held position, then it switched to attack. I dont know, i assume you're saying they do this randomly, still holding down H will save you. Just watch the rep and select the zealot, it does not move half an inch when the HoldP is selected

We were testing this earlier, the glitch seems to make the zealots switch to a-move. Then we tested if you can stop it by spamming H, which actually helps a little bit, but it still happens. Holding H does nothing, so unless you have some kind of turbo button, it still pushes the zealot out of the way.


That is just a ridiculous element of multitasking that is required; shouldn't be required i don't think..
In The Rear With The Gear .. *giggle* /////////// cobra-LA-LA-LA-LA-LA!!!!
Scoop
Profile Joined August 2010
Finland482 Posts
December 07 2010 23:07 GMT
#141
On December 08 2010 06:11 slam wrote:
So would walling off with a stalker on hold position be a good solution to this? Stalkers also are better for defending against baneling busts, right?


Nope doesn't work. And stalkers aren't that good against zerglings.
kYem
Profile Blog Joined March 2010
United Kingdom412 Posts
December 07 2010 23:07 GMT
#142
it happened to me a few times, even though it was marines not zealots, but anyway zerglings just pushed marines (between two rax ) even though they there on hold position ;/ though is done slowly however then you have 3 marines it wont take much time to go through
Hell
cyclone25
Profile Blog Joined December 2009
Romania3344 Posts
December 07 2010 23:08 GMT
#143
On December 08 2010 08:04 Scoop wrote:
I'm officially not playing this game anymore until this is fixed. So fucking retarded.


I went ladder hoping for some free wins but no luck in 8 games
Can't find any protoss players!
Railxp
Profile Blog Joined February 2008
Hong Kong1313 Posts
Last Edited: 2010-12-07 23:12:44
December 07 2010 23:12 GMT
#144
SAY HELLO TO LING CITY BITCHESSS! :D



also, this is hilarious:
On December 08 2010 05:22 brentsen wrote:
Not too surprising. That's why they always shout "We cannot hold.".

~\(。◕‿‿◕。)/~,,,,,,,,>
TheGiftedApe
Profile Blog Joined September 2010
United States1243 Posts
December 07 2010 23:12 GMT
#145
I have been running into a LOT of zerg players who just mass zerglings and run at you endlessly lately.
xO-Gaming.com || [xO]TheGiftedApe.364 || xO-Gaming Manager.
tnud
Profile Blog Joined April 2010
Sweden2233 Posts
December 07 2010 23:13 GMT
#146
Someone else then OP needs to post a replay that confirms this being viable >.>

I don't doubt it though, just sayin'
- ಠ_ಠ - | disinfect wrote: AHAHHAHAHA 2DG FUCK ME ALREADY.
noD
Profile Blog Joined August 2010
2230 Posts
December 07 2010 23:15 GMT
#147
except if they press H and hold position ?
-orb-
Profile Blog Joined September 2007
United States5770 Posts
December 07 2010 23:16 GMT
#148
If this is true....

sigh... blizzard...
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
Kalpman
Profile Joined April 2010
Sweden406 Posts
December 07 2010 23:21 GMT
#149
Im a zerg and I can tell you right now that I will never use this method as obviously its a glitch, and I hope that blizzard patches this soon.
I've fought mudcrabs more fearsome than you!
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
December 07 2010 23:24 GMT
#150
On December 08 2010 03:35 Xanbatou wrote:
Unfortunately, I think this sort of breaks the ZvP matchup =/. The other races can't handle a swarm of zerglings that early on inside their base, so they sort of need that wall. The only counter to this is to make a complete wall with a pylon or something.


Thanks for breaking it, then. If you were worried about that, you shouldn't have made this post.
Commentatorhttp://twitter.com/proxywolf
TL+ Member
zor.au
Profile Joined August 2010
Australia270 Posts
Last Edited: 2010-12-07 23:30:11
December 07 2010 23:28 GMT
#151
On December 08 2010 08:21 Kalpman wrote:
Im a zerg and I can tell you right now that I will never use this method as obviously its a glitch, and I hope that blizzard patches this soon.

look at it this way, Its payback for all the double pylon blocks at ramp gayness
wow
Yoshi Kirishima
Profile Blog Joined July 2009
United States10340 Posts
December 07 2010 23:32 GMT
#152
haha epic!

Also, why do people always act as if you NEED to wall?

@OP

Protoss and Terran most certainly can handle early zerglings in their base. With good building placement (not at the wall), you can easily defend well against zerglings with 1 zealot and/or well micro'd probes/scvs.


but wow thanks for showing lol, ill try to practice this :D
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Deleted User 108965
Profile Blog Joined September 2010
1096 Posts
December 07 2010 23:32 GMT
#153
/facepalm, as if mass zergling run-by's werent annoying enough =(
Disciple....Top 3 control in Clarion County
tnud
Profile Blog Joined April 2010
Sweden2233 Posts
December 07 2010 23:33 GMT
#154
On December 08 2010 08:24 Wolf wrote:
Show nested quote +
On December 08 2010 03:35 Xanbatou wrote:
Unfortunately, I think this sort of breaks the ZvP matchup =/. The other races can't handle a swarm of zerglings that early on inside their base, so they sort of need that wall. The only counter to this is to make a complete wall with a pylon or something.


Thanks for breaking it, then. If you were worried about that, you shouldn't have made this post.

No. Stop it. This is not HIS fault.
Since this bug is "supposedly" fixed I bet you there are people out there that KNOWS that this still works other then this dude. This brings it out in the open.
- ಠ_ಠ - | disinfect wrote: AHAHHAHAHA 2DG FUCK ME ALREADY.
bkrow
Profile Blog Joined October 2010
Australia8532 Posts
December 07 2010 23:33 GMT
#155
On December 08 2010 08:28 zor.au wrote:
Show nested quote +
On December 08 2010 08:21 Kalpman wrote:
Im a zerg and I can tell you right now that I will never use this method as obviously its a glitch, and I hope that blizzard patches this soon.

look at it this way, Its payback for all the double pylon blocks at ramp gayness


which is being patched?
In The Rear With The Gear .. *giggle* /////////// cobra-LA-LA-LA-LA-LA!!!!
bkrow
Profile Blog Joined October 2010
Australia8532 Posts
December 07 2010 23:33 GMT
#156
On December 08 2010 08:15 noD wrote:
except if they press H and hold position ?


they have to spam it though not just press it once and move onto greater things
In The Rear With The Gear .. *giggle* /////////// cobra-LA-LA-LA-LA-LA!!!!
noD
Profile Blog Joined August 2010
2230 Posts
Last Edited: 2010-12-07 23:41:00
December 07 2010 23:37 GMT
#157
On December 08 2010 08:33 bkrow wrote:
Show nested quote +
On December 08 2010 08:15 noD wrote:
except if they press H and hold position ?


they have to spam it though not just press it once and move onto greater things


wasnt this fixed @ early beta?

edit: sorry didn't read the post as a whole ....
legit complains
sorry again...
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
December 07 2010 23:38 GMT
#158
now you guyz now know why in pro games the protoss players have senrtry or to and offen compleyley wall off, as this ai pushing does mean your forceing the zerglings into one spot, which zealots eat well, u normally have enough time to warp in soemthing to do a 100% block off
Live Fast Die Young :D
tnud
Profile Blog Joined April 2010
Sweden2233 Posts
December 07 2010 23:38 GMT
#159
On December 08 2010 08:37 noD wrote:
Show nested quote +
On December 08 2010 08:33 bkrow wrote:
On December 08 2010 08:15 noD wrote:
except if they press H and hold position ?


they have to spam it though not just press it once and move onto greater things


wasnt this fixed @ early beta?

Dear god man, read the thread. No it wasn't fixed properly, you can still push it.
- ಠ_ಠ - | disinfect wrote: AHAHHAHAHA 2DG FUCK ME ALREADY.
zor.au
Profile Joined August 2010
Australia270 Posts
December 07 2010 23:41 GMT
#160
On December 08 2010 08:33 bkrow wrote:
Show nested quote +
On December 08 2010 08:28 zor.au wrote:
On December 08 2010 08:21 Kalpman wrote:
Im a zerg and I can tell you right now that I will never use this method as obviously its a glitch, and I hope that blizzard patches this soon.

look at it this way, Its payback for all the double pylon blocks at ramp gayness


which is being patched?

and this will be too.....
wow
Ridiculisk
Profile Joined November 2010
Australia191 Posts
December 07 2010 23:42 GMT
#161
I've had this happen to me before but I always just thought it was a small bug.

(I had no success in repeating it)

Do you need to spam click the ground next to the Zealot?
TAhackdZ.379 - Sc2sea.com Article Writer
TanukTanukTuk
Profile Joined December 2008
United States40 Posts
December 07 2010 23:43 GMT
#162
To be perfectly honest I don't think this is the end of the world by any means for protoss. I mean you could drone drill in Brood War but it didn't make the matchup stupid impossible for protoss. I don't understand why people are so up in arms about this...just think of a different/better solution. Bring 2 probes out to also block with the zealot when you see the lings approach, or spam hold position like other people say.
GEEE GEEEEEEEEEEEEEEEE
mardi
Profile Blog Joined August 2010
United States1164 Posts
December 07 2010 23:45 GMT
#163
im a zerg player but an easy fix to this is to put a zealot/sentry/stalker right behind your zealot wall in hold/stop and that zealot won't move.
Gr1m
Profile Joined October 2010
Australia52 Posts
December 08 2010 00:08 GMT
#164
*switches to Terran*
Grim.776 SEA / GRiM.445 NA
Scoop
Profile Joined August 2010
Finland482 Posts
December 08 2010 00:11 GMT
#165
On December 08 2010 08:45 mardi wrote:
im a zerg player but an easy fix to this is to put a zealot/sentry/stalker right behind your zealot wall in hold/stop and that zealot won't move.


No I'll just block zerg's ramp with two pylons. Oh wait...........
DamageInq
Profile Joined April 2010
United States283 Posts
December 08 2010 00:18 GMT
#166
While this may be true... it's an exploit and unintended. OP honestly should've reported it to Blizzard and kept it to himself... I'm scared to ladder now hah.
"Scissors are OP. Rock is fine." -Paper
tnud
Profile Blog Joined April 2010
Sweden2233 Posts
December 08 2010 00:23 GMT
#167
On December 08 2010 09:18 DamageInq wrote:
While this may be true... it's an exploit and unintended. OP honestly should've reported it to Blizzard and kept it to himself... I'm scared to ladder now hah.

Don't be. I think you're overestimating how many people lurk this forum 24/7 ... oh wait :O
- ಠ_ಠ - | disinfect wrote: AHAHHAHAHA 2DG FUCK ME ALREADY.
burn man
Profile Joined June 2010
United States47 Posts
December 08 2010 00:25 GMT
#168
this is so lame if it is true. unless it is patched protoss standard will have to change from getting fast robo to probably more like a 2 gate into a 4 gate, which would likely ruin the matchup, or all zergs will get like a 14 pool with witch to ling rush protoss (scary thought). my only question is that in the latest patch there was something about hold position units, does this possibly fix this problem?
thezergk
Profile Joined October 2009
United States492 Posts
December 08 2010 00:28 GMT
#169
although this was discovered early in beta, that problem was patched. this is a completely new problem
Nada vs. TLO Results: "Nada 1 TLO 1 Bnet 2 KESPA 1"
PerQ
Profile Joined March 2010
Sweden48 Posts
December 08 2010 00:29 GMT
#170
On December 08 2010 03:40 dolpiff wrote:
if its true itll be patched quickly..or we will see ActionJesuses everywhere

LOL! This is so true! ^^ ActionJesus... ActionJesus EVERYWHERE! xD
http://twitter.com/PerKIU
krok(obs)
Profile Blog Joined July 2010
Germany264 Posts
December 08 2010 00:32 GMT
#171
wow, just tried it and its true,works like a charm. my opponent even tried to put 3 zealots in a clump between his buildings and they were holding it pretty nicely, but were slowly but surely pushed back by the lings, im not kidding you. if its just one zealot you can pretty much just ignore him because hes gonna be pushed away so easily.
http://www.sc2ranks.com/eu/481074/krok
peachsncream
Profile Joined April 2010
United States289 Posts
December 08 2010 00:35 GMT
#172
i've done this since day 1 and it is very broken, there goes the secret
I Micro I Micro - PLZLEAVEDUCK
KillerPlague
Profile Joined June 2010
United States1386 Posts
December 08 2010 00:36 GMT
#173
then i'll just have to use 2 zealots? lol @ the "we cannot hold" comment.
Side 1: Why no dominant players with 90% win ratio Side 2: Nerf Side 1
Genovi
Profile Joined May 2010
Sweden388 Posts
December 08 2010 00:36 GMT
#174
It somewhat depends on the placement of the zealot. In my tests it didnt work very well with 2 zeals blocking next to eachother. Plus it isnt worthwhile if one side of the gateway is parallel to the edge of your base.l
We fucking lost team - RTZ
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
December 08 2010 00:45 GMT
#175
oh i am switching to zerg.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
hitman133
Profile Joined October 2010
United States1425 Posts
December 08 2010 01:21 GMT
#176
sighh, why did you post this up OP (
Kpyolysis32
Profile Joined April 2010
553 Posts
December 08 2010 01:26 GMT
#177
/sadface
Time to 2-gate FE every game
Man, do I not keep this up to date, or what?
KezseN
Profile Blog Joined August 2009
Singapore1450 Posts
December 08 2010 01:28 GMT
#178
Hurry up, free laddder wins in 6 mins~~~~~~
To Skeleton King: "Have you considered employment at Apple?"
B-Wong
Profile Joined October 2010
United States240 Posts
December 08 2010 01:28 GMT
#179
Now, let's try 2 zealots!

I've done this as zerg plenty of times before and opponents scream "OP, omfg hacker, my zealot was on hold"

"Maybe next time try 2 zealots?"
"stfu hackerr"

etc.etc.

2nd zealot may slow down first stalker, though. Alternatively, you can use the first stalker but that takes a bit more time than the second zealot to produce.
anxman
Profile Joined October 2010
United States7 Posts
December 08 2010 01:34 GMT
#180
This is horrible ... and makes a lot of sense. I've had lings break through my wall a bunch of times, and it's drove me crazy and I couldn't figure out how it happened. This needs to be patched.
Putrid
Profile Joined December 2010
1 Post
December 08 2010 01:34 GMT
#181
Hey guys
So my partner, Dknight and I tried this.
Do I think this is a bug? not from my testing, but its only a opinion

We used the Ins and Del buttons to change the viewing angle, and you can see the zealot leaves room. Especially if there is a cliff to the side. The size of the zealot doesn't really close the gap, unless it was in the "perfect" place from our testing, and just left barely enough room for a ling to run by.

I agree there seems to be a small "push" animation, but I do think positioning has alot to do with it (maybe why some maps are harder then others?)

Anyways, you can seal it off with a zealot and prob and I couldn't get by with my lings, or like someone said, a second zealot.
I'm thinking time will tell if this is a tru bug or not, or just a mechanic with have to fight with the way our static camera works, but try holding down the Ins and check it out the next time, u might see what i mean

pce!
DarKcS
Profile Blog Joined November 2010
Australia1237 Posts
December 08 2010 01:37 GMT
#182
If you hit early enough, and he only has 1 zealot, and you attack the building instead - if he decides to move, you can then run lings past, I guess he has to be bad, and not 2gating, but still..
Die tomorrow - Live today
Radnewt
Profile Joined June 2010
United States67 Posts
December 08 2010 01:40 GMT
#183
This is more than just a simple bug, I think. It has to do with the general way that units push other units.

By the same principle, I have used a ball of marines to "carry" tanks across the map. (I'm sorry, I don't have the replay handy - writing this mobile-y) Move your tanks into the fore of a marine ball, select the whole group, start move, stim and laugh.
Grab your gun and bring in the cat.
MiNDtriX
Profile Joined November 2010
Sweden146 Posts
December 08 2010 01:40 GMT
#184
So .. What everyone thinks but avoids to ask *grin*

How do Z utilize this "secret"/bug the most? 6 pool? 10 pool? 14 pool?
I don't rap about bitches and hoes. I rap about witches and trolls.
Gecko
Profile Joined August 2010
United States519 Posts
Last Edited: 2010-12-08 02:05:12
December 08 2010 01:51 GMT
#185
This works because the zealot does not completely plug in the wall, the camera just creates an optical illusion. Maybe spam clicking hold position or lining the zealot to plug one half and a probe behind it plugging up the hole thats left would work against mass lings until you get another zealot. If you lined up the probe and zealot to plug it up and attack when the lings try to push they might not get pushed out of the way.

EDIT: i tried the probe idea and it sort of works. If you're worried about losing to a 7pool or something placing a probe next to the zealot will stop the pushing but then you have to worry about the probe getting killed if there is a ton of lings. Getting 2 zealots shuts this down completely and so does having a sentry next to your zealot, even without FF.
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
Last Edited: 2010-12-08 01:58:00
December 08 2010 01:52 GMT
#186
LOL omg this works. It's not a massive deal since you actually kill the zealot faster if you aren't doing this trick, but still kinda silly that it works. It works better if the gap is larger behind the zealot, but honestly most maps with a gate/forge wall this is hardly an issue.
Donger
Profile Joined October 2009
United States147 Posts
December 08 2010 02:13 GMT
#187
I looked through the patch notes that came out during beta and none of them mention the fix everyone is talking about. Can someone post a source?
zak
Profile Joined April 2010
Korea (South)1009 Posts
December 08 2010 02:20 GMT
#188
LOL time to abuse this until it get fixed. Great post!
You know how to gain a victory, but not use it - maharbal
DoomFox
Profile Joined April 2010
Canada51 Posts
Last Edited: 2010-12-08 02:27:19
December 08 2010 02:26 GMT
#189
This only works because Blizzard designed zealots using real life logic.

Imagine you were a zealot. The second you saw 8 zerglings barreling towards you and you were by yourself you would run tail immediately, hence not being able to hold position. But if you had a buddy with you (another zealot) he wouldn't hesitate for a second and push you right up against the door and sacrifice your ass to save himself and the rest of the protoss.
zak
Profile Joined April 2010
Korea (South)1009 Posts
December 08 2010 02:28 GMT
#190
On December 08 2010 11:26 DoomFox wrote:
This only works because Blizzard designed zealots using real life logic.

Imagine you were a zealot. The second you saw 8 zerglings barreling towards you and you were by yourself you would run tail immediately, hence not being able to hold position. But if you had a buddy with you (another zealot) he wouldn't hesitate for a second and push you right up against the door and sacrifice your ass to save himself and the rest of the protoss.



your logic is flawed. a zealot would never run if given an order to hold. he wouldnt even run against a thousand mutalisks. you need to study starcraft lore!
You know how to gain a victory, but not use it - maharbal
DoomFox
Profile Joined April 2010
Canada51 Posts
Last Edited: 2010-12-08 02:30:36
December 08 2010 02:29 GMT
#191
I just pretend zealots became sissies ever since getting owned in Broodwar. And in-game zealots actually do run when attacked by mutas lol. Just saying.
zak
Profile Joined April 2010
Korea (South)1009 Posts
December 08 2010 02:30 GMT
#192
On December 08 2010 11:29 DoomFox wrote:
I just pretend zealots became sissies ever since getting owned in Broodwar.



lol i was just messin anyways

We need dragoons! those are real badasses
You know how to gain a victory, but not use it - maharbal
Caphe
Profile Blog Joined May 2007
Vietnam10817 Posts
Last Edited: 2010-12-08 02:33:51
December 08 2010 02:32 GMT
#193
I believe some top players know about this for quite a while. If you watch Sen stream regularly, you will see him always try to right click behind the wall at ramp be it zealot or probe. And I've seen him success a few time breaking in Protoss base.
Terran
hidiliho
Profile Joined September 2004
Canada685 Posts
December 08 2010 02:32 GMT
#194
Thats just silly. Zergs don't make lings.... they make drones.
I have a dream, that some day I wouldn't see any imba comments in GSL threads.
Chronopolis
Profile Joined April 2009
Canada1484 Posts
December 08 2010 02:33 GMT
#195
On December 08 2010 11:26 DoomFox wrote:
This only works because Blizzard designed zealots using real life logic.

Imagine you were a zealot. The second you saw 8 zerglings barreling towards you and you were by yourself you would run tail immediately, hence not being able to hold position. But if you had a buddy with you (another zealot) he wouldn't hesitate for a second and push you right up against the door and sacrifice your ass to save himself and the rest of the protoss.


"WE CANNOT HOLD (POSITION) !!!!"

Toss proceeds to -________- '
Tazza
Profile Blog Joined May 2009
Korea (South)1678 Posts
December 08 2010 02:34 GMT
#196
This makes my build even better
http://www.teamliquid.net/forum/viewmessage.php?topic_id=160744
Kinky
Profile Blog Joined September 2008
United States4126 Posts
December 08 2010 02:35 GMT
#197
If this doesn't get fixed, early pools are going to be so common in ZvP. 6pools will be rampant and protoss players will have to develop some sick probe micro or be forced to completely wall off.
happyness
Profile Joined June 2010
United States2400 Posts
December 08 2010 02:37 GMT
#198
AHHH I've had this happen to me before! I didn't know what happened if I had accidentally hotkeyed the zealot or misplaced or something.

GJ on the find!!
Fraidnot
Profile Blog Joined May 2008
United States824 Posts
December 08 2010 02:40 GMT
#199
I don't believe it till I see it in a pro match.
Vei
Profile Joined March 2010
United States2845 Posts
December 08 2010 02:40 GMT
#200
On December 08 2010 11:33 Chronopolis wrote:
Show nested quote +
On December 08 2010 11:26 DoomFox wrote:
This only works because Blizzard designed zealots using real life logic.

Imagine you were a zealot. The second you saw 8 zerglings barreling towards you and you were by yourself you would run tail immediately, hence not being able to hold position. But if you had a buddy with you (another zealot) he wouldn't hesitate for a second and push you right up against the door and sacrifice your ass to save himself and the rest of the protoss.


"WE CANNOT HOLD (POSITION) !!!!"

Toss proceeds to -________- '

hahaha!
This is a pretty gamebreaking bug, in all seriousness.
www.justin.tv/veisc2 ~ 720p + commentary
WniO
Profile Blog Joined April 2010
United States2706 Posts
December 08 2010 02:51 GMT
#201
please dont fix this. i like being able to break the walls of toss/terran.
smallerk
Profile Joined October 2010
897 Posts
December 08 2010 02:56 GMT
#202
If it was a bug hurting Z this thread would have like 50 pages right now
Never Regret anything because at one time it was exactly what you wanted.
Caphe
Profile Blog Joined May 2007
Vietnam10817 Posts
December 08 2010 02:58 GMT
#203
On December 08 2010 11:30 zak wrote:
Show nested quote +
On December 08 2010 11:29 DoomFox wrote:
I just pretend zealots became sissies ever since getting owned in Broodwar.



lol i was just messin anyways

We need dragoons! those are real badasses

Yeah, not only badass they also melt when they die. Too much blowing up when dieing in SC2. We need something that MELT when it dies.
Terran
goswser
Profile Blog Joined May 2009
United States3546 Posts
December 08 2010 02:58 GMT
#204
This only works depending on the positioning, there are safe ways to wall, even vs this, I just tested this for a while with some friends. Even if your wall-in with your zealot isn't positioned perfectly, you can delay the zerg's ability to do this by spamming the hold-position command(the zealot still attacks while you do this)
say you were born into a jungle indian tribe where food was scarce...would you run around from teepee to teepee stealing meat scraps after a day lazying around doing nothing except warming urself by a fire that you didn't even make yourself? -rekrul
Retgery
Profile Joined August 2010
Canada1229 Posts
December 08 2010 02:58 GMT
#205
Does it work with multiple zealots in the gap?
Fall down 7 times, stand up 8.
Angra
Profile Blog Joined May 2009
United States2652 Posts
Last Edited: 2010-12-08 03:01:43
December 08 2010 03:01 GMT
#206
Ah the wonders of the "advanced" game that is SC2. Units accidentally pushing other units out of the way. Good game design.



On December 08 2010 11:56 smallerk wrote:
If it was a bug hurting Z this thread would have like 50 pages right now

That seems very likely, haha.
Holy.BR
Profile Joined November 2010
Brazil67 Posts
Last Edited: 2010-12-08 03:06:32
December 08 2010 03:01 GMT
#207
this only work when you dont press hold position, its pretty obvious sorry if someone already posted it.

edit: Imma test this.
=D
Kishuu
Profile Joined January 2010
Brazil108 Posts
December 08 2010 03:03 GMT
#208
http://us.battle.net/sc2/en/forum/topic/1306052102

http://us.battle.net/sc2/en/forum/topic/1305772149

There are already two posts on the official forums about this. Enforce the posts there, please.
If you don't wanna do it for you do it for....for aiur? :D
tnud
Profile Blog Joined April 2010
Sweden2233 Posts
December 08 2010 03:03 GMT
#209
On December 08 2010 12:01 Holy.BR wrote:
noobs, this only work when you dont press h, its pretty obvious sorry if someone already posted it.

Please at least give this man at least a warning for not even reading the OP. (-_-')
- ಠ_ಠ - | disinfect wrote: AHAHHAHAHA 2DG FUCK ME ALREADY.
Holy.BR
Profile Joined November 2010
Brazil67 Posts
December 08 2010 03:04 GMT
#210
On December 08 2010 12:03 tnud wrote:
Show nested quote +
On December 08 2010 12:01 Holy.BR wrote:
noobs, this only work when you dont press h, its pretty obvious sorry if someone already posted it.

Please at least give this man at least a warning for not even reading the OP. (-_-')


i read it.
=D
tnud
Profile Blog Joined April 2010
Sweden2233 Posts
Last Edited: 2010-12-08 03:09:06
December 08 2010 03:05 GMT
#211
On December 08 2010 12:04 Holy.BR wrote:
Show nested quote +
On December 08 2010 12:03 tnud wrote:
On December 08 2010 12:01 Holy.BR wrote:
noobs, this only work when you dont press h, its pretty obvious sorry if someone already posted it.

Please at least give this man at least a warning for not even reading the OP. (-_-')


i read it.

As a protoss player, walling your ramp with two buildings and a zealot is pretty standard in ZvP. Every zerg player has experienced the frustration of being unable to bypass the hold position zealot.

Third sentence. (And ofc the replay..)
- ಠ_ಠ - | disinfect wrote: AHAHHAHAHA 2DG FUCK ME ALREADY.
smallerk
Profile Joined October 2010
897 Posts
December 08 2010 03:05 GMT
#212
On December 08 2010 12:01 Holy.BR wrote:
noobs, this only work when you dont press h, its pretty obvious sorry if someone already posted it.


I dont want to insult you or anything, but do you really think you're smarter than the other people who have posted in the 11 pages this thread has? when the zealot isnt on hold it will just walk out toward the zerglings, not get pushed in, try it yourself since you think you're smarter than everyone else.
Never Regret anything because at one time it was exactly what you wanted.
ArmyOfPlatypi
Profile Blog Joined December 2010
United States188 Posts
December 08 2010 03:07 GMT
#213
On December 08 2010 11:58 Newguy wrote:
This only works depending on the positioning, there are safe ways to wall, even vs this, I just tested this for a while with some friends. Even if your wall-in with your zealot isn't positioned perfectly, you can delay the zerg's ability to do this by spamming the hold-position command(the zealot still attacks while you do this)


Just delay? =(
"You have something in your teeth--" "You know what I have in my teeth? VENGEANCE!"
blade55555
Profile Blog Joined March 2009
United States17423 Posts
December 08 2010 03:08 GMT
#214
if you try to run your lings past wont' most toss players have a sentry? lol nullifies the lings running by anyway.
When I think of something else, something will go here
dtz
Profile Joined September 2010
5834 Posts
December 08 2010 03:09 GMT
#215
hehe considering how gamebreaking this is , the Ps are staying relatively classy.

safe to assume this will be patched though.
JinDesu
Profile Blog Joined August 2010
United States3990 Posts
December 08 2010 03:11 GMT
#216
On December 08 2010 12:08 blade55555 wrote:
if you try to run your lings past wont' most toss players have a sentry? lol nullifies the lings running by anyway.


So with this "gamebreaking" technique, zerg players would try rushing out enough lings to break past the first zealot before the cybercore can finish.
Yargh
Tossup
Profile Blog Joined September 2010
United States208 Posts
December 08 2010 03:13 GMT
#217
On December 08 2010 11:28 zak wrote:
Show nested quote +
On December 08 2010 11:26 DoomFox wrote:
This only works because Blizzard designed zealots using real life logic.

Imagine you were a zealot. The second you saw 8 zerglings barreling towards you and you were by yourself you would run tail immediately, hence not being able to hold position. But if you had a buddy with you (another zealot) he wouldn't hesitate for a second and push you right up against the door and sacrifice your ass to save himself and the rest of the protoss.



your logic is flawed. a zealot would never run if given an order to hold. he wouldnt even run against a thousand mutalisks. you need to study starcraft lore!


I second that :O. My zealots never run against mutalisks. They just keep killing drone after drone >=D
Lexvink
Profile Blog Joined May 2010
Canada310 Posts
December 08 2010 03:15 GMT
#218
I just tried this out, it works when there is only 1 zealot blocking. However, when a second Zealot is added, it does not seem to work. Be nice to keep this in, to force Protoss uses to make a second Zealot.
Taniard
Profile Joined June 2010
United States114 Posts
December 08 2010 03:17 GMT
#219
Lol i bet with a few more zealots the wall will hold. I wouldn't freak out. Takes a lot for a zerg player to want to make that many zerglings to try to get in... Kinda feels all-inish so I wouldn't freak out. The same thing happened in bw. Granted queens accelerate this rapidly, but still... It can be stopped. Just get a sentry or something...
An amateur practices until he can get it right, a professional practices until he can't get it wrong.
PointyBagels
Profile Joined September 2010
United States90 Posts
December 08 2010 03:20 GMT
#220
I get the feeling that this only happens if the positioning is not perfect, I do not think it can work with perfect positioning.

If it can, whatever, I'll just pull another zealot to help, or use a stalker or something.
Geovu
Profile Blog Joined November 2010
Estonia1344 Posts
December 08 2010 03:21 GMT
#221
On December 08 2010 12:09 dtz wrote:
hehe considering how gamebreaking this is , the Ps are staying relatively classy.

It's because Toss is the nerdy little weakling of SC2, who gets picked on by his abusive older brothers Zerg and Terran. No matter how much he cries Zerg and Terran can always whine louder so that Momma Blizzard can't even hear lil' baby Toss crying in the fetal position in the corner as the wreck that he is. The only way lil' Toss can get Momma's attention is by way of cheesey void ray, DT, Zealot or cannon rushes, and that makes Momma get mad at Toss and just take them away, leaving him completely helpless.

This ridiculous exploit is just another kick in the groin to Toss by older brother Zerg. I'd rage but if I did that then Momma Blizzard would nerf Toss and buff Terran again.
binhbinh
Profile Joined July 2010
United States5 Posts
Last Edited: 2010-12-08 03:24:26
December 08 2010 03:24 GMT
#222
On December 08 2010 12:21 Geovu wrote:
Show nested quote +
On December 08 2010 12:09 dtz wrote:
hehe considering how gamebreaking this is , the Ps are staying relatively classy.

It's because Toss is the nerdy little weakling of SC2, who gets picked on by his abusive older brothers Zerg and Terran. No matter how much he cries Zerg and Terran can always whine louder so that Momma Blizzard can't even hear lil' baby Toss crying in the fetal position in the corner as the wreck that he is. The only way lil' Toss can get Momma's attention is by way of cheesey void ray, DT, Zealot or cannon rushes, and that makes Momma get mad at Toss and just take them away, leaving him completely helpless.

This ridiculous exploit is just another kick in the groin to Toss by older brother Zerg. I'd rage but if I did that then Momma Blizzard would nerf Toss and buff Terran again.

What the hell, LOL.

I do know whiney tosses though (I'm P also).
Clcsed
Profile Joined July 2010
United States7 Posts
Last Edited: 2010-12-08 03:33:39
December 08 2010 03:32 GMT
#223
I must be doing it wrong because zerglings can't get through any of these openings...: http://imgur.com/kNrsa.jpg
NearPerfection
Profile Joined October 2010
232 Posts
December 08 2010 03:37 GMT
#224
I knew something was really really fishy about speedlings, turns out it isn't speed so much as major bug.
Ephemerality
Profile Blog Joined June 2010
United States203 Posts
December 08 2010 03:38 GMT
#225
Would simply putting two zealots in the opening, right next to each other, work? Since that would be a relatively simple fix.
FIGHT APATHY... or don't
Gimpb
Profile Joined August 2010
293 Posts
December 08 2010 03:39 GMT
#226
Oh snap, played around with this for a few mins and didn't come up with any easy ways to prevent it. Putting units behind the blocker didn't seem to stop the moving, the same thing happened to a stalker and slight adjustments to the zealot position didn't seem to matter.

Still, you could just send lings to kill the zealot before. You'd loose 4 lings and one would be at half health when the zealot dies. So this could save you a couple lings when trying to get through such a wall. I'm not sure if it's a huge thing or not, I guess we'll just have to see.

Well, look on the bright side, at least it's not sc1 lings.
TekKpriest
Profile Joined March 2010
308 Posts
Last Edited: 2010-12-08 03:46:32
December 08 2010 03:45 GMT
#227
QQ,

be happy that you can actually wallin.

There are ways around that and no wall should be foolproof anyways, and vs a normal 14 gas/14 pool build you have at least 1 sentry out anyway, so unless you get early pooled it doesnt matter at all. and if he sacs econ in favour of trying to get through, you can always place an additional pylon at your ramp.

edit:

and i have yet to see any good player using this. Its known for a while, but most of the time not worth it.
A Man chooses, a slave obeys
MassHysteria
Profile Joined October 2010
United States3678 Posts
December 08 2010 03:47 GMT
#228
On December 08 2010 12:21 Geovu wrote:
Show nested quote +
On December 08 2010 12:09 dtz wrote:
hehe considering how gamebreaking this is , the Ps are staying relatively classy.

It's because Toss is the nerdy little weakling of SC2, who gets picked on by his abusive older brothers Zerg and Terran. No matter how much he cries Zerg and Terran can always whine louder so that Momma Blizzard can't even hear lil' baby Toss crying in the fetal position in the corner as the wreck that he is. The only way lil' Toss can get Momma's attention is by way of cheesey void ray, DT, Zealot or cannon rushes, and that makes Momma get mad at Toss and just take them away, leaving him completely helpless.

This ridiculous exploit is just another kick in the groin to Toss by older brother Zerg. I'd rage but if I did that then Momma Blizzard would nerf Toss and buff Terran again.


LOL awesome truly. But seriously of course this is huge, explains so much...hopefully it will get patched asap

maybe we should start crying more like zerg! step it up Protoss players!
"Just ban all the J's...even jinklejoes" --unnamed source
fdsdfg
Profile Blog Joined February 2010
United States1251 Posts
December 08 2010 03:48 GMT
#229
On December 08 2010 12:45 TekKpriest wrote:
QQ,

be happy that you can actually wallin.

There are ways around that and no wall should be foolproof anyways, and vs a normal 14 gas/14 pool build you have at least 1 sentry out anyway, so unless you get early pooled it doesnt matter at all. and if he sacs econ in favour of trying to get through, you can always place an additional pylon at your ramp.

edit:

and i have yet to see any good player using this. Its known for a while, but most of the time not worth it.


You're making zerg players look bad.

Clearly a hold position zealot should hold position. Clearly a race that relies on wall-ins as a defense should be able to wall in.

This needs to be fixed.
aka Siyko
MassHysteria
Profile Joined October 2010
United States3678 Posts
December 08 2010 03:49 GMT
#230
On December 08 2010 12:45 TekKpriest wrote:
QQ,

be happy that you can actually wallin.

There are ways around that and no wall should be foolproof anyways, and vs a normal 14 gas/14 pool build you have at least 1 sentry out anyway, so unless you get early pooled it doesnt matter at all. and if he sacs econ in favour of trying to get through, you can always place an additional pylon at your ramp.

edit:

and i have yet to see any good player using this. Its known for a while, but most of the time not worth it.


if i could warn you i would... we all know that Sherlock, but it's besides the point of this whole thing.
"Just ban all the J's...even jinklejoes" --unnamed source
TekKpriest
Profile Joined March 2010
308 Posts
Last Edited: 2010-12-08 03:54:45
December 08 2010 03:52 GMT
#231
On December 08 2010 12:48 fdsdfg wrote:
Show nested quote +
On December 08 2010 12:45 TekKpriest wrote:
QQ,

be happy that you can actually wallin.

There are ways around that and no wall should be foolproof anyways, and vs a normal 14 gas/14 pool build you have at least 1 sentry out anyway, so unless you get early pooled it doesnt matter at all. and if he sacs econ in favour of trying to get through, you can always place an additional pylon at your ramp.

edit:

and i have yet to see any good player using this. Its known for a while, but most of the time not worth it.


You're making zerg players look bad.

Clearly a hold position zealot should hold position. Clearly a race that relies on wall-ins as a defense should be able to wall in.

This needs to be fixed.


i dont want to let anyone look bad, the zealots quote that they cant hold, so its their fault anyways ;o


Hold position zealots wouldnt attack, since to attack they switch into the attack "stance" without moving, and when you retreat, they get back to the hold position stance. so you can attack the zealot, if he attacks back you can still runby.

The problem would require a rewritten AI, which Blizzard announces "soon". I don't see a fix anytime soon, and i have yet to see a Protoss, how knows what he's doing loose against such things.

edit to the person above me:

If you cant read between my lines just dont write anything.
A Man chooses, a slave obeys
MassHysteria
Profile Joined October 2010
United States3678 Posts
December 08 2010 03:54 GMT
#232
On December 08 2010 12:52 TekKpriest wrote:
Show nested quote +
On December 08 2010 12:48 fdsdfg wrote:
On December 08 2010 12:45 TekKpriest wrote:
QQ,

be happy that you can actually wallin.

There are ways around that and no wall should be foolproof anyways, and vs a normal 14 gas/14 pool build you have at least 1 sentry out anyway, so unless you get early pooled it doesnt matter at all. and if he sacs econ in favour of trying to get through, you can always place an additional pylon at your ramp.

edit:

and i have yet to see any good player using this. Its known for a while, but most of the time not worth it.


You're making zerg players look bad.

Clearly a hold position zealot should hold position. Clearly a race that relies on wall-ins as a defense should be able to wall in.

This needs to be fixed.


i dont want to let anyone look bad, the zealots quote that they cant hold, so its their fault anyways ;o


Hold position zealots wouldnt attack, since to attack they switch into the attack "stance" without moving, and when you retreat, they get back to the hold position stance. so you can attack the zealot, if he attacks back you can still runby.

The problem would require a rewritten AI, which Blizzard announces "soon". I don't see a fix anytime soon, and i have yet to see a Protoss, how knows what he's doing loose against such things.


LOL please just stop posting already...
"Just ban all the J's...even jinklejoes" --unnamed source
NearPerfection
Profile Joined October 2010
232 Posts
Last Edited: 2010-12-08 03:58:43
December 08 2010 03:55 GMT
#233
Yeah, I really hate to say this but in the current environment, balance almost completely to the wayside, if you want a change, the amount of time it takes for it to be included in a patch is directly proportional to the number of players QQ, and the and dramatic effect of the QQ, saying Sc2 will be dead if this change goes through is more effective than now Zerg will lose the game etc.

Edit: on a side note, really the truth comes out that behind the psionic link between the Khala, and their strict warrior code. The Zealot is really a scared little girl inside that slowly inches back when faced against dogs slow enough so that you hopefully don't notice and see how scared he really is.

and Stalkers as we already know are like Zealots, scared (hence blink) but at least for good reason, they are disabled veterans that didnt get no benefits T T.
JinDesu
Profile Blog Joined August 2010
United States3990 Posts
December 08 2010 03:55 GMT
#234
On December 08 2010 12:52 TekKpriest wrote:
Show nested quote +
On December 08 2010 12:48 fdsdfg wrote:
On December 08 2010 12:45 TekKpriest wrote:
QQ,

be happy that you can actually wallin.

There are ways around that and no wall should be foolproof anyways, and vs a normal 14 gas/14 pool build you have at least 1 sentry out anyway, so unless you get early pooled it doesnt matter at all. and if he sacs econ in favour of trying to get through, you can always place an additional pylon at your ramp.

edit:

and i have yet to see any good player using this. Its known for a while, but most of the time not worth it.


You're making zerg players look bad.

Clearly a hold position zealot should hold position. Clearly a race that relies on wall-ins as a defense should be able to wall in.

This needs to be fixed.


i dont want to let anyone look bad, the zealots quote that they cant hold, so its their fault anyways ;o


Hold position zealots wouldnt attack, since to attack they switch into the attack "stance" without moving, and when you retreat, they get back to the hold position stance. so you can attack the zealot, if he attacks back you can still runby.

The problem would require a rewritten AI, which Blizzard announces "soon". I don't see a fix anytime soon, and i have yet to see a Protoss, how knows what he's doing loose against such things.


Er I hope you mean hold position zealots won't come out to attack. I assure you, if you run your zergling up to my hold position zealot, he'll attack you when you are in range.
Yargh
TekKpriest
Profile Joined March 2010
308 Posts
Last Edited: 2010-12-08 03:57:44
December 08 2010 03:57 GMT
#235
On December 08 2010 12:55 JinDesu wrote:
Show nested quote +
On December 08 2010 12:52 TekKpriest wrote:
On December 08 2010 12:48 fdsdfg wrote:
On December 08 2010 12:45 TekKpriest wrote:
QQ,

be happy that you can actually wallin.

There are ways around that and no wall should be foolproof anyways, and vs a normal 14 gas/14 pool build you have at least 1 sentry out anyway, so unless you get early pooled it doesnt matter at all. and if he sacs econ in favour of trying to get through, you can always place an additional pylon at your ramp.

edit:

and i have yet to see any good player using this. Its known for a while, but most of the time not worth it.


You're making zerg players look bad.

Clearly a hold position zealot should hold position. Clearly a race that relies on wall-ins as a defense should be able to wall in.

This needs to be fixed.


i dont want to let anyone look bad, the zealots quote that they cant hold, so its their fault anyways ;o


Hold position zealots wouldnt attack, since to attack they switch into the attack "stance" without moving, and when you retreat, they get back to the hold position stance. so you can attack the zealot, if he attacks back you can still runby.

The problem would require a rewritten AI, which Blizzard announces "soon". I don't see a fix anytime soon, and i have yet to see a Protoss, how knows what he's doing loose against such things.


Er I hope you mean hold position zealots won't come out to attack. I assure you, if you run your zergling up to my hold position zealot, he'll attack you when you are in range.


yes thats what i meant, but if you look closely they will switch between "attack hold" and hold position.

and @Hysteria just stfu thank you.
A Man chooses, a slave obeys
thenk
Profile Joined October 2010
Australia39 Posts
December 08 2010 04:11 GMT
#236
Um.. what are you guys talking about?

This is exactly how unit movement works. It's the same reason Terrans can move Tanks at Marine stim speed by surrounding the tank with marines, then stim moving the marines.

The radius of a Zergling is very small, therefore they can get through small gaps quite easily. This is what they're meant to do - be small, quick and dart through small holes you leave in your defense.

The complaint here is simply, I want to leave a Zealot there and forget about it, and someone figured out how to push my Zealot out of the way.

The reason the Zealot can be pushed is because the attacking player is actively ordering his units to PUSH your unit out of the way; and you are just attacking. Attacks do not push, so the force is not countered, and your zealot is moved.

The Zealot doesn't get instantly pushed, you just have to push back. Of course, you can't attack when you are pushing (and neither can the Zerglings).

At the end of the day, you are walling in with a movable ground unit. It's not a building. It's a movable unit. You should not expect a movable unit to act as a 1 square wall.
thenk, yeah?
Twistacles
Profile Blog Joined June 2010
Canada1327 Posts
December 08 2010 04:22 GMT
#237
On December 08 2010 13:11 thenk wrote:
At the end of the day, you are walling in with a movable ground unit. It's not a building. It's a movable unit. You should not expect a movable unit to act as a 1 square wall.


When it's your only form of defense early on, without completely walling in and having to later destroy your own buildings? Yes. Protoss isn't terran, they can't lower their depots or lift buildings.
"If you don't give a shit which gum you buy, get stride" - Tyler
Goggalor
Profile Joined August 2010
United States310 Posts
December 08 2010 04:29 GMT
#238
Definitely a bug, will probably get fixed.
We are a way for the cosmos to know itself - Carl Sagan
tainted muffin
Profile Joined August 2010
United States158 Posts
December 08 2010 04:34 GMT
#239
On December 08 2010 12:32 Clcsed wrote:
I must be doing it wrong because zerglings can't get through any of these openings...: http://imgur.com/kNrsa.jpg


Whenever i play PvZ I do the same type of wall in :D
Carthage
Profile Joined May 2010
105 Posts
December 08 2010 04:36 GMT
#240
On December 08 2010 13:11 thenk wrote:
Um.. what are you guys talking about?

This is exactly how unit movement works. It's the same reason Terrans can move Tanks at Marine stim speed by surrounding the tank with marines, then stim moving the marines.

The radius of a Zergling is very small, therefore they can get through small gaps quite easily. This is what they're meant to do - be small, quick and dart through small holes you leave in your defense.

The complaint here is simply, I want to leave a Zealot there and forget about it, and someone figured out how to push my Zealot out of the way.

The reason the Zealot can be pushed is because the attacking player is actively ordering his units to PUSH your unit out of the way; and you are just attacking. Attacks do not push, so the force is not countered, and your zealot is moved.

The Zealot doesn't get instantly pushed, you just have to push back. Of course, you can't attack when you are pushing (and neither can the Zerglings).

At the end of the day, you are walling in with a movable ground unit. It's not a building. It's a movable unit. You should not expect a movable unit to act as a 1 square wall.


There are some very fundamental problems with being able to push things out of the way.

For example, why can this zealot be pushed, but my command center can't crush a zergling by landing on it? It's a movable unit, and my command center is MASSIVE compared to that stupid zergling.

The answer to this and a whole lot of other scenarios is: Balance.

The zealot should not be able to be moved.
emc
Profile Joined September 2010
United States3088 Posts
December 08 2010 04:58 GMT
#241
doing some testing, +1 melee allows 4 banelings to bust a zealot rather than 5. Also if a terran has a rax sandwiched in between two supplies, if you target the rax both supplies will get hit, 5 banelings can potentially destroy 2 supplies or 1 supply and an add-on in one.
skronch
Profile Blog Joined December 2008
United States2717 Posts
December 08 2010 04:58 GMT
#242
seems like a bug or unintended consequence, and hopefully it will be fixed. there's no benefit to leave it in the game, and it breaks early game zvp
oZii
Profile Blog Joined May 2010
United States1198 Posts
Last Edited: 2010-12-08 05:12:30
December 08 2010 05:09 GMT
#243
I posted this on the blizz forum in the PTR section since this seems to be their test bed.
http://us.battle.net:80/sc2/en/forum/topic/1305772863?page=1#12


I'm on my iPhone so I will update the OP there to give credit to stratos and the op of this thread when I get to a comp at the airport right now lol. I just copied and pasted to get the info out on those forums. No intention of making it seem that I discovered this.
EliteSK
Profile Joined April 2010
Korea (South)251 Posts
December 08 2010 05:16 GMT
#244
So...now I am legitimately afraid for PvZ and getting 6 pooled every single game...Sigh...Good call though. I might stick with Terran for now then...Seeing as how this got 13 pages within the first day of posting, it seems that many people have noticed it and will exploit it.
Chronopolis
Profile Joined April 2009
Canada1484 Posts
December 08 2010 05:23 GMT
#245
On December 08 2010 14:16 Wolkenritter wrote:
So...now I am legitimately afraid for PvZ and getting 6 pooled every single game...Sigh...Good call though. I might stick with Terran for now then...Seeing as how this got 13 pages within the first day of posting, it seems that many people have noticed it and will exploit it.


Most methods of dealing with 6 pool do not involve relying on the zealot block because the zerglings get there before you could possibely have a zealot out. Usually it involves building + cannon or building into zealots blocks.
NotGood-
Profile Joined March 2010
United States134 Posts
December 08 2010 05:28 GMT
#246
On December 08 2010 14:16 Wolkenritter wrote:
So...now I am legitimately afraid for PvZ and getting 6 pooled every single game...Sigh...Good call though. I might stick with Terran for now then...Seeing as how this got 13 pages within the first day of posting, it seems that many people have noticed it and will exploit it.


6 pool shows up before the first zealot is out so it does not really change how a toss defends 6 pool. It is however a matchup changing/breaking bug. I play zerg, but i really dont want a bug like this around. Goodbye protoss tech plays.
doobie_d
Profile Joined October 2010
6 Posts
December 08 2010 05:38 GMT
#247
Good thing no more zergs left on GSL...else good bye protoss hopes...
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
December 08 2010 05:54 GMT
#248
i played like 15 games tonight

over and over zergs were trying to do this to me

mostly they failed. but i could tell they were trying
monterto
Profile Joined June 2010
Canada103 Posts
December 08 2010 05:58 GMT
#249
hmm, the thing is that you would probably lose just as many ligs if you attacked the zealot instead of trying to glitch past it...
I'm pretty much Hyuk but white...
Fa1nT
Profile Joined September 2010
United States3423 Posts
December 08 2010 06:01 GMT
#250
On December 08 2010 14:54 travis wrote:
i played like 15 games tonight

over and over zergs were trying to do this to me

mostly they failed. but i could tell they were trying



I don't know how people can take enjoyment out of 5 minute games... even if you win with something like this, how can you take any joy out of it? It's not like you out-played your opponent..
MassHysteria
Profile Joined October 2010
United States3678 Posts
December 08 2010 06:14 GMT
#251
On December 08 2010 14:54 travis wrote:
i played like 15 games tonight

over and over zergs were trying to do this to me

mostly they failed. but i could tell they were trying


how did you prevent it from happening man? Well if you did anything at all I mean? Please share if it is something we can all use
"Just ban all the J's...even jinklejoes" --unnamed source
GHOSTCLAW
Profile Blog Joined February 2008
United States17042 Posts
December 08 2010 06:21 GMT
#252
On December 08 2010 15:14 MassHysteria wrote:
Show nested quote +
On December 08 2010 14:54 travis wrote:
i played like 15 games tonight

over and over zergs were trying to do this to me

mostly they failed. but i could tell they were trying


how did you prevent it from happening man? Well if you did anything at all I mean? Please share if it is something we can all use


I'm pretty sure that if you just spam hold and/or stop you should/might be okay. The game engine puts your unit onto some sort of stopped attack, which you can interrupt by spamming stop/hold
PhotographerLiquipedia. Drop me a pm if you've got questions/need help.
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
December 08 2010 06:22 GMT
#253
On December 08 2010 15:14 MassHysteria wrote:
Show nested quote +
On December 08 2010 14:54 travis wrote:
i played like 15 games tonight

over and over zergs were trying to do this to me

mostly they failed. but i could tell they were trying


how did you prevent it from happening man? Well if you did anything at all I mean? Please share if it is something we can all use


nothing i just think they werent very good at it. so they kept not getting by, and instead just pressing the lings up against my zeals and losing them.
semantics
Profile Blog Joined November 2009
10040 Posts
December 08 2010 06:24 GMT
#254
Lol i should start playing ladder again, i developed a build to exploit this in the beta fast speed lings = win after you rape their workers
Dreadwolf
Profile Joined July 2010
Canada220 Posts
December 08 2010 06:36 GMT
#255
I want my pylons to be movable now anywhere i have power. or to not make it expoitable too much anywhere i have power in a range 5 radius.
GameTime
Profile Joined May 2010
United States222 Posts
December 08 2010 06:39 GMT
#256
When I tried testing this, both my partner and I couldn't make the zealot move with slow zerglings, we could only get it to move with speed lings. Is this happening to anyone else or is there just something we are doing wrong?
Only the winner deserves to win.
Leviwtf
Profile Joined October 2010
174 Posts
December 08 2010 06:52 GMT
#257
I was watching HuK play and I noticed vs zergs he made a pylon at the bottom of his ramp and used a zea/other unit to wall it off. He never did this vs any other matchup and it was always when the zerg started running with lings towards his base. I also noticed him spamming the hold position/attack when lings were trying to break in. Don't know if its been discussed but just saying what I saw that looks to be a solution.
Zaurus
Profile Joined October 2010
Singapore676 Posts
December 08 2010 06:53 GMT
#258
On December 08 2010 12:45 TekKpriest wrote:
QQ,

be happy that you can actually wallin.

There are ways around that and no wall should be foolproof anyways, and vs a normal 14 gas/14 pool build you have at least 1 sentry out anyway, so unless you get early pooled it doesnt matter at all. and if he sacs econ in favour of trying to get through, you can always place an additional pylon at your ramp.

edit:

and i have yet to see any good player using this. Its known for a while, but most of the time not worth it.


are u a kid or something? toss are SUPPOSE to be able to zealot wall off and defend if not speedlings will be just overpowering, coming in and killing probes leaving unharm while the toss is moving towards ur base.... i suspect you try to do 9 pool every game and lose due to wall in...
DeCoder
Profile Joined December 2010
Finland236 Posts
December 08 2010 07:11 GMT
#259
One zealot guarding the ramp is only lingproof for up to 4 lings, with or without this trick.

I always engage with my lings if that's the case, and win.
Probe.
Profile Joined May 2009
United States877 Posts
December 08 2010 07:12 GMT
#260
On December 08 2010 05:22 brentsen wrote:
Not too surprising. That's why they always shout "We cannot hold.".


Best quote of all time.
meow
Clcsed
Profile Joined July 2010
United States7 Posts
Last Edited: 2010-12-08 07:13:35
December 08 2010 07:12 GMT
#261
If you just A-move lings at a zealot wall, a zealot will kill 3 lings before dieing. This formation http://imgur.com/3xGpm.jpg is shown in the 2nd half of the OP's replay...and his zealot killed 3 lings. Please stop this thread.

Here are some other formations. http://www.sc2replayed.com/replays/113718-1v1-terran-unit_test_map
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
December 08 2010 07:26 GMT
#262
On December 08 2010 15:52 Leviwtf wrote:
I was watching HuK play and I noticed vs zergs he made a pylon at the bottom of his ramp and used a zea/other unit to wall it off. He never did this vs any other matchup and it was always when the zerg started running with lings towards his base. I also noticed him spamming the hold position/attack when lings were trying to break in. Don't know if its been discussed but just saying what I saw that looks to be a solution.


pretty sure huk is doing this just to get the pylon up at the bottom of the ramp so he can place buildings down there and get an expo up and running
Rosvall
Profile Joined October 2010
Sweden122 Posts
December 08 2010 07:29 GMT
#263
Well, there's a few things about this.

Firstly, it can be prevented. The Zealot will not move if it's on hold position. I do not mean if you have put him on hold position, but rather if you keep hold position held down or clicked every ~one second, else the zealot goes in to attack mode and get pushed. Also this is not an unfair advantage since the zerg can't do anything else under this time either since he's spamming move commands.

There's a risk in it, if the above happens, you've thrown away time, lings and attention on trying to get through.

It is not really more cost efficient than just right clicking the zealot, you gain time by running through, but you spend apm and attention.

This gives zerg a way to scout a bit better with lings, something that is needed for all races. The game will NOT become better if everyone is forced to play in the dark compared to playing with scouting. This issue is getting covered for toss in next patch with quitter illu and cheaper observers.

Imo, it's a 'bug' you could leave in. If you see a lot of lings outside your base and all you have is 1 zealot, chances are you're going to want to throw down a full wall in the meanwhile.
RTP
whomybuddy
Profile Joined August 2010
United States620 Posts
December 08 2010 07:40 GMT
#264
It's nonsense to use lings to break zealot wall. Why not get some bannelings or roaches?
Roaches all the way way way.
Qweasdzxc
Profile Joined July 2010
215 Posts
Last Edited: 2010-12-08 07:56:58
December 08 2010 07:55 GMT
#265
Hold position means that your zealot will not move away from its current position in order to attack. in order words, it is unable to move away from the spot unless it is told to move position.

The problem here is that by forcing zerglings to be move commanded spam, the lings are somehow able to push the zealot just slightly enough to allow units to slip by the zealot. The zealot is still on hold position the entire time. This is definitely a bug and defeats the purpose of hold position.
Deleted User 61629
Profile Blog Joined March 2010
1664 Posts
Last Edited: 2010-12-08 08:12:56
December 08 2010 08:07 GMT
#266
--- Nuked ---
JeJeFlak
Profile Joined September 2010
Romania52 Posts
December 08 2010 08:11 GMT
#267
This happened to me to on blistering sands, i eventually lost the game due to the econd damage he managed to do with 10 zerglings...I asked him at the end how he managed to get by a perfect zealot on hold postion he said that he doesn't know...but i thought at the time it was weird how he just ramed the zealot with out attacking...
Koshi
Profile Blog Joined August 2010
Belgium38799 Posts
December 08 2010 08:17 GMT
#268
What about 2 zealots?
Unless they 10 pool you can get 2 zealots out right?

I had a good night of sleep.
NotGood-
Profile Joined March 2010
United States134 Posts
December 08 2010 08:18 GMT
#269
On December 08 2010 15:01 Fa1nT wrote:
Show nested quote +
On December 08 2010 14:54 travis wrote:
i played like 15 games tonight

over and over zergs were trying to do this to me

mostly they failed. but i could tell they were trying



I don't know how people can take enjoyment out of 5 minute games... even if you win with something like this, how can you take any joy out of it? It's not like you out-played your opponent..


If you defeat your opponet, you have outplayed him.
Deleted User 61629
Profile Blog Joined March 2010
1664 Posts
Last Edited: 2010-12-08 08:22:17
December 08 2010 08:21 GMT
#270
--- Nuked ---
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
December 08 2010 08:30 GMT
#271
I dont get it. The trick was patched in beta how did it go up again?
Clcsed
Profile Joined July 2010
United States7 Posts
Last Edited: 2010-12-08 09:38:58
December 08 2010 09:34 GMT
#272
On December 08 2010 16:29 Rosvall wrote:
Well, there's a few things about this.

Firstly, it can be prevented. The Zealot will not move if it's on hold position. I do not mean if you have put him on hold position, but rather if you keep hold position held down or clicked every ~one second, else the zealot goes in to attack mode and get pushed. Also this is not an unfair advantage since the zerg can't do anything else under this time either since he's spamming move commands.

There's a risk in it, if the above happens, you've thrown away time, lings and attention on trying to get through.

It is not really more cost efficient than just right clicking the zealot, you gain time by running through, but you spend apm and attention.

This gives zerg a way to scout a bit better with lings, something that is needed for all races. The game will NOT become better if everyone is forced to play in the dark compared to playing with scouting. This issue is getting covered for toss in next patch with quitter illu and cheaper observers.

Imo, it's a 'bug' you could leave in. If you see a lot of lings outside your base and all you have is 1 zealot, chances are you're going to want to throw down a full wall in the meanwhile.


Time wise it's the same. This changes absolutely nothing...please end this post
benjaminethanlim
Profile Joined September 2010
Singapore25 Posts
December 08 2010 10:09 GMT
#273
while its nice to know that so many players read teamliquid that a move like that goes viral in less than a day. it sucks to be p now. im only gold, but forge expand seems to work if ure on a favorable map. that's just my opinion =/
when you're sad, stop being sad and be awesome instead
Koshi
Profile Blog Joined August 2010
Belgium38799 Posts
December 08 2010 10:26 GMT
#274
On December 08 2010 17:21 Inori wrote:
Show nested quote +
On December 08 2010 17:17 Koshi wrote:
What about 2 zealots?
Unless they 10 pool you can get 2 zealots out right?

Right now you can consider yourself lucky if they 10 pool.


I don't understand this. If they 8 pool you cant get a zealot out unless you 10 gate . 10 pool is 1 zealot. and 14 pool is 2 zealots right?

Did somebody already test this with 2 zealots blocking the choke?
I had a good night of sleep.
SpurvL
Profile Joined March 2010
Sweden345 Posts
December 08 2010 10:38 GMT
#275
On December 08 2010 17:17 Koshi wrote:
What about 2 zealots?
Unless they 10 pool you can get 2 zealots out right?



Tryed this last night, even if you have 10+ zealots in a "wall" the lings will push them ALL back a bit at the time ^^
Naniwa, ThorZaiN, SaSe, DeMusliM, White-RA... Where are my Zerg heroes?.. Stephano <3
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
December 08 2010 10:55 GMT
#276
On December 08 2010 17:18 NotGood- wrote:
Show nested quote +
On December 08 2010 15:01 Fa1nT wrote:
On December 08 2010 14:54 travis wrote:
i played like 15 games tonight

over and over zergs were trying to do this to me

mostly they failed. but i could tell they were trying



I don't know how people can take enjoyment out of 5 minute games... even if you win with something like this, how can you take any joy out of it? It's not like you out-played your opponent..


If you defeat your opponet, you have outplayed him.

where did you hear that obviously wrong statement?
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
CounteR
Profile Joined August 2010
New Zealand103 Posts
December 08 2010 11:38 GMT
#277
On December 08 2010 03:44 Scio wrote:
Show nested quote +
On December 08 2010 03:42 Azide wrote:
not sure why you would post this on a popular forum if its indeed true. now we're gonna get raped. if you were a zerg player i could understand....

shoulda just submitted it to blizz if anything


lol especially if he is a zerg he shouldnt have post it. then he could have abused it forever without people reporting it^^


Haha that is so true xD
GG GL HF
Gr4ndmasterSexy
Profile Joined April 2010
Germany27 Posts
December 08 2010 11:59 GMT
#278
On December 08 2010 17:18 NotGood- wrote:
Show nested quote +
On December 08 2010 15:01 Fa1nT wrote:
On December 08 2010 14:54 travis wrote:
i played like 15 games tonight

over and over zergs were trying to do this to me

mostly they failed. but i could tell they were trying



I don't know how people can take enjoyment out of 5 minute games... even if you win with something like this, how can you take any joy out of it? It's not like you out-played your opponent..


If you defeat your opponet, you have outplayed him.

oh dear, you are totaly wrong... so you think if you maphack and defeat your opponent with that, that you outplayed him? %D

or if you bug-abuse like that, that you outplayed him?

keep dreaming..
craz3d
Profile Joined August 2005
Bulgaria856 Posts
December 08 2010 12:30 GMT
#279
Hah, and I always thought the lings running by were due to me forgetting to put my z on hold.
Hello World!
Hyperionnn
Profile Blog Joined September 2007
Turkey4968 Posts
Last Edited: 2010-12-08 12:49:08
December 08 2010 12:48 GMT
#280
If this stuff was about zerg, there would be 50 pages of "FUCK YOU BLIZZARD ZERG SUCKS U CANT DO ANYTHING" comments here
iMremedyz
Profile Joined December 2010
United States7 Posts
December 08 2010 12:50 GMT
#281
i have so many reason why i hate zerg and this will just add to it, i play terran but the spike im gonna seee in zerg players in the next week or so is gonna make me take a vaction till they patch this.
Greatness is a hobbie, to make someone rage quit is my passion.
Dwar3xwar
Profile Joined August 2010
39 Posts
December 08 2010 12:55 GMT
#282
no wonder the last few games i had Z went mass lings...
Almisael
Profile Joined May 2010
Austria235 Posts
December 08 2010 13:06 GMT
#283
yeah it's only possible to block if you wall-in completely. haha.
Tripal
Profile Joined April 2010
Finland92 Posts
December 08 2010 13:22 GMT
#284
On December 08 2010 21:48 Hyperionnn wrote:
If this stuff was about zerg, there would be 50 pages of "FUCK YOU BLIZZARD ZERG SUCKS U CANT DO ANYTHING" comments here


Haha it's so true it's funny.
Conzeq
Profile Joined April 2010
64 Posts
December 08 2010 13:24 GMT
#285
Just tested this.. I've gotten 1 easy win with this so far.. and 1 where I got so far ahead i couldnt lose. 3 expos vs 1 base
wtf
risk.nuke
Profile Joined May 2010
Sweden2825 Posts
December 08 2010 13:26 GMT
#286
On December22 Tripal wrote:
Show nested quote +
On December Hyperionnn wrote:
If this stuff was about zerg, there would be 50 pages of "FUCK YOU BLIZZARD ZERG SUCKS U CANT DO ANYTHING" comments here


Haha it's so true it's funny.

and then there'd be 50 warned people here.
Neo.G Soulkey, Best, firebathero. // http://www.teamliquid.net/forum/index.php?show_part=31
Cade
Profile Joined August 2010
Canada1420 Posts
December 08 2010 13:33 GMT
#287
Just thought I should note, this doesn't work on corner to corner walls. Only on walls w/ some amount of space between the zealot and the wall. It also doesn't work w/ 2 zealots in the other walls.
Or-a
Profile Blog Joined April 2010
Canada66 Posts
December 08 2010 13:41 GMT
#288
On December 08 2010 04:02 ppshchik wrote:
If only you notified us earlier, Fruitdealer would've won Game 5....


The thing about doing exploits like this in the GSL is that its very dishonorable to win by a unit exploit like that, he'd probably be shunned from the korean sc community. :S
Clever
Fa1nT
Profile Joined September 2010
United States3423 Posts
December 08 2010 13:43 GMT
#289
On December 08 2010 22:41 Or-a wrote:
Show nested quote +
On December 08 2010 04:02 ppshchik wrote:
If only you notified us earlier, Fruitdealer would've won Game 5....


The thing about doing exploits like this in the GSL is that its very dishonorable to win by a unit exploit like that, he'd probably be shunned from the korean sc community. :S


HongUn did an exploit (using a pylon to pass through a ramp cannon wall-in in a number of his matches vs Zerg, allowing him free scouting basically.

This is going to be patched in 1.2, so blizzard considers it an exploit.

Time to shun him everyone.
Super_bricklayer
Profile Joined May 2010
France104 Posts
December 08 2010 13:44 GMT
#290
Yeah i've done some test with a protoss partner, it's doesn't work on every type of wall. Sometimes it's about the position of the zealot to, sometimes if there are some other zealot behind it feels like they fuck it up. It's weird.

Anyway it sucks, the zealot shouldn't move at all.

But, i find a interesting fact. When you order a move behind a wall, the group of gling mix it self. So if you spam s/move, you'll have two different zergling to hit the zealot each time, you can avoid almost any kill while hitting the zealot slowly but surely. So if the protoss don't have anything behind to shoot, it can be useful.
Well, i don't know, we'll have to wait for bliz to fix that bug first to be able to test it, cause i don't want to be insulted of cheater/lamer etc... ^^
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
December 08 2010 13:46 GMT
#291
On December 08 2010 22:22 Tripal wrote:
Show nested quote +
On December 08 2010 21:48 Hyperionnn wrote:
If this stuff was about zerg, there would be 50 pages of "FUCK YOU BLIZZARD ZERG SUCKS U CANT DO ANYTHING" comments here


Haha it's so true it's funny.

not true, and not funny
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
Altsa
Profile Blog Joined August 2010
Finland990 Posts
December 08 2010 13:50 GMT
#292
I haven´t faced this in a game yet, but, can zerglings still push the zealot if you keep a probe behind it??
AoD
Hyperionnn
Profile Blog Joined September 2007
Turkey4968 Posts
December 08 2010 13:53 GMT
#293
On December 08 2010 22:46 Geo.Rion wrote:
Show nested quote +
On December 08 2010 22:22 Tripal wrote:
On December 08 2010 21:48 Hyperionnn wrote:
If this stuff was about zerg, there would be 50 pages of "FUCK YOU BLIZZARD ZERG SUCKS U CANT DO ANYTHING" comments here


Haha it's so true it's funny.

not true, and not funny


you are a zerg of course it is not funny for you
PandaBlunt
Profile Joined September 2010
United States292 Posts
December 08 2010 13:58 GMT
#294
On December 08 2010 22:50 Altsa wrote:
I haven´t faced this in a game yet, but, can zerglings still push the zealot if you keep a probe behind it??

+1 Maybe it's a temporary fix till blizzard fixes it.

-Pandablunt
(╮°-°)╮┳━┳
DiZasteR
Profile Joined May 2009
Netherlands84 Posts
December 08 2010 13:59 GMT
#295
On December 08 2010 22:53 Hyperionnn wrote:
Show nested quote +
On December 08 2010 22:46 Geo.Rion wrote:
On December 08 2010 22:22 Tripal wrote:
On December 08 2010 21:48 Hyperionnn wrote:
If this stuff was about zerg, there would be 50 pages of "FUCK YOU BLIZZARD ZERG SUCKS U CANT DO ANYTHING" comments here


Haha it's so true it's funny.

not true, and not funny


you are a zerg of course it is not funny for you


how is this as substantial as removing zerg AA and telling zerg to go hit a button 50 times??
NIIINO
Profile Blog Joined July 2010
Slovakia1320 Posts
December 08 2010 14:01 GMT
#296
i will be so mad when someone uses this on me !
Hyperionnn
Profile Blog Joined September 2007
Turkey4968 Posts
Last Edited: 2010-12-08 14:04:11
December 08 2010 14:03 GMT
#297
On December 08 2010 22:59 DiZasteR wrote:
Show nested quote +
On December 08 2010 22:53 Hyperionnn wrote:
On December 08 2010 22:46 Geo.Rion wrote:
On December 08 2010 22:22 Tripal wrote:
On December 08 2010 21:48 Hyperionnn wrote:
If this stuff was about zerg, there would be 50 pages of "FUCK YOU BLIZZARD ZERG SUCKS U CANT DO ANYTHING" comments here


Haha it's so true it's funny.

not true, and not funny


you are a zerg of course it is not funny for you


how is this as substantial as removing zerg AA and telling zerg to go hit a button 50 times??


both of these stuff are removed, learn to read before posting or never post

And with this bullshit, zerg can end a game before any stalker pops when toss goes gate first and zergs can still say Z SUCKS because a goddamn whiner named idra always says z sucks
Deleted User 61629
Profile Blog Joined March 2010
1664 Posts
December 08 2010 14:16 GMT
#298
--- Nuked ---
branflakes14
Profile Joined July 2010
2082 Posts
December 08 2010 14:18 GMT
#299
On December 08 2010 23:16 Inori wrote:
Show nested quote +
On December 08 2010 22:59 DiZasteR wrote:
On December 08 2010 22:53 Hyperionnn wrote:
On December 08 2010 22:46 Geo.Rion wrote:
On December 08 2010 22:22 Tripal wrote:
On December 08 2010 21:48 Hyperionnn wrote:
If this stuff was about zerg, there would be 50 pages of "FUCK YOU BLIZZARD ZERG SUCKS U CANT DO ANYTHING" comments here


Haha it's so true it's funny.

not true, and not funny


you are a zerg of course it is not funny for you


how is this as substantial as removing zerg AA and telling zerg to go hit a button 50 times??

Right, gamebreaking exploit is nothing compared to slight nerf to 1 unit and need to make few more clicks. Zerg bias is so biased.


The funniest part is that some Zerg players seem to think Protoss and Terran users don't press a button for each unit they produce.
Mesha
Profile Blog Joined January 2010
Bosnia-Herzegovina439 Posts
December 08 2010 14:22 GMT
#300
It's a simple fix with next patch. Units on hold can not be moved by other units. Calm down everyone.
Reality hits you hard bro.
Super_bricklayer
Profile Joined May 2010
France104 Posts
December 08 2010 14:24 GMT
#301
Please, trolls go away, there are other "official" forums for your pathetic war.

Can we at least stick to the subject, try to find exactly when does this happen and when not, how to prevent that until bliz' fix it ?
Malloy
Profile Joined June 2007
Canada166 Posts
December 08 2010 14:33 GMT
#302
I've always used two lots so that a drone isn't sent in my base by clicking the minerals...

Funny enough, I had someone suicide a lot of lings not too long ago. I imagine that this was his goal. I already had a sentry out, though....so I would have thrown down a FF if I saw the lot die/move.
Qweasdzxc
Profile Joined July 2010
215 Posts
December 08 2010 14:42 GMT
#303
On December 08 2010 23:22 Mesha wrote:
It's a simple fix with next patch. Units on hold can not be moved by other units. Calm down everyone.


It's simple but really needs to be patched asap as early-game ZvP is potentially broken right now.
Fa1nT
Profile Joined September 2010
United States3423 Posts
December 08 2010 14:44 GMT
#304
On December 08 2010 23:42 Qweasdzxc wrote:
Show nested quote +
On December 08 2010 23:22 Mesha wrote:
It's a simple fix with next patch. Units on hold can not be moved by other units. Calm down everyone.


It's simple but really needs to be patched asap as early-game ZvP is potentially broken right now.


Oh? Building 2 zealots instead of 1 while the zerg basically all-in's with mass zerglings is broken?

You should be happy for free wins.
Qweasdzxc
Profile Joined July 2010
215 Posts
December 08 2010 14:56 GMT
#305
On December 08 2010 23:44 Fa1nT wrote:
Show nested quote +
On December 08 2010 23:42 Qweasdzxc wrote:
On December 08 2010 23:22 Mesha wrote:
It's a simple fix with next patch. Units on hold can not be moved by other units. Calm down everyone.


It's simple but really needs to be patched asap as early-game ZvP is potentially broken right now.


Oh? Building 2 zealots instead of 1 while the zerg basically all-in's with mass zerglings is broken?

You should be happy for free wins.


tested with 2 zealots. no difference even if both hold position. lings still slip through.

Deleted User 61629
Profile Blog Joined March 2010
1664 Posts
December 08 2010 15:31 GMT
#306
--- Nuked ---
Blacklizard
Profile Joined May 2007
United States1194 Posts
December 08 2010 15:38 GMT
#307
Very disturbing this is still lingering after it was supposed to be fixed in Beta.
insta
Profile Joined May 2010
216 Posts
December 08 2010 15:48 GMT
#308
Neat stuff, but I wonder why you post that just by now in the Forums :D

It's what a lot of pros used to do, since the beta - the first guy I've seen using it was HayprO in a replay against mouz.Hasu !

Anyway, great for the other guys to know, since this should be known to all the Swarm Players

Greetings!
pls dont judge before research, pls dont research before thinking
PikaXchU
Profile Joined December 2010
Singapore379 Posts
December 08 2010 16:22 GMT
#309
Well, no wonder some moron went 3 hatch mass zergling.
I was wondering how those lings got past my zealot.
Carrier has arrived.
Kishuu
Profile Joined January 2010
Brazil108 Posts
December 08 2010 16:50 GMT
#310



Oh? Building 2 zealots instead of 1 while the zerg basically all-in's with mass zerglings is broken?

You should be happy for free wins.



If zerg "basically all-in's" with mass lings P players are DEAD if there's no wall.
Even if we 10 gate 12 gate chronoboosting zealots.

You need to learn some stuff about the game, asap. You are not suggesting that Z should be able and "have the right" to run with 24 speedlings in P's base in 4 minutes gametime for the game to be balanced. Right? Please tell me you did not meant this.
etceteraetcetera
Profile Joined June 2009
United States38 Posts
Last Edited: 2010-12-08 17:59:34
December 08 2010 17:50 GMT
#311
Many of the best protoss players I see don't even make a wall at the ramp. I only see this becoming a problem in lower leagues.
Still, it would probably be best for blizzard to fix it..

Also, has anyone tried with three zealots holding a ramp? or however many it is for sc2..
Excludos
Profile Blog Joined April 2010
Norway8075 Posts
December 08 2010 23:32 GMT
#312
Just happened to me today on ladder. When more people start catching this, zerg could end up with an immense winratio vs protoss.
FrostedMiniWeet
Profile Joined July 2009
United States636 Posts
Last Edited: 2010-12-08 23:35:04
December 08 2010 23:34 GMT
#313
On December 09 2010 02:50 etceteraetcetera wrote:
Many of the best protoss players I see don't even make a wall at the ramp. I only see this becoming a problem in lower leagues.
Still, it would probably be best for blizzard to fix it..

Also, has anyone tried with three zealots holding a ramp? or however many it is for sc2..


Lol, They only don't make Walls against Protoss or Terran, against Zerg not walling in is simply suicide.
Mephs
Profile Joined October 2010
139 Posts
December 09 2010 02:03 GMT
#314
As a zerg player, I'm not using this against protoss, ever.
Geovu
Profile Blog Joined November 2010
Estonia1344 Posts
December 09 2010 02:11 GMT
#315
On December 09 2010 11:03 Mephs wrote:
As a zerg player, I'm not using this against protoss, ever.

TY VM
sl0w
Profile Joined July 2010
United States447 Posts
December 09 2010 02:19 GMT
#316
This is disturbing to hear, but luckily I haven't seen it in the ladder. Hope it gets fixed asap.
3Dustin
Profile Joined December 2010
United States24 Posts
December 09 2010 06:31 GMT
#317
Just make a wall in like this, me and a friend tested it and it was the only wall-in that worked. He couldn't get by after trying for a good minute or two. The zealot pushed back a little bit but there was no room to get by, and the amount of time it took to push the zealot back wouldn't be worth it anyway.

TL;DR: solution >> http://img844.imageshack.us/gal.php?g=screenshot2010120822264.jpg
Lorken
Profile Joined November 2010
New Zealand804 Posts
December 09 2010 07:38 GMT
#318
Another thing to do is sometimes toss players (like me) forget to make the zealot hold position, so you can draw him out and then run in
Also, I tested this and it didn't seem to work, but I remember it happening to me before in game though.
LOUD NOISES!!!
clickrush
Profile Blog Joined May 2010
Switzerland3257 Posts
December 09 2010 08:41 GMT
#319
On December 09 2010 15:31 Dstnb3 wrote:
Just make a wall in like this, me and a friend tested it and it was the only wall-in that worked. He couldn't get by after trying for a good minute or two. The zealot pushed back a little bit but there was no room to get by, and the amount of time it took to push the zealot back wouldn't be worth it anyway.

TL;DR: solution >> http://img844.imageshack.us/gal.php?g=screenshot2010120822264.jpg


very nice you found a solution. seems like we dont need a patch after all!
oGsMC: Zealot defense, Stalker attack, Sentry forcefieldu forcefieldu, Marauder die die
oZii
Profile Blog Joined May 2010
United States1198 Posts
December 09 2010 09:02 GMT
#320
On December 09 2010 15:31 Dstnb3 wrote:
Just make a wall in like this, me and a friend tested it and it was the only wall-in that worked. He couldn't get by after trying for a good minute or two. The zealot pushed back a little bit but there was no room to get by, and the amount of time it took to push the zealot back wouldn't be worth it anyway.

TL;DR: solution >> http://img844.imageshack.us/gal.php?g=screenshot2010120822264.jpg



Can a stalker still make it through there?
Basileus
Profile Joined October 2010
United States103 Posts
December 09 2010 09:21 GMT
#321
Im going to try that wall off and see if I can get a stalker and immortal through, this is a very disturbing situation as it would be near impossible to stop fast pool all ins.
zunova
Profile Joined April 2010
United States83 Posts
December 09 2010 09:33 GMT
#322
On December 09 2010 15:31 Dstnb3 wrote:
Just make a wall in like this, me and a friend tested it and it was the only wall-in that worked. He couldn't get by after trying for a good minute or two. The zealot pushed back a little bit but there was no room to get by, and the amount of time it took to push the zealot back wouldn't be worth it anyway.

TL;DR: solution >> http://img844.imageshack.us/gal.php?g=screenshot2010120822264.jpg


Seems a little difficult to see, could you get a couple screenshots of that without the health bars on?
Lobotomist
Profile Joined May 2010
United States1541 Posts
December 09 2010 09:36 GMT
#323
Part of me thinks that this showing right NOW is just God punishing Protoss players for the pheonix buff. You get to lift my drones more, I get to break your walls.

And then I realize that this is definitely a bug. A bug which I may use on the ladder once or twice, just to see. But then back to 14 pool 16 hatch
Teching to hive too quickly isn't just a risk: it's an ultrarisk
Marcury
Profile Joined September 2009
Canada141 Posts
December 09 2010 09:46 GMT
#324
On December 08 2010 07:50 Marcury wrote:
Wall off with zealot next to gateway and not cyber core. Cybercore is actually a little smaller than the gateway if you look at the circle. I just tested it and the zlot died before getting pushed out of the way when you wall off with the zealot next to gateway, however in the replay the zealot was next to a cybernetics.


Can someone please show me a replay of zerglings breaking the wall-in I described, cause I've tested it twice and it's not breakable.
azzu
Profile Joined August 2010
Germany141 Posts
Last Edited: 2010-12-09 19:37:46
December 09 2010 19:37 GMT
#325
On December 09 2010 18:02 oZii wrote:
Show nested quote +
On December 09 2010 15:31 Dstnb3 wrote:
Just make a wall in like this, me and a friend tested it and it was the only wall-in that worked. He couldn't get by after trying for a good minute or two. The zealot pushed back a little bit but there was no room to get by, and the amount of time it took to push the zealot back wouldn't be worth it anyway.

TL;DR: solution >> http://img844.imageshack.us/gal.php?g=screenshot2010120822264.jpg



Can a stalker still make it through there?


yes, and this works because there is a 1 square wide, at least 2 square long pathway. if you place a zaelot in this pathway, he will only be moved to one side of the path, but still no zerglings can go through.
CurLy[]
Profile Joined August 2010
United States759 Posts
December 10 2010 20:39 GMT
#326
this shit makes me fucking rage.
Great pasta mom, very Korean. Even my crown leans to the side. Gangsta. --------->
Scoop
Profile Joined August 2010
Finland482 Posts
December 10 2010 21:23 GMT
#327
On December 09 2010 15:31 Dstnb3 wrote:
Just make a wall in like this, me and a friend tested it and it was the only wall-in that worked. He couldn't get by after trying for a good minute or two. The zealot pushed back a little bit but there was no room to get by, and the amount of time it took to push the zealot back wouldn't be worth it anyway.

TL;DR: solution >> http://img844.imageshack.us/gal.php?g=screenshot2010120822264.jpg


Pylon in the wall is just begging to be baneling busted.
dump
Profile Joined August 2010
Japan514 Posts
December 11 2010 05:58 GMT
#328
well that explains why i've been constantly losing to lings lately.

just read the whole thread, a few thoughts...

1. stop shooting the messenger. a single secret complaint lobbed at blizzard won't get the problem fixed. software companies prioritize bug fixes based on how severe the impact is, and the only way to convince them that this will have a severe impact is by revealing it publicly and making a huge fuss about it.

2. it's often taken a long time for blizz to fix bugs -- remember the graviton bug a couple months ago? we're probably going to need to find a solution for ourselves.

3. any solution would need to cost more or less the same resources as the current standard wall build would cost, because zerg has many timing options for lings, and the wall-in is the only practical one. stop suggesting placing a second zealot or a sentry or a stalker. the two-pylon solution is better than nothing, but definitely susceptible to baneling bust.

4. high level players do indeed use this wall. case in point, huk: http://www.sc2replayed.com/pages/starcraft-2-news/97-liquidhuk-replays-are-available

5. blizz fixed the mineral boosting bug even though the only "real" problem with it was that it required you to spam if you wanted to keep up. by that same reasoning, even if spamming H on your zealot is enough to keep you safe, it needs to be fixed.
ilubbapples
Profile Joined December 2010
3 Posts
December 14 2010 00:41 GMT
#329
I'm not understanding why the full wall-in is not a valid strategy. Worst case scenario, let's say you didn't scout and you see lings coming up your ramp, why is it not possible to jux leave a probe near your zealot and throw up a full wall-in? If a zerg saw that they'd likely turn around and you can cancel the pylon after they leave. If they keep trying to attack you, let it finish. Let's be realistic if he's been attacking you long enough for a pylon to be finish then the zealot wall in would not have held anyways. Seems reasonable to me without changing the game dramatically. I could be missing some obvious fact so feel free to correct me, but in my head this makes sense.
unbal3
Profile Joined September 2010
Korea (South)131 Posts
Last Edited: 2010-12-14 00:47:12
December 14 2010 00:46 GMT
#330
i build sentries.

problem, cheesers? ahahahahaha


on a more serious note, i'm gonna have to go check this out. i'll be watching that replay.... after i take a shower.
Dragar
Profile Joined October 2010
United Kingdom971 Posts
Last Edited: 2010-12-14 01:07:46
December 14 2010 01:05 GMT
#331
On December 09 2010 18:46 Marcury wrote:
Show nested quote +
On December 08 2010 07:50 Marcury wrote:
Wall off with zealot next to gateway and not cyber core. Cybercore is actually a little smaller than the gateway if you look at the circle. I just tested it and the zlot died before getting pushed out of the way when you wall off with the zealot next to gateway, however in the replay the zealot was next to a cybernetics.


Can someone please show me a replay of zerglings breaking the wall-in I described, cause I've tested it twice and it's not breakable.


You could actually be correct. I've an example (the single time I've (ab)used this technique) of pushing past two zealots next to a cybercore, but not at a gateway. I post for those curious of seeing it in action anyway.

Check at 9-minutes, after the 4-gate-into-hidden-expo-attack gets crushed.

http://www.sc2replayed.com/replays/115841-1v1-protoss-zerg-delta-quadrant

Of course, one sentry would have done wonders...
reQ
Profile Joined October 2010
United Kingdom45 Posts
December 14 2010 02:09 GMT
#332
Now if only one could move a Depot by spamming move next to it
~
Msrobinson
Profile Joined October 2010
United States138 Posts
December 14 2010 02:55 GMT
#333
How would dance patrolling the zealot work? Does that make the zealot run after the zerglings?

Just curious cuz whenever I put my drone on patrol it never follows drones that do run bys .
The IQ and the life expectancy of the average American recently passed each other in opposite directions.
goswser
Profile Blog Joined May 2009
United States3546 Posts
December 14 2010 03:08 GMT
#334
To be honest, most of the time you don't even need this trick. I'm about 215th in the us ladder as zerg, and if the protoss has 2 zealots or fewer a bunch of zerglings can just kill them pretty easily.
say you were born into a jungle indian tribe where food was scarce...would you run around from teepee to teepee stealing meat scraps after a day lazying around doing nothing except warming urself by a fire that you didn't even make yourself? -rekrul
NinjaAUS
Profile Joined October 2010
Australia133 Posts
December 14 2010 09:33 GMT
#335
Cannon their ramp like u do every other game
???
profit
Brewed Tea
Profile Joined October 2010
United States124 Posts
December 15 2010 10:45 GMT
#336
its the cybercore \ gateway placement, i have noticed most people have their wall where the zealot and the cybercore arent touching, actually im going to look at my replays and see if i do that O.o
if it wasnt for mules terrans would have to 15 hatch every game.
MassHysteria
Profile Joined October 2010
United States3678 Posts
December 17 2010 04:30 GMT
#337
Looks like PTR is down to fix some issues and this will be one of them FYI Go
"Just ban all the J's...even jinklejoes" --unnamed source
KillerDucky
Profile Blog Joined July 2010
United States498 Posts
December 17 2010 17:01 GMT
#338
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.
MarineKingPrime Forever!
MoreFaSho
Profile Blog Joined May 2010
United States1427 Posts
December 17 2010 17:04 GMT
#339
On December 18 2010 02:01 KillerDucky wrote:
Show nested quote +
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.
I always try to shield slam face, just to make sure it doesnt work
simme123
Profile Blog Joined February 2010
Sweden810 Posts
Last Edited: 2010-12-17 17:08:47
December 17 2010 17:06 GMT
#340
This is such bs... I'm gonna have to watch the replay though but we need to be able to def against really early lings though but yeah.. Hope it's not that bad.
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
Sweden1762 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.
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
Canada13389 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
Canada13389 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)_/¯
Deleted User 61629
Profile Blog Joined March 2010
1664 Posts
March 28 2011 17:50 GMT
#381
--- Nuked ---
Benjef
Profile Blog Joined December 2010
United Kingdom6921 Posts
March 28 2011 17:55 GMT
#382
On March 28 2011 22:01 jeremycafe wrote:
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.


You can do it with Drones. Have a zergling or something attack the zealot and the drone can slide straight through.
+ Show Spoiler +
Someone did it in a recent TSL match.
<3 | Dota 2 | DayZ | <3
Sqalevon
Profile Joined August 2010
Netherlands523 Posts
March 28 2011 18:02 GMT
#383
On March 29 2011 02:55 Benjef wrote:
Show nested quote +
On March 28 2011 22:01 jeremycafe wrote:
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.


You can do it with Drones. Have a zergling or something attack the zealot and the drone can slide straight through.
+ Show Spoiler +
Someone did it in a recent TSL match.


Drones can always pass through units if you send them to a mineral patch.
BlazedHydra
Profile Joined March 2011
United States67 Posts
March 28 2011 18:16 GMT
#384
this has been posted befor. you can spam HP or place a ff
boredoms not a burden anyone should bare
Ben Dover
Profile Joined January 2011
Canada23 Posts
March 28 2011 18:24 GMT
#385
Well I guess now both races have broken mechanics to exploit.
gdroxor
Profile Blog Joined May 2010
United States639 Posts
March 28 2011 19:19 GMT
#386
Welp, time for more forge FE full walloff play.
adelise
Profile Joined August 2010
85 Posts
Last Edited: 2011-03-28 19:40:08
March 28 2011 19:39 GMT
#387
Its not true, the replay which shows the zerglings running by has a misplaced zealot


There is no exploit, a well placed zealot will 100% keep lings out
CookieMaker
Profile Blog Joined November 2010
Canada880 Posts
March 28 2011 20:08 GMT
#388
On March 29 2011 04:39 adelise wrote:
Its not true, the replay which shows the zerglings running by has a misplaced zealot


There is no exploit, a well placed zealot will 100% keep lings out

^^ This. 100% proven effective placement holds zerglings. Broken walls are the result of improper placement
Micro your Macro
dmillz
Profile Joined November 2010
Canada270 Posts
March 28 2011 22:43 GMT
#389
People pay attention to THREAD DATES. This was BEFORE they fixed the bug with a patch. This bug no longer exists.
Deleted User 61629
Profile Blog Joined March 2010
1664 Posts
March 29 2011 05:00 GMT
#390
--- Nuked ---
Pwnographics
Profile Joined January 2011
New Zealand1097 Posts
April 28 2011 10:10 GMT
#391
IdrA: No amount of creativity will get a zergling past a wall-in.

Herp derp.

User was temp banned for this post.
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
April 28 2011 15:43 GMT
#392
If you wall better, this won't happen. I've done extensive testing. It's frustrating, sure. Not only do your buildings have to be put in the right spot, but the zealot has to be in somewhat of a corridor.
Commentatorhttp://twitter.com/proxywolf
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