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[Trick] The Broken Temple Imbalance - Page 5

Forum Index > SC2 General
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AzurewinD
Profile Joined November 2010
United States569 Posts
March 05 2011 18:15 GMT
#81
it's not like they should go around with stalkers to see what they can abuse



As someone else already stated; Yes, they should be doing that. It's called QA Testing and its vital to the development process. If they're making maps without thoroughly testing each and every possible exploit, then we end up with patent bullshit like this, and the Shakuras Plateau invisible building bug.
"...I want more people to be in that state more often, to see things not through the limited and rigid mind or the fearful ego, but through a heart that loves to express and create" - Xiaonan "Glider" Sun
Geiko
Profile Blog Joined June 2010
France1961 Posts
March 05 2011 18:17 GMT
#82
Added a poll to the OP regarding what blizzard should do about this.
geiko.813 (EU)
Welmu
Profile Blog Joined November 2009
Finland3295 Posts
March 05 2011 18:17 GMT
#83
Keep this Blizzard, I want abuse it :D
Progamertwitter.com/welmu1 | twitch.com/Welmu1
Tiwo
Profile Joined March 2009
Netherlands306 Posts
March 05 2011 18:18 GMT
#84
This was the 1st thing I was thinking about when I saw this map, but didn't test it my self yet,
Good you tested this!
senor_gomez
Profile Joined June 2010
United States162 Posts
Last Edited: 2011-03-05 18:20:21
March 05 2011 18:19 GMT
#85
On March 06 2011 02:35 Aim Here wrote:
Well Blizzard hires people to test their games. And going around abusing stalkers/reapers/colossi to make sure the map works as intended is exactly the sort of thing any good game tester ought to be trying. Of course, being the abusive Protoss scrub I am, I fully intend to use this discovery to the max, while it still exists...

They don't even need human testers.... they could just test it with an algorithm that simulates sight of a ground unit at each height of the map. Besides ramps, the bottom level shouldn't see the top level. They could then look at the highest height and see if there are 'blink spots' elsewhere.
JerKy
Profile Blog Joined January 2011
Korea (South)3013 Posts
March 05 2011 18:22 GMT
#86
Oh wow this is pretty big
Considering I'm a toss player myself, I'll probably try this out a couple times :p
It might make PvP a pain in the butt though
You can type "StarCraft" with just your left hand.
enemy2010
Profile Blog Joined October 2010
Germany1972 Posts
March 05 2011 18:25 GMT
#87
So i guess we all should expect blink stalker play when we play against a Protoss on ladder in the next days
1on1 auf azze no he no flash no awp only holztor. | Ja, da meint der ich hätt' abgeschmatzt, aber dat is Quatsch, verstehste?
Chill
Profile Blog Joined January 2005
Calgary25998 Posts
March 05 2011 18:29 GMT
#88
I think people are overreacting to this... It should be fixed but it's not the end of the world.
Moderator
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
March 05 2011 18:33 GMT
#89
I may need to test this later, but is there a way of exploiting this without the use of blink stalkers? I imagine that the watchtower sight might allow for a lower ground pylon to warp in a unit onto the tower structure, which in turn could provide sight to allow for a secondary pylon at the bottom of the cliff to warp in units into the main. This could be a major factor for some PvP 4gate matches.

The matchup that I can see this most affecting is PvP due to the fact that this imbalance makes Blink Stalkers infinitely more useful, which makes Twilight Council tech a more useful tech structure than Robos on this map with these positions. A Protoss going Robo will have to defend from two locations against a Protoss going Blink.
ㅇㅅㅌㅅ
Geiko
Profile Blog Joined June 2010
France1961 Posts
March 05 2011 18:35 GMT
#90
On March 06 2011 03:33 eviltomahawk wrote:
I may need to test this later, but is there a way of exploiting this without the use of blink stalkers? I imagine that the watchtower sight might allow for a lower ground pylon to warp in a unit onto the tower structure, which in turn could provide sight to allow for a secondary pylon at the bottom of the cliff to warp in units into the main. This could be a major factor for some PvP 4gate matches.

The matchup that I can see this most affecting is PvP due to the fact that this imbalance makes Blink Stalkers infinitely more useful, which makes Twilight Council tech a more useful tech structure than Robos on this map with these positions. A Protoss going Robo will have to defend from two locations against a Protoss going Blink.


Just tested this, the vision is enough for a stalker to blink, but not enough for a unit to warp in.
geiko.813 (EU)
SushilS
Profile Joined November 2010
2115 Posts
March 05 2011 18:36 GMT
#91
On March 05 2011 23:50 Telcontar wrote:
Don't tell Nazgul!!!!!!!!

Looooool! 5/5.
iceiceice: I’m going to make this short; I am the one true tinker player.
W2
Profile Blog Joined January 2011
United States1177 Posts
March 05 2011 18:38 GMT
#92
Someone test if u can build a pylon in your base for the spotter?
Hi
EliteAzn
Profile Blog Joined April 2010
United States661 Posts
March 05 2011 18:39 GMT
#93
Add a pylon by the cliff and it becomes even more dangerous...
(╯`Д´)╯︵ ┻━┻ High Five! _o /\ o_
DreamChaser
Profile Blog Joined February 2011
1649 Posts
March 05 2011 18:46 GMT
#94
On March 05 2011 23:44 kickinhead wrote:
OMG - Blizzard really can't make balanced Maps at all, this is really very annoying... Blinkstalkers blinking in your base without Obs or halluzinated phoenix is indeed a big problem, especially with the positional imbalances, so that even in a mirrormatch, things get out of balance. -.-°


Seriously? people cant do anything but complain, this isn't something that you can really pin on the map makers. I don't know if this is more of a glitch but the cliff just BARLEY makes the vision. I do acknowledge its a map error but gives the map makers some leniency nobody can make a perfect map they just try.
Plays against every MU with nexus first.
Geiko
Profile Blog Joined June 2010
France1961 Posts
March 05 2011 18:49 GMT
#95
On March 06 2011 03:38 W2 wrote:
Someone test if u can build a pylon in your base for the spotter?

Done. Only works with a zealot, a stalker or a sentry, not a pylon or any building.
geiko.813 (EU)
BritishBeef
Profile Joined November 2010
United Kingdom372 Posts
March 05 2011 19:02 GMT
#96
On March 05 2011 23:51 dtz wrote:
Show nested quote +
On March 05 2011 23:44 kickinhead wrote:
OMG - Blizzard really can't make balanced Maps at all, this is really very annoying... Blinkstalkers blinking in your base without Obs or halluzinated phoenix is indeed a big problem, especially with the positional imbalances, so that even in a mirrormatch, things get out of balance. -.-°


uh come on lets not overreact. this is the kind of accidentall exploit that get discovered only after thousands of games are played. Not like they intended this obviously...




Thousands.. is a understatement
DeckOneBell
Profile Blog Joined May 2010
United States526 Posts
March 05 2011 19:18 GMT
#97
Funny how people always want Blizz to leave in weird unit bugs (such as infestor burrow casting, or keeping void ray charge by switching targets fast enough), but really hate map quirks.

I don't think it's that big of a deal. Yeah, it makes stalkers more powerful on that map, but the only major difference is around 3 stalkers and some amount of time if the protoss player wanted to blink up your cliff anyway. Also, this at the minimum leaves one stalker behind.

Sure, fix it, but I don't really mind it's existence. Now that we know you can do that, just remember not to turtle up the front of your base against P.
Sensator
Profile Joined April 2010
Australia377 Posts
March 05 2011 19:19 GMT
#98
Oh great.
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
March 05 2011 19:26 GMT
#99
On March 06 2011 03:35 Geiko wrote:
Show nested quote +
On March 06 2011 03:33 eviltomahawk wrote:
I may need to test this later, but is there a way of exploiting this without the use of blink stalkers? I imagine that the watchtower sight might allow for a lower ground pylon to warp in a unit onto the tower structure, which in turn could provide sight to allow for a secondary pylon at the bottom of the cliff to warp in units into the main. This could be a major factor for some PvP 4gate matches.

The matchup that I can see this most affecting is PvP due to the fact that this imbalance makes Blink Stalkers infinitely more useful, which makes Twilight Council tech a more useful tech structure than Robos on this map with these positions. A Protoss going Robo will have to defend from two locations against a Protoss going Blink.


Just tested this, the vision is enough for a stalker to blink, but not enough for a unit to warp in.

Thanks for testing this. At least we can sleep in peace knowing that a pure, no-blink 4gate build won't be able to exploit this bug.

Nevertheless, Twilight Council tech is going to still be hugely useful with this bug. A pylon below the cliff and a single Blink Stalker allows for DTs to warp into the main without the use of a Robo or an observer.
ㅇㅅㅌㅅ
The Stapler
Profile Joined August 2010
United States326 Posts
March 05 2011 19:28 GMT
#100
what? strategy in my strategy game? gtfo

obviously calls for a marine buff and bunker time increased


stop overreacting plz
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