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Tricks with pathfinding - Page 8

Forum Index > SC2 General
Post a Reply
Prev 1 6 7 8 9 Next All
Torpedo.Vegas
Profile Blog Joined January 2011
United States1890 Posts
May 03 2011 08:20 GMT
#141
So you can scout the entire map by simply going to the middle and doing the line trick to each of the mains?
Redunzl
Profile Blog Joined January 2010
862 Posts
Last Edited: 2011-05-03 08:33:03
May 03 2011 08:27 GMT
#142
thanks for the video and you have the scariest voice i have ever heard.
yellowmoe
Profile Blog Joined August 2008
Canada59 Posts
May 03 2011 08:48 GMT
#143
Is it just me or does that voice in the video sound like a science vessel?
ru.meta
Profile Joined November 2010
Russian Federation88 Posts
May 03 2011 08:49 GMT
#144
On May 03 2011 17:20 Torpedo.Vegas wrote:
So you can scout the entire map by simply going to the middle and doing the line trick to each of the mains?


no, you should have straight line to check: from ramp to minerals. Sometimes this line is pretty long for expansions on some maps (i.e. Xel'naga Fortress).
sc2drill.com
GhostFall
Profile Blog Joined March 2010
United States830 Posts
May 03 2011 08:57 GMT
#145
knowing whether or not an expansion is up is huge.
FoFo
Profile Joined April 2010
Netherlands207 Posts
May 03 2011 10:57 GMT
#146
incredible find! i think wether or not bliz patches this out (and there's no doubt they can) is up to the koreans lol, we'll see soon enough weather or not this is a problem.
"we must avoid balancing SC2 by making everything suck equally hard."
Vorenius
Profile Blog Joined December 2010
Denmark1979 Posts
May 03 2011 11:22 GMT
#147
Why on earth does people want this to be fixed?
A) It's the same for everyone.
B) It's a very little issue that woud probably require quite a bit of work to be 'fixed'. I'd rather have them doing something else with their time.

The most useful useage of this imo is checking for expansions. On Xel'Naga Caverns, Delta Quadrant, Metalopolis and Shattered Temple you can get a straigth path to the natural from the center of the map. In addition, on Shattered Temple you can see when the rocks to the third base for your opponent goes down.

On all 4player maps you can now scout their starting location without letting them see your probe. I guess that helps with canon rushing and proxy gate/rax, but maybe that will teach people to scout their base.
Bswhunter
Profile Blog Joined May 2010
Australia954 Posts
May 03 2011 11:25 GMT
#148
Tbh if u need a straight line without any obsticales for the trick to work, this could be patched out simply by mapmaking.
Stop browsing and do whatever it is you're supposed to do. TL will still be here when you get back
niteReloaded
Profile Blog Joined February 2007
Croatia5282 Posts
May 03 2011 11:52 GMT
#149
Incredible find, but the voice was gross and creepy.
Gridline
Profile Joined January 2011
United States41 Posts
May 03 2011 11:57 GMT
#150
sooo.. I understand it has to be a straight line to work but.. could someone not choose a spot in the center to always start their units waypoint, make the rallys and memorize the lines when the bases are empty and when they're not, there would always be some kind of deviation from the norm.

With a little memorization could it not be used to insta scout?
Gridline
Profile Joined January 2011
United States41 Posts
May 03 2011 12:04 GMT
#151
Just checked, no it doesn't work that way.

I'm dumb, please carry on.
me_viet
Profile Blog Joined April 2010
Australia1350 Posts
May 03 2011 12:09 GMT
#152
lol this can easily be fixed, if not made much harder by removing the shift-queue line and just put markers there.

Also, it's not that big of a deal for zerg imo, ppls have always been scouting zerg creep and then retreating to plant proxies already. You scout it like any other proxy; their base, or with oves/worker around base.

TLDR: Cool trick, shouldn't be patched out completely, not as big of a deal as people think at first.
Qntc.YuMe
Profile Joined January 2011
United States792 Posts
May 03 2011 13:34 GMT
#153
really amazed how people can find exploits so easily
zende
Profile Joined February 2011
Sweden234 Posts
May 03 2011 13:37 GMT
#154
Cool man, needs to be fixed though. Cannon rushes....... =((
Phinix
Profile Joined October 2010
United States116 Posts
May 03 2011 14:07 GMT
#155
Whoaa... sneaky!
My wife thinks day[9] is hot
Uhnno
Profile Joined February 2011
Netherlands288 Posts
May 03 2011 14:10 GMT
#156
I just checked out of curiosity whether the rock trick worked with normal units too. And to no surprise it did. So it's a very nice little trick to use in specific situations. Like you can check whether the rocks are down very easily and with little effort at all.
ABXG
Profile Joined October 2010
Canada16 Posts
May 03 2011 14:11 GMT
#157
The easy "fix" to this would be to base pathing only on visible structures. Update pathing when new structures are visible.
Deleted User 101379
Profile Blog Joined August 2010
4849 Posts
May 03 2011 14:21 GMT
#158
On May 02 2011 23:18 Talho wrote:
Program wise this might be very hard to fix without bugging other pathfinding stuff :/


I don't think it would be hard. There is already a "map state" on the client side. The pathfinding just needs to use that, instead of the map itself.

I don't think it will be fixed very soon however, as i don't think that it will effectively change much. You can't scout the opponents position without being very close to it anyways. We will definatly not see it used in any pro games.
ru.meta
Profile Joined November 2010
Russian Federation88 Posts
Last Edited: 2011-05-03 16:25:32
May 03 2011 16:25 GMT
#159
On May 03 2011 17:48 yellowmoe wrote:
Is it just me or does that voice in the video sound like a science vessel?


There are different opinions who I am in real. I even thought to start a poll ^_^
Anyway: I've added subtitles for nice ears.
sc2drill.com
GxZ
Profile Joined April 2010
United States375 Posts
May 03 2011 16:26 GMT
#160
some sweet tricks.
Prev 1 6 7 8 9 Next All
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