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Drones attack delayed/cancelled - Page 11

Forum Index > SC2 General
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nalgene
Profile Joined October 2010
Canada2153 Posts
May 21 2011 13:06 GMT
#201
On May 21 2011 21:30 videogames wrote:
Well this surely affects bunker rushes and stuff, should be fixed asap.

How is it a "bug" when the designers intended to type in 0.2500 ( That's 6 key inputs )
while the other two are given a 0.1670 ( Also 6 key inputs )...

Seems unreasonable to assume someone would randomly miss click the last 4 keys when it's clearly intentional by design.

Bunker rushes have existed since 2001 and with 60 hp without a problem...
Year 2500 Greater Israel ( Bahrain, Cyprus, Egypt, Iran, Iraq, Jordan, Kuwait, Lebanon, Oman, Gaza Strip, West Bank, Qatar, Saudi Arabia, Syria, Turkey, United Arab Emirates, Yemen )
goiflin
Profile Blog Joined November 2010
Canada1218 Posts
May 21 2011 13:11 GMT
#202
On May 21 2011 22:06 nalgene wrote:
Show nested quote +
On May 21 2011 21:30 videogames wrote:
Well this surely affects bunker rushes and stuff, should be fixed asap.

How is it a "bug" when the designers intended to type in 0.2500 ( That's 6 key inputs )
while the other two are given a 0.1670 ( Also 6 key inputs )...

Seems unreasonable to assume someone would randomly miss click the last 4 keys when it's clearly intentional by design.

Bunker rushes have existed since 2001 and with 60 hp without a problem...


probably all the workers had the drone's number, but when they switched it to .1670, they forgot the drones. for some reason.
OFCORPSE
Profile Joined September 2010
Sweden355 Posts
May 21 2011 13:21 GMT
#203
I thought this was common knowledge? one probe can block a hatch for an eternity vs one drone, but a drone cannot block a nexus for long due to the probe hitting the drone.

That's why most zergs brings two drones to their first hatch, to try and deal with the probe.
Liquor saved me from sports.
nalgene
Profile Joined October 2010
Canada2153 Posts
May 21 2011 13:49 GMT
#204
On May 21 2011 22:21 OFCORPSE wrote:
I thought this was common knowledge? one probe can block a hatch for an eternity vs one drone, but a drone cannot block a nexus for long due to the probe hitting the drone.

That's why most zergs brings two drones to their first hatch, to try and deal with the probe.

They definitely had good foresight when they designed it such that the player creating the hatch would have to fight their way to getting it rather than making it easy for them to do so.
Year 2500 Greater Israel ( Bahrain, Cyprus, Egypt, Iran, Iraq, Jordan, Kuwait, Lebanon, Oman, Gaza Strip, West Bank, Qatar, Saudi Arabia, Syria, Turkey, United Arab Emirates, Yemen )
theSAiNT
Profile Joined July 2009
United States726 Posts
May 21 2011 13:55 GMT
#205
This feels like it matters most for the Ultralisk actually. In game, it quite often looks like the Ultralisk is hitting (attack animation + hit sound) but it doesn't feel like they're doing that much damage. And that's because they're not! They're already pretty slow anyway and get in each others way. So they're actually even worse than they look.
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
May 21 2011 13:58 GMT
#206
On May 21 2011 22:11 goiflin wrote:
Show nested quote +
On May 21 2011 22:06 nalgene wrote:
On May 21 2011 21:30 videogames wrote:
Well this surely affects bunker rushes and stuff, should be fixed asap.

How is it a "bug" when the designers intended to type in 0.2500 ( That's 6 key inputs )
while the other two are given a 0.1670 ( Also 6 key inputs )...

Seems unreasonable to assume someone would randomly miss click the last 4 keys when it's clearly intentional by design.

Bunker rushes have existed since 2001 and with 60 hp without a problem...


probably all the workers had the drone's number, but when they switched it to .1670, they forgot the drones. for some reason.


Or perhaps because drones are the only worker capable of recovering while being attacked that they have a different input.

I'm not a rocket scientist or anything.
"We have unfinished business, I and he."
nalgene
Profile Joined October 2010
Canada2153 Posts
May 21 2011 14:00 GMT
#207
On May 21 2011 22:55 theSAiNT wrote:
This feels like it matters most for the Ultralisk actually. In game, it quite often looks like the Ultralisk is hitting (attack animation + hit sound) but it doesn't feel like they're doing that much damage. And that's because they're not! They're already pretty slow anyway and get in each others way. So they're actually even worse than they look.

But they dodge the claw attacks by moving away from them... it's like stopping to punch, but your arms couldn't reach...
They move quite fast when given creep ( 1.3 x 2.95 )
Year 2500 Greater Israel ( Bahrain, Cyprus, Egypt, Iran, Iraq, Jordan, Kuwait, Lebanon, Oman, Gaza Strip, West Bank, Qatar, Saudi Arabia, Syria, Turkey, United Arab Emirates, Yemen )
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
May 21 2011 14:06 GMT
#208
On May 21 2011 23:00 nalgene wrote:
Show nested quote +
On May 21 2011 22:55 theSAiNT wrote:
This feels like it matters most for the Ultralisk actually. In game, it quite often looks like the Ultralisk is hitting (attack animation + hit sound) but it doesn't feel like they're doing that much damage. And that's because they're not! They're already pretty slow anyway and get in each others way. So they're actually even worse than they look.

But they dodge the claw attacks by moving away from them... it's like stopping to punch, but your arms couldn't reach...
They move quite fast when given creep ( 1.3 x 2.95 )


It would nice if the game didnt make a sound that corresponds to hitting the units but instead made a whiffing sound so you know you are being kited and you dont expect yourself to doing damage
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Pinna
Profile Joined April 2011
Finland152 Posts
Last Edited: 2011-05-21 14:13:33
May 21 2011 14:07 GMT
#209
Nice find, this is also one ridicilous thing that is "broken" with Zerg, which Blizz does not even intend to take care about. They don't love us Zerg man!

E: Oh well, one of the main dudes behind sc2 has said that he doesn't know how to play Zerg..
Q: "So few zerg players has made it to top 200 (NA), does it not indicate zerg is underpowered?"
Chris: "That’s not actually the case,” says Chris. “We have fewer Zerg players overall. I avoid playing Zerg as much as possible because I find them to be just more complex in general. Zerg, or rather larvae management is harder for me to deal with, so I don’t enjoy playing them as much.”

That quote is from an old interview, but I think nothing has changed in larvae management/etc so far.
School..
Saen
Profile Joined March 2011
Great Britain3 Posts
May 21 2011 19:57 GMT
#210
Nice find.
I can't really say if it was intended by blizzard or not, really gives an awkward way of thinking, if this is right or wrong.
papaz
Profile Joined December 2009
Sweden4149 Posts
May 21 2011 21:30 GMT
#211
this has to be a bug and should be reported on blizz forums.
lindn
Profile Joined July 2010
Sweden833 Posts
May 21 2011 23:33 GMT
#212
i've been annoyed at this for a long time. to get your hatch down you need to bring 2 workers cause 1 simply won't ever give damage to the blocking worker.
BurningSera
Profile Blog Joined September 2010
Ireland19621 Posts
May 21 2011 23:39 GMT
#213
well not that i whine about zerg :S alot of stuffs in zerg are simply 'half-production'. look at roach speed and burrow icon. but somehow this worker attack value can be set wrong is beyond ridiculous lol

>_> current blizz design team really have no love for zerg.
is 2017, stop being lame, fuck's sakes. 'Can't wait for the rise of the cakes and humanity's last stand tbqh.'
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
May 21 2011 23:40 GMT
#214
On May 21 2011 21:30 videogames wrote:
Well this surely affects bunker rushes and stuff, should be fixed asap.


I think this is probably the biggest and most useful statement here since while SCVs no longer construct "within" the building they are making, the scvs does still move and if a drone whiffs a few times while the scv is building then that makes a pretty big difference imo.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Goldfish
Profile Blog Joined August 2010
2230 Posts
May 22 2011 00:20 GMT
#215
On May 20 2011 20:48 Bond(i2) wrote:
Bring back the Broodwar drone!


You mean the acid spines from Drones? I agree.

Actually when I first started playing Starcraft 1, I thought Drones were the better workers since "it looked" like they were ranged (like the Hydralisk) and therefore better than the other workers which had "Melee" attacks.
https://connect.microsoft.com/WindowsServerFeedback/feedback/details/741495/biggest-explorer-annoyance-automatic-sorting-windows-7-server-2008-r2-and-vista#details Allow Disable Auto Arrange in Windows 7+
orotoss
Profile Joined September 2010
United States298 Posts
July 19 2011 18:40 GMT
#216
Anybody know if this has been fixed for patch 1.3.5?
BLARRGHGHH
Cyber_Cheese
Profile Blog Joined July 2010
Australia3615 Posts
July 19 2011 18:45 GMT
#217
On July 20 2011 03:40 orotoss wrote:
Anybody know if this has been fixed for patch 1.3.5?


I'm going to go out on a limb and guess doubtful
The moment you lose confidence in yourself, is the moment the world loses it's confidence in you.
mewbert
Profile Joined April 2011
United States291 Posts
July 19 2011 18:47 GMT
#218
On May 21 2011 23:06 ZeromuS wrote:
Show nested quote +
On May 21 2011 23:00 nalgene wrote:
On May 21 2011 22:55 theSAiNT wrote:
This feels like it matters most for the Ultralisk actually. In game, it quite often looks like the Ultralisk is hitting (attack animation + hit sound) but it doesn't feel like they're doing that much damage. And that's because they're not! They're already pretty slow anyway and get in each others way. So they're actually even worse than they look.

But they dodge the claw attacks by moving away from them... it's like stopping to punch, but your arms couldn't reach...
They move quite fast when given creep ( 1.3 x 2.95 )


It would nice if the game didnt make a sound that corresponds to hitting the units but instead made a whiffing sound so you know you are being kited and you dont expect yourself to doing damage

It actually does make a whiffing noise when the drones attack gets "dodged"
Shade_FR
Profile Joined June 2010
France378 Posts
July 19 2011 18:49 GMT
#219
I don't fix it's gonna be fixed until.. heart of the swarm or something. This kind of "bug" (intentional nerf to the zerg race) make me feel so mad about Blizzard's approach of balance...
EU Zerg player - Streaming @ http://twitch.tv/shade_cst
Omegalisk
Profile Blog Joined May 2010
United States337 Posts
July 19 2011 18:53 GMT
#220
On May 21 2011 22:06 nalgene wrote:
Show nested quote +
On May 21 2011 21:30 videogames wrote:
Well this surely affects bunker rushes and stuff, should be fixed asap.


Bunker rushes have existed since 2001 and with 60 hp without a problem...


In StarCraft 1 Drones had a very short ranged attack (Range 1, I think), and in SC2 they are melee. I'm pretty sure the 1 range thing fixed this problem (attack animation could get off in time), but I'm not completely sure.

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