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Drones attack delayed/cancelled - Page 7

Forum Index > SC2 General
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L3gendary
Profile Joined October 2010
Canada1470 Posts
May 20 2011 20:53 GMT
#121
I knew about this but assumed the same goes for the other workers..guess not. I don't mind it because it adds micro to the game but it's kind of dumb that it does not to apply to scvs and probes.
Watching Jaedong play purifies my eyes. -Coach Ju Hoon
ZeromuS
Profile Blog Joined October 2010
Canada13407 Posts
May 20 2011 20:55 GMT
#122
To those talking about BW differences among workers we need to remember that they also mined differently, had different Hit point values as well. In SC2 the only difference among the 3 workers is this attacking bug. In SC2 I believe all workers were designed to have the same effective HP (regen and shield regen making up for the sheer HP scvs have compared to the other workers) so this bug being the only difference to me means it is indeed a bug
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
wankey
Profile Joined May 2010
98 Posts
May 20 2011 21:07 GMT
#123
It's an incredibly simple fix, change Drone attack into a hit scan instead of a missile. I think original drone had a missile effect rather than melee slap.

And for the love of god please change around the effects for Zerg, seriously a slap!??!?! He's got claws, and his attack is a SLAP? They need to fire the sound designer. Ultralisk has MASSIVE claws and they sound like samurai warriors (they sound like what Dark templar should sound like)
Mailing
Profile Joined March 2011
United States3087 Posts
May 20 2011 21:09 GMT
#124
On May 21 2011 06:07 wankey wrote:
It's an incredibly simple fix, change Drone attack into a hit scan instead of a missile. I think original drone had a missile effect rather than melee slap.

And for the love of god please change around the effects for Zerg, seriously a slap!??!?! He's got claws, and his attack is a SLAP? They need to fire the sound designer. Ultralisk has MASSIVE claws and they sound like samurai warriors (they sound like what Dark templar should sound like)


Probes - LIGHTNING BOLT, LIGHTNING BOLT~

SCV - DRILL BEAKER, DRILL BREAKER~

Drone - Crab Claw - Snip.... Snip....... Snip...............
Are you hurting ESPORTS? Find out today - http://www.teamliquid.net/blogs/viewblog.php?topic_id=232866
Xswordy
Profile Joined December 2010
United Kingdom425 Posts
May 20 2011 21:10 GMT
#125
On May 21 2011 05:40 FeyFey wrote:
You are forgetting that a drone has instant 1 hp regene on hit. So in worker vs worker this is always one extra hit. So the max hp of a drone is 1 higher then shown or a complete worker hit.

oh my why do i bother this is a troll catcher thread ...

edit: well at least it made me look at some of the by MooN starcraft bw vids ^^ they are really epic



SCVs have 55 health and probes regen shields to compensate for this, if you forgot.
Figgy
Profile Joined February 2011
Canada1788 Posts
Last Edited: 2011-05-20 21:22:48
May 20 2011 21:22 GMT
#126
No way this should be changed. It would make 12 drone rush insanely strong against Terran.
Bug Fixes Fixed an issue where, when facing a SlayerS terran, completing a hatchery would cause a medivac and 8 marines to randomly spawn nearby and attack it.
Azrepoman
Profile Joined February 2011
United States13 Posts
May 20 2011 21:23 GMT
#127
Damn you Blizzard. No wonder spine crawler, bunker rush, and probe harass is so difficult to deal with sometimes.
"We don't live in a world of reality, we live in a world of perceptions." Gerald J. Simmons
uzas
Profile Joined October 2010
Croatia52 Posts
May 20 2011 21:55 GMT
#128
Buff the drone!!!!!!!!!

User was temp banned for this post.
stevarius
Profile Joined August 2010
United States1394 Posts
May 20 2011 21:56 GMT
#129
On May 21 2011 06:10 Xswordy wrote:
Show nested quote +
On May 21 2011 05:40 FeyFey wrote:
You are forgetting that a drone has instant 1 hp regene on hit. So in worker vs worker this is always one extra hit. So the max hp of a drone is 1 higher then shown or a complete worker hit.

oh my why do i bother this is a troll catcher thread ...

edit: well at least it made me look at some of the by MooN starcraft bw vids ^^ they are really epic



SCVs have 55 health and probes regen shields to compensate for this, if you forgot.


SCVs have 45 hp.
¯\_(ツ)_/¯
da_head
Profile Blog Joined November 2008
Canada3350 Posts
May 20 2011 21:59 GMT
#130
good find.i always wondered y it was easier to keep a worker alive longer in a zerg's base vs terrans (before rines/lings pop out obv)
When they see MC Probe, all the ladies disrobe.
Arco
Profile Joined September 2009
United States2090 Posts
May 20 2011 22:04 GMT
#131
I've known about this forever but I'm surprised it wasn't posted yet

Thanks for that
elkram
Profile Blog Joined October 2010
United States221 Posts
May 20 2011 22:31 GMT
#132
You know what else is annoying, the fact that when a worker turns at an acute angle they get attacked by the worker following it. I mean c'mon. Whenever I see a zerg who actually knows what he's doing I can't get the little drone out of my base until I get a sentry or stalker (how imba+ Show Spoiler +
not really -_-
), so for you guys to be complaining that you can't get probes out until you get lings, i'm sorry, but quit whining.

As to the OP's point, definitely cool to know, will try and take advantage of it when blocking hatches and stuff (hopefully the zerg doesn't bring 2 drones )
Tiger Tiger. burning bright, In the forests of the night; What immortal hand or eye. Could frame thy fearful symmetry?
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
May 20 2011 22:46 GMT
#133
The damage point stat is actually very interesting, and I would be intrigued to see a statblock for this on all of the melee units. I definitely agree this isn't gamebreaking to any kind of degree, and nobody should bring any of this up as some massive imbalance or reason for losing. But it is something we can look at and wonder about.
viii
Profile Joined March 2011
United States266 Posts
May 20 2011 22:54 GMT
#134
This is actually surprising to see, i didnt think workers would have some kind attack deviation.
For those who came from nothing, and became something - DGK
Jameser
Profile Joined July 2010
Sweden951 Posts
May 20 2011 22:59 GMT
#135
I thought this was a well known issue, every zerg player complained about it for the first couple of months of the game...
Gooey
Profile Joined September 2010
United States944 Posts
May 20 2011 23:02 GMT
#136
So what you are saying is that if DTs are in my base, I just patrol all of my workers and take zero damage?

Excellent.

By the way, the ultralisk thing is just plain funny. They are already bad enough, but now the way to beat ultras is just to.... run... :D
www.twitch.tv/Thatgooey
Tassadar_UK
Profile Joined May 2011
United Kingdom5 Posts
May 20 2011 23:11 GMT
#137
lol at people saying BW probe was "OP"...
balance is an all-unit-encompassing issue, its not as simple as worker vs worker.

the biggest imbalance in Brood War was 6 zerglings appearing in a protoss base when they had 1 zealot. the fact that probes had a suprising ability to defend their mineral line from this was the only thing preventing ling rushes in ZvP being as automatically game-ending as they are in sc2 (if the block fails)
..and in BW they still caused significant economic setback, often enough to influence the outcome.

incredible that iDrAma would whine about bw probes.. so much for his moral legitimacy
EtherealDeath
Profile Blog Joined July 2007
United States8366 Posts
May 20 2011 23:13 GMT
#138
Yea, I abuse this all the time to prevent that hatch from ever going down ;s
isospeedrix
Profile Joined November 2010
United States215 Posts
May 20 2011 23:14 GMT
#139
I always felt this but I always thought it was just my imagination or bias, and not actually true. Great to see a confirmation.
http://www.youtube.com/isospeedrix
TelecoM
Profile Blog Joined January 2010
United States10710 Posts
May 20 2011 23:18 GMT
#140
If you are chasing a probe around in a circle, obviously it is not the smartest thing to just keep chasing it in a circle, but if you instead change the path of the probe and just go in the direction in which the probe will move, then you can hit it a lot of the time, that is how I do it when I am able to pick off probes to expand.
AKA: TelecoM[WHITE] Protoss fighting
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