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On September 06 2011 01:03 XsebT wrote:Cool find man! Solution: Make banelings flying units, remove splash? 
Can we still keep the bling nest at hatch tech? Or do we have to move it to spire? =[
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On September 05 2011 20:33 FataLe wrote: pff, the banelings rolled into the wall. no bug here :D
joking. Yeah I hope this gets fixed, could really be abused.
don't see how it can be abused. i can't see this ever happening in a real game.
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On September 11 2011 17:35 Emporio wrote:Show nested quote +On September 11 2011 17:25 neoghaleon55 wrote:On September 11 2011 17:08 Emporio wrote: Honestly, if you're at the point where you're trying to kill colossus with rolling banelings, youve probably already either won the game easily already or lost it regardless of how the battle ends.
It really doesn't need to removed I think. For all you people crying imba, how many games do you really think you are going to lose because you werent able to kill a colossus with 15 banes or whatever? Especially if they keep the bug and it becomes a known game feature? You need to calm down yo. Baneling drops against collosi deathball has been a go to strategy for early robo pushes. Certain times, protoss will micro the collosi away from the overlords, resulting in banelings chasing collosi. This exact glitch has been happening to me all the time and I just thought I wasn't making enough banelings or something. I went and watched some old replays...and this glitch works on all stages with cliffs... Okay.... but now you know the bug exists and now you know not to waste your banelings like that. So then it becomes an extra micro contest between the players of trying to snipe the colossus and trying to get it into the baneling-proof position.
Or you can remove the glitch and not have banelings explode for no reason. Cliffs are already "baneling proof," you don't need to explode the banelings unnecessarily... The extra micro contest exists without the glitch. Honestly, I think you're not speaking with a clear head and or just trolling...
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On September 05 2011 21:51 Bill Murray wrote:Show nested quote +On September 05 2011 21:32 HuK wrote: i wonder if u were the protoss player and this happened would u stil be willing to make this post are you implying you knew about this, and neglected telling anyone?
Lol, my first thought aswell.
"He's left the official team so now He's free to post anything he wants now eh.."
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2177 Posts
On September 11 2011 17:35 Emporio wrote:Show nested quote +On September 11 2011 17:25 neoghaleon55 wrote:On September 11 2011 17:08 Emporio wrote: Honestly, if you're at the point where you're trying to kill colossus with rolling banelings, youve probably already either won the game easily already or lost it regardless of how the battle ends.
It really doesn't need to removed I think. For all you people crying imba, how many games do you really think you are going to lose because you werent able to kill a colossus with 15 banes or whatever? Especially if they keep the bug and it becomes a known game feature? You need to calm down yo. Baneling drops against collosi deathball has been a go to strategy for early robo pushes. Certain times, protoss will micro the collosi away from the overlords, resulting in banelings chasing collosi. This exact glitch has been happening to me all the time and I just thought I wasn't making enough banelings or something. I went and watched some old replays...and this glitch works on all stages with cliffs... Okay.... but now you know the bug exists and now you know not to waste your banelings like that. So then it becomes an extra micro contest between the players of trying to snipe the colossus and trying to get it into the baneling-proof position.
Regardless, it's a bug. And that's what this thread is about. Your opinion is irrelevant and unnecessary, and frankly, I can't see why you bothered posting it. Your input offers nothing but an opportunity for this thread to devolve into stupid race wars and matters of "WELL IN MY OPINION THIS IS HOW STARCRAFT SHOULD BE PLAYED."
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This is just unexplained mystery. The real question is why were you usign banelings to kill colossus?
I rest my case
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If you want this changed, start reporting it to Blizzard. It's an incredibly simple tweak and could easily make it into 1.4 if they actually notice it.
How It Works:
The baneling can see the colossus and, although the colossus is positioned on Cliff Level 2 (or higher), its radius extends well into the next lower Cliff Level (level 1, we'll say). The baneling sees that if it moves close enough to the colossus on Cliff Level 1 that it has sufficient range to use its weapon. Its weapon targets the colossus and fires. A baneling weapon fire actually does nothing to the target, though, it instead is a self-targeted instant kill. Upon death, the baneling causes an area of damage that has a flag set to Same Cliff Level. Since the baneling is on Cliff Level 1 and the Colossus is technically on Cliff Level 2, it is excluded from the effect.
How It Gets Changed:
Some guy turns the flag off. Or, if they don't like baneling explosions splashing over cliff walls, some guy slaps a validator onto the self-destructor that says "must be on the same cliff level."
So, yeah, make them know about it if you want them to change it. If you don't, I guess just relax.
+ Show Spoiler [It Would Take Just One Click] +
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Hmm whenever a weird glitch or bug like this happens I always wonder what in the game allows for it.. is it something to do with programming of the units ? I'm a real nub at programming so I could be completely wrong. anyone with more knowledge care to enlighten me ?
*edit* wow the guy above me read my mind and already answered my question it seems, ty!
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It seems to me that half of the people here are posting from the distant past like 3-4 months ago, when Banelings werent suppoused to be used against Colossi, well guess what, it is now, has been for a very long time.
And yes, i did report it on Blizzard forum, i ve got an official response that it is being investigated, well nothing since, they did not add it to the 1.4 patchnote thus far, instead they were trying to figure out ways to make the infestor useless.
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On September 11 2011 17:58 urashimakt wrote:If you want this changed, start reporting it to Blizzard. It's an incredibly simple tweak and could easily make it into 1.4 if they actually notice it. How It Works:The baneling can see the colossus and, although the colossus is positioned on Cliff Level 2 (or higher), its radius extends well into the next lower Cliff Level (level 1, we'll say). The baneling sees that if it moves close enough to the colossus on Cliff Level 1 that it has sufficient range to use its weapon. Its weapon targets the colossus and fires. A baneling weapon fire actually does nothing to the target, though, it instead is a self-targeted instant kill. Upon death, the baneling causes an area of damage that has a flag set to Same Cliff Level. Since the baneling is on Cliff Level 1 and the Colossus is technically on Cliff Level 2, it is excluded from the effect. How It Gets Changed:Some guy turns the flag off. Or, if they don't like baneling explosions splashing over cliff walls, some guy slaps a validator onto the self-destructor that says "must be on the same cliff level." So, yeah, make them know about it if you want them to change it. If you don't, I guess just relax. + Show Spoiler [It Would Take Just One Click] +
But if you changed its splash to all cliff levels couldn't it theoretically hit units on high ground from low ground given a small enough low to high ramp ? Im not sure if there are cliff walls that skinny but just wondering
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On September 11 2011 18:08 Response wrote:Show nested quote +On September 11 2011 17:58 urashimakt wrote:If you want this changed, start reporting it to Blizzard. It's an incredibly simple tweak and could easily make it into 1.4 if they actually notice it. How It Works:The baneling can see the colossus and, although the colossus is positioned on Cliff Level 2 (or higher), its radius extends well into the next lower Cliff Level (level 1, we'll say). The baneling sees that if it moves close enough to the colossus on Cliff Level 1 that it has sufficient range to use its weapon. Its weapon targets the colossus and fires. A baneling weapon fire actually does nothing to the target, though, it instead is a self-targeted instant kill. Upon death, the baneling causes an area of damage that has a flag set to Same Cliff Level. Since the baneling is on Cliff Level 1 and the Colossus is technically on Cliff Level 2, it is excluded from the effect. How It Gets Changed:Some guy turns the flag off. Or, if they don't like baneling explosions splashing over cliff walls, some guy slaps a validator onto the self-destructor that says "must be on the same cliff level." So, yeah, make them know about it if you want them to change it. If you don't, I guess just relax. + Show Spoiler [It Would Take Just One Click] + But if you changed its splash to all cliff levels couldn't it theoretically hit units on high ground from low ground given a small enough low to high ramp ? Im not sure if there are cliff walls that skinny but just wondering No, because the unit's radius normally prevents it from getting its center close to the cliff wall, but since the colossus ignores cliff walls it can overlap.
You would, however, be able to snug a bunch of banelings against the wall and manually detonate them to hit units above. Still that's as simple as using one of their already made validators to say "hey, if the unit isn't on the same cliff level, don't do it man" as opposed to "go for it man, but it won't do anything."
Double alternatively, they could include the target of the attack in the damage search or damage the target separately if it's on a different cliff level, which would take about 10 clicks. I didn't advertise that because I like the image of fixing the bug with a single click!
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since i cant watch the replay, but judging from the comments and screen shots provided by the community, it really does look like its a bug, great find dude
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