I think i found a new bug. I searched "baneling bug" "colossus bug" "cliff bug" but non of them turned this up.
So it is really simple, if a Colossus is standing on a cliff with half of his legs on higher ground and the rest on lower ground it can be hit by banelings, however it takes no damage, in the game i just played i sent 17 banelings on a colossus which took 0 damage.
It can be seen in this replay between 19:50 and 19:59 at the protoss's main-natural base cliff.
I hope it can be donwloaded, i checked and i was able to, so hopefully it works! The map is Nerazim Crypt Has anyone else encountered this, or could this be a map specific bug? Im not really familiar with unit testing maps, never used any of them before, so i cant tell for sure.
If this is indeed a bug, i think it needs to be fixed, imo it could be game changing, it wasnt in this case though.
On September 11 2011 18:03 Geo.Rion wrote: 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.
I just watched it and I really hope this is map specific, regardless of that it was terrible, those banelings clearly connected with the Colossus yet did absolutely no damage o_O
btw is there a bug report option anywhere, or is posting on the blizz forum the only way to report it? I made the same post there, but idk if that s the way
I tried it in a unit test map ([Official] Unit Tester Online), and I could replicate it to some extent; it worked when the Collosus legs were not actually touching the ground but where over the cliff somewhat:
The Banelings seem to sort of explode into the wall. When the legs are on the ground though, the Banelings did connect and damaged it. I'll take a look at the positioning @ your replay as I didn't do that yet
-- edit Ah, you actually rolled into the Collosus from the high ground instead of from the low ground. Either way I think it's roughly the same, the Collosus in your replay also didn't actually seem to touch the low ground with his legs. So for some reason it gets totally invulnerable (only to Banelings?) in that position.
With Banelings from the high ground in the above situation the Collosus would get damaged as expected, so I cannot replicate it on the terran displayed there. Still weird the Banelings explode into the wall though.
I'm downloading atm, but based on your describtion I'm fairly sure this is map specific given that I had a similiar situation on taldarim a while ago and my coloss wasn't that lucky.
On September 05 2011 20:46 dani` wrote: I tried it in a unit test map ([Official] Unit Tester Online), and I could replicate it to some extent; it worked when the Collosus legs were not actually touching the ground but where over the cliff somewhat:
The Banelings seem to sort of explode into the wall. When the legs are on the ground though, the Banelings did connect and damaged it. I'll take a look at the positioning @ your replay as I didn't do that yet
Well my question would be why are the banelings exploding on the low ground at all if they can't hit that Collosus ; you don't see melee units standing around attacking the cliff in the same situation.
Alright I have found a way to hit the Collosus from the high ground with Banelings but not doing damage, just like in the replay. Apparently in some unique positions of the Collosus on a cliff it gets sort of invulnerable:
Note the Banelings were not just killed before they exploded if that might pop into your head as a possible explanation
i tried a unit testing map and i managed to replicate this very quickly...
edit: tried to attack with zerglings + ultras, the collossus took dmg as normal. note thas this bug also happens when you amove with the banelings... that could be annoying in a big battle mb...
you dont need very much training to execute this as a protoss. its really easy to find the right spot. just keep 1 leg near the bottom, rest at the top.
This is really bad, i can actually think of some in game situations where this would matter a lot. As well as remembering some situations where I stupidly decide to attack a collosus army in those positions. Great find and i hope that this gets fixed soon enough.
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?
no but do protoss really need more nerfs?!?! ;o
torlolololol
Exactly, they should instead give the Collosus a researchable ability 'Anti-Baneling stance' which will make the Collosus automatically position itself 'properly' on a cliff so Banelings will do nothing ^_^
I find the explanation quite simple, the baneling explosion mechanic does not work over cliffs, and in this case the colossus hitbox reaches over the cliff, making the banelings able to blow themselves on it, yet the game regards its "position" to be that of being on high ground, so while being able to connect with the colossus, the game thinks that the units are on different ground level thus not dealing the damage.
edit: and the fix to this would be making units while cliffwalking to exist on both ground levels.
Air units are invulnerable to ground only attacks and ground units cant be hit by air only attacks.
Colossus already have it tough, being affected by AA, AG & Multi targeting (both) attacks, so they need to leave some sort of "immunity" in there.
Or maybe they should make a unit that can only be hit by ranged and another that is only affected by Melee (along with giving Terran a Melee unit otherwise Terran would be rooted)?
On September 05 2011 22:01 ShatterStorm wrote: Air units are invulnerable to ground only attacks and ground units cant be hit by air only attacks.
Colossus already have it tough, being affected by AA, AG & Multi targeting (both) attacks, so they need to leave some sort of "immunity" in there.
Or maybe they should make a unit that can only be hit by ranged and another that is only affected by Melee (along with giving Terran a Melee unit otherwise Terran would be rooted)?
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?
no but do protoss really need more nerfs?!?! ;o
torlolololol
Well the thing is that it's not a balance issue (Like Roaches in the Beta) as much as it is with the bugs in the game... bugfixes are always welcomed (I play Brotoss mostly but don't like winning due to imba) anyway.
On September 05 2011 22:01 ShatterStorm wrote: Air units are invulnerable to ground only attacks and ground units cant be hit by air only attacks.
Colossus already have it tough, being affected by AA, AG & Multi targeting (both) attacks, so they need to leave some sort of "immunity" in there.
Or maybe they should make a unit that can only be hit by ranged and another that is only affected by Melee (along with giving Terran a Melee unit otherwise Terran would be rooted)?
Honestly it is a stupidd bug and to try to argue for it not getting fixed is wrong. It seems to be a very precise bug and will only have a minimal effect. So IF the colussus do need a fix. Fix it properly and remove all bugs.
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?
no but do protoss really need more nerfs?!?! ;o
torlolololol
Exactly, they should instead give the Collosus a researchable ability 'Anti-Baneling stance' which will make the Collosus automatically position itself 'properly' on a cliff so Banelings will do nothing ^_^
No, a "kick-baneling" upgrade, which lets them kick the baneling back to the zerg army, doing splash damage.
Btw. the bug probably is because the program sees that the baneling visually connect with the collossus, hence they explode. But when the splash damage is calculated, it says that the center of gravity of the collossus is on the high ground, hence it takes no damage from the low ground.
remember banelings don't splash up cliff. But a nice find nevertheless i will not forget this. Don't need fixing imo though, if you saw this once you will remember it and act accordingly.
Does it work when the colossus is standing still at that location? (can't watch the rep yet) If it only works when it's moving, then it's just that the "connect" event happens in split-second as it's still low ground, and then the "explode" event happens in split-second later as it's high ground already.
If not that, it could be because the colossus tilts while climbing, but only one of the two calculations becomes ellipse. Either way, great find, and now I will be hunted forever by vague memories of this happening to me before without realizing it.
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
If that protoss player was among the top few players in the world - hint, hint - then it would be justified to hide it for an important event. But for random scrubs like us abusing it wouldn't be important enough to be worth hiding in 33% chance hope that some pro of our race would also find it before others ^^ So most avg folks would probably report it.
On September 05 2011 22:35 figq wrote: Does it work when the colossus is standing still at that location? (can't watch the rep yet) If it only works when it's moving, then it's just that the "connect" event happens in split-second as it's still low ground, and then the "explode" event happens in split-second later as it's high ground already.
If not that, it could be because the colossus tilts while climbing, but only one of the two calculations becomes ellipse. Either way, great find, and now I will be hunted forever by vague memories of this happening to me before without realizing it.
it can stay in one place and shoot, in fact that s how it was in the rep
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?
no but do protoss really need more nerfs?!?! ;o
torlolololol
Exactly, they should instead give the Collosus a researchable ability 'Anti-Baneling stance' which will make the Collosus automatically position itself 'properly' on a cliff so Banelings will do nothing ^_^
No man they should jump in the air and spin their legs really fast so that they can fly. Kind of like a peahat from the legend of zelda Ocarina of time
It's these sorts of things that made BW awesome. Also, why even try hitting a colossus with banelings? It's like going at the tanks instead of bio in zvt, with your banes, big waste.
On September 05 2011 22:56 Ziktomini wrote: I hope they remove Colossus from the game while they fix this bug.
This is far from the worst bug I've seen in the game. There was one when they adjusted the ultralisk splash where when an ultralisk attacked a command center, scv's on the opposite side of the command center were getting hit by the splash. The ultralisk wasn't removed while blizzard fixed that. Although that one was serious enough to get fixed really fast.
It's not really that big of a deal. I mean, yeah, it sucks, but really, who runs banes into colossi?
Besides, I don't think we're going to see many pro games won by a clutch colossi on the high ground, eating banelings which happen to be the only units a Z has left >_>
Still, they should fix it. It's just not a very big deal. The ultra splash bug was 10000x worse.
On September 05 2011 22:49 Zdrastochye wrote: No change needed. Sounds fair to me.
On September 05 2011 23:04 nShade wrote: Dont. Remove. This. Bug.
It's these sorts of things that made BW awesome. Also, why even try hitting a colossus with banelings? It's like going at the tanks instead of bio in zvt, with your banes, big waste.
I am sure protoss players will be really happy when we inform them that high templar doesn't do damage to broodlords anymore.
^Because banelings are a essential component of z v p arsenal now, and yes, all koreans goes for tanks in z v t, i am sure you are a better player than they are.
On September 05 2011 23:04 nShade wrote: Dont. Remove. This. Bug.
It's these sorts of things that made BW awesome. Also, why even try hitting a colossus with banelings? It's like going at the tanks instead of bio in zvt, with your banes, big waste.
I am sure protoss players will be really happy when we inform them that high templar doesn't do damage to broodlords anymore.
^Because banelings are a essential component of z v p arsenal now, and yes, all koreans goes for tanks in z v t, i am sure you are a better player than they are.
He means running your banelings into enemies bio and not his tanks..
On September 05 2011 22:56 Ziktomini wrote: I hope they remove Colossus from the game while they fix this bug.
This is far from the worst bug I've seen in the game. There was one when they adjusted the ultralisk splash where when an ultralisk attacked a command center, scv's on the opposite side of the command center were getting hit by the splash. The ultralisk wasn't removed while blizzard fixed that. Although that one was serious enough to get fixed really fast.
While this is definitely a bug and should be fixed (because it indicates towards something even more undesirable happening in the code), I don't see this affecting many games at all. Banelings are rarely the go-to unit to snipe lone Colossi. Good find, post on Blizzard forums, but it definitely isn't an imbalance.
This isnt a big deal. yes it will and probably should be fixed, but it affects basically no games. The fact that more than 1 year after release, literally millions of games have been played and this is the first most / anyone has heard of it suggests no-one cares too much
I would imagine its as a result of banelings being splash damage. Im yet to test the theory, but I would assume a baneling exploding on low ground does not affect a unit on the high ground and vice versa right? In which case, as when the colloss is half off half on the cliff, it has to be considered as either a unit on the cliff or off the cliff, in which case if its considered off the cliff and blings are on the cliff, the splash wont hit it. however, it can still be targeted as the model of the unit is present on both high and low ground. Just my theory, but would make sense, right?
On September 05 2011 23:04 nShade wrote: Dont. Remove. This. Bug.
It's these sorts of things that made BW awesome. Also, why even try hitting a colossus with banelings? It's like going at the tanks instead of bio in zvt, with your banes, big waste.
I've gotta go with this on this one. Lots of things that would be called bugs in Starcraft 2 were actually things that fed into the balance of Brood War.
On September 05 2011 23:04 nShade wrote: Dont. Remove. This. Bug.
It's these sorts of things that made BW awesome. Also, why even try hitting a colossus with banelings? It's like going at the tanks instead of bio in zvt, with your banes, big waste.
I've gotta go with this on this one. Lots of things that would be called bugs in Starcraft 2 were actually things that fed into the balance of Brood War.
... really? stacking mutas and holding lurkers is wayyyy different than having a unit that is invincible in certain situations.
On September 05 2011 23:04 nShade wrote: Dont. Remove. This. Bug.
It's these sorts of things that made BW awesome. Also, why even try hitting a colossus with banelings? It's like going at the tanks instead of bio in zvt, with your banes, big waste.
I am sure protoss players will be really happy when we inform them that high templar doesn't do damage to broodlords anymore.
^Because banelings are a essential component of z v p arsenal now, and yes, all koreans goes for tanks in z v t, i am sure you are a better player than they are.
You don't run banelings into tanks. You don't run banelings into colossi. The only situations that call for these to happen, are when you have nothing else to hit with your banelings. Those two units can be taken out with lings with little to no issue, if they have no support. You don't have to be a pro to know that. You can use banes to bomb colossi, but I'm certain that this bug won't occur with an OL over the colossi, dropping banes on it. The guy is right in his analysis, but I disagree with him about not removing the bug.
And making the comparison that when a colossi is in a specific position, that it cannot be hit by one unit that is normally not going to hit it, is completely different to blords being invulnerable at all times to HT's which is one of the answers to blords in the first place, is entirely silly. You're blowing this a little bit out of proportion.
On September 05 2011 22:49 Zdrastochye wrote: No change needed. Sounds fair to me.
On September 05 2011 23:04 nShade wrote: Dont. Remove. This. Bug.
It's these sorts of things that made BW awesome. Also, why even try hitting a colossus with banelings? It's like going at the tanks instead of bio in zvt, with your banes, big waste.
I am sure protoss players will be really happy when we inform them that high templar doesn't do damage to broodlords anymore.
^Because banelings are a essential component of z v p arsenal now, and yes, all koreans goes for tanks in z v t, i am sure you are a better player than they are.
You don't run banelings into tanks. You don't run banelings into colossi. The only situations that call for these to happen, are when you have nothing else to hit with your banelings. Those two units can be taken out with lings with little to no issue, if they have no support. You don't have to be a pro to know that. You can use banes to bomb colossi, but I'm certain that this bug won't occur with an OL over the colossi, dropping banes on it. The guy is right in his analysis, but I disagree with him about not removing the bug.
Actually it does occur. When dropping 'on' Collosus the Banelings actually just unload right in front of the Collosus, which is equivalent to the 2nd screenshot I posted where the Banelings roll into the bugged Collosus from the high ground and deal 0 damage. Even though it will still pretty much not happen I do think it should be fixed
On September 05 2011 23:04 nShade wrote: Dont. Remove. This. Bug.
It's these sorts of things that made BW awesome. Also, why even try hitting a colossus with banelings? It's like going at the tanks instead of bio in zvt, with your banes, big waste.
I've gotta go with this on this one. Lots of things that would be called bugs in Starcraft 2 were actually things that fed into the balance of Brood War.
Are you serious? The simple fact that you are a protoss player doesn't force you to abandon thinking and viewing things objectively. Sure, i can understand race bias, but stating that an invincible unit is FINE and would make the game awesome... And no, Brood War never had things like THIS, what are you talking about?
On September 05 2011 23:04 nShade wrote: Dont. Remove. This. Bug.
It's these sorts of things that made BW awesome. Also, why even try hitting a colossus with banelings? It's like going at the tanks instead of bio in zvt, with your banes, big waste.
I've gotta go with this on this one. Lots of things that would be called bugs in Starcraft 2 were actually things that fed into the balance of Brood War.
Are you serious? The simple fact that you are a protoss player doesn't force you to abandon thinking and viewing things objectively. Sure, i can understand race bias, but stating that an invincible unit is FINE and would make the game awesome... And no, Brood War never had things like THIS, what are you talking about?
Unfortunately, you could make a good case for burrowed lurkers under swarm being near invulnerable (vs terran, only firebats or splash from other units or irradiate could damage them) and this little addition seems like a rather cool rare situational exploit. I'd love to chase someone's colossi with banes and possibly hafta pull at the last second as they flee to the nearest cliff. Maybe it would actually make the colossus interesting.
This is coming from someone who has never played anything other than zerg seriously.
Well, dark swarm was not a bug it was a spell. Hold position lurkers was a double aged sword, you either dealt huge damage or gave away free units. Muta stacking was heavy on your multi-tasking to do it correctly while macroing, and switching overlords to stack with. And this is not as useless as the siege tank building bug (in brood war). When lifting your factory while constructing a siege tank you could make an unmachine-shopped factory construct a siege tank when u landed it again (elsewhere).
Concerning this bug it is just atrocious, this will most likely never happen, but more people may try to make it happen now. The possibility that it will happen is still there though so it should get "patched" or hot fixed.
Okey, so people talking about BW bugs making the game better.
There were a couple, yes, which werent patched, some of them were banned my tournaments such as observers over turrets, the few ones which remained werent really bugs imo, i mean most of them. Mutas (and other flyers) stacking is not a bug, it s a feature of the pathfinding system they disigned, though they werent aware of it when they made it, so it can be considered a glitch i guess, something like the Viking flower would be (was) in SC2. Magic boxing with HTs and mineral jumping with probes or dronedrilling were the same, glitches of the pathfinding system, not necessarily bugs. Hold lurkers, yes, that was a bug and it shifted the metagame towards what we call now SK terran style TvZ, but that s the only major one which is somewhat frequently used in pro games and is an actual bug, at least the only one i can think of right now.
they would have to make both true that the colossi is up and down cliff at the same time. Not sure if that would trigger double damage though. Every other fix would imply a baneling damage nerf (since they would have to enable splash up a cliff, which i wouldn't mind would make things more fun).
But if you roll banelings into colossi, you will either lose badly now or are so far ahead that you win anyway.
On September 05 2011 23:04 nShade wrote: Dont. Remove. This. Bug.
It's these sorts of things that made BW awesome. Also, why even try hitting a colossus with banelings? It's like going at the tanks instead of bio in zvt, with your banes, big waste.
I've gotta go with this on this one. Lots of things that would be called bugs in Starcraft 2 were actually things that fed into the balance of Brood War.
Are you serious? The simple fact that you are a protoss player doesn't force you to abandon thinking and viewing things objectively. Sure, i can understand race bias, but stating that an invincible unit is FINE and would make the game awesome... And no, Brood War never had things like THIS, what are you talking about?
Unfortunately, you could make a good case for burrowed lurkers under swarm being near invulnerable (vs terran, only firebats or splash from other units or irradiate could damage them) and this little addition seems like a rather cool rare situational exploit. I'd love to chase someone's colossi with banes and possibly hafta pull at the last second as they flee to the nearest cliff. Maybe it would actually make the colossus interesting.
This is coming from someone who has never played anything other than zerg seriously.
lurker dark swarm being a cool exploit? Do you even know what dark swarm was for? Dark swarm already makes all ranged direct damage not hit. the burrow has nothing to do with it. Dark swarm lurker wall busts were status quo in brood war. I played it for 10 years, should know. what are you talking about?
On September 05 2011 23:04 nShade wrote: Dont. Remove. This. Bug.
It's these sorts of things that made BW awesome. Also, why even try hitting a colossus with banelings? It's like going at the tanks instead of bio in zvt, with your banes, big waste.
I've gotta go with this on this one. Lots of things that would be called bugs in Starcraft 2 were actually things that fed into the balance of Brood War.
Are you serious? The simple fact that you are a protoss player doesn't force you to abandon thinking and viewing things objectively. Sure, i can understand race bias, but stating that an invincible unit is FINE and would make the game awesome... And no, Brood War never had things like THIS, what are you talking about?
Unfortunately, you could make a good case for burrowed lurkers under swarm being near invulnerable (vs terran, only firebats or splash from other units or irradiate could damage them) and this little addition seems like a rather cool rare situational exploit. I'd love to chase someone's colossi with banes and possibly hafta pull at the last second as they flee to the nearest cliff. Maybe it would actually make the colossus interesting.
This is coming from someone who has never played anything other than zerg seriously.
lurker dark swarm being a cool exploit? Do you even know what dark swarm was for? Dark swarm already makes all ranged direct damage not hit. the burrow has nothing to do with it. Dark swarm lurker wall busts were status quo in brood war. I played it for 10 years, should know. what are you talking about?
i think he just meant that lurkers own melee units, and with dark swarm they are immune to single target ranged units, so it s like nothing there is can hurt them but long range aoe damage
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
OMFG HuK u know something we dont , u really do, PLZ tell us. Thx in advance. On topic: Thx for ur post, posting it on Blizz forums is a must, hopefully they fix it on 1.4
I don't think this is major enough to be game changing, but this is definitely blizzard needs to fix ASAP. Things like this shouldn't be in a game that's played professionally for prize money. It's like finding out there's a way to switch 2 cards around in a deck in a professional card game. It's not much, but it can really fuck with the game and make it seem unfair.
The most obvious solution is to fix baneling targeting to not blow up on colossi that aren't actually killable from that side.
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?
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...
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.
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...
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."
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.
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!
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.
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.
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
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.
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!
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