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Nexus / building placement causing stuck probes? - Page 4

Forum Index > SC2 General
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SkaPunk
Profile Joined October 2010
United States471 Posts
March 14 2013 17:07 GMT
#61
This didnt happen in WoL? It happened to me like every fucking game. I stopped building around my nexus lol.
Team Fallacy
dAPhREAk
Profile Blog Joined July 2010
Nauru12397 Posts
March 14 2013 17:09 GMT
#62
On March 14 2013 18:15 JustPassingBy wrote:
Is the same true for Hatches and Command Centers? I remember seeing somtehing like that playing the campaign.

i have had it happen with hatches when i do two hatch next to each other and a spawning pool at the right spot. i dont recall ever seeing it with ccs, but i dont usually build close to the cc with terran.
xsnac
Profile Blog Joined August 2011
Barbados1365 Posts
March 14 2013 17:10 GMT
#63
On March 15 2013 02:07 SkaPunk wrote:
This didnt happen in WoL? It happened to me like every fucking game. I stopped building around my nexus lol.



this . and is VERY VERY VERY frustrating
1/4 \pi \epsilon_0
Nerski
Profile Blog Joined November 2010
United States1095 Posts
March 14 2013 17:17 GMT
#64
See a lot of people asking them to fix it...but has anyone stopped to wonder if possible they did fix it?

Meaning the fact you could change the exit point with buildings may not have been 'working as intended' so they simply shrunk the base nexus size so P would have to operate the same as Z or T. Both of which if you place buildings near your CC/Hatch you can trap drones/scv's queens. At least as far as I know there was no way for Z/T to place buildings to force a worker out a different side of your command structure.
Twitter: @GoForNerski /// Youtube: Youtube.com/nerskisc
Blacklizard
Profile Joined May 2007
United States1194 Posts
March 14 2013 17:26 GMT
#65
The trick is to build a line on one side of your nexus. If you do that, you are always safe. Never build an "L" of buildings against a nexus corner.

So do this (N=Nexus, P=pylon, G=gate):

NNN
NNN
PGPGG

Dont do this:

NNN
NNNP
PGPPPG
Cyro
Profile Blog Joined June 2011
United Kingdom20326 Posts
Last Edited: 2013-03-14 17:41:28
March 14 2013 17:34 GMT
#66
[image loading]

This is what nexus looks like, green is available build grid.

Gaps are what used to be pathfinding anomalies - but now get units stuck too, even obnoxiously seeming to make them teleport into the gaps when it looks like one of the last places the unit would pop out

Both of which if you place buildings near your CC/Hatch you can trap drones/scv's queens
You are mistaken, zerg work with larvae (which is a different mechanic) and terrans can (could) put 3 barracks against the cc corner without a gap in build grid and scv's would spawn elsewhere. Its the same as rallying a rax south - if you have 3 barracks in a vertical line, the marine will pop out of the bottom of the bottom barracks - but the ones in the middle and top will be rerouted to the side. It's slightly different, but still applies.

If one hex is blocked, they just come out of another hex unless there is not a hex available adjacent or diagonally (for a small unit) but in this case, the nexus misses 1 hex from each corner in collision for walling but NOT in the build grid - it's not registered as being blocked any more, because with the 2.0 update, the corner of the nexus (which is blocked on build grid but not collision) is no longer registered as being blocked. If you block a part that is not the corner and try to rally through it, the probes will pop out of another part of the nexus - which tells us they did not force workers to spawn at one point like suggested.

You could not trap scv's or probes unless you had hexes (adjacent or diagonal) available in the build grid but cut off from the "outside world" - Now, the corners count as viable spawn positions because of their wonky nonexistant collision but presence in the build grid, which is messy.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Reborn58
Profile Joined August 2010
United States238 Posts
March 14 2013 18:11 GMT
#67
Yeah this is annoying as hell. There is no reason Blizz shouldn't patch this asap.
That's what she said
viasacra89
Profile Joined January 2012
United States134 Posts
March 14 2013 19:37 GMT
#68
Hasn't this always been around? Just sim-city better...
tar
Profile Joined October 2010
Germany991 Posts
March 14 2013 19:41 GMT
#69
On March 15 2013 04:37 viasacra89 wrote:
Hasn't this always been around? Just sim-city better...



sometimes it helps to read the OP and/or the last couple of posts in a thread u post in...just look 2 posts above yours...
whoever I pick for my anti team turns gosu
HornyHydra
Profile Joined February 2011
Taiwan222 Posts
March 14 2013 19:47 GMT
#70
There was a reddit thread about this when the HotS patch for WoL was released:

http://www.reddit.com/r/starcraft/comments/19wakj/has_this_been_happening_to_any_other_tosses_much/

It happens to Terrans too when they put Command Centers or Barracks too close together. I just to try leave a 1 hex gap between my buildings, it's a bit of a pain and takes up more space but that's what I'm doing until Blizzard fixes this.
Prime ♥
EtherealDeath
Profile Blog Joined July 2007
United States8366 Posts
March 14 2013 19:47 GMT
#71
This happened in the last non trivial WoL patch before HotS (2.0.5 I think it was). Noticed after the patch that my standard building placements that I've been doing for 2 years resulted in trapped probes all of a sudden. So whatever they changed then broke it.
megapants
Profile Blog Joined December 2009
United States1314 Posts
March 14 2013 22:44 GMT
#72
this has been happening to me as well and i have taken it into consideration when placing my structures especially in the early game. i'm also advocating not rallying your probes to other bases and just manually transferring them when necessary to deal with this (and to generally improve my economy awareness)
playa
Profile Blog Joined December 2010
United States1284 Posts
March 14 2013 22:52 GMT
#73
Thank god I'm not the only one. It was happening to me every game. It was embarrassing and confusing, because it hardly ever happened before the release of HotS. I'm afraid to make anything by my nexus now.
Tiwo
Profile Joined March 2009
Netherlands306 Posts
Last Edited: 2013-03-14 22:59:39
March 14 2013 22:59 GMT
#74
I rly don't get why people are saying "This happened since recently", This layout was in WOL beta already, the unbuildable-but-walkable corner. When Terrans were using the CC to block the ramp wrong (This happened a lot in WOL beta) vs zerg, the zerg rush would be able to get trough the wall. Not new at all, Just think when you rally!
2v2levels
Profile Joined December 2012
United States88 Posts
March 14 2013 22:59 GMT
#75
It started happening after the last patch in WoL. Pretty annoying, but I've acclimated. I mostly built my buildings like that out of laziness anyways
A jack of all trades is a master of none.
Cress
Profile Joined September 2011
United States212 Posts
March 15 2013 01:08 GMT
#76
This happens in both WOL and HOTS. As its a pretty big problem I run into with the way I place my buildings =D
A-BomB
Profile Joined January 2011
Ireland79 Posts
March 15 2013 01:36 GMT
#77
yea i noticed this also its sooo anoying
A-BOMB on http://www.justin.tv/abombtv (high level protoss stream)
robopork
Profile Blog Joined May 2009
United States511 Posts
March 15 2013 01:41 GMT
#78
Same problem. It never happened to me in wings unless I actually fucked up and made a probe pen with my buildings.
“This left me alone to solve the coffee problem - a sort of catch-22, as in order to think straight I need caffeine, and in order to make that happen I need to think straight.”
Proof.
Profile Joined August 2011
535 Posts
March 15 2013 08:07 GMT
#79
On March 14 2013 19:43 Cyro wrote:
It has NOT been in the game since the beginning, it was possible to trap probes, sure. But it NEVER happened if you had every square on the build grid occupied around a corner - the probes simply would not spawn there. They would spawn on the other sides/corners of the nexus.

Yea I remember this is how it used to be. Unless you built buildings hugging all four walls of a nexus, the probe would find a away out of the nexus thru an "opening."

Your follow-up post very nicely explains what exactly changed in one of the recent patches to all those not in the know.

On March 14 2013 19:16 Aervhorn wrote:
Is it just me who really doesn't notice Idle Workers with the new UI?
Also I have trouble adjusting my eyes to look where they put the new in-game timer clock...

There was a whole thread on it.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=397665
tldr: blizzard knows about it and they will do something about it in an upcoming patch.
He who has a why to live can bear almost any how
JKM
Profile Joined November 2011
Denmark419 Posts
March 21 2013 20:21 GMT
#80
I've also been running into it and have started adjusting my building placement or probe rally whenever I fall back to my wol trends! Not sure if blizzard should fix it or not, it seems like something that punish new players and low skilled players the most.

On March 14 2013 16:40 QzYSc2 wrote:
have exact same issue. mass recall gets your units stuck in them aswell as you cant decide their teleport direction (unlike wc3)


In the defense of SC2, in WC3 I have experienced getting units stuck in the forests surrounding your base if there were small gaps in them (played nelf, so the trees were preserved!) when teleporting a large army towards the forest edge (unprecise minimap teleport :-)).
1338, one upping 1337
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