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Nexus / building placement causing stuck probes? - Page 5

Forum Index > SC2 General
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Oerbaa
Profile Joined October 2011
Scotland184 Posts
March 21 2013 20:24 GMT
#81
Its happened to me since like 2011 in WoL, isn't a new bug but it is frustrating
I came here to kick as and drink milk, and ive finished my milk
purakushi
Profile Joined August 2012
United States3301 Posts
March 21 2013 20:25 GMT
#82
Working as designed. Deal with it.
T P Z sagi
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
Last Edited: 2013-03-21 20:29:44
March 21 2013 20:28 GMT
#83
it can happen, dont let it happen (by building like that). move along.

i cant believe people asking for patches...ughhhh somuchfacepalm.
shit guys, where is the petition to reposition larva depending on spawn location!!????
age: 84 | location: california | sex: 잘함
Durp
Profile Blog Joined September 2010
Canada3117 Posts
March 21 2013 20:30 GMT
#84
This has been going on for a long time in WoL even.

A little annoying when you're rallying your nexus late game, but no biggie
SOOOOOooooOOOOooooOOOOoo Many BANELINGS!!
ChristianS
Profile Blog Joined March 2011
United States3304 Posts
March 22 2013 02:33 GMT
#85
On March 15 2013 02:34 Cyro wrote:
[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

Show nested quote +
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.

Are you certain the same is not true of command centers? In WoL I consistently found that a building placed against the furthest edge of a CC will not wall with it; I was usually using supply depots, but I think I tried barracks and ebay as well. I even used to put supply depots around that little gap to protect a marine or two in 2v2's. I haven't checked in HotS but I assume it's the same; I don't play Protoss, but I would assume it's the same scenario with Nexi and Hatcheries. It happens because the build grid acts based on hexes, but the building models are actually circles within that square. This was the same reason that spine crawlers wouldn't form a tight wall in WoL, although the circle radius was increased to wall tightly in HotS, if I remember correctly.
"Never attribute to malice that which is adequately explained by stupidity." -Robert J. Hanlon
WonDeRSC
Profile Joined June 2011
United States234 Posts
March 22 2013 02:40 GMT
#86
yeah, I noticed the nexus got ''flatter.'' Was probably the new selection size.
Poo
Profile Blog Joined August 2010
Canada536 Posts
March 22 2013 02:47 GMT
#87
yeah this is a pretty obnoxious problem... -.-
Try hard or don't try at all.
ohampatu
Profile Joined July 2010
United States1448 Posts
March 22 2013 03:07 GMT
#88
I can't believe so many people are against this to be honest, and not one with a single good issue.

I have played approximately 7k 1v1 games, and everything Cryo says is true. Way too many people posting in here without reading or who are just misinformed. Both Nexus Corners were 'changed' between WoL and HoTS. I understand that this isn't a big issue and some of you dont care, but the fact that this is caused by a 'change' that only really affects casual protoss players, is just bad design. Their was no reason to change this. We just want the old way back, were not asking to make hte game easier.

Protoss building placement is much more important than zerg/terran in multiple mu's. Why can't I simcity like I have for the last 3 years? Nobody has yet given a good reason why Protoss players should be required to re-learn sim city's they have been doing for thousands of games. It was an unnecesarry change that should be reverted. They neither made it easier or harder, they just made it more annoying, which is never good. Cryo's graph shows it perfectly, the two edges function differently then they did at the start of WoL and their is no reason they need to be different.
I am become death, for I am the destroyer of worlds.....You will be missed KT Violet!!!
KissMeRed
Profile Joined June 2012
United States96 Posts
March 22 2013 03:34 GMT
#89
On March 14 2013 16:49 dAPhREAk wrote:
Show nested quote +
On March 14 2013 16:17 TheGiftedApe wrote:
On March 14 2013 15:47 dAPhREAk wrote:
On March 14 2013 15:37 wongfeihung wrote:
On March 14 2013 15:27 dAPhREAk wrote:
On March 14 2013 15:05 Belha wrote:
While there are some wyas to bypass this issue (as some people said), this should not be happening at all and should be fixed.

i donmt think blizzard needs to protect people from their own incompetence. dont build around your nexus.

I, myself, don't build around my Nexus for the purpose of allowing my Probes to properly navigate their way out. That being said, I don't think you should brush this off as one's "incompetence". Some people may prefer to build around their Nexus in this way to prevent the Nexus from being entirely surrounded by melee units (or other positioning purposes). There are reasons that people do things differently than you do, and simply calling their ways incompetent is a bit misjudged on your end.

i fail to see how knowing that this will happen and doing it anyways is anything other than incompetence. i guess you could just call it lamebrain stubborness if you want though.



I failed to point this out in my original post of this thread but I will try to explain it again to you. The REAL issue with this is not the main nexus. My real worry with this bug is that it severely restricts my wall building options at my natural and expansion bases, especially in certain map spawn locations. As I am not 100% "incompetent" and I know I should not build up against my nexus now, The problem becomes in fast expand builds where holding small area's near the expansion nexus is extremely important. I would use antiga shipyard as an example(even though its a bad map), Spawning top left/bottom right on antiga would make FFE nearly impossible to pull off(without havign to kill my own buildings later) if I cannot connect my wall to the nexus, and it un-necessarily forces me to build the wall in sub-optimal locations, for no reason other than blizzard doesn't want to fix probe spawns. The big problem is going into the future this would force map creators to build maps that allow space around the nexus for proper wall offs(spawn specific location disadvantages are silly and most people agree they should not be apart of the game, look at what happened to tal'darim altar), and that is just a very silly way to go about fixing this issue rather than just fixing the probe spawns. It's not like fixing this would give protoss any kind of advantage over other races I don't see why you are so against fixing this issue and resorting to calling people stupid.

yeah, thats not an issue. when its an issue with people who play the game competitively then its an issue. otherwise its just people who need to learn how to position their buildings correctly.


It's an annoying problem for all players who have been playing the game for years and suddenly have to deal with a bug in their habitual building placement.

I even saw this happen to MC in the recent MLG matches.

No reason why this shouldn't be fixed.
althaz
Profile Joined May 2010
Australia1001 Posts
March 22 2013 04:13 GMT
#90
Yeah, this has happened to me before, it doesn't seem to be an issue with Terran (and obviously not Zerg) though.

I'm pretty sure this isn't a HotS thing either, I'm 90% sure I've had this happen at least a year ago.

The solution (until there's a fix) is to build on the side of your nexus that is away from the ramp or don't build near the front/back (the bit facing away from the minerals) and the sides at the same time.
The first rule we don't talk about race conditions. of race conditions is
NoobSkills
Profile Joined August 2009
United States1603 Posts
March 22 2013 04:22 GMT
#91
In the first place your building placement isn't beneficial to you, so just change your placement.
This should get fixed however.
winthrop
Profile Blog Joined December 2010
Hong Kong956 Posts
March 22 2013 04:36 GMT
#92
you can destroy the other building to release the prisoners.
Incredible Miracle
Nuclease
Profile Joined August 2011
United States1049 Posts
March 22 2013 04:49 GMT
#93
I had been noticing this. At first I thought I was just getting shittier at the game somehow but yeah it's started happening so much it's clearly a bug. Needs to go.
Zealots, not zee-lots. | Never forget, KTViolet, Go)Space. | You will never be as good as By.Flash, and your drops will never be as sick as MMA.
ChristianS
Profile Blog Joined March 2011
United States3304 Posts
March 23 2013 01:52 GMT
#94
On March 22 2013 12:07 ohampatu wrote:
I can't believe so many people are against this to be honest, and not one with a single good issue.

I have played approximately 7k 1v1 games, and everything Cryo says is true. Way too many people posting in here without reading or who are just misinformed. Both Nexus Corners were 'changed' between WoL and HoTS. I understand that this isn't a big issue and some of you dont care, but the fact that this is caused by a 'change' that only really affects casual protoss players, is just bad design. Their was no reason to change this. We just want the old way back, were not asking to make hte game easier.

Protoss building placement is much more important than zerg/terran in multiple mu's. Why can't I simcity like I have for the last 3 years? Nobody has yet given a good reason why Protoss players should be required to re-learn sim city's they have been doing for thousands of games. It was an unnecesarry change that should be reverted. They neither made it easier or harder, they just made it more annoying, which is never good. Cryo's graph shows it perfectly, the two edges function differently then they did at the start of WoL and their is no reason they need to be different.

Not saying that a change back would be a bad thing, but why do they need to? As a Terran I don't generally have a reason to press my buildings against the command center like that, but I DO often have reason to wall off at an expansion, sometimes using the CC as part of the wall. Most buildings in the game will wall tightly as long as they touch edge-to-edge on the build grid, so I used to make walls using the corner of the CC. Then I played a few games where I lost because my wall wasn't tight and zerglings got through, so now I don't do that any more. Surely you're not such an unadaptive player that a slight change to your sim city will completely throw off your game, so why not just adjust and move on?
"Never attribute to malice that which is adequately explained by stupidity." -Robert J. Hanlon
sUgArMaNiAc
Profile Joined March 2013
Australia110 Posts
March 23 2013 02:16 GMT
#95
Yea Protoss building placement has to account for more Terran drop play than other MU's so having your base setup well is very important
No luck catching those swans then?
Goldfish
Profile Blog Joined August 2010
2230 Posts
March 23 2013 04:06 GMT
#96
On March 22 2013 05:28 jinorazi wrote:
it can happen, dont let it happen (by building like that). move along.

i cant believe people asking for patches...ughhhh somuchfacepalm.
shit guys, where is the petition to reposition larva depending on spawn location!!????


I wouldn't mind that actually. And the ability for Terran to build a Tech Lab or Reactor on the left side "or" the right side (so MKP can build tech labs on the left of his barracks if he spawns bottom left on Cloud Kingdom for example >.>).
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+
RogerChillingworth
Profile Joined March 2010
Chad3131 Posts
March 23 2013 04:10 GMT
#97
you think THAT'S bad? try having 2 ultras stuck between hatcheries =\
Malpractice.248
Profile Blog Joined November 2010
United States734 Posts
March 23 2013 04:15 GMT
#98
Actually, this happened to me the other day. I had 2 Hatcheries touching corner to corner (maybe overlapping 1 square) and got 2 ultras stuck between them
BernabusStarcraft2
Profile Joined September 2012
Scotland112 Posts
March 23 2013 04:42 GMT
#99
its pretty annoing but not blizzard problem worthy
Bling. MC. DeMusliM. EG.
aksfjh
Profile Joined November 2010
United States4853 Posts
March 23 2013 05:04 GMT
#100
You can get SCVs stuck as well, but it's not as big of a deal with liftable buildings.
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