
Nexus / building placement causing stuck probes? - Page 5
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Oerbaa
Scotland184 Posts
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purakushi
United States3301 Posts
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jinorazi
Korea (South)4948 Posts
i cant believe people asking for patches...ughhhh somuchfacepalm. shit guys, where is the petition to reposition larva depending on spawn location!!???? | ||
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Durp
Canada3117 Posts
A little annoying when you're rallying your nexus late game, but no biggie | ||
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ChristianS
United States3262 Posts
On March 15 2013 02:34 Cyro wrote: ![]() 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 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. | ||
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WonDeRSC
United States234 Posts
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Poo
Canada536 Posts
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ohampatu
United States1448 Posts
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. | ||
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KissMeRed
United States96 Posts
On March 14 2013 16:49 dAPhREAk wrote: 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. | ||
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althaz
Australia1001 Posts
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. | ||
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NoobSkills
United States1601 Posts
This should get fixed however. | ||
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winthrop
Hong Kong956 Posts
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Nuclease
United States1049 Posts
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ChristianS
United States3262 Posts
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? | ||
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sUgArMaNiAc
Australia110 Posts
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Goldfish
2230 Posts
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 >.>). | ||
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RogerChillingworth
Chad3086 Posts
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Malpractice.248
United States734 Posts
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BernabusStarcraft2
Scotland112 Posts
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aksfjh
United States4853 Posts
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