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Nexus / building placement causing stuck probes? - Page 7

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PlanitDuck
Profile Joined July 2011
United States36 Posts
April 16 2013 16:18 GMT
#121
People seem to be arguing a lot about when this started happening. This certainly isn't just a HotS thing because I've been dinged by this quite a while ago in WoL. I just learned to not trap any corners of my nexus. Some people say that you HAVE to build your buildings that way but I really don't understand why they say that. How would trapping a specific corner of your nexus prevent a run by?

I wouldn't be opposed to getting a fix for this but I certainly don't think that this is as big of an issue as some people in this thread seem to think. Like I said before, this has been happening for a very long time; this certainly has been present before the release of HotS and nobody seemed to care enough to talk about it before now.
I'm pretty tired. Think i'll go home now.
HeeroFX
Profile Blog Joined November 2010
United States2704 Posts
April 16 2013 16:28 GMT
#122
They should be able to fix it you should post on battle.ne forums
misspoo
Profile Joined December 2012
France63 Posts
April 16 2013 16:29 GMT
#123
If it's cause problem, don't build here, THX YOU CAPTAIN.
Cyro
Profile Blog Joined June 2011
United Kingdom20326 Posts
April 16 2013 16:32 GMT
#124
People seem to be arguing a lot about when this started happening.


Wha? It started happening with the 2.0 patch, which was the precursor to HOTS
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Sweetness.751
Profile Joined April 2011
United States225 Posts
April 16 2013 16:36 GMT
#125
This has happened for a while in WoL. If you still want to wall around your nexus like that, which I personally don't get. Just don't build 3 buildings so that all 4 corners (including nexus), meet. If you offset the buildings so they are not corner to corner, or you leave paths for the probes, this problem will be a non-issue.
Elentos wrote: Do you think only 10 life points more for Viking is enough bObA wrote: 10 life points is all you need to send someone to the Shadow Realm.
FreeTossCZComentary
Profile Joined September 2011
Czech Republic143 Posts
April 16 2013 16:41 GMT
#126
Yeah, such bugs should be removed fast. Hope to see it new patch. Also hapened to me twice.
www.youtube.com/OnlyFreeToss, FreeCraft ForFun SC2 MOD Rulez: http://www.teamliquid.net/forum/viewmessage.php?topic_id=292319 Dont even dare waiting, join FreeCraft now!
DavoS
Profile Blog Joined October 2012
United States4605 Posts
April 16 2013 16:59 GMT
#127
I didn't know this thread existed, so I don't have a screen shot, but I was playing some 4v4 on Saturday and I decided to put my spawning pool very close to my hatchery, at something like a 5 o clock position relative to the hatchery. My untested theory is that having my spawning pool here will buy me a few precious seconds to pick off hellions before they barbeque my main mineral line and stuff like that. However, somewhere between 15 and 16 supply of drones, two of them got stuck between the pool and hatchery. The weirdest bit was that there was a tom of free space to the left (my left, looking at the screen), but the drones still couldn't get out.
This wasn't like the screenshots I see here, where the workers are surrounded on all sides by buildings, there was at least 180 degrees of unobstructed ground for the drone to move over. So yeah, rabble rabble pitchforks and torches out and stuff like that
"KDA is actually the most useless stat in the game" Aui_2000
meadbert
Profile Blog Joined October 2010
United States681 Posts
April 16 2013 17:10 GMT
#128
This happened to me in my first game as Protoss in Hots. I had to destroy a pylon to save the probes.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
April 16 2013 17:16 GMT
#129
On March 14 2013 13:33 TheGiftedApe wrote:
OP EDIT: http://www.teamliquid.net/forum/viewmessage.php?topic_id=402855&currentpage=4#66 This post by cyro explains the issue the best.

Ok so I looked around and didn't see anyone else bringing this up but to me it is a inconvenience that has now popped up in HOTS. When playing protoss vs terran or pvp, its popular to build your pylon and gateway and first couple of building right next to your Nexus(this saves travel time for the probe and is more efficient since you don't need a wall) In WOL I always paid close attention to make sure that i built the buildings right up close to the nexus so there was no room for a wayward probe to be trapped as it exits the nexus. However It would appear that no matter what probes will come out of the nexus in the pathing direction that you rally them, even if there is a building occupying that space they will spawn and become instantly stuck, in WOL this did not happen.

Examples:
[image loading]
[image loading]

in these 2 examples I am rallying probes out of my main nexus to my natural as they spawn but no matter what if there are buildings in the direction they are rallied the probes get stuck. This never happend in WOL unless there was a 1 hex gap inbetween the nexus and the buildings. The worst part of this is that the probes will stack, I got up to 7 probes in that little space before i noticed it the first time.(mainly because the new UI yelling at me for idle probes)

Am I going crazy or is this happening to other protoss players?



Things like this makes me miss playing Lost Temple on BW
Hark, what baseball through yonder window breaks?
Gladiator6
Profile Joined June 2010
Sweden7024 Posts
April 16 2013 17:29 GMT
#130
I keep thinking some day I will make a post on b.net forum about this but never happens, the bad thing is also zealots and sentries can get stuck there, I have actually had that happen where it cost me the game. This is frustrating as f"#%&...
Flying, sOs, free, Light, Soulkey & ZerO
MiND.GaMeS
Profile Blog Joined August 2012
Germany218 Posts
April 16 2013 19:06 GMT
#131
I just made a reddit post for it because blizzard constantly checks out Reddit too. The problem is that i get a ton of initial downvotes from guys who never played protoss and don't know/not understand the issue and blame it on the building placement x_x

maybe u guys can help a bit and upvote: http://en.reddit.com/r/starcraft/comments/1ch8ez/stuck_probes_at_nexus_is_annoying_please_blizzard/
HerO / MC / Grubby / Rain / Dear / Naniwa // Also make sure to check out my Blog: http://sc2mindgames.com/category/blog/
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
Last Edited: 2013-04-16 19:33:25
April 16 2013 19:25 GMT
#132
jeeze guys why stop here?
-lets also complain about larvae not spawning close to minerals
-addons should be able to be placed on left side
-any building should be allowed to cancel for full refund incase you misplace
-placing 4hatchers in a box formation should not get big units stuck
-what if terran places all his factories next to each other and units get stuck between addon and factory, clearly a bug right?
-expansion building placement should be highlighted so pylon can be placed without having to worry about blocking nexus
-probes should be able to squeeze out of any space so they can place buildings without having to worry about getting trapped from queued placements

i dont know why you blame the game, shouldnt the blame be placed on the idiot for stupid placement?

shit happens, mistakes happen, dont let it happen again.
age: 84 | location: california | sex: 잘함
Danglars
Profile Blog Joined August 2010
United States12133 Posts
April 16 2013 19:33 GMT
#133
On April 17 2013 04:25 jinorazi wrote:
jeeze guys why stop here?
lets also complain about larvae not spawning close to minerals
addons should be able to be placed on left side
any building should be allowed to cancel for full refund incase you misplace
placing 4hatchers in a box formation should not get big units stuck
what if terran places all his factories next to each other and units get stuck between addon and factory, clearly a bug right?
expansion building placement should be highlighted so pylon can be placed without having to worry about blocking nexus

i dont know why you blame the game, shouldnt the blame be placed on the idiot for stupid placement?

shit happens, mistakes happen, dont let it happen again.

You're talking about cool features that would help you (Larva, Addons, Expansion), game design that's been that way intentionally for ages (Cancels cost money), and some oddities. We're specifically talking probes from a Nexus that get trapped when there shouldn't be any room to be built from that side.

The big impact is protecting pylons from being sniped by zealots and DTs in PvP (Using the nexus as a wall on 4th side). You can put it flush against the center of one side of the nexus, but do it wrong and it traps probes. Since this is doable with shift rallies from Nexus, it isn't the hugest of issues. It is however distinct from the other scenarios you mentioned.
Great armies come from happy zealots, and happy zealots come from California!
TL+ Member
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
Last Edited: 2013-04-16 19:49:15
April 16 2013 19:46 GMT
#134
On April 17 2013 04:33 Danglars wrote:
Show nested quote +
On April 17 2013 04:25 jinorazi wrote:
jeeze guys why stop here?
lets also complain about larvae not spawning close to minerals
addons should be able to be placed on left side
any building should be allowed to cancel for full refund incase you misplace
placing 4hatchers in a box formation should not get big units stuck
what if terran places all his factories next to each other and units get stuck between addon and factory, clearly a bug right?
expansion building placement should be highlighted so pylon can be placed without having to worry about blocking nexus

i dont know why you blame the game, shouldnt the blame be placed on the idiot for stupid placement?

shit happens, mistakes happen, dont let it happen again.

You're talking about cool features that would help you (Larva, Addons, Expansion), game design that's been that way intentionally for ages (Cancels cost money), and some oddities. We're specifically talking probes from a Nexus that get trapped when there shouldn't be any room to be built from that side.

The big impact is protecting pylons from being sniped by zealots and DTs in PvP (Using the nexus as a wall on 4th side). You can put it flush against the center of one side of the nexus, but do it wrong and it traps probes. Since this is doable with shift rallies from Nexus, it isn't the hugest of issues. It is however distinct from the other scenarios you mentioned.


i too place pylon/gateway around my nexus for the same reason...yet i havnt gotten a probe stuck since bw as far as i can remember. people are doing it wrong is what i'm saying and they're expecting to be babysat from blizzard.

i've had my own fair share of getting units stuck....learn and move on?
age: 84 | location: california | sex: 잘함
PlanitDuck
Profile Joined July 2011
United States36 Posts
April 16 2013 19:48 GMT
#135
On April 17 2013 01:32 Cyro wrote:
Show nested quote +
People seem to be arguing a lot about when this started happening.


Wha? It started happening with the 2.0 patch, which was the precursor to HOTS


I don't think that what you are saying is true. I think I remember this happening much longer before the 2.0 patch.
I'm pretty tired. Think i'll go home now.
Proof.
Profile Joined August 2011
535 Posts
April 16 2013 19:59 GMT
#136
On April 17 2013 04:33 Danglars wrote:
Show nested quote +
On April 17 2013 04:25 jinorazi wrote:
jeeze guys why stop here?
lets also complain about larvae not spawning close to minerals
addons should be able to be placed on left side
any building should be allowed to cancel for full refund incase you misplace
placing 4hatchers in a box formation should not get big units stuck
what if terran places all his factories next to each other and units get stuck between addon and factory, clearly a bug right?
expansion building placement should be highlighted so pylon can be placed without having to worry about blocking nexus

i dont know why you blame the game, shouldnt the blame be placed on the idiot for stupid placement?

shit happens, mistakes happen, dont let it happen again.

You're talking about cool features that would help you (Larva, Addons, Expansion), game design that's been that way intentionally for ages (Cancels cost money), and some oddities. We're specifically talking probes from a Nexus that get trapped when there shouldn't be any room to be built from that side.

The big impact is protecting pylons from being sniped by zealots and DTs in PvP (Using the nexus as a wall on 4th side). You can put it flush against the center of one side of the nexus, but do it wrong and it traps probes. Since this is doable with shift rallies from Nexus, it isn't the hugest of issues. It is however distinct from the other scenarios you mentioned.

All those reasons are fine but the main reason I personally even give a shit is because this wasn't actually an issue pre-HOTS patch. If a patch turns something that wasn't an issue into an issue, it needs to be fixed plain and simple. This isn't a gameplay whine, it's asking for a fix because something broke from the transition into HOTS. You know, kind of like how the idle worker button stopped being useful for some people after the HOTS patch and so Blizzard decided to do something about it.

I don't know what people are talking about when they say this problem already existed in WOL. I've played thousands of games in WOL so I should know. As someone else stated, in pre-HOTS patch, unless you had a hex gap between the nexus and buildings, any rally from your nexus would make sure your probes come out of a "free" side, i.e. if your building placements were tight, there wasn't a problem since the side where your probes gather minerals would ALWAYS be "free". Now, tight placements actually lead to tons of probes stacking in a space that shouldn't even be there.
He who has a why to live can bear almost any how
Jasiwel
Profile Joined June 2012
United States146 Posts
April 16 2013 20:09 GMT
#137
I had this problem for some time before I learned to leave that bit of space for the sake of Probes not getting stuck. Could there be ways to fix it? Sure, but it's also pretty easy to avoid if you're paying attention and that preventative building placement is an easy habit to fall into.
ThomasjServo
Profile Blog Joined May 2012
15244 Posts
Last Edited: 2013-04-16 20:24:57
April 16 2013 20:18 GMT
#138
A planned sim city fixes this really well. SCVs would get trapped in BW all the time, Zerg has the slightest issue with certain spawns because of travel time from the side of the hatch the larvae spawn on, Poor Nexus rallies can cause this. Beyond putting in a mineral walk ability for probes and certain structures(which would be ridiculous) I think this is a non-issue. A solid wall is a solid wall.

[image loading]

Am I the only one who thinks it looks like the rally on the probe was there, then the pylon was laid down on this picture or am I just seeing things? The pylon is far enough along it is fully possible that the probe that layed it down is already mining again, I am just curious.

EDIT: OP was probably just trying to illustrate, and I am reading too far into things again.
20cts
Profile Joined March 2012
France175 Posts
April 16 2013 20:26 GMT
#139
I'm having this problem as well. Definitely a new issue, it would be nice if Blizzard could revert the patch that caused that.
Apack
Profile Blog Joined August 2011
Canada159 Posts
April 16 2013 20:47 GMT
#140
What this thread is showing is that tons of protoss players have bad building placement
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