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.
Nexus / building placement causing stuck probes? - Page 7
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PlanitDuck
United States36 Posts
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. | ||
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HeeroFX
United States2704 Posts
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misspoo
France63 Posts
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Cyro
United Kingdom20322 Posts
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 | ||
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Sweetness.751
United States225 Posts
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FreeTossCZComentary
Czech Republic143 Posts
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DavoS
United States4605 Posts
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 | ||
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meadbert
United States681 Posts
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Thieving Magpie
United States6752 Posts
On March 14 2013 13:33 TheGiftedApe wrote: OP EDIT: http://www.teamliquid.net/forum/viewmessage.php?topic_id=402855¤tpage=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: ![]() ![]() 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 | ||
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Gladiator6
Sweden7024 Posts
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MiND.GaMeS
Germany218 Posts
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/ | ||
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jinorazi
Korea (South)4948 Posts
-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. | ||
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Danglars
United States12133 Posts
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. | ||
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jinorazi
Korea (South)4948 Posts
On April 17 2013 04:33 Danglars wrote: 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? | ||
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PlanitDuck
United States36 Posts
On April 17 2013 01:32 Cyro wrote: 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. | ||
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Proof.
535 Posts
On April 17 2013 04:33 Danglars wrote: 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. | ||
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Jasiwel
United States146 Posts
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ThomasjServo
15244 Posts
![]() 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. | ||
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20cts
France175 Posts
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Apack
Canada159 Posts
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