• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 14:33
CEST 20:33
KST 03:33
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy18ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (March 23-29): herO takes triple6Aligulac acquired by REPLAYMAN.com/Stego Research8Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool51Weekly Cups (March 9-15): herO, Clem, ByuN win4
StarCraft 2
General
Team Liquid Map Contest #22 - Presented by Monster Energy Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool What mix of new & old maps do you want in the next ladder pool? (SC2) Aligulac acquired by REPLAYMAN.com/Stego Research Weekly Cups (March 23-29): herO takes triple
Tourneys
RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 519 Inner Power The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat
Brood War
General
so ive been playing broodwar for a week straight. Klaucher discontinued / in-game color settings BGH Auto Balance -> http://bghmmr.eu/ Pros React To: JaeDong vs Queen [ASL21] Ro24 Preview Pt2: News Flash
Tourneys
[Megathread] Daily Proleagues [ASL21] Ro24 Group E [ASL21] Ro24 Group F Azhi's Colosseum - Foreign KCM
Strategy
What's the deal with APM & what's its true value Fighting Spirit mining rates Simple Questions, Simple Answers
Other Games
General Games
Starcraft Tabletop Miniature Game Nintendo Switch Thread Stormgate/Frost Giant Megathread General RTS Discussion Thread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread NASA and the Private Sector Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
China Uses Video Games to Sh…
TrAiDoS
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
ASL S21 English Commentary…
namkraft
Electronics
mantequilla
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1819 users

Nexus / building placement causing stuck probes? - Page 8

Forum Index > SC2 General
Post a Reply
Prev 1 6 7 8 All
TheGiftedApe
Profile Blog Joined September 2010
United States1243 Posts
April 16 2013 21:00 GMT
#141
On April 17 2013 01:18 PlanitDuck wrote:
People seem to be arguing a lot about when this started happening.


we came to a conclusion that this started happening when the HOTS new UI features were added into WOL. However this probe getting stuck thing did not happen earlier in WOL when building your early buildings next to a nexus would not cause trapped probes as long as the buildings were flush with the nexus on the building grid. To this day on bnet I still see protoss players make this mistake in obs games or replays and probes getting stuck.

What is odd about this is, blizzard makes no mention of the change and does not seem to acknowledge that a change took place. Leaving protoss players to overnight discover the new issue and deal with it by changing their building placements. It doesn't make the game more difficult or force you to have "better" building placement, it simply forces you to have "different" building placement. IMO it's a non-issue after a couple ladder sessions and forcing yourself to reset the habit of where to place your buildings in certain matchups. It's just odd and somewhat unprofessional to see blizzard make changes like this without informing the gamers.
xO-Gaming.com || [xO]TheGiftedApe.364 || xO-Gaming Manager.
Timmsh
Profile Joined July 2011
Netherlands201 Posts
April 16 2013 21:14 GMT
#142
On April 17 2013 05:47 Apack wrote:
What this thread is showing is that tons of protoss players have bad building placement


I think that's a bit short sided. Blizzard stated that the reason to show the building hexes was to illustrate and help building placement. If there is still an invisible space there, why do we have the building hexes in the first place?
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
April 16 2013 21:24 GMT
#143
On April 17 2013 06:14 Timmsh wrote:
Show nested quote +
On April 17 2013 05:47 Apack wrote:
What this thread is showing is that tons of protoss players have bad building placement


I think that's a bit short sided. Blizzard stated that the reason to show the building hexes was to illustrate and help building placement. If there is still an invisible space there, why do we have the building hexes in the first place?


Because unit movement is not purely based on Building Hexes....
Hark, what baseball through yonder window breaks?
Timmsh
Profile Joined July 2011
Netherlands201 Posts
April 16 2013 21:35 GMT
#144
On April 17 2013 06:24 Thieving Magpie wrote:
Show nested quote +
On April 17 2013 06:14 Timmsh wrote:
On April 17 2013 05:47 Apack wrote:
What this thread is showing is that tons of protoss players have bad building placement


I think that's a bit short sided. Blizzard stated that the reason to show the building hexes was to illustrate and help building placement. If there is still an invisible space there, why do we have the building hexes in the first place?


Because unit movement is not purely based on Building Hexes....


If you mean by unit movement, unit spawn position (which is the reason for this thread) you are right.
But Blizzard mentions specifically to use the building hexes for unit movement. Eg. for making a correct wall off vs Zerg.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
April 16 2013 21:47 GMT
#145
On April 17 2013 06:35 Timmsh wrote:
Show nested quote +
On April 17 2013 06:24 Thieving Magpie wrote:
On April 17 2013 06:14 Timmsh wrote:
On April 17 2013 05:47 Apack wrote:
What this thread is showing is that tons of protoss players have bad building placement


I think that's a bit short sided. Blizzard stated that the reason to show the building hexes was to illustrate and help building placement. If there is still an invisible space there, why do we have the building hexes in the first place?


Because unit movement is not purely based on Building Hexes....


If you mean by unit movement, unit spawn position (which is the reason for this thread) you are right.
But Blizzard mentions specifically to use the building hexes for unit movement. Eg. for making a correct wall off vs Zerg.


What I mean is that what is important to keep track of is unit size in relation to grid corners and not simply make fiat statements such as "this should work for all unit sizes"

Small units gets past through corners and are blocked by overlaps--this is why a pylon corner touching a gateway corner is a big enough hole for probes to get through, but not hellions.

An overlap creates a wall--but corners don't. So it makes sense that the probes would get stuck there--by design. Thinking they won't is simply lazy thinking.
Hark, what baseball through yonder window breaks?
Timmsh
Profile Joined July 2011
Netherlands201 Posts
April 16 2013 22:00 GMT
#146
On April 17 2013 06:47 Thieving Magpie wrote:
Show nested quote +
On April 17 2013 06:35 Timmsh wrote:
On April 17 2013 06:24 Thieving Magpie wrote:
On April 17 2013 06:14 Timmsh wrote:
On April 17 2013 05:47 Apack wrote:
What this thread is showing is that tons of protoss players have bad building placement


I think that's a bit short sided. Blizzard stated that the reason to show the building hexes was to illustrate and help building placement. If there is still an invisible space there, why do we have the building hexes in the first place?


Because unit movement is not purely based on Building Hexes....


If you mean by unit movement, unit spawn position (which is the reason for this thread) you are right.
But Blizzard mentions specifically to use the building hexes for unit movement. Eg. for making a correct wall off vs Zerg.


What I mean is that what is important to keep track of is unit size in relation to grid corners and not simply make fiat statements such as "this should work for all unit sizes"

Small units gets past through corners and are blocked by overlaps--this is why a pylon corner touching a gateway corner is a big enough hole for probes to get through, but not hellions.

An overlap creates a wall--but corners don't. So it makes sense that the probes would get stuck there--by design. Thinking they won't is simply lazy thinking.


So you are saying that if you know there is an invisible gap, we should account for it. Well of course we account for it, we adapt.
But to say it make sense for probes to get stuck there by design, just leaves me saying that it's not a very consistent design.
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
Last Edited: 2013-04-16 22:20:27
April 16 2013 22:17 GMT
#147
On April 17 2013 07:00 Timmsh wrote:
Show nested quote +
On April 17 2013 06:47 Thieving Magpie wrote:
On April 17 2013 06:35 Timmsh wrote:
On April 17 2013 06:24 Thieving Magpie wrote:
On April 17 2013 06:14 Timmsh wrote:
On April 17 2013 05:47 Apack wrote:
What this thread is showing is that tons of protoss players have bad building placement


I think that's a bit short sided. Blizzard stated that the reason to show the building hexes was to illustrate and help building placement. If there is still an invisible space there, why do we have the building hexes in the first place?


Because unit movement is not purely based on Building Hexes....


If you mean by unit movement, unit spawn position (which is the reason for this thread) you are right.
But Blizzard mentions specifically to use the building hexes for unit movement. Eg. for making a correct wall off vs Zerg.


What I mean is that what is important to keep track of is unit size in relation to grid corners and not simply make fiat statements such as "this should work for all unit sizes"

Small units gets past through corners and are blocked by overlaps--this is why a pylon corner touching a gateway corner is a big enough hole for probes to get through, but not hellions.

An overlap creates a wall--but corners don't. So it makes sense that the probes would get stuck there--by design. Thinking they won't is simply lazy thinking.


So you are saying that if you know there is an invisible gap, we should account for it. Well of course we account for it, we adapt.
But to say it make sense for probes to get stuck there by design, just leaves me saying that it's not a very consistent design.


the OP's picture shows probe stuck in corner, caused by design, same thing happens if you place 4 hatcheries in a box. if he placed the gateway at the corner, instead of the side, it would not have happened.
age: 84 | location: california | sex: 잘함
Val_
Profile Joined May 2010
Ukraine156 Posts
April 16 2013 22:36 GMT
#148
same shit with terran
armory + starport near cc = block
AKA [7x]Val / GML Terran EU
a176
Profile Blog Joined August 2009
Canada6688 Posts
April 17 2013 00:20 GMT
#149
On April 17 2013 05:18 ThomasjServo wrote:
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.


this can also occur when placing a building. so in that picture, if the probe as near the corner of the nexus, and then you place the pylon, it will not be able to get out.
starleague forever
White Templar
Profile Joined June 2013
Poland1 Post
June 01 2013 20:15 GMT
#150
I can't believe that they not fix it yet.
That should be one of the major priorities of future patch.
Prev 1 6 7 8 All
Please log in or register to reply.
Live Events Refresh
uThermal 2v2 Circuit
14:00
uThermal 2v2 Circuit April
uThermal488
SteadfastSC253
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 636
uThermal 488
SteadfastSC 253
IndyStarCraft 190
Hui .167
Railgan 47
elazer 2
StarCraft: Brood War
Britney 19609
Mini 776
Larva 393
firebathero 273
ggaemo 200
Soulkey 143
Dewaltoss 134
Hm[arnc] 47
Movie 40
Free 28
[ Show more ]
Sharp 19
HiyA 18
Rock 16
IntoTheRainbow 15
Shine 14
Counter-Strike
olofmeister16350
byalli1758
fl0m1439
Heroes of the Storm
Khaldor260
MindelVK19
Other Games
Grubby2773
FrodaN1451
B2W.Neo588
mouzStarbuck149
Trikslyr40
sas.Sziky15
Organizations
Other Games
gamesdonequick1012
StarCraft 2
angryscii 21
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• maralekos16
• intothetv
• IndyKCrew
• sooper7s
• AfreecaTV YouTube
• Migwel
• LaughNgamezSOOP
• Kozan
StarCraft: Brood War
• Azhi_Dahaki23
• 80smullet 14
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 3274
League of Legends
• Jankos2193
• Nemesis1855
Other Games
• imaqtpie825
• Shiphtur226
• tFFMrPink 13
Upcoming Events
BSL
27m
Afreeca Starleague
15h 27m
Wardi Open
15h 27m
Replay Cast
1d 5h
Sparkling Tuna Cup
1d 15h
Kung Fu Cup
2 days
The PondCast
3 days
Replay Cast
4 days
Replay Cast
5 days
CranKy Ducklings
5 days
[ Show More ]
BSL
6 days
Replay Cast
6 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Escore Tournament S2: W1
WardiTV Winter 2026
NationLESS Cup

Ongoing

BSL Season 22
CSL Elite League 2026
ASL Season 21
CSL Season 20: Qualifier 2
StarCraft2 Community Team League 2026 Spring
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026

Upcoming

CSL 2026 SPRING (S20)
Escore Tournament S2: W2
IPSL Spring 2026
Escore Tournament S2: W3
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
RSL Revival: Season 5
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.