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ZvT Pathing Rush

Forum Index > StarCraft 2 Strategy
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oesis
Profile Blog Joined August 2010
117 Posts
Last Edited: 2010-09-16 19:37:28
September 11 2010 08:10 GMT
#1
This rush is based on how units path, it could be considered a bug. Anyways I'll start by explaining the pathing trick.

Have you ever noticed how when you send a drone to scout a Terran base it wont always go up the ramp. Then when you get to the top there is always a full wall off. The reason this happens is that units take into account buidlings not actually in their vision when deciding how to path. So even though you can't see that there is a full wall off your drone does and doesn't even try to go up the ramp. This does not effect just drones however but all ground units and all move commands such as attack move.

Next I had to figure out where units went when they cant reach there destination due to a full wall off. Well it turns out that they try to get as close as possible to the point you commanded them to move to. But close as in air distance not ground distance. So they may go someone thats actually very far away from where you commanded them to go by ground but fairly close by air.

Now I ask you, what makes Terran's so hard to attack in the early game, ..., its there wall. Now instead of having to bust it with Banelings or roaches wouldn't it be nice if they just let you in. That is the goal of this strategy, to walk into the Terran's base.

The goal of this rush is to have your lings run into your opponents base whenever your opponent breaks there wall for some reason, whether its by lowering a supply depot to let a scout out or lifting a rax to swap add ons. So far this has been tested on blistering sands but it could work on other maps. It works by telling your lings to patrol between a point in your opponents base and a point thats on the other side of the cliff. Since the lings know they cant get into the base they will just run around a bit on the lower edge of the cliff, trying to get close line wise to the point in the base. Finally when your opponent breaks the wall for some reason you lings will know instantly and run into the base.

This is the lings on patrol
[image loading]

This is then running into the opponents base when they swap add-ons
[image loading]

This is a Replay of the rush in action(Note this game was set up to display the rush)
Pathing Rush Replay

Someone was having trouble getting replay so here's an alternate link for the Replay.
[image loading]

On a side note there are probably other uses for this trick, for example if you only set 1 ling on patrol you could know a couple second sooner when your opponent was pushing out, than if you had one at the base of their ramp, as you would know the exact time they lowered there depot.

Edit: This is a game where I used this trick to scout what tech my opponent was going. Admitadly its pretty dum to hide a starport at your choke but regardless this allowed me to prepare for it easily. Look at 5:20 to see this happening.

[image loading]
1000==0011
dthree
Profile Joined March 2010
Australia150 Posts
September 11 2010 08:16 GMT
#2
You sir are a god amongst men!

I definitely plan on using this to get a scout on T.
Pixel.
Profile Joined April 2010
Netherlands287 Posts
September 11 2010 08:20 GMT
#3
Wow this is really great, Thx for the tip
Member of KnightS* www.Ks-gaming.com Pixel.323
Terranist
Profile Blog Joined March 2009
United States2496 Posts
September 11 2010 08:25 GMT
#4
that's a neat trick. it amazes me how this game evolves more every day.
The Show of a Lifetime
zhouzhou
Profile Blog Joined September 2010
Canada138 Posts
September 11 2010 08:25 GMT
#5
Very clever, oesis.
Torment
Profile Joined August 2010
United States121 Posts
September 11 2010 08:31 GMT
#6
I could see this becoming standard play, that is, until terran starts expecting it and setting traps/ fake outs, or scouting for the ling ball before pushing out. Either way though its a win-win since each of those scenarios is time spent by the terran. Does this also work when a unit (zealot in zvp) is used to complete a wall? I wanna test this out asap, LOVE hearing about new discoveries such as this!
www.djcracka.com ---trance/house/dnb/breaks/progressive live sets and original tracks by me, for you.
Endorsed
Profile Joined May 2010
Netherlands1221 Posts
September 11 2010 08:40 GMT
#7
Very nice. Just something a terran player needs to be wary off

Az0r_au
Profile Joined August 2010
Australia385 Posts
September 11 2010 08:45 GMT
#8
On September 11 2010 17:31 Torment wrote:
Does this also work when a unit (zealot in zvp) is used to complete a wall?

No, the zerglings would patrol into the zealot and attack.
MorroW
Profile Joined August 2008
Sweden3522 Posts
September 11 2010 08:49 GMT
#9
brilliant ^^
now i hope blizzard realize they must fix this so units dont know where buildings are without the player knowing
Progamerpls no copy pasterino
Endorsed
Profile Joined May 2010
Netherlands1221 Posts
September 11 2010 08:51 GMT
#10
On September 11 2010 17:49 MorroW wrote:
brilliant ^^
now i hope blizzard realize they must fix this so units dont know where buildings are without the player knowing


This only works with walls? Don't see the problem.

nihoh
Profile Blog Joined May 2010
Australia978 Posts
September 11 2010 08:53 GMT
#11
I thought they would patrol all the way up the ramp and then get shot by marines... So they don't... Interesting.
Dont look at the finger or you will miss all that heavenly glory.
Sqq
Profile Joined August 2010
Norway2023 Posts
September 11 2010 08:53 GMT
#12
holy shit, thansk alot dude
Dead girls don't say no.
SilverSeraph
Profile Joined April 2010
Canada5 Posts
September 11 2010 08:59 GMT
#13
Thats pretty crazy...
PanzerKing
Profile Joined May 2010
United States483 Posts
September 11 2010 09:00 GMT
#14
If he sees the lings sitting outside his base, and moves the factory over the rax before doing the swap, your lings won't be fast enough to get into his base. Still, it's a nice trick, and one of the main reasons that I now go 9-rax reaper every game against Z.
http://tkrmx.blogspot.com/
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
September 11 2010 09:00 GMT
#15
sick discovery!
ModeratorBlame yourself or God
teamsolid
Profile Joined October 2007
Canada3668 Posts
September 11 2010 09:02 GMT
#16
I love it! Def gonna try it out.
Neverlose
Profile Joined September 2010
Netherlands1 Post
September 11 2010 09:03 GMT
#17
You sir, are a genious
Archmage
Profile Joined November 2008
United States169 Posts
September 11 2010 09:10 GMT
#18
It'll be interesting to see if this can become standardized. If there are exploitable positions like this on every map, then it may force the Terran player to rethink how they are designing their walls. A supply depot can easily be raised if he sees the lings coming. However, a lifted off building has to get in just the right position to land. This would work very well in conjunction with a baneling bust. That way if he uses supply depots, the banelings will have more effect. If he goes barracks/factory wall, then he'll have to be careful if he wants to lift one off.
rathe
Profile Joined August 2010
United States109 Posts
September 11 2010 09:16 GMT
#19
This should work with any unit, not just lings. Man, I have to try this with P.
Rob Hustle - Check out my music mang! - http://www.facebook.com/robhustle
Douillos
Profile Joined May 2010
France3195 Posts
September 11 2010 09:24 GMT
#20
I say, great stuff . Gg !!
Look a giraffe! Look a fist!!
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