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Active: 1572 users

Idea to break down zealot wall EASIER

Forum Index > Closed
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1 2 Next All
cuoongwhomy
Profile Joined March 2011
102 Posts
April 08 2011 15:38 GMT
#1
Bring with you 4-6 lings and 2-4 drones. The idea is that you can use the drone to go through the zealot by click the mineral patch inside the protoss base. Now you have a better surround with 2lings and 2 drones, instead of 2 lings.
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
April 08 2011 15:39 GMT
#2
Drone drill, older than the universe =X
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
gm.tOSS
Profile Joined September 2005
Germany898 Posts
April 08 2011 15:41 GMT
#3
Not entirely the same as a drone drill, but similar.

http://wiki.teamliquid.net/starcraft/Drone_Drill
HuK HuK HuK | ¯\_(ツ)_/¯ | There is death in the hane.
Timestreamer
Profile Joined March 2011
Israel157 Posts
April 08 2011 15:43 GMT
#4
The one and only, ActionJesus:


Very....unexpected match
ThE_OsToJiY
Profile Blog Joined May 2008
Canada1167 Posts
April 08 2011 15:46 GMT
#5
it will get scouted if you pull drones off and they will just wall off with a pylon.
@ostojiy
Chronald
Profile Joined December 2009
United States619 Posts
April 08 2011 15:48 GMT
#6
Its a Drone Drill, July has been doing this forever.
Got that.
Baby_Seal
Profile Joined August 2010
United States360 Posts
April 08 2011 15:50 GMT
#7
To be honest, I'm a little surprised that that hasn't been fixed yet. I thought Blizzard was going to patch the ability of workers to walk through enemy units.

Anyway, I haven't seen this yet, so I'll keep my eyes open for it.
Potonho
Profile Joined October 2010
Brazil42 Posts
April 08 2011 16:04 GMT
#8
it`s not a drone drill... the drone drill force the unit blocking the way to move and openning the path for the incoming reinforce.

and baby_steal if they take the worker passing through units there are 2 major problems one is that when they are mining they will colide with each other and second zerg loses the only way to scout properly early game(if the first drone inside die which is much likely)
TROLOLOLOLO LOLOL LOLOL
goiflin
Profile Blog Joined November 2010
Canada1218 Posts
Last Edited: 2011-04-08 16:08:54
April 08 2011 16:06 GMT
#9
nvm
Zorgaz
Profile Joined June 2010
Sweden2951 Posts
April 08 2011 16:08 GMT
#10
On April 09 2011 00:50 Baby_Seal wrote:
To be honest, I'm a little surprised that that hasn't been fixed yet. I thought Blizzard was going to patch the ability of workers to walk through enemy units.

Anyway, I haven't seen this yet, so I'll keep my eyes open for it.


Blizzard have no intention to fix this. It isn't actually a bug, its part of the gameplay. It was the same in BW.
Furthermore, I think the Collosi should be removed! (Zorgaz -Terran/AbrA-Random/Zorg-Dota2) Guineapigs <3
Chronald
Profile Joined December 2009
United States619 Posts
April 08 2011 16:11 GMT
#11
Has anyone tested to see if this would move the Zealot when you issue a Hold Position command right on the Zealot? It would have to by my theory, because if you unburrow a roach under another one it shifts them both into place.

Wouldn't that same shifting apply to a drone moving through a Hold Position Zealot?
Got that.
RoachyRoach
Profile Joined February 2011
81 Posts
April 08 2011 16:13 GMT
#12
On April 09 2011 01:11 Chronald wrote:
Has anyone tested to see if this would move the Zealot when you issue a Hold Position command right on the Zealot? It would have to by my theory, because if you unburrow a roach under another one it shifts them both into place.

Wouldn't that same shifting apply to a drone moving through a Hold Position Zealot?


Patch 1.3 fixed hold position moving enemy units.

-Fixed an issue where you could push Hold Position units by Move/Hold Position spamming.
P0ckets
Profile Joined January 2011
United States430 Posts
April 08 2011 17:03 GMT
#13
So does anyone know the time of when the first sentry can come out for the toss if they go for the zealot wall? If so we can determine if 2 drone behind 2 in front might be successful with a 8, 9, 10 or overpool since this will be completely worthless if a sentry is out.
Skrag
Profile Joined May 2010
United States643 Posts
April 08 2011 17:44 GMT
#14
On April 09 2011 01:04 Potonho wrote:and baby_steal if they take the worker passing through units there are 2 major problems one is that when they are mining they will colide with each other


That wouldn't change at all if mining workers simply couldn't go through *enemy* units, which is what baby_seal said.

Regardless of whether they ever intend to fix it or not, it still feels like a bug. The whole point of putting units in a choke on hold position is to keep enemy units from passing through, and using game mechanics to get through that wall seems like exploiting a bug to me.

Before everybody freaks out that I'm calling them exploiters, I know it's been a part of the game forever, and it would also be silly to think that blizzard isn't aware of it, and that if they wanted to fix it, they could have done so long ago, so obviously they're ok with it, which makes it an actual game mechanic and not a bug exploit.

It still feels like something that should be fixed though.
"Just go *@#$ing kill him!" -- Day[9] "Thanks for being a jackass though! Enjoy your time on the forums!" - Artosis
QuixoticO
Profile Blog Joined March 2010
Netherlands810 Posts
Last Edited: 2011-04-08 17:52:48
April 08 2011 17:52 GMT
#15
On April 09 2011 02:44 Skrag wrote:
Show nested quote +
On April 09 2011 01:04 Potonho wrote:and baby_steal if they take the worker passing through units there are 2 major problems one is that when they are mining they will colide with each other


That wouldn't change at all if mining workers simply couldn't go through *enemy* units, which is what baby_seal said.

Regardless of whether they ever intend to fix it or not, it still feels like a bug. The whole point of putting units in a choke on hold position is to keep enemy units from passing through, and using game mechanics to get through that wall seems like exploiting a bug to me.

Before everybody freaks out that I'm calling them exploiters, I know it's been a part of the game forever, and it would also be silly to think that blizzard isn't aware of it, and that if they wanted to fix it, they could have done so long ago, so obviously they're ok with it, which makes it an actual game mechanic and not a bug exploit.

It still feels like something that should be fixed though.


They wouldn't do this because that would make 6 pool a lot harder to beat since you use the mineral walk to surround the lings with your drones/scvs/probes.
"Suum Cuique" - Cicero
Offhand
Profile Joined June 2010
United States1869 Posts
April 08 2011 17:52 GMT
#16
On April 09 2011 02:03 P0ckets wrote:
So does anyone know the time of when the first sentry can come out for the toss if they go for the zealot wall? If so we can determine if 2 drone behind 2 in front might be successful with a 8, 9, 10 or overpool since this will be completely worthless if a sentry is out.


Unless it's some kind of cheese the second gateway unit to pop out is very predictable. The only variation is whether or not you chrono it/the preceding zealot, both of which are possible if you scout cheese.
Chronald
Profile Joined December 2009
United States619 Posts
April 08 2011 18:25 GMT
#17
On April 09 2011 01:13 RoachyRoach wrote:
Show nested quote +
On April 09 2011 01:11 Chronald wrote:
Has anyone tested to see if this would move the Zealot when you issue a Hold Position command right on the Zealot? It would have to by my theory, because if you unburrow a roach under another one it shifts them both into place.

Wouldn't that same shifting apply to a drone moving through a Hold Position Zealot?


Patch 1.3 fixed hold position moving enemy units.

-Fixed an issue where you could push Hold Position units by Move/Hold Position spamming.


This is different than a drone drill however, because the shifting happens when the drone is no longer moving towards the minerals. You aren't spamming move/HP (i know that trick got removed) you are just putting it on HP when it is underneath the Zealot.

I'm gonna try it when I get home from work.
Got that.
zhurai
Profile Blog Joined September 2010
United States5660 Posts
April 08 2011 18:35 GMT
#18
On April 09 2011 03:25 Chronald wrote:
Show nested quote +
On April 09 2011 01:13 RoachyRoach wrote:
On April 09 2011 01:11 Chronald wrote:
Has anyone tested to see if this would move the Zealot when you issue a Hold Position command right on the Zealot? It would have to by my theory, because if you unburrow a roach under another one it shifts them both into place.

Wouldn't that same shifting apply to a drone moving through a Hold Position Zealot?


Patch 1.3 fixed hold position moving enemy units.

-Fixed an issue where you could push Hold Position units by Move/Hold Position spamming.


This is different than a drone drill however, because the shifting happens when the drone is no longer moving towards the minerals. You aren't spamming move/HP (i know that trick got removed) you are just putting it on HP when it is underneath the Zealot.

I'm gonna try it when I get home from work.

that one was to fix people having speedlings run right next to the zealot and hold positioning or something like that iirc?
Twitter: @zhurai | Site: http://zhurai.com
Chronald
Profile Joined December 2009
United States619 Posts
April 08 2011 18:39 GMT
#19
On April 09 2011 03:35 zhurai wrote:
Show nested quote +
On April 09 2011 03:25 Chronald wrote:
On April 09 2011 01:13 RoachyRoach wrote:
On April 09 2011 01:11 Chronald wrote:
Has anyone tested to see if this would move the Zealot when you issue a Hold Position command right on the Zealot? It would have to by my theory, because if you unburrow a roach under another one it shifts them both into place.

Wouldn't that same shifting apply to a drone moving through a Hold Position Zealot?


Patch 1.3 fixed hold position moving enemy units.

-Fixed an issue where you could push Hold Position units by Move/Hold Position spamming.


This is different than a drone drill however, because the shifting happens when the drone is no longer moving towards the minerals. You aren't spamming move/HP (i know that trick got removed) you are just putting it on HP when it is underneath the Zealot.

I'm gonna try it when I get home from work.

that one was to fix people having speedlings run right next to the zealot and hold positioning or something like that iirc?


Yea that bug let you spam move/HP next to a wall-off unit and the wall-off would shift slightly each time until it was out of the way, 100% not a drone drill.
Got that.
AMW1011
Profile Joined April 2011
United States13 Posts
April 08 2011 18:50 GMT
#20
On April 09 2011 03:25 Chronald wrote:
Show nested quote +
On April 09 2011 01:13 RoachyRoach wrote:
On April 09 2011 01:11 Chronald wrote:
Has anyone tested to see if this would move the Zealot when you issue a Hold Position command right on the Zealot? It would have to by my theory, because if you unburrow a roach under another one it shifts them both into place.

Wouldn't that same shifting apply to a drone moving through a Hold Position Zealot?


Patch 1.3 fixed hold position moving enemy units.

-Fixed an issue where you could push Hold Position units by Move/Hold Position spamming.


This is different than a drone drill however, because the shifting happens when the drone is no longer moving towards the minerals. You aren't spamming move/HP (i know that trick got removed) you are just putting it on HP when it is underneath the Zealot.

I'm gonna try it when I get home from work.


Tried it, didn't work. The drone will continue forward and hold position behind the Zealot every time. Thank god.
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