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I just think out of the box. Making Hydra 4X fast

Forum Index > Brood War Strategy
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1 2 3 Next All
LuDwig-
Profile Blog Joined February 2007
Italy1143 Posts
July 21 2009 20:50 GMT
#1
Today making a game i just encour in this fact. I was able to speed up hydra like 4x or more for defending form corsair. i make it while moving and making new unit. I for use click on pool.
Anyone can understand how to reproduce it? That would make zerg really imba..

http://ru.iccup.com/replays/37745.html
http://www.teamliquid.net/forum/viewmessage.php?topic_id=120015&currentpage=98<--Search the HotBid's Post
KwarK
Profile Blog Joined July 2006
United States43752 Posts
July 21 2009 20:57 GMT
#2
This is a known bug (I believe Nony made a big post about it with zealots a while back) but unfortunately it seems to just happen sometimes. Near impossible to replicate and therefore near impossible to abuse. Sorry.
ModeratorThe angels have the phone box
KwarK
Profile Blog Joined July 2006
United States43752 Posts
July 21 2009 21:01 GMT
#3
Couldn't find the topic I was looking for but I did find a reference to this bug from 6 years ago.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=2972#1
ModeratorThe angels have the phone box
Romanian from
Profile Joined September 2008
Romania89 Posts
July 21 2009 21:01 GMT
#4
use hack to make units faster is stupid, because obvious. if you use hack, use in way that doesn't let opponent see. also, if you must make hydra faster, use fast hydra to attack not to defend from corsair wtf?
LuDwig-
Profile Blog Joined February 2007
Italy1143 Posts
July 21 2009 21:04 GMT
#5
romanian have you read the thread? I did not use a hack. This is a bug. I want to know if anyone can replicate it. I am playing from six years and I have really never heard before about that.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=120015&currentpage=98<--Search the HotBid's Post
ketomai
Profile Joined June 2007
United States2789 Posts
July 21 2009 21:07 GMT
#6
It happens randomly (or how it's done is unknown). For me, I've had it happen with both Lurkers and Zeals.
Eben
Profile Blog Joined September 2008
United States769 Posts
July 21 2009 21:44 GMT
#7
I couldn't really understand your post...

But there is a bug where certain units speed up a bunch, but as far as I know there's no way to reproduce it on command.
Chill
Profile Blog Joined January 2005
Calgary25996 Posts
July 21 2009 21:52 GMT
#8
So you found an abusive bug. And then you made a strategy forum thread asking to reproduce it? Is this accurate? Do you think that is a good idea?
Moderator
SoulMarine
Profile Blog Joined January 2009
United States586 Posts
July 21 2009 21:59 GMT
#9
On July 22 2009 06:52 Chill wrote:
So you found an abusive bug. And then you made a strategy forum thread asking to reproduce it? Is this accurate? Do you think that is a good idea?



There are many abusive bugs in use. How else could they develop?
베이비 폭스 WeMade 파이팅! ~ WeMade 팬 ~ BaBy 팬 ~ щ(゚Д゚щ) Gee Gee Gee Gee BaBy BaBy BaBy ♫♫
GreEny K
Profile Joined February 2008
Germany7312 Posts
July 21 2009 22:00 GMT
#10
On July 22 2009 06:52 Chill wrote:
So you found an abusive bug. And then you made a strategy forum thread asking to reproduce it? Is this accurate? Do you think that is a good idea?


I dont think its a bad idea for the most part, sure its altering the game but so are allied mines and hold position lurker or observer over turret (easy to counter, but nonetheless) and the new bug about the workers getting stasised while moving to mineral patch. But that would be for Kespa to decide.
Why would you ever choose failure, when success is an option.
inertinept
Profile Blog Joined May 2008
Bangladesh1195 Posts
July 21 2009 22:10 GMT
#11
they fixed the hydralisk stack bug right? that was fun for the couple months it was out
With a gust of wind, perhaps.
StRyKeR
Profile Blog Joined January 2006
United States1739 Posts
July 21 2009 22:16 GMT
#12
On July 22 2009 06:52 Chill wrote:
So you found an abusive bug. And then you made a strategy forum thread asking to reproduce it? Is this accurate? Do you think that is a good idea?


I think it's better to fully understand something than keep it under covers.

On July 22 2009 07:10 inertinept wrote:
they fixed the hydralisk stack bug right? that was fun for the couple months it was out


This bug is NOT the stacking bug. It's the hydralisk-moving-at-4x-the-speed bug.
Ars longa, vita brevis, principia aeturna.
Boblion
Profile Blog Joined May 2007
France8043 Posts
July 21 2009 22:31 GMT
#13
On July 22 2009 06:52 Chill wrote:
So you found an abusive bug. And then you made a strategy forum thread asking to reproduce it? Is this accurate? Do you think that is a good idea?

Tell this to the guy who has discovered muta stacking or mineral jumps :p
fuck all those elitists brb watching streams of elite players.
Kennelie
Profile Joined December 2007
United States2296 Posts
July 21 2009 22:34 GMT
#14
lol @ stacking bug. Anyways yea that would be cool to replicate it during a long BGH game.....gosh those can get boring at times.
ya had ya shot kid!
KawaiiRice
Profile Blog Joined May 2007
United States2914 Posts
July 21 2009 22:37 GMT
#15
I noticed my marines moving at 4x speed before too, but I'm not sure if this is what you're talking about. What I figure happen was my two rines trying to get around each other and then the glitch happens, because times I seen it they always run against each other.
@KawaiiRiceLighT
Coldlogic
Profile Joined December 2008
United States116 Posts
July 21 2009 22:38 GMT
#16
On July 22 2009 07:00 GreEny K wrote:

I dont think its a bad idea for the most part, sure its altering the game but so are allied mines and hold position lurker or observer over turret (easy to counter, but nonetheless) and the new bug about the workers getting stasised while moving to mineral patch. But that would be for Kespa to decide.


Do people really think hold position lurker is an abusive bug on the scale of making hydras 4 times faster?

In all seriousness, i was suprised the first time i realized that you cant stop lurkers from attacking as a default operation, rather than the "bug"

It makes perfect sence that a stealth unit would be able to ambush, so why is it a "bug" when a unit waits for more units to come into its trap?
PH
Profile Blog Joined June 2008
United States6173 Posts
July 21 2009 23:03 GMT
#17
It doesn't make "perfect senSe" (NOT SENCE) for any unit in SC to not be able to attack on command. They all do it, why would the lurker be any different?
Hello
MiniRoman
Profile Blog Joined September 2003
Canada3953 Posts
Last Edited: 2009-07-21 23:15:02
July 21 2009 23:04 GMT
#18
Infinite sunken range seems like an abusable bug but there was good acceptance to it. Is that because it was only really useful in anti-rush situations?

Sure speedy hydras is worse but infinite sunken range to your bunker/cannon rush is just as gay ~~ In the words of Dave Chapelle how old is 15?

On July 22 2009 08:03 PH wrote:
It doesn't make "perfect senSe" (NOT SENCE) for any unit in SC to not be able to attack on command. They all do it, why would the lurker be any different?


Any stopped unit will attack an enemy unit in it's range. Only way AI wont target an enemy is if you are useing the move command. Since burrowed lurkers cant move and the hold position on any other unit autofires the instant a badguy comes into it's range hold position command would be completly redundant on lurkers since they are always in a held position ~~ Lurker isn't any different at all, that's why the 'hold lurker' bug is a bug because it changes the AI.
Nak Allstar.
Rev0lution
Profile Blog Joined August 2007
United States1805 Posts
July 21 2009 23:11 GMT
#19
You sure it's not lag?
My dealer is my best friend, and we don't even chill.
ghermination
Profile Blog Joined April 2008
United States2851 Posts
July 21 2009 23:18 GMT
#20
Well you can make the entire map play speed x2 (roughly) if a scarab is the first unit placed on the map, for player 12, but other than that i have no idea how to do this, and in fact have never heard of it.
U Gotta Skate.
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