On July 03 2009 14:50 konadora wrote: Mm, I'm confused
So at Step 2.5, you can manually change the target by clicking 'a' or does that target have to attack you?
"That target" as you mention it have to attack a neutral building NEAR ur shunken. Although i'm not sure if it works if it's the sunken indeed that is attacked. (From what i've read on this op and replies, i'm sure it's not)
Ps : and no, you have to not target it manually. Otherwise it doesn't work.
Hey I am curious about devourer, often times if you attack and move too quickly they don't even fire? Is this due to the same bug but where blizzard tried to fix it?
I always wondered why blizzard didn't fix this annoying little thing with devs. espeiailly now when you can stack and swoop in and hit and run.
The post by archology really cleared it up, thanks for adding it into the OP. It sadly greatly reduces your ability to both practice this and use it in a real game situation.
The video by Kentor was really useful. Thanks for posting it up on youtube.
I hope progamers' future use of this doesn't cause contraversy. It might be a bug that kespa is officially unaware of which could be a problem for the first time they see it. I guess if they rule that it's a non-game-breaking bug they would be in favour of it? I'm certainly going to cause some contraversy next time i get cannon rushed anyway. Could be useful against bunker rushes too.
On July 03 2009 03:53 StRyKeR wrote: Requirement 2: TARGET must be attacking something close to your Sunken Colony so that "2.5) Acquire higher priority target" is activated. In fact, the close unit can actually be your Sunken Colony (although it's not recommended). From my tests, the Sunken has to be adjacent to that unit. Otherwise, the interrupt is ignored because the Sunken is too far.
Well the TARGET doesn't have infinite range (or maybe............. domino) and your last sentence just shows that this won't give sunkens an infinite range.
True, I wanted to sound it so that people would read, but I think I ended up misleading people into thinking it could attack Nexuses and workers, lol.
In the paragraph, I was actually describing that the allied unit must be near the Sunken. For example, if the Cannon out of range is attacking your Hatchery, your Hatchery must be adjacent to your Sunken Colony. It doesn't matter where the Cannon is.
Yes, in practical terms, it is impossible for a Sunk to have infinite range, but the only reason is that there is no enemy attacker with infinite range. Unless you get an Arbiter to recall a Dragoon that is just about to attack, so that he starts his attack sequence before getting recalled but ends up shooting his plasma cannon after the recall so that it travels across the map to hit the Hatchery next to the Sunken which triggers the Sunk to change target to the Dragoon and thus Sunk hits the Dragoon on the other side of the map.
On July 03 2009 14:50 konadora wrote: Mm, I'm confused
So at Step 2.5, you can manually change the target by clicking 'a' or does that target have to attack you?
"That target" as you mention it have to attack a neutral building NEAR ur shunken. Although i'm not sure if it works if it's the sunken indeed that is attacked. (From what i've read on this op and replies, i'm sure it's not)
Ps : and no, you have to not target it manually. Otherwise it doesn't work.
At step 2.5, the enemy target must attack either your sunk or a unit next to it. In the replay (youtubed above) the Cannon attacks the Hatchery, which is next to the Sunk.
On July 03 2009 03:53 StRyKeR wrote: Unless you get an Arbiter to recall a Dragoon that is just about to attack, so that he starts his attack sequence before getting recalled but ends up shooting his plasma cannon after the recall so that it travels across the map to hit the Hatchery next to the Sunken which triggers the Sunk to change target to the Dragoon and thus Sunk hits the Dragoon on the other side of the map.
Someone should recreate this scenario, film it and post it.