How to make sunkens have infinite range - Page 9
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QQplay
United States229 Posts
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StRyKeR
United States1739 Posts
On July 03 2009 19:18 HeavOnEarth wrote: i wonder if this could be a viable zvz rush build sunken out of range of the defending one and bring some drones to constantly make pools/cancel when nearly done/remake so the your sunken, attacks the sunkens out of range Just what you asked for! Well, almost. >>>>>>>> http://www.teamliquid.net/forum/viewmessage.php?topic_id=97373 | ||
GmPMaDTS
United States6 Posts
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Kyadytim
United States886 Posts
For people saying that this isn't game-changing... it might not change the ZvT matchup, but this would totally destroy modern TvP. Siege expanding against a player who could do this reliably would be pointless, because the Terran player would siege their first tank, and the Protoss player would absorb the hit to make all of his Dragoons fire at the tank. On flat maps, such as Medusa, Longinus, Heartbreak Ridge, where there's no miss chance, 2 gate goons would be unstoppable. Absorbing two shots from a sieged tank to kill it is nothing. Worse for Terrans is that the Protoss could theoretically do this without getting range, giving them an extra 150 minerals and gas to get a fast robo for reavers or something. Update 1: I've now got a test running the background. Unit stats have been changed as follows: Pylon: 5000 hp, 0 shield. Photon Cannon: 0 shield, 1 damage. Dragoon: 0 shield, 1 damage. Cy core: 1hp, 0 shield. All units and structures are set to 0 armor. The test has a Dragoon trapped on an island 8 tiles away from a photon cannon, belonging to non allied players. Between the photon cannon and the dragoon are a pylon, near the dragoon and belonging to the same player, and a cy core, near the cannon and belonging to the same player. The duration of a single test is the time required for the photon cannon to kill the pylon. | ||
EvilTeletubby
Baltimore, USA22247 Posts
I had always assumed it had to do with sunkens being attacked by units in the fog, but you're right... I just checked a game I played on Katrina a little while back where a P cannoned the minerals of my backdoor base. I had decided to give up on that expansion and put my attention elsewhere, and to my amazement the cannons had died when I returned. The replay shows the out-of-range sunkens hitting the cannons while they're shooting the hatchery/larva. + Show Spoiler + | ||
lazz
Australia3119 Posts
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Kyadytim
United States886 Posts
BTW, outcome of the first test: the cannon landed 1 hit on the dragoon, the dragoon did not hit the cannon. For comparison, when I was confirming that this was a controllable phenomenon using a sunken, a hatchery, a cannon, and a pylon, when left alone the sunken seemed to hit the cannon about 1 out of every 4 attacks. I'll run this some more to get a real mass of data, but my current theory is that it's impossible to do this intentionally with Dragoons or Cannons. Bit of a shame. | ||
DekkuM
United States149 Posts
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MoeMoeKyun
United States215 Posts
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foeffa
Belgium2115 Posts
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Elvin_vn
Vietnam2038 Posts
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Esc4toN
Serbia96 Posts
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synergis
Poland19 Posts
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Glurak
Czech Republic1 Post
But this still makes possible strategy for 2v2 - your ally make non-att building behind your canons and when your canons are under siege tanks / guardians, you will temporary cancel ally status with your mate and have a situation of "enemy" non-att building in range and another enemy outside range attacking you. Nice, isn't it? | ||
Centric
United States1989 Posts
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shimmy
Poland997 Posts
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-orb-
United States5770 Posts
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KwarK
United States41646 Posts
Using this trick against a protoss FE. Step 1, pick a 2 player map. Step 2, 9 hat at his natural, placed pretty far from the forge on the side away from where walling cannons would go but within range of normally placed cannons. Step 3, 9 pool. Step 4, send a drone. Step 5, as hatchery completes build a sunken on the forge side of the hatchery, out of range of the cannon but within range of the forge. On most base sites there will be a spot where this is possible against a standard wallin. Step 6, bug kills cannons attacking hat. Use stop to time it if you get unlucky. Try building another sunken within range of cannons if you need to buy time because the hat is dying. Step 7, zerglings take the kill. | ||
amazingxkcd
GRAND OLD AMERICA16375 Posts
So thats how he did it... | ||
Megaliskuu
United States5123 Posts
On March 10 2012 15:32 amazingxkcd wrote: Bumping because of game 4 in KT vs ACE in SPL. So thats how he did it... Lol yeah the sunken only hit the far cannon once then went back to hitting the pylon, which was in normal range I think. | ||
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