Since the next StarCraft patch is for compatibility and bug fixes, I've compiled a neat list of bugs and exploits, as well as feature suggestions for future patches, for Blizzard. If you guys have anything that I should add to the list, just comment below. Finally, to show support, it'd be best to upvote the topic and maybe write a comment. WarCraft 3 and Diablo 2 players have the biggest voice in the Battle.net forums right now because very few StarCraft players post in the forums.
I wonder how community would react to changes which would make game simplier without changing the gameplay itself, like incrased unit selection and graphic improvement (not pathing etc) just visuals.
On May 27 2016 09:41 Mojzii1 wrote: I wonder how community would react to changes which would make game simplier without changing the gameplay itself, like incrased unit selection and graphic improvement (not pathing etc) just visuals.
Increasing the unit selection would change the gameplay, the unit selection limit was implemented to help balance the Zerg race IIRC.
On May 27 2016 09:41 Mojzii1 wrote: I wonder how community would react to changes which would make game simplier without changing the gameplay itself, like incrased unit selection and graphic improvement (not pathing etc) just visuals.
Increasing the unit selection would change the gameplay, the unit selection limit was implemented to help balance the Zerg race IIRC.
Kind of yes but i rather meant gameplay as the way game is played. Good players doesn't fell limited with unit selection at all, but it would help casuals a little
have a feeling their focus is still on d2/wc3 atm, since they have a more....global appeal.
also their classic team devs most likely doesn't know that 95% of BW playing population resides in Korea, since theres no classic games section in KR bnet forums.
On May 27 2016 09:41 Mojzii1 wrote: I wonder how community would react to changes which would make game simplier without changing the gameplay itself, like incrased unit selection and graphic improvement (not pathing etc) just visuals.
Increasing the unit selection would change the gameplay, the unit selection limit was implemented to help balance the Zerg race IIRC.
Kind of yes but i rather meant gameplay as the way game is played. Good players doesn't fell limited with unit selection at all, but it would help casuals a little
They don't feel limited early game but where zerg would become ridiculous is late game when there are hundreds of units. And I'm pretty sure even the pros feel limited then. Same goes for zerg and MBS.
I think another minor thing to fix would be removing the limit (255) on maps visible in folder for single player/LAN game modes. In other words, making it the same as in Battle.net.
Also, wouldn't removing sprite limit change the game? Not even talking about Fastest Map Max type games, but mostly Valkyrie and how it could affect TvZ and maybe-but-probably-not vs. Carrier play?
On May 27 2016 13:58 Jealous wrote: I think another minor thing to fix would be removing the limit (255) on maps visible in folder for single player/LAN game modes. In other words, making it the same as in Battle.net.
Also, wouldn't removing sprite limit change the game? Not even talking about Fastest Map Max type games, but mostly Valkyrie and how it could affect TvZ and maybe-but-probably-not vs. Carrier play?
I'll remove the sprite limit suggestion for now, IMO, there shouldn't be a limit though.
do doubt that term was very confusing to me LOL Sprite an elf or fairy. ya sure... synonyms: fairy, elf, pixie, imp, brownie, puck, peri, goblin, hobgoblin, kelpie, leprechaun; More 2. a computer graphic which may be moved on-screen and otherwise manipulated as a single entity.
Users playing with French or Belgian keyboard layouts must hold Shift in order to access numbers for selecting hotkeys
wtf I had no idea it is a bug, I thought it was like that for everyone
It has nothing to do with bw, with french keyboard u need shift to type numbers,so for bw in order to press nunmbers u need the same,just letting caps on u will be fine.
*** Since zerglings are small units and pop out as 2 from 1 larva egg allow to select 24 of them instead of 12 at once. *** Scourges also are small and pop out from 1 larva egg (read above) *** Implement HD soundtrack (My HD music patch for example)
Hope zerg users are agree with me that lings/scourges small units are pain to control because of smallness.
EDIT: *** Notification about your drones are 1 shot by DTs.. *** When watching replay give ability to look up players binding locations (F2, F3, F4).
On May 27 2016 09:41 Mojzii1 wrote: I wonder how community would react to changes which would make game simplier without changing the gameplay itself, like incrased unit selection and graphic improvement (not pathing etc) just visuals.
Increased unit selection is a major gameplay and balance changer though. Everyone, even pros, are limited by the unit selection function and it is one of the foundations for the greatness of this game. It would cause any strategy or tactic, for which controlling several units at once gives you an advantage, to lose the simultaneous disadvantage caused by not being able to focus attention elsewhere, such as for macro or infrastructure. A simpel example would be clumping 20+ mutalisk together for muta harass.
There are several other ways to make the game more appealing for newcomers however, such as graphic improvement as you suggested and several bugfixes. We need to be careful of some game and balance changing bugfixes though.
On May 27 2016 13:58 Jealous wrote: I think another minor thing to fix would be removing the limit (255) on maps visible in folder for single player/LAN game modes. In other words, making it the same as in Battle.net.
Also, wouldn't removing sprite limit change the game? Not even talking about Fastest Map Max type games, but mostly Valkyrie and how it could affect TvZ and maybe-but-probably-not vs. Carrier play?
I'll remove the sprite limit suggestion for now, IMO, there shouldn't be a limit though.
It would certainly be nice to actually be able to use the counter to mass muta when playing mech in tvz so that mindless muta only builds cannot just overpower you midgame because the next best anti-muta unit takes 675 gas to make the first time.
Let's keep the balance whine outside of this thread, especially since controlling mutalisks against irradiate is a lot harder than it is to irradiate one of them.
I also upvoted the post on battle.net. Glad to see it already was on the front page!
On May 27 2016 22:38 outscar wrote: *** Since zerglings are small units and pop out as 2 from 1 larva egg allow to select 24 of them instead of 12 at once. *** Scourges also are small and pop out from 1 larva egg (read above) *** Implement HD soundtrack (My HD music patch for example)
Hope zerg users are agree with me that lings/scourges small units are pain to control because of smallness.
That definitely changes gameplay and would definitely not be ok in my book.
On May 27 2016 22:38 outscar wrote: *** Since zerglings are small units and pop out as 2 from 1 larva egg allow to select 24 of them instead of 12 at once. *** Scourges also are small and pop out from 1 larva egg (read above) *** Implement HD soundtrack (My HD music patch for example)
Hope zerg users are agree with me that lings/scourges small units are pain to control because of smallness.
Zerglings are the fastest and have the most DPS out of any of the tier 1 units. No need to have more then 12 in a hotkey when they trade the most efficiently in mass already.
On May 27 2016 23:05 B-royal wrote: Let's keep the balance whine outside of this thread
You confuse balance whine with a direct answer to a feature suggested in this thread. There have been no suggestions about "balance fixing".
Further, is this patch solely limited to bugs outside of gameplay? I can think of a few bugs in game that I'd gladly see fixed that only occurs every once in a while.
On May 28 2016 02:02 StylishVODs wrote: Further, is this patch solely limited to bugs outside of gameplay? I can think of a few bugs in game that I'd gladly see fixed that only occurs every once in a while.
I don't believe the next patch will touch gameplay at all, maybe in the future patches if we report it though. What bugs do you have in mind?
On May 28 2016 02:02 StylishVODs wrote: Further, is this patch solely limited to bugs outside of gameplay? I can think of a few bugs in game that I'd gladly see fixed that only occurs every once in a while.
I don't believe the next patch will touch gameplay at all, maybe in the future patches if we report it though. What bugs do you have in mind?
I don't believe they have official names, but I'll try to explain them. Here are a few on top of my mind:
1) Units ordered to attack will sometimes bug and get completely stuck. In order to make them move again you have to select them and press stop. The bug is probably caused by ordering a unit to attack something outside of its attack range but it is not consistent and only happens sometimes. For me, the bug is most commonly encountered when ordering a group of 1 tank and several marines to target attack a dragoon, one or more marines will not follow command and instead stay still until you select them and press stop (sometimes you need to repeat this several times for them to respond).
2) Units sometimes get stuck in one small specific area, on top of each other, spinning furiously. It has been described as the "black hole of bw" as, if it occurs, it is like a black hole that will suck in any other unit passing the area to likewise spin uncontrollably on top of already stuck/spinning units. The bug can easily determine outcomes of entire games and is most frequently observed when moving many units through the left ramp of the 12 o'clock expansion on fighting spirit. It is however not limited to that location or map.
edit: oh yeah this is the bug that is shown 3 posts above by Kau.
3) Sieging a tank with workers on top of it (mining scvs will glide through units) will cause the tank to explode. A minor bug however since it is controllable by simply not sieging until the worker(s) have passed. The bug is not only for passing workers, for example if a comsat statation is built and an unsieged tank is blocking the area it will also explode if you siege it before it has had time to reach an "open area".
On May 28 2016 02:54 xboi209 wrote: Okay lol I remember that now. If we're going to report it, it needs to be reproducible with written instructions, otherwise, it doesn't really help.
The other problem with this bug is that it only occurs on artificially-made ramps.
Perhaps that's one thing we can ask for? Fully reversible ramps available as standard package in map editor?
I would like to add another "bug" to Stylish's list:
4) The magically dying larva who seppuku if certain buildings are placed in certain ways and I believe on certain maps.
5) Workers returning minerals to the main CC at 1 o'clock FS when you lift the CC @ the 3rd @3 o'clock. This is also true of drones returning minerals to a high-ground ramp hatch on Gaia at 7 o'clock and other such pathing decisions.
On May 27 2016 23:05 B-royal wrote: Let's keep the balance whine outside of this thread
You confuse balance whine with a direct answer to a feature suggested in this thread. There have been no suggestions about "balance fixing".
Further, is this patch solely limited to bugs outside of gameplay? I can think of a few bugs in game that I'd gladly see fixed that only occurs every once in a while.
It would certainly be nice to actually be able to use the counter to mass muta when playing mech in tvz so that mindless muta only builds cannot just overpower you midgame because the next best anti-muta unit takes 675 gas to make the first time.
Then what does this qualify as in your opinion?
It's even more questionable when you consider that once upgrades come into play, mutalisks can't even TOUCH goliaths anymore. So when you're playing mech, mutalisks should probably be one your least concerns, especially after the initial 10-12.
On May 28 2016 02:54 xboi209 wrote: Okay lol I remember that now. If we're going to report it, it needs to be reproducible with written instructions, otherwise, it doesn't really help.
4) The magically dying larva who seppuku if certain buildings are placed in certain ways and I believe on certain maps.
This happens a lot to hatcheries that are touching a cliff or edge of the map directly to their bottom.
On May 28 2016 03:19 B-royal wrote: Then what does this qualify as in your opinion?
I have to admit that I had not read that post and I can agree with you that it might be abit off topic, however I don't think cryoc intended to seriously discuss any imbalance issues in the TvZ matchup. Either way, we should allow balance-covering followups to suggested features that might seem "innocent" at first but could impact gameplay.
When I read my comment again it sounded abit harsh and I apologize, it was not intended that way.
Wow I've had that happen with two lurkers but he has like a full control group glitching? Is there any way to free them, maybe load them into a shuttle or recall? Can anyone link me to that game?
Wow I've had that happen with two lurkers but he has like a full control group glitching? Is there any way to free them, maybe load them into a shuttle or recall? Can anyone link me to that game?
On May 28 2016 03:37 Assault_1 wrote: Is there any way to free them, maybe load them into a shuttle or recall?
They can get free automatically if given enough time, but it only works sometimes. Other than that, I don't think there is a way to simply do it in game. Recall should work, shuttle I'm not sure but probably if you click the shuttle to target a unit. Following Flash's stream it does happen do him quite often and he doesn't seem to put an effort into not letting it happen, but every time it does his face goes sour and he usually loses the game. I think I've seen 20+ units getting stuck like this.
On May 28 2016 03:37 Assault_1 wrote: Is there any way to free them, maybe load them into a shuttle or recall?
They can get free automatically if given enough time, but it only works sometimes. Other than that, I don't think there is a way to simply do it in game. Recall should work, shuttle I'm not sure but probably if you click the shuttle to target a unit. Following Flash's stream it does happen do him quite often and he doesn't seem to put an effort into not letting it happen, but every time it does his face goes sour and he usually loses the game. I think I've seen 20+ units getting stuck like this.
I'm worried if someone figures out how to control and move those glitch balls around they could become death balls like muta stacking
On May 28 2016 03:37 Assault_1 wrote: Is there any way to free them, maybe load them into a shuttle or recall?
They can get free automatically if given enough time, but it only works sometimes. Other than that, I don't think there is a way to simply do it in game. Recall should work, shuttle I'm not sure but probably if you click the shuttle to target a unit. Following Flash's stream it does happen do him quite often and he doesn't seem to put an effort into not letting it happen, but every time it does his face goes sour and he usually loses the game. I think I've seen 20+ units getting stuck like this.
I'm worried if someone figures out how to control and move those glitch balls around they could become death balls like muta stacking
Haha, would be fun to watch;) Either way, I think if you have a bunch of tanks stuck like that and you order them to siege, all will explode simultaneously.
On May 27 2016 23:05 B-royal wrote: Let's keep the balance whine outside of this thread, especially since controlling mutalisks against irradiate is a lot harder than it is to irradiate one of them.
I also upvoted the post on battle.net. Glad to see it already was on the front page!
Plus custom hotkey mapping could be a big feature to list.
This has been discussed in many other threads in depth so I will keep it brief. My personal opinion is that setting custom hotkey mapping should not be an option, because it affects gameplay and will prove to be divisive to the community because I doubt that competitive servers like Fish would endorse the switch to the new patch if such drastic changes are made.
Plus custom hotkey mapping could be a big feature to list.
This has been discussed in many other threads in depth so I will keep it brief. My personal opinion is that setting custom hotkey mapping should not be an option, because it affects gameplay and will prove to be divisive to the community because I doubt that competitive servers like Fish would endorse the switch to the new patch if such drastic changes are made.
I disagree, as someone playing on ICCUP with C+ i must honestly say that I in fact USE custom hotkeys, i did that myself by editing game files and to be honest there is quite a lot people which did the same. I think either custom hotkey should be included or patched to be completely excluded because right now quite a lot people use that and its unfair to those who don't
On May 27 2016 23:05 B-royal wrote: Let's keep the balance whine outside of this thread, especially since controlling mutalisks against irradiate is a lot harder than it is to irradiate one of them.
I also upvoted the post on battle.net. Glad to see it already was on the front page!
Maybe you should also stop then.
I'm not balance whining at all. I was merely stating facts. Anyway you've instigated enough off topic posts for now wouldn't you agree?
On topic:
Do people think that reavers and guardians running into static defenses is a bug or should it remain like this?
On May 27 2016 23:05 B-royal wrote: Let's keep the balance whine outside of this thread, especially since controlling mutalisks against irradiate is a lot harder than it is to irradiate one of them.
I also upvoted the post on battle.net. Glad to see it already was on the front page!
Maybe you should also stop then.
I'm not balance whining at all. I was merely stating facts. Anyway you've instigated enough off topic posts for now wouldn't you agree?
On topic:
Do people think that reavers and guardians running into static defenses is a bug or should it remain like this?
Plus custom hotkey mapping could be a big feature to list.
This has been discussed in many other threads in depth so I will keep it brief. My personal opinion is that setting custom hotkey mapping should not be an option, because it affects gameplay and will prove to be divisive to the community because I doubt that competitive servers like Fish would endorse the switch to the new patch if such drastic changes are made.
i know some players that do this already with razer keyboards,and there are many different custom hotkeys x starcraft language,so how it exactly help you to gain some advantage ?at the end is all about mechanics,i learnt from english setup and after all these years i will not change for sure.(im not attacking you or anything ,just wanted to know more about the topic).
On May 27 2016 23:05 B-royal wrote: Let's keep the balance whine outside of this thread, especially since controlling mutalisks against irradiate is a lot harder than it is to irradiate one of them.
I also upvoted the post on battle.net. Glad to see it already was on the front page!
Maybe you should also stop then.
I'm not balance whining at all. I was merely stating facts. Anyway you've instigated enough off topic posts for now wouldn't you agree?
On topic:
Do people think that reavers and guardians running into static defenses is a bug or should it remain like this?
I'm sorry, I thought your additional comments indicated something regarding balance. I must improve my English I guess.
On May 28 2016 02:02 StylishVODs wrote: Further, is this patch solely limited to bugs outside of gameplay? I can think of a few bugs in game that I'd gladly see fixed that only occurs every once in a while.
I don't believe the next patch will touch gameplay at all, maybe in the future patches if we report it though. What bugs do you have in mind?
I don't believe they have official names, but I'll try to explain them. Here are a few on top of my mind:
1) Units ordered to attack will sometimes bug and get completely stuck. In order to make them move again you have to select them and press stop. The bug is probably caused by ordering a unit to attack something outside of its attack range but it is not consistent and only happens sometimes. For me, the bug is most commonly encountered when ordering a group of 1 tank and several marines to target attack a dragoon, one or more marines will not follow command and instead stay still until you select them and press stop (sometimes you need to repeat this several times for them to respond).
2) Units sometimes get stuck in one small specific area, on top of each other, spinning furiously. It has been described as the "black hole of bw" as, if it occurs, it is like a black hole that will suck in any other unit passing the area to likewise spin uncontrollably on top of already stuck/spinning units. The bug can easily determine outcomes of entire games and is most frequently observed when moving many units through the left ramp of the 12 o'clock expansion on fighting spirit. It is however not limited to that location or map.
edit: oh yeah this is the bug that is shown 3 posts above by Kau.
3) Sieging a tank with workers on top of it (mining scvs will glide through units) will cause the tank to explode. A minor bug however since it is controllable by simply not sieging until the worker(s) have passed. The bug is not only for passing workers, for example if a comsat statation is built and an unsieged tank is blocking the area it will also explode if you siege it before it has had time to reach an "open area".
On 3; in earlier patches, you could siege tanks under large buildings and they became untargetable, so they patched in the "fix" above for patch 1.08. Having the same interaction happen with workers is a bug, though.
Plus custom hotkey mapping could be a big feature to list.
This has been discussed in many other threads in depth so I will keep it brief. My personal opinion is that setting custom hotkey mapping should not be an option, because it affects gameplay and will prove to be divisive to the community because I doubt that competitive servers like Fish would endorse the switch to the new patch if such drastic changes are made.
i know some players that do this already with razer keyboards,and there are many different custom hotkeys x starcraft language,so how it exactly help you to gain some advantage ?at the end is all about mechanics,i learnt from english setup and after all these years i will not change for sure.(im not attacking you or anything ,just wanted to know more about the topic).
Personally I also believe that custom hotkeys should be allowed. The only reason it's discussed with different oppinions is because not everyone is using it. Otherwise there is no real reason not to allow it or include it as a feature.
Also, we have to think abit in terms of attracting new players. I believe that custom hotkey is like a must have function today and that it won't make a big effect on the highest level player but rather help mediocre players to get better.
Hey guys, we reached +25 which the Battle.net forums considers "Highly Rated," so thanks to everyone who voted. We shouldn't stop there however, I still encourage everyone to upvote the post, it's a really small and simple action that can mean a lot.
On May 28 2016 10:51 StylishVODs wrote: I don't even know how to upvote, theres nothing indicating a thumbs up or "+" sign anywhere on the page lol I've got an account
Hover your mouse over the post and you'll see a thumbs down and thumbs up button on the right side of the post
On May 28 2016 02:58 StylishVODs wrote: 2) Units sometimes get stuck in one small specific area, on top of each other, spinning furiously. It has been described as the "black hole of bw" as, if it occurs, it is like a black hole that will suck in any other unit passing the area to likewise spin uncontrollably on top of already stuck/spinning units. The bug can easily determine outcomes of entire games and is most frequently observed when moving many units through the left ramp of the 12 o'clock expansion on fighting spirit. It is however not limited to that location or map.
I request that someone try to analyze replays where this occurs and try to reliably reproduce it.
On May 28 2016 09:38 StylishVODs wrote: Also, we have to think abit in terms of attracting new players. I believe that custom hotkey is like a must have function today and that it won't make a big effect on the highest level player but rather help mediocre players to get better.
people can already change their hotkeys since ages ago and i don't see any amateurs start to play as well as pros yet. More practice makes you play better, not custom hotkeys or whatever . the only thing this does is to make it legitimate in offline LAN tourneys.
Plus custom hotkey mapping could be a big feature to list.
This has been discussed in many other threads in depth so I will keep it brief. My personal opinion is that setting custom hotkey mapping should not be an option, because it affects gameplay and will prove to be divisive to the community because I doubt that competitive servers like Fish would endorse the switch to the new patch if such drastic changes are made.
I mean, latency is already in the list. That "affects" gameplay just as much. The thing with fixing the event buffer and custom hotkeys is you can already achieve it with hardware or another program (importantly without hacking into BW itself which you would need to do for unlimited selection and so forth). The goal for avoiding "gameplay" changes is that you don't want to change the rules, I would even say the magic, of the game (for example, you don't want to take out the lurker spine bug). Hotkeys, the event buffer, and latency, they don't change what the game is, they just let a player interface with the game unimpeded.
And you shouldn't make your opinion depend on how you think everyone else feels about it. What if everyone wanted it but all thought like you that it would be divisive? Anyway, look, would you want someone in 50 years to install a BW with or without a builtin way to remap hotkeys?
Plus custom hotkey mapping could be a big feature to list.
This has been discussed in many other threads in depth so I will keep it brief. My personal opinion is that setting custom hotkey mapping should not be an option, because it affects gameplay and will prove to be divisive to the community because I doubt that competitive servers like Fish would endorse the switch to the new patch if such drastic changes are made.
I mean, latency is already in the list. That "affects" gameplay just as much. The thing with fixing the event buffer and custom hotkeys is you can already achieve it with hardware or another program (importantly without hacking into BW itself which you would need to do for unlimited selection and so forth). The goal for avoiding "gameplay" changes is that you don't want to change the rules, I would even say the magic, of the game (for example, you don't want to take out the lurker spine bug). Hotkeys, the event buffer, and latency, they don't change what the game is, they just let a player interface with the game unimpeded.
And you shouldn't make your opinion depend on how you think everyone else feels about it. What if everyone wanted it but all thought like you that it would be divisive? Anyway, look, would you want someone in 50 years to install a BW with or without a builtin way to remap hotkeys?
I would support remapping hotkeys, but it is still a controversial topic, so I haven't added it to the post (yet). Lan latency on the other hand, has been a de facto standard for many years however.
- Time stamp in each message on the channel's chat. - /where, if not logged, show the last time seen. - erase game speeds, only Fastest. - refresh button for the join game lobby.
On May 28 2016 03:12 Jealous wrote: 4) The magically dying larva who seppuku if certain buildings are placed in certain ways and I believe on certain maps.
I quickly made a map but couldn't replicate this bug. Could you try making a map that demonstrates this bug?
On May 28 2016 13:33 iwannabepro wrote: - erase game speeds, only Fastest.
I decline this suggestion
On May 28 2016 13:33 iwannabepro wrote: - /where, if not logged, show the last time seen.
btw i manage to reproduce the "black hole bug" consistently. what i did was to simply burrow a bunch of lurkers on top of each other in the middle of that particular ramp, then unburrow them.
when they try to unstack from each other, a few of them will end up moving towards a particular part of the ramp where they get stuck. getting more lurkers stacked on top of each other initially will increase the chance this happen+more of them getting stuck. this is one way of reproducing it, since to get units to do this "unstacking" is not just limited to burrowing/unburrowing a bunch of units.
bear in mind the unstacking feature is the same principle that helps you to pass drones through mineral to help counter cannon rushing at nat. also a feature on some kespa maps where you can use this to pass through buildings to scout early. also this "bug" doesn't happen anywhere, only with a select few terrain features.
so i will say its a problem with the ramp itself (which is implemented through a third party editor)and not the game.
On May 28 2016 14:48 Probemicro wrote: btw i manage to reproduce the "black hole bug" consistently. what i did was to simply burrow a bunch of lurkers on top of each other in the middle of that particular ramp, then unburrow them.
when they try to unstack from each other, a few of them will end up moving towards a particular part of the ramp where they get stuck. getting more lurkers stacked on top of each other initially will increase the chance this happen+more of them getting stuck. this is one way of reproducing it, since to get units to do this "unstacking" things is not just limited to burrowing/unburrowing a bunch of units.
bear in mind the unstacking feature is the same principle that helps you to pass drones through mineral to help counter cannon rushing at nat. also a feature on some kespa maps where you can use this to pass through buildings to scout early. also this "bug" doesn't happen anywhere, only with a select few terrain features.
so i will say its a problem with the ramp itself (which is implemented through a third party editor)and not the game.
This is true, but then could Blizzard provide us with reverse ramps that don't have to be manually created in a third-party program instead ^^
@xboi209: Ah, I will try, although I admit I don't remember the specifics of the situations but it did just happen a few days ago to me and I didn't understand why at all. It wasn't against the edge of the map, and there was only 1-2 buildings that were against it. Also, it seems to be only the first few larva... I'll try to play around and see if it happens.
On May 28 2016 14:55 Jealous wrote: @tec27: Ah, I will try, although I admit I don't remember the specifics of the situations but it did just happen a few days ago to me and I didn't understand why at all. It wasn't against the edge of the map, and there was only 1-2 buildings that were against it. Also, it seems to be only the first few larva... I'll try to play around and see if it happens.
On May 28 2016 14:48 Probemicro wrote: btw i manage to reproduce the "black hole bug" consistently. what i did was to simply burrow a bunch of lurkers on top of each other in the middle of that particular ramp, then unburrow them.
when they try to unstack from each other, a few of them will end up moving towards a particular part of the ramp where they get stuck. getting more lurkers stacked on top of each other initially will increase the chance this happen+more of them getting stuck. this is one way of reproducing it, since to get units to do this "unstacking" is not just limited to burrowing/unburrowing a bunch of units.
bear in mind the unstacking feature is the same principle that helps you to pass drones through mineral to help counter cannon rushing at nat. also a feature on some kespa maps where you can use this to pass through buildings to scout early. also this "bug" doesn't happen anywhere, only with a select few terrain features.
so i will say its a problem with the ramp itself (which is implemented through a third party editor)and not the game.
This is actually a ramp provided by Blizzard though, could you try to also figure out how to reproduce this bug without burrowing units? For burrowing units, is this specific to lurkers only?
On May 28 2016 14:55 Jealous wrote: @tec27: Ah, I will try, although I admit I don't remember the specifics of the situations but it did just happen a few days ago to me and I didn't understand why at all. It wasn't against the edge of the map, and there was only 1-2 buildings that were against it. Also, it seems to be only the first few larva... I'll try to play around and see if it happens.
I think you got the wrong person :p
I dont know why you edited that in but ok. my bad fam
This is actually a ramp provided by Blizzard though, could you try to also figure out how to reproduce this bug without burrowing units? For burrowing units, is this specific to lurkers only?
oh its a blizzard ramp. wow then.
by principle, it should always happen if you get a bunch of stacked ground units to unstack in the middle of, OR near that particular ramp
here i got 12 drones mineral walk towards that ramp. when they reach the point as indicated by my mouse cursor in the 1st screenie, i press stop once, making them unstack. as you can see 4 drones got stuck.
This is actually a ramp provided by Blizzard though, could you try to also figure out how to reproduce this bug without burrowing units? For burrowing units, is this specific to lurkers only?
oh its a blizzard ramp. wow then.
by principle, it should always happen if you get a bunch of stacked ground units to unstack in the middle of that particular ramp.
here i got 12 drones mineral walk towards that ramp. when they reach the point as indicated by my mouse cursor in the 1st screenie, i press stop once, making them unstack. as you can see 4 drones got stuck.
Okay what I was trying to get at was how goons and zealots were stuck in the bisu vs killer gif.
at 17:22 of the vod (linked in the previous page), you can notice that bisu make a command for his army to move towards the area where his probe are mining. this causes some of his units to mingle among the probes that are mining minerals. as the probes pass through the units due to their mining walk routine, they are considered stacked with the units.
after a moment he made a command for his army to move down the ramp. this causes his units at the mineral line to start unstacking. his army is significantly big, so as his units move towards his command the unstacking forms a "wave" that reaches all the way to the front of the army as it starts to move down the ramp. eventually it pushes some of his units towards that nasty spot of the ramp.
ok haha im right. the only part i was a little off about was that the unstacking actually starts the moment you put your units right at the mineral line.
Original army:
move army towards the mineral line. notice how they start to unstack.
right after the above i made an A move command towards my main. some units got stuck at the ramp as the unstacking spreads downwards as they move down the ramp.
Aftermath: 2 goons got stuck there. not so bad compared to Bisu's case.
btw @xboi i find the wording of your request is kinda inaccurate?
do they become bugged "when attempting to unstack on a certain part of a ramp" OR they can get stuck there when the unstacking (that can happen at or near the ramp) shifts them towards that particular bug spot, as shown by bisu's example.
also here another example
right as the lurker eggs pop i give move command down the ramp
lurker are larger than eggs so they are stacked when they appear and hence start to unstack. unstacking starts above the ramp, move commands shifts the unstacking units down the ramp which make some of the lurkers go to that dreaded spot.
result
also they are not really "indefinitely bugged", since the stuck units can be extricated through transport units or by Arbiter recall, as mentioned earlier by someone else.
On May 28 2016 18:06 Endymion wrote: remove protoss from the game, add supply depot requirement for barracks, make vultures cost 100/75 for 3 sup
1 ling and scourge per egg, 1 larva per hatchery (2 for lair, 3 for hive), ultra cost 400/400 and 8 supply, 2 overlords for spawning pool, remove dark swarm from the game, plague is renamed tickle and only does 50% damage or 350 whichever is less, and let's say you get a drone that shoots out of the hatchery ' s vaguely sphincter - like orifice every time you make a building just because it will look cool and so you can make buildings like the other races.
Had not created a battletag, that might be it. I dont like those forums lol, I go in and create a battle tag, then I cant go back to the thread so I have to search for it but it cant be found so I have to do it manually=)
If I simply press your link, the battle tag is gone again and I have to create it again. Oh now I get it, my account is eu.battle net so I can't vote on us.battle net forums. oh well..
On May 29 2016 08:58 StylishVODs wrote: Had not created a battletag, that might be it. I dont like those forums lol, I go in and create a battle tag, then I cant go back to the thread so I have to search for it but it cant be found so I have to do it manually=)
If I simply press your link, the battle tag is gone again and I have to create it again. Oh now I get it, my account is eu.battle net so I can't vote on us.battle net forums. oh well..
No, you just need to wait a while after you create a battletag, then you'll get forum privileges.
- Remove sprite limit (there should be very little to no change in 1on1 or 2on2 scenarios and it would be really beneficial to the fastest community) - Remove "black list" (feature which would hinder you to access the games list after refreshing it too often or rejoining the battle.net.
On May 29 2016 18:17 chrisolo wrote: - Remove sprite limit (there should be very little to no change in 1on1 or 2on2 scenarios and it would be really beneficial to the fastest community) - Remove "black list" (feature which would hinder you to access the games list after refreshing it too often or rejoining the battle.net.
This was already discussed earlier in the thread: wouldn't removing sprite limit affect gameplay because you could now mass Valkyrie? I think that is the strongest argument for not removing sprite limit.
On May 29 2016 18:17 chrisolo wrote: - Remove sprite limit (there should be very little to no change in 1on1 or 2on2 scenarios and it would be really beneficial to the fastest community) - Remove "black list" (feature which would hinder you to access the games list after refreshing it too often or rejoining the battle.net.
This was already discussed earlier in the thread: wouldn't removing sprite limit affect gameplay because you could now mass Valkyrie? I think that is the strongest argument for not removing sprite limit.
On May 29 2016 18:17 chrisolo wrote: - Remove sprite limit (there should be very little to no change in 1on1 or 2on2 scenarios and it would be really beneficial to the fastest community) - Remove "black list" (feature which would hinder you to access the games list after refreshing it too often or rejoining the battle.net.
This was already discussed earlier in the thread: wouldn't removing sprite limit affect gameplay because you could now mass Valkyrie? I think that is the strongest argument for not removing sprite limit.
On a more personal note, I really don't care about the fastest community and neither should Blizzard.
So it is okay to mass corsair but not valkyrie? You may not notice but, everything you say is on a personal note and they are all dick things to say.
Massing Corsair has been a staple of Brood War for nine years, massing Valkyrie hasn't. Pros like Fantasy have played around with multiple Valkyries to great effect, even with the sprite limit. I believe the limit of Valkyries is 7? 8? I think it's rare that you see more than that number of Corsairs except for very unique situations. I'd rather not disturb the balance of the game as it is, which is what this change could accomplish. Why take that risk?
If it was so consistently terrible, you or someone else would have banned me for it. I don't understand why you decided to make that personal attack, but whatever it is we can talk it out over PM or you can just get off my nuts, thanks.
Terran is already imbalanced enough, it'd be silly to give valkyries a buff. Protoss could use a buff to scouts though, like perma cloak or built-in speed upgrade, but I'm thinking most people won't want this.
On May 29 2016 18:17 chrisolo wrote: - Remove sprite limit (there should be very little to no change in 1on1 or 2on2 scenarios and it would be really beneficial to the fastest community) - Remove "black list" (feature which would hinder you to access the games list after refreshing it too often or rejoining the battle.net.
This was already discussed earlier in the thread: wouldn't removing sprite limit affect gameplay because you could now mass Valkyrie? I think that is the strongest argument for not removing sprite limit.
On a more personal note, I really don't care about the fastest community and neither should Blizzard.
So it is okay to mass corsair but not valkyrie? You may not notice but, everything you say is on a personal note and they are all dick things to say.
Massing Corsair has been a staple of Brood War for nine years, massing Valkyrie hasn't. Pros like Fantasy have played around with multiple Valkyries to great effect, even with the sprite limit. I believe the limit of Valkyries is 7? 8? I think it's rare that you see more than that number of Corsairs except for very unique situations. I'd rather not disturb the balance of the game as it is, which is what this change could accomplish. Why take that risk?
If it was so consistently terrible, you or someone else would have banned me for it. I don't understand why you decided to make that personal attack, but whatever it is we can talk it out over PM or you can just get off my nuts, thanks.
I'm sorry about the personal attack. I think it's just that the way you write your posts, they carry with them this unintentional air of authority, but you preface them with "this is just my opinion" or "on a personal note" as a way to try to make them less infuriating.
Like even this last post you made, you try to sound reasonable by saying we can talk over PM and then you try to goad me into more personal attacks by saying "get off my nuts". Lately I just find that when I'm reading your posts, they seem okay and then at the end there's just this "ugh this post was fine until he ended it with that" feeling that I get.
- Reduce SCV hit points (60hp compared to 40 of probe/drone. Maybe to 50hp). Essential with bunker rushes where 60hp SCVs own drones and also last much longer (takes 12 hits to destroy vs 8 hits of probes or drones) repairing bunkers before getting killed.
Okay... Why the fuck everyone now making stupid balance discussions? This is not SC2 with David Kim balance lead. Stop it!
About the Valkyrie thing. It is not a buff for the unit. But fixing a bug that making it not work as it should. Also, why the "screw the fastest community"? Don't we deserve to have fun? Not like fastest will be broken with the Valkyrie mass or anything. Also, Valkyries are used only to counter Mutas / Wraiths. With their price (250/125/3) They are not going to be massed.
On May 29 2016 18:17 chrisolo wrote: - Remove sprite limit (there should be very little to no change in 1on1 or 2on2 scenarios and it would be really beneficial to the fastest community) - Remove "black list" (feature which would hinder you to access the games list after refreshing it too often or rejoining the battle.net.
This was already discussed earlier in the thread: wouldn't removing sprite limit affect gameplay because you could now mass Valkyrie? I think that is the strongest argument for not removing sprite limit.
On a more personal note, I really don't care about the fastest community and neither should Blizzard.
How in hell would spamming Valkyries come even close to reach that limit? Two players in 1on1 will NEVER achieve as much sprites as SIX players in Fastest. I will not test it, but I would be astonished if you could mass so much Valks that you reach that sprite limit without making your ground army a joke. The only real possibility I see to mass Valks in a serious game is in a TvZ, where you could kill a lot of overlords, but remember when you build so many Valks that you reach sprite limit, the zerg will just ignore your valks and destroy you with his much superior ground forces.. And tbh I do not think one player is enough to mass enough valks to reach the sprite limit quite frankly. And why on earth would two terrans mass valks against each other in serious game? Maybe you guys should think about the actual effect on "gameplay" before you shout "GAMEPLAY CHANGER, NO GO!!!!!!!!11111".
And Blizzard should care about Fastest players, because that is the biggest community on the original Battle.net US servers. You rarely (if ever) see a real competetive 1on1 game hosted there whilst at least 5-6 fastest games.
On May 29 2016 18:17 chrisolo wrote: - Remove sprite limit (there should be very little to no change in 1on1 or 2on2 scenarios and it would be really beneficial to the fastest community) - Remove "black list" (feature which would hinder you to access the games list after refreshing it too often or rejoining the battle.net.
This was already discussed earlier in the thread: wouldn't removing sprite limit affect gameplay because you could now mass Valkyrie? I think that is the strongest argument for not removing sprite limit.
On a more personal note, I really don't care about the fastest community and neither should Blizzard.
How in hell would spamming Valkyries come even close to reach that limit? Two players in 1on1 will NEVER achieve as much sprites as SIX players in Fastest. I will not test it, but I would be astonished if you could mass so much Valks that you reach that sprite limit without making your ground army a joke. The only real possibility I see to mass Valks in a serious game is in a TvZ, where you could kill a lot of overlords, but remember when you build so many Valks that you reach sprite limit, the zerg will just ignore your valks and destroy you with his much superior ground forces.. And tbh I do not think one player is enough to mass enough valks to reach the sprite limit quite frankly. And why on earth would two terrans mass valks against each other in serious game? Maybe you guys should think about the actual effect on "gameplay" before you shout "GAMEPLAY CHANGER, NO GO!!!!!!!!11111".
And Blizzard should care about Fastest players, because that is the biggest community on the original Battle.net US servers. You rarely (if ever) see a real competetive 1on1 game hosted there whilst at least 5-6 fastest games.
Valks hit the sprite limit because every cloud left by their missiles are an individual sprite, as well as the missile itself, on top of launching multiple missiles per salvo, all of which leave their own clouds. It has nothing to do with massing 200/200 valks. You don't even need to get close to that supply to hit sprite limit when firing with valks. It's a total of sprites on a map. Every mineral node, every geyser, every doodad (trees, temples, neutral creatures, etc.) contribute to that limit, on top of the opponent's army and units. Carriers versus valks always ends with the valks not firing correctly late game due to the sprite limit being hit, otherwise they would be a pretty reasonable counter to them.
And as a side note, only a minority of starcraft players actually log into bnet. Most people are using other servers nowadays.
And as far as the changes are concerned, it is always going to be divisive when it comes to fixing bugs that have become a part of the gameplay formula in competitive. There are going to be the camp that feels BW is sacred as it is, and should be preserved for all time in it's current state (outside of maybe QoL changes), and then the camp that feels the bugs should go so the game can be played "as it was meant to". I'd honestly rather see them fix the bugs that aren't a part of the gameplay formula right now, first. Then perhaps later they can consider those changes after collecting feedback. Better to focus on the utility aspect of this opportunity first, I think.
On May 29 2016 18:17 chrisolo wrote: - Remove sprite limit (there should be very little to no change in 1on1 or 2on2 scenarios and it would be really beneficial to the fastest community) - Remove "black list" (feature which would hinder you to access the games list after refreshing it too often or rejoining the battle.net.
This was already discussed earlier in the thread: wouldn't removing sprite limit affect gameplay because you could now mass Valkyrie? I think that is the strongest argument for not removing sprite limit.
On a more personal note, I really don't care about the fastest community and neither should Blizzard.
How in hell would spamming Valkyries come even close to reach that limit? Two players in 1on1 will NEVER achieve as much sprites as SIX players in Fastest. I will not test it, but I would be astonished if you could mass so much Valks that you reach that sprite limit without making your ground army a joke. The only real possibility I see to mass Valks in a serious game is in a TvZ, where you could kill a lot of overlords, but remember when you build so many Valks that you reach sprite limit, the zerg will just ignore your valks and destroy you with his much superior ground forces.. And tbh I do not think one player is enough to mass enough valks to reach the sprite limit quite frankly. And why on earth would two terrans mass valks against each other in serious game? Maybe you guys should think about the actual effect on "gameplay" before you shout "GAMEPLAY CHANGER, NO GO!!!!!!!!11111".
And Blizzard should care about Fastest players, because that is the biggest community on the original Battle.net US servers. You rarely (if ever) see a real competetive 1on1 game hosted there whilst at least 5-6 fastest games.
Actually, I don't think the Valkyrie's rockets are restricted by the sprite limit, but by the bullet limit. According to this thread, different limits are distinguished(unit limit, sprite limit, bullet limit, etc.), and the bullet limit is a measly 100.
I thought about this again and fixing this might actually change the gameplay since this occurs naturally already (right?). If so, I'll remove this from the list.
On May 29 2016 18:17 chrisolo wrote: - Remove sprite limit (there should be very little to no change in 1on1 or 2on2 scenarios and it would be really beneficial to the fastest community) - Remove "black list" (feature which would hinder you to access the games list after refreshing it too often or rejoining the battle.net.
This was already discussed earlier in the thread: wouldn't removing sprite limit affect gameplay because you could now mass Valkyrie? I think that is the strongest argument for not removing sprite limit.
On a more personal note, I really don't care about the fastest community and neither should Blizzard.
How in hell would spamming Valkyries come even close to reach that limit? Two players in 1on1 will NEVER achieve as much sprites as SIX players in Fastest. I will not test it, but I would be astonished if you could mass so much Valks that you reach that sprite limit without making your ground army a joke. The only real possibility I see to mass Valks in a serious game is in a TvZ, where you could kill a lot of overlords, but remember when you build so many Valks that you reach sprite limit, the zerg will just ignore your valks and destroy you with his much superior ground forces.. And tbh I do not think one player is enough to mass enough valks to reach the sprite limit quite frankly. And why on earth would two terrans mass valks against each other in serious game? Maybe you guys should think about the actual effect on "gameplay" before you shout "GAMEPLAY CHANGER, NO GO!!!!!!!!11111".
And Blizzard should care about Fastest players, because that is the biggest community on the original Battle.net US servers. You rarely (if ever) see a real competetive 1on1 game hosted there whilst at least 5-6 fastest games.
Actually, I don't think the Valkyrie's rockets are restricted by the sprite limit, but by the bullet limit. According to this thread, different limits are distinguished(unit limit, sprite limit, bullet limit, etc.), and the bullet limit is a measly 100.
Which would even validify the request even more, because it would not "touch the gameplay" (which I still highly doubt it would do even without this point).
On May 29 2016 18:17 chrisolo wrote: - Remove sprite limit (there should be very little to no change in 1on1 or 2on2 scenarios and it would be really beneficial to the fastest community) - Remove "black list" (feature which would hinder you to access the games list after refreshing it too often or rejoining the battle.net.
This was already discussed earlier in the thread: wouldn't removing sprite limit affect gameplay because you could now mass Valkyrie? I think that is the strongest argument for not removing sprite limit.
On a more personal note, I really don't care about the fastest community and neither should Blizzard.
How in hell would spamming Valkyries come even close to reach that limit? Two players in 1on1 will NEVER achieve as much sprites as SIX players in Fastest. I will not test it, but I would be astonished if you could mass so much Valks that you reach that sprite limit without making your ground army a joke. The only real possibility I see to mass Valks in a serious game is in a TvZ, where you could kill a lot of overlords, but remember when you build so many Valks that you reach sprite limit, the zerg will just ignore your valks and destroy you with his much superior ground forces.. And tbh I do not think one player is enough to mass enough valks to reach the sprite limit quite frankly. And why on earth would two terrans mass valks against each other in serious game? Maybe you guys should think about the actual effect on "gameplay" before you shout "GAMEPLAY CHANGER, NO GO!!!!!!!!11111".
And Blizzard should care about Fastest players, because that is the biggest community on the original Battle.net US servers. You rarely (if ever) see a real competetive 1on1 game hosted there whilst at least 5-6 fastest games.
Actually, I don't think the Valkyrie's rockets are restricted by the sprite limit, but by the bullet limit. According to this thread, different limits are distinguished(unit limit, sprite limit, bullet limit, etc.), and the bullet limit is a measly 100.
Which would even validify the request even more, because it would not "touch the gameplay" (which I still highly doubt it would do even without this point).
Yea if this is true then I was working on false knowledge and think that raising the sprite limit would be a welcome change ^^ Keep the bullet limit, raise the sprites.
I thought about this again and fixing this might actually change the gameplay since this occurs naturally already (right?). If so, I'll remove this from the list.
as a player who actually played this game a little competitively, if i would get the chance to remove something from the game it would be this bug, because it very often costs the game instantly. having this bug in place already changed the gameplay in a very bad way.
e.g.: zvt on Dantes peak. if zerg goes 3 hatch muta vs 1 rax cc into bio (standard builds), he has to defend his 3rd base against a pre-lurker attack. Now if you take your 3rd base in bottom right main and block the ramp with 2 lurker eggs while he is attacking it, you 90% lose that base because this ramp (together with 3 other ramps on dantes peak) has this bug and your lurkers will happily wander into that spot and make it easy for terran to attack them/runby, while you as zerg have no means until 3-4 base defiler to get ovi drop in order to save them (if you play standard). Because of that i avoid playing on dante at all cost. zvp on FS. so far ive seen like 10+ games where protoss manages to get his units stuck in that 12 o clock ramp (either because of probes or reaver shots), all games where protoss instantly lost the game because they lost important bases/fights before they even could manage to get an extra shuttle out......
for the love of god, please include it into your list
Sprite, bullet, etc. limit removals. On the balance side: I`d welcome if scouts would have their speed upgrade inbuilt, or at least if they would be a bit faster, with the upgrade still available. It would make them a much more viable unit.
I thought about this again and fixing this might actually change the gameplay since this occurs naturally already (right?). If so, I'll remove this from the list.
as a player who actually played this game a little competitively, if i would get the chance to remove something from the game it would be this bug, because it very often costs the game instantly. having this bug in place already changed the gameplay in a very bad way.
e.g.: zvt on Dantes peak. if zerg goes 3 hatch muta vs 1 rax cc into bio (standard builds), he has to defend his 3rd base against a pre-lurker attack. Now if you take your 3rd base in bottom right main and block the ramp with 2 lurker eggs while he is attacking it, you 90% lose that base because this ramp (together with 3 other ramps on dantes peak) has this bug and your lurkers will happily wander into that spot and make it easy for terran to attack them/runby, while you as zerg have no means until 3-4 base defiler to get ovi drop in order to save them (if you play standard). Because of that i avoid playing on dante at all cost. zvp on FS. so far ive seen like 10+ games where protoss manages to get his units stuck in that 12 o clock ramp (either because of probes or reaver shots), all games where protoss instantly lost the game because they lost important bases/fights before they even could manage to get an extra shuttle out......
for the love of god, please include it into your list
I quoted the wrong post actually, I meant to quote the post about sunken range. I just modified the post now.
lol smart casting would break templar, vessels and ghosts. Also, I don't agree with giving scouts their speed bonus inherently because 1 base stargate scout into 3 gate goon is a solid cheese strategy as far as i know.
people who are super good with SK Terran will be much stronger against zerg. Same for PvZ using storms. We might even able to see some corsair dweb plays. this should be somewhat edited because siege mode, burrow, stimpack and so on need to be cast all units at the same time.
Good thing that it's not like SC2 where you can hotkey different units together and using spells.
On June 09 2016 12:34 B-royal wrote: lol smart casting would break templar, vessels and ghosts. Also, I don't agree with giving scouts their speed bonus inherently because 1 base stargate scout into 3 gate goon is a solid cheese strategy as far as i know.
I don't know the math behind it, but do fast scouts outrun scourge? Are they faster or equal to corsair?
On June 09 2016 12:34 B-royal wrote: lol smart casting would break templar, vessels and ghosts. Also, I don't agree with giving scouts their speed bonus inherently because 1 base stargate scout into 3 gate goon is a solid cheese strategy as far as i know.
I don't know the math behind it, but do fast scouts outrun scourge? Are they faster or equal to corsair?
Apparently upgraded scouts are as fast as corsairs, which are as fast as scourge.
Smart casting would also ruin the ability to cast two spells next to eachother, like darkswarm or storm. And imagine science vessels coming in and using spam irradiate so easily without deselecting the group and not having to move the mouse around. The reaction time to avoid scourges woudl also have been improved.
On June 09 2016 12:34 B-royal wrote: lol smart casting would break templar, vessels and ghosts. Also, I don't agree with giving scouts their speed bonus inherently because 1 base stargate scout into 3 gate goon is a solid cheese strategy as far as i know.
I don't know the math behind it, but do fast scouts outrun scourge? Are they faster or equal to corsair?
Apparently upgraded scouts are as fast as corsairs, which are as fast as scourge.
Thanks! I don't think that scouts would necessarily replace Corsair nor would they become OMG OP in conjunction with any Dragoon rush (not sure if you were joking), because at the end of the day one Spore or 2-3 Hydra pretty much kill the much more expensive, much longer to be build Scout. But, that's neither here nor there, I certainly don't support them popping out with the speed upgrade added on. There is a certain level of disrespect when you show your opponent your slow scouts
Upgrade bug. @~20:15 Brown Zerg @5 o'clock starts Overlord drop upgrade, and it gets stuck on the last bar for a minute. This has happened to me before with other upgrades too.
Upgrade bug. @~20:15 Brown Zerg @5 o'clock starts Overlord drop upgrade, and it gets stuck on the last bar for a minute. This has happened to me before with other upgrades too.
i think this is some hack,it happened to me on fish 2 times i needed ol speed and it freezes on the half,and both players were going for dts ...
I don't know if it was mentioned earlier, but I dont think it was: bug when reaver doesnt shoot to selected target, even when reaver is in range to do so (could be because of small terrain obstacles somewhere in the area, like tree)
I haven't read the entire thread, but have caster units been touched upon? What do you guys think about making casting spell process just like in wc3? You got a group of high templars, you T+click, but only one storm goes down, instead of all the templars casting simulltaniously on one target? Easier to spread spells, such as storms, lockdowns, etc. What would you say? edit: It alreay is so with mind control and feed back (if u can kill their casters with 1 fb per unit). This would make using some rare spells and casters more easy and accessible. Like, lockdown, flare...
On June 27 2016 21:27 Bonyth wrote: I don't know if it was mentioned earlier, but I dont think it was: bug when reaver doesnt shoot to selected target, even when reaver is in range to do so (could be because of small terrain obstacles somewhere in the area, like tree)
Regarding what I wrote earlier, here I got some screens, proving the bug:
Here, shooting top cannon, reaver can't shoot it unless he is in cannon's range
On screens 2 and 3 we see, how far reaver needs to move forward to be able to shoot to the dragoon (obviously in the last picture dragoon is in range to shoot the reaver)
Also showed in youtube video (5th scarab won't shoot):