edit: I want to stress that this will most likely not be practical unless someone can find a consistent way to make it occur. edit:You cannot block an ai from taking a vespene geyser; however, it does work against real opponents.
If you cancel the construction of a refinery while the scv is moving across the middle of it the scv will stay on top of the vespene geyser. From this point it can still move, but melee units cannot attack it. If it is on "stop", then buildings can be built on top of it, but if it is on "hold", then it acts as a normal unit would blocking a building.
When a scv starts to build a refinery it can either:
a)start building from where it is b)move to the left or right around the outside of the vespene geyser c)move across the middle of the vespene geyser
Because this only works during event C, it doesn't have very much in-game practicality; however, on the off chance that event C does happen you can use this trick to save an scv or just mess with your opponent(if you were willing to build a refinery in the first place).
I have found that different vespene geysers have different ratios on how often events a, b, and c occur right away. Some geysers seem to never perform C, while others would do it every 3rd time. If you are willing to wait the entire build time of the refinery for event C to occur the probability is higher, but if you have excess cash and don't care, cancelling and rebuilding is faster. One way to show off this trick is to put an scv on the enemy's main vespene geyser, essentially stealing it until ranged units come out. It would help to know beforehand which geyser has a high probability of C occurring, as cancelling and rebuilding an extractor 15 times will put you behind. + Show Spoiler +
On April 26 2013 10:17 Trozz wrote:
This bug is legit. The trick is to be centered. It takes a few tries.
9/10 SCV gas steal TvP inc "So what you do is you take your 9th and 10th SCV across the map, and build a refinery. Then you cancel it. Then you 5 rax marine rush because all they can have are zealots"
On April 26 2013 09:52 Nachtwind wrote: would now be interesting if C) can be triggered with right placement of the scv in first place but lol
someone who understands the algorithms that trigger what the scv does would be able to answer this i think. That would be pretty neat if this could be done consistently.
On April 26 2013 09:51 TheRabidDeer wrote: 9/10 SCV gas steal TvP inc "So what you do is you take your 9th and 10th SCV across the map, and build a refinery. Then you cancel it. Then you 5 rax marine rush because all they can have are zealots"
Oh dear god, plz no.
This is pretty crazy though, SC2 doesn't have many glitches in it. Finding one is really cool :D
rofl, took some time to find that one wonder if that already worked in WoL, to the testing room! Really nice find. Kinda wanna see that in a tournament. Must feel like a manner pylon into 2 proxy gates.
On April 26 2013 09:51 TheRabidDeer wrote: 9/10 SCV gas steal TvP inc "So what you do is you take your 9th and 10th SCV across the map, and build a refinery. Then you cancel it. Then you 5 rax marine rush because all they can have are zealots"
Oh dear god, plz no.
This is pretty crazy though, SC2 doesn't have many glitches in it. Finding one is really cool :D
Well to be honest i would really like it. like the first 5-10 minutes in most games there is nothing to cast or to see... such a neat little micro battle would be awesome xD
On April 26 2013 09:51 TheRabidDeer wrote: 9/10 SCV gas steal TvP inc "So what you do is you take your 9th and 10th SCV across the map, and build a refinery. Then you cancel it. Then you 5 rax marine rush because all they can have are zealots"
Oh dear god, plz no.
This is pretty crazy though, SC2 doesn't have many glitches in it. Finding one is really cool :D
it seems really hard to pull off, so prolly not viable but sometimes a scouting worker could be saved early game against lings
On April 26 2013 09:51 TheRabidDeer wrote: 9/10 SCV gas steal TvP inc "So what you do is you take your 9th and 10th SCV across the map, and build a refinery. Then you cancel it. Then you 5 rax marine rush because all they can have are zealots"
Oh dear god, plz no.
This is pretty crazy though, SC2 doesn't have many glitches in it. Finding one is really cool :D
Well to be honest i would really like it. like the first 5-10 minutes in most games there is nothing to cast or to see... such a neat little micro battle would be awesome xD
But y'know man, I hear marines are pretty imba heh.
As a caster, I would love to see it. As a Protoss player though it would be so annoying >_<
On April 26 2013 09:51 TheRabidDeer wrote: 9/10 SCV gas steal TvP inc "So what you do is you take your 9th and 10th SCV across the map, and build a refinery. Then you cancel it. Then you 5 rax marine rush because all they can have are zealots"
Oh dear god, plz no.
This is pretty crazy though, SC2 doesn't have many glitches in it. Finding one is really cool :D
Well to be honest i would really like it. like the first 5-10 minutes in most games there is nothing to cast or to see... such a neat little micro battle would be awesome xD
But y'know man, I hear marines are pretty imba heh.
As a caster, I would love to see it. As a Protoss player though it would be so annoying >_<
And i heared you can block gas with just a probe..
On April 26 2013 09:51 TheRabidDeer wrote: 9/10 SCV gas steal TvP inc "So what you do is you take your 9th and 10th SCV across the map, and build a refinery. Then you cancel it. Then you 5 rax marine rush because all they can have are zealots"
On April 26 2013 09:51 TheRabidDeer wrote: 9/10 SCV gas steal TvP inc "So what you do is you take your 9th and 10th SCV across the map, and build a refinery. Then you cancel it. Then you 5 rax marine rush because all they can have are zealots"
Oh dear god, plz no.
This is pretty crazy though, SC2 doesn't have many glitches in it. Finding one is really cool :D
Well to be honest i would really like it. like the first 5-10 minutes in most games there is nothing to cast or to see... such a neat little micro battle would be awesome xD
But y'know man, I hear marines are pretty imba heh.
As a caster, I would love to see it. As a Protoss player though it would be so annoying >_<
And i heared you can block gas with just a probe..
Probes can still be hit by melee units when put in the right spot to block the gas though =P
On April 26 2013 10:03 DenTenker wrote: This is really neat. How did you find out about this? Was this an accident?
The explanation is pretty random.
I was in a build order tester and after hitting the benchmark that I wanted to hit I got bored and wanted to see how fast I could bring down my money by canceling structures. I had about 1k so I started doing it with CCs, then once I hit less then 400 I started building and canceling barracks, then supply depots, and then refineries. After a few times I noticed that the scv seemed to stop in the middle, so I tried to repeat the action. Not what you might expect .
On April 26 2013 09:51 TheRabidDeer wrote: 9/10 SCV gas steal TvP inc "So what you do is you take your 9th and 10th SCV across the map, and build a refinery. Then you cancel it. Then you 5 rax marine rush because all they can have are zealots"
Oh dear god, plz no.
This is pretty crazy though, SC2 doesn't have many glitches in it. Finding one is really cool :D
Well to be honest i would really like it. like the first 5-10 minutes in most games there is nothing to cast or to see... such a neat little micro battle would be awesome xD
But y'know man, I hear marines are pretty imba heh.
As a caster, I would love to see it. As a Protoss player though it would be so annoying >_<
And i heared you can block gas with just a probe..
Probes can still be hit by melee units when put in the right spot to block the gas though =P
I mean to block the scv that trying this you just simply block your gas
On April 26 2013 09:51 TheRabidDeer wrote: 9/10 SCV gas steal TvP inc "So what you do is you take your 9th and 10th SCV across the map, and build a refinery. Then you cancel it. Then you 5 rax marine rush because all they can have are zealots"
FFE? The terrans economy would be in shambles. Go nexus first, put down like 4 cannons at the front and thank them for the free win.
I can't imagine this be terribly useful against T or Z due to the early range units but toss requires gas for range so a Terran gas steal would delay or prevent fast tech plays. Nice!
On April 26 2013 09:51 TheRabidDeer wrote: 9/10 SCV gas steal TvP inc "So what you do is you take your 9th and 10th SCV across the map, and build a refinery. Then you cancel it. Then you 5 rax marine rush because all they can have are zealots"
FFE? The terrans economy would be in shambles. Go nexus first, put down like 4 cannons at the front and thank them for the free win.
By the time you have 4 cannons and a nexus you wont have units to defend against 5 rax. I doubt 5 rax would work in reality, but most likely not due to FFE.
EDIT: Keep in mind that protoss heavily relies on sentries to hold early rushes (or stalkers kiting them from the T base). Sentries cost gas.
On April 26 2013 09:51 TheRabidDeer wrote: 9/10 SCV gas steal TvP inc "So what you do is you take your 9th and 10th SCV across the map, and build a refinery. Then you cancel it. Then you 5 rax marine rush because all they can have are zealots"
From my testing, this can be done consistently. The scv doesn't have to move across the center of the refinery, it can just move from one side to an adjacent side and if the refinery is cancelled at the correct time, the scv will be on top of the empty geyser.
On April 26 2013 11:06 Rainling wrote: From my testing, this can be done consistently. The scv doesn't have to move across the center of the refinery, it can just move from one side to an adjacent side and if the refinery is cancelled at the correct time, the scv will be on top of the empty geyser.
perhaps the specific refinery that you were testing works better than most at this? If so, there is a chance that at least 1 of the maps in the map pool have a main where the refinery is equally consistent. That would be interesting.
On April 26 2013 09:51 TheRabidDeer wrote: 9/10 SCV gas steal TvP inc "So what you do is you take your 9th and 10th SCV across the map, and build a refinery. Then you cancel it. Then you 5 rax marine rush because all they can have are zealots"
That is the sickest strat I have ever heard. I want to see someone pull that off now - just not in anything serious. haha
On April 26 2013 09:51 TheRabidDeer wrote: 9/10 SCV gas steal TvP inc "So what you do is you take your 9th and 10th SCV across the map, and build a refinery. Then you cancel it. Then you 5 rax marine rush because all they can have are zealots"
FFE? The terrans economy would be in shambles. Go nexus first, put down like 4 cannons at the front and thank them for the free win.
I think this move could be useful in significantly delaying a protoss from taking their second gas: they have to have a stalker finished + 10 seconds or so before they can start their second gas. So then you force a 1 gate FE and don't have to worry about anything else besides a much later 2 gas.
This would let a terran play a little greedier in that turrets wouldn't need to be built against possible oracle/DTs and scans wouldn't need to be consumed to scout.
hmm would really only work vs toss id imagine but not sure since zerg has queen out before they would ever need to really take a 2nd gas unless u send two scvs but then u just take a gas at the natural xpo
On April 26 2013 11:06 Rainling wrote: From my testing, this can be done consistently. The scv doesn't have to move across the center of the refinery, it can just move from one side to an adjacent side and if the refinery is cancelled at the correct time, the scv will be on top of the empty geyser.
perhaps the specific refinery that you were testing works better than most at this? If so, there is a chance that at least 1 of the maps in the map pool have a main where the refinery is equally consistent. That would be interesting.
I just tested it a bit more, and I think I was wrong. If the scv moves along the outside, you can't do the trick. If it moves through the geyser but not necessarily through the exact center of the geyser, you are able to cancel and have the scv remain on the geyser. This could be what you meant in the op, though.
Edit: Yeah you said "across the middle," I think that's what you meant originally. The general rule I found was that if the scv starts directly next to one of the geyser vents, the scv's path needs cross two vents or go between the two adjacent vents for the scv to remain on the geyser.
On April 26 2013 09:51 TheRabidDeer wrote: 9/10 SCV gas steal TvP inc "So what you do is you take your 9th and 10th SCV across the map, and build a refinery. Then you cancel it. Then you 5 rax marine rush because all they can have are zealots"
FFE? The terrans economy would be in shambles. Go nexus first, put down like 4 cannons at the front and thank them for the free win.
reapers?
I know we are just theory crafting here, but you basically have to have 75 mins to put it down at like 13 supply, commit two scvs to it (meaning you will have two less scvs) and toss can just throw down a forge and either cannon you or nexus first. And there is an off-chance that they see you bring two scvs with their scout, not to mention that there is only a 1/3 chance of it working right away, meaning the probability of it working twice is like ~11%.
I don't see how this could ever work, need to see someone try it, just sounds too ridiculous to ever kill a toss with.
On April 26 2013 09:51 TheRabidDeer wrote: 9/10 SCV gas steal TvP inc "So what you do is you take your 9th and 10th SCV across the map, and build a refinery. Then you cancel it. Then you 5 rax marine rush because all they can have are zealots"
FFE? The terrans economy would be in shambles. Go nexus first, put down like 4 cannons at the front and thank them for the free win.
This is obviously all hypothethical since it sounds like it's a pretty impractical trick to pull off, let alone twice, but I'm pretty sure sending an SCV on 9 or 10 wouldn't get to your base until around when you would put down your gas anyway. And even then, if you see a terran take one of your gasses or even enter your base that early, you can just take the other one immediately and play standard and win off the HUGE delay the terran takes by delaying his build by 150 minerals+ mining time from 9th and 10th scv. Same reason you don't see double gas steals in PvP, since it's impractical and easy to deflect.
On April 26 2013 09:51 TheRabidDeer wrote: 9/10 SCV gas steal TvP inc "So what you do is you take your 9th and 10th SCV across the map, and build a refinery. Then you cancel it. Then you 5 rax marine rush because all they can have are zealots"
FFE? The terrans economy would be in shambles. Go nexus first, put down like 4 cannons at the front and thank them for the free win.
This is obviously all hypothethical since it sounds like it's a pretty impractical trick to pull off, let alone twice, but I'm pretty sure sending an SCV on 9 or 10 wouldn't get to your base until around when you would put down your gas anyway. And even then, if you see a terran take one of your gasses or even enter your base that early, you can just take the other one immediately and play standard and win off the HUGE delay the terran takes by delaying his build by 150 minerals+ mining time from 9th and 10th scv. Same reason you don't see double gas steals in PvP, since it's impractical and easy to deflect.
You also fully sacrifice 150 minerals in PvP and dont have marines.
I made the original post in jest, but it honestly could work in some scenarios. 5 rax rine is a ridiculous number of units to hold off, especially when you have no sentries to FF or stalkers to kite.
On April 26 2013 12:35 j4vz wrote: Blizzard should leave this bug into the game, maybe it will bring some new stuff. Even saving one scv from ling with this technique would make my day
I agree, then we can have T just block every gas on the map to make sure that P can't ever take gas!
On April 26 2013 12:35 j4vz wrote: Blizzard should leave this bug into the game, maybe it will bring some new stuff. Even saving one scv from ling with this technique would make my day
I agree, then we can have T just block every gas on the map to make sure that P can't ever take gas!
P can always make cannons to stop this, but this might still be too strong in tvp. If it's not patched soon we might learn how it impacts the game. If it doesn't lead to some broken strategy it would be a good idea to leave it in the game imo.
On April 26 2013 09:51 TheRabidDeer wrote: 9/10 SCV gas steal TvP inc "So what you do is you take your 9th and 10th SCV across the map, and build a refinery. Then you cancel it. Then you 5 rax marine rush because all they can have are zealots"
FFE? The terrans economy would be in shambles. Go nexus first, put down like 4 cannons at the front and thank them for the free win.
This is obviously all hypothethical since it sounds like it's a pretty impractical trick to pull off, let alone twice, but I'm pretty sure sending an SCV on 9 or 10 wouldn't get to your base until around when you would put down your gas anyway. And even then, if you see a terran take one of your gasses or even enter your base that early, you can just take the other one immediately and play standard and win off the HUGE delay the terran takes by delaying his build by 150 minerals+ mining time from 9th and 10th scv. Same reason you don't see double gas steals in PvP, since it's impractical and easy to deflect.
You also fully sacrifice 150 minerals in PvP and dont have marines.
I made the original post in jest, but it honestly could work in some scenarios. 5 rax rine is a ridiculous number of units to hold off, especially when you have no sentries to FF or stalkers to kite.
I was going to say that it's dumb and you'll never get anywhere because protoss can kill you. Then I realized that if you get both refinery cancels down, protoss literally can't build a single ranged unit unless they expo, build a forge+cannon, or long distance gas mine(very, very inefficient, even for only 50 gas). Then it comes down to whether or not you can survive waves of zealots off 2-4 gates with a significantly worse economy. Forge route means they can't really be offensive, expoing means defending a bunker rush, and attacking into a bunkered ramp with pure zealot is pretty much suicide no matter the number of zealots if they're ready with scv's.
On April 26 2013 09:51 TheRabidDeer wrote: 9/10 SCV gas steal TvP inc "So what you do is you take your 9th and 10th SCV across the map, and build a refinery. Then you cancel it. Then you 5 rax marine rush because all they can have are zealots"
FFE? The terrans economy would be in shambles. Go nexus first, put down like 4 cannons at the front and thank them for the free win.
This is obviously all hypothethical since it sounds like it's a pretty impractical trick to pull off, let alone twice, but I'm pretty sure sending an SCV on 9 or 10 wouldn't get to your base until around when you would put down your gas anyway. And even then, if you see a terran take one of your gasses or even enter your base that early, you can just take the other one immediately and play standard and win off the HUGE delay the terran takes by delaying his build by 150 minerals+ mining time from 9th and 10th scv. Same reason you don't see double gas steals in PvP, since it's impractical and easy to deflect.
You also fully sacrifice 150 minerals in PvP and dont have marines.
I made the original post in jest, but it honestly could work in some scenarios. 5 rax rine is a ridiculous number of units to hold off, especially when you have no sentries to FF or stalkers to kite.
I was going to say that it's dumb and you'll never get anywhere because protoss can kill you. Then I realized that if you get both refinery cancels down, protoss literally can't build a single ranged unit unless they expo, build a forge+cannon, or long distance gas mine(very, very inefficient, even for only 50 gas). Then it comes down to whether or not you can survive waves of zealots off 2-4 gates with a significantly worse economy. Forge route means they can't really be offensive, expoing means defending a bunker rush, and attacking into a bunkered ramp with pure zealot is pretty much suicide no matter the number of zealots if they're ready with scv's.
And countering with some kind of zealot pressure doesnt work because terran can repair their wall endlessly against zealots. I didnt even think about a simple bunker rush followup though.
I actually think going reapers could be more effective than 5 rax marine. If you go 5 rax marine, they can cannon up the front and place a single cannon near the mineral line to kill off the SCVs, allowing the Protoss to tech up. The Protoss is fucked.
On the other hand, if you rush reapers, you could probably make it in time to hit his mineral line, kill probes, and most importantly, deny any cannons near the mineral line. As long as you kill off any pylons/cannons near the mineral line, you have the toss permanently on minerals only.
I have done some basic testing against the ai, and this is what I've got. -constant scv production to 11. -send out first scv at 40 seconds, second scv at 50 seconds. -depot on 10 -both gas at 1:40 (amount of times you have to cancel determines when your barracks goes down(18 mins per cancel), anywhere from 1:50 to 2:10) -finish wall quickly after if you suspect the threat of in base proxy gates. -take advantage of gasless opponent.
Great find, really surprised no one encountered this till now, heh.
On April 26 2013 13:35 Entirety wrote: I actually think going reapers could be more effective than 5 rax marine. If you go 5 rax marine, they can cannon up the front and place a single cannon near the mineral line to kill off the SCVs, allowing the Protoss to tech up. The Protoss is fucked.
On the other hand, if you rush reapers, you could probably make it in time to hit his mineral line, kill probes, and most importantly, deny any cannons near the mineral line. As long as you kill off any pylons/cannons near the mineral line, you have the toss permanently on minerals only.
Yeah, a reaper build would be pretty much invincible. One reaper can kill zealots and probes indefinitely!
No need to worry Protoss. There is a simple solution. Just build the assimilator right over the SCV.
The bug gets the SCV stuck in some sort of special building hover mode which prevents collision with buildings. So, since the SCV doesn't collide with buildings, you can throw down a building on top of him anyways. In this case, a refinery/extractor/assimilator.
At best, this is a way to keep an SCV in an enemy base without being hit until the opponent gets a ranged unit. However, it can't block anything.
On April 26 2013 13:50 RenSC2 wrote: No need to worry Protoss. There is a simple solution. Just build the assimilator right over the SCV.
The bug gets the SCV stuck in some sort of special building hover mode which prevents collision with buildings. So, since the SCV doesn't collide with buildings, you can throw down a building on top of him anyways. In this case, a refinery/extractor/assimilator.
At best, this is a way to keep an SCV in an enemy base without being hit until the opponent gets a ranged unit. However, it can't block anything.
It does not block the ai, strangely enough, but it does block another opponent in a real game. edit: to clarify, there is a special technique where if you dont have vision of the vespene geyser when you issue the build command your probe will ignore any units blocking the placement.
On April 26 2013 09:51 TheRabidDeer wrote: 9/10 SCV gas steal TvP inc "So what you do is you take your 9th and 10th SCV across the map, and build a refinery. Then you cancel it. Then you 5 rax marine rush because all they can have are zealots"
On April 26 2013 13:50 RenSC2 wrote: No need to worry Protoss. There is a simple solution. Just build the assimilator right over the SCV.
The bug gets the SCV stuck in some sort of special building hover mode which prevents collision with buildings. So, since the SCV doesn't collide with buildings, you can throw down a building on top of him anyways. In this case, a refinery/extractor/assimilator.
At best, this is a way to keep an SCV in an enemy base without being hit until the opponent gets a ranged unit. However, it can't block anything.
You shouldn't be losing your scouting SCV to any melee units early game anyway
On April 26 2013 11:45 xNSwarm wrote: but you can put multiple scvs on a single vespene geyser. If you ever wanted to have a party in a refinery or something.
Somebody please get Carbot to make a video based on this.
http://drop.sc/327836 Replay of me doing this against a gold protoss. I steal both his gas and he goes 2gate forge. Please pardon the terrible reaper micro, but you get the idea.
It seems like this isn't a threat against good toss who correctly block their gas, but below diamond it seems to have a decent win rate.
On April 26 2013 09:51 TheRabidDeer wrote: 9/10 SCV gas steal TvP inc "So what you do is you take your 9th and 10th SCV across the map, and build a refinery. Then you cancel it. Then you 5 rax marine rush because all they can have are zealots"
Oh god yes. I don't even play bio, but REVENGE!!! :D
On April 26 2013 09:51 TheRabidDeer wrote: 9/10 SCV gas steal TvP inc "So what you do is you take your 9th and 10th SCV across the map, and build a refinery. Then you cancel it. Then you 5 rax marine rush because all they can have are zealots"
On April 26 2013 09:51 TheRabidDeer wrote: 9/10 SCV gas steal TvP inc "So what you do is you take your 9th and 10th SCV across the map, and build a refinery. Then you cancel it. Then you 5 rax marine rush because all they can have are zealots"
Thank you for the idea :V
I'd just expand and build cannons lol.
Pretty sure 5 rax marines overpowers cannons. I could be wrong I suppose, but I believe it does.
On April 26 2013 09:51 TheRabidDeer wrote: 9/10 SCV gas steal TvP inc "So what you do is you take your 9th and 10th SCV across the map, and build a refinery. Then you cancel it. Then you 5 rax marine rush because all they can have are zealots"
Thank you for the idea :V
I'd just expand and build cannons lol.
Pretty sure 5 rax marines overpowers cannons. I could be wrong I suppose, but I believe it does.
They don't, unless P wasn't expecting it and only has like 1 cannon.
Probably a reaper follow up would be best. In WOL the only thing that truly hardcountered nexus first tvp fwas proxy 2rax which is not possible with this. Any pre medivac timing can be held easily with cannons zealots and probe pull. I've done it hundreds of times. But since it wasn't a popular build chances are protosses suck at executing it. However the faster reaper in hots could probably deal with it easily. I want to see a good game where someone uses this before it gets patched! Get to work terrans!
On April 27 2013 07:49 xNSwarm wrote: http://drop.sc/327836 Replay of me doing this against a gold protoss. I steal both his gas and he goes 2gate forge. Please pardon the terrible reaper micro, but you get the idea.
It seems like this isn't a threat against good toss who correctly block their gas, but below diamond it seems to have a decent win rate.
If I were you I would not post this. Blizz can ban people that uses glitch.
On April 27 2013 07:49 xNSwarm wrote: http://drop.sc/327836 Replay of me doing this against a gold protoss. I steal both his gas and he goes 2gate forge. Please pardon the terrible reaper micro, but you get the idea.
It seems like this isn't a threat against good toss who correctly block their gas, but below diamond it seems to have a decent win rate.
If I were you I would not post this. Blizz can ban people that uses glitch.
You're way off the mark. Blizzard has real hacks to ban. Give this exposure!
On April 26 2013 09:51 TheRabidDeer wrote: 9/10 SCV gas steal TvP inc "So what you do is you take your 9th and 10th SCV across the map, and build a refinery. Then you cancel it. Then you 5 rax marine rush because all they can have are zealots"
Oh dear god, plz no.
This is pretty crazy though, SC2 doesn't have many glitches in it. Finding one is really cool :D
Well to be honest i would really like it. like the first 5-10 minutes in most games there is nothing to cast or to see... such a neat little micro battle would be awesome xD
Problem is that if it works there is no micro battle, the terran simply wins because the protoss cannot tech. They'd have to get cannons, and place those cannons near the geysers or expand. Both of which would put the toss so far behind it's simply game breaking.
Neat little trick, but expect it to be patched out the second it gets complained about by a pro.
About time this happened. As a BW terran, I was so pissed off when a stupid little probe would come into my base and gas steal only to cancel. TAKE THAT TOSS
It would be beautiful to see blizzard embarrassed by having this done in a widely broadcast pro game. Even better if a terran could win the game because of it.
On April 27 2013 09:57 LightRain wrote: About time this happened. As a BW terran, I was so pissed off when a stupid little probe would come into my base and gas steal only to cancel. TAKE THAT TOSS
only to cancel and take it again ... and again ... and again ... then came the dragoons. I loved the gosu probe vids though.
can prevent the SCV from building though on most gases, so not really an issue for anyone knowing about this. Gas steals in sc2 just don't work well, because no one needs gas at all cost or can easily grab one before you can grab 2. So they are just opportunity grabs.
Unlike BW, where a Terran needed to rush for the Siege tank or Spider mines fast or die.
On April 27 2013 10:13 padfoota wrote: You guys do know if you wanted to gas block your opponent that badly you can just hug the geyser >_>? You can also prevent gas steals by doing that
The idea behind this is that you cant kill the SCV though. You can just use 2 probes to build the gas if you just hug the geyser (or simply take the other one).
On April 27 2013 10:13 padfoota wrote: You guys do know if you wanted to gas block your opponent that badly you can just hug the geyser >_>? You can also prevent gas steals by doing that
The idea behind this is that you cant kill the SCV though. You can just use 2 probes to build the gas if you just hug the geyser (or simply take the other one).
seems like the idea is defeated as other people are posting geysers being built on top of the scv...
On April 27 2013 10:13 padfoota wrote: You guys do know if you wanted to gas block your opponent that badly you can just hug the geyser >_>? You can also prevent gas steals by doing that
The idea behind this is that you cant kill the SCV though. You can just use 2 probes to build the gas if you just hug the geyser (or simply take the other one).
seems like the idea is defeated as other people are posting geysers being built on top of the scv...
again, this only works against the ai. Against a real opponent the scv will block all building construction.
This definitely does not need a fix. If the protoss player is smart enough, he can just take 2 probes and "hug" both gas geysers on hold position, then the terran wont be able to build a refinery.
On April 27 2013 11:14 ( bush wrote: This definitely does not need a fix. If the protoss player is smart enough, he can just take 2 probes and "hug" both gas geysers on hold position, then the terran wont be able to build a refinery.
lol I play zerg so this doesn't affect me and I'm pretty sure Blizz is gonna patch this. There is no way this is balanced for toss players.
What? How is it imbalanced for Protoss? Is it really hard to do what i just said? You just pull 2 fucking probes pal. If you cant do this, you deserve losing.
On April 27 2013 11:14 ( bush wrote: This definitely does not need a fix. If the protoss player is smart enough, he can just take 2 probes and "hug" both gas geysers on hold position, then the terran wont be able to build a refinery.
lol I play zerg so this doesn't affect me and I'm pretty sure Blizz is gonna patch this. There is no way this is balanced for toss players.
There is no way this is considered an interesting game mechanic anyway It's a bug, and a boring one at that.
I don't want to see this patched. The moment you see 2 SCV's enter the base at that timing there is basically one thing they could be going for, apart from in your face double proxy raxing. The moment you see 2 SCV's enter vision, cancel the building probe and take a gas, problem solved.
Can the SCV still move around after he's in the middle of the geyser?
Only real practical application I can see is saving the SCV for a scout from zerglings in TvZ, or at least baiting all the zerglings to focus on it while you send another scout.
this build just got featured on Will Cheese Fail on possibly "the most epic When/Will cheese fail game of all time". http://www.twitch.tv/lifesaglitchtv/c/2221889 Part of the hilarity is from the surprise of seeing the trick for the first time, but it is a good game none the less.
Why shouldn't this be patched? This most likely isn't an intentional mechanic by Blizzard and it adds nothing to the game. Yes it can be stopped easily but that isn't exactly the argument for keeping a glitch in the game...
On May 07 2013 03:54 bbfg wrote: Why shouldn't this be patched? This most likely isn't an intentional mechanic by Blizzard and it adds nothing to the game. Yes it can be stopped easily but that isn't exactly the argument for keeping a glitch in the game...
Little micro wars that are in the game because of glitches and unintended use of mechanics add something interesting to the game, actually. And besides, why remove it when it's so easy to stop?
I agree if a dev is really bored it can be patched. But it is probably somewhere close to the bottom of the todo list, and patching is also brings a risk of unintended consequences.
On May 07 2013 03:54 bbfg wrote: Why shouldn't this be patched? This most likely isn't an intentional mechanic by Blizzard and it adds nothing to the game. Yes it can be stopped easily but that isn't exactly the argument for keeping a glitch in the game...
Worker tricks and glitches like this have a history in SC, even approved ones by KeSPA. I would be willing to bet a good portion of some classic game elements were not intended but found by players. Some of them are pretty funny too: Competitive Rules
Approved Glitches
Units pressed through Drops to defuse mines Mineral walk Hold lurker Larvae Move
Illegal Glitches
Cargo glitch Flying drones and templars Terran sliding buildings A bug which allows your units to remain stacked while moving/attacking Allied mines
Some were more abusive than others and beyond the musings about double gas blocking toss with SCVs I really don't see it having a huge impact on anything beyond slightly delaying an SCVs death at a cost of 25 Minerals for the cancel. Not to mention it isn't doable 100% of the time. Just a funky trick. If they patch it fine, if not, I am not losing sleep about it.
Standard gas steal can be dealed with zealots but this one can't. Even if it occurs rarely but what is a protoss supposed to do after double gas block with scv's?
On May 07 2013 06:40 Yrr wrote: Standard gas steal can be dealed with zealots but this one can't. Even if it occurs rarely but what is a protoss supposed to do after double gas block with scv's?
The Op says that he has trouble reproducing it consistently, so this is hopefully fairly unlikely. As an aside, it's typical to take your other gas immediately if one of them is stolen so this (or another type of block) cannot occur.
If you see 2 SCVs coming just make an extractor and you will not have trouble so just react correctly and you are fine.
If they actually get the thing up as Zerg just make a queen and it will kill the SCVs. If you are protoss make a forge and an expansion and you will be fine. If you are terran just make a marine and you are fine.