Nexus / building placement causing stuck probes? - Page 4
Forum Index > SC2 General |
SkaPunk
United States471 Posts
| ||
dAPhREAk
Nauru12397 Posts
On March 14 2013 18:15 JustPassingBy wrote: Is the same true for Hatches and Command Centers? I remember seeing somtehing like that playing the campaign. i have had it happen with hatches when i do two hatch next to each other and a spawning pool at the right spot. i dont recall ever seeing it with ccs, but i dont usually build close to the cc with terran. | ||
xsnac
Barbados1365 Posts
On March 15 2013 02:07 SkaPunk wrote: This didnt happen in WoL? It happened to me like every fucking game. I stopped building around my nexus lol. this . and is VERY VERY VERY frustrating | ||
Nerski
United States1095 Posts
Meaning the fact you could change the exit point with buildings may not have been 'working as intended' so they simply shrunk the base nexus size so P would have to operate the same as Z or T. Both of which if you place buildings near your CC/Hatch you can trap drones/scv's queens. At least as far as I know there was no way for Z/T to place buildings to force a worker out a different side of your command structure. | ||
Blacklizard
United States1194 Posts
So do this (N=Nexus, P=pylon, G=gate): NNN NNN PGPGG Dont do this: NNN NNNP PGPPPG | ||
Cyro
United Kingdom20154 Posts
This is what nexus looks like, green is available build grid. Gaps are what used to be pathfinding anomalies - but now get units stuck too, even obnoxiously seeming to make them teleport into the gaps when it looks like one of the last places the unit would pop out Both of which if you place buildings near your CC/Hatch you can trap drones/scv's queens You are mistaken, zerg work with larvae (which is a different mechanic) and terrans can (could) put 3 barracks against the cc corner without a gap in build grid and scv's would spawn elsewhere. Its the same as rallying a rax south - if you have 3 barracks in a vertical line, the marine will pop out of the bottom of the bottom barracks - but the ones in the middle and top will be rerouted to the side. It's slightly different, but still applies.If one hex is blocked, they just come out of another hex unless there is not a hex available adjacent or diagonally (for a small unit) but in this case, the nexus misses 1 hex from each corner in collision for walling but NOT in the build grid - it's not registered as being blocked any more, because with the 2.0 update, the corner of the nexus (which is blocked on build grid but not collision) is no longer registered as being blocked. If you block a part that is not the corner and try to rally through it, the probes will pop out of another part of the nexus - which tells us they did not force workers to spawn at one point like suggested. You could not trap scv's or probes unless you had hexes (adjacent or diagonal) available in the build grid but cut off from the "outside world" - Now, the corners count as viable spawn positions because of their wonky nonexistant collision but presence in the build grid, which is messy. | ||
Reborn58
United States238 Posts
| ||
viasacra89
United States134 Posts
| ||
tar
Germany991 Posts
On March 15 2013 04:37 viasacra89 wrote: Hasn't this always been around? Just sim-city better... sometimes it helps to read the OP and/or the last couple of posts in a thread u post in...just look 2 posts above yours... | ||
HornyHydra
Taiwan222 Posts
http://www.reddit.com/r/starcraft/comments/19wakj/has_this_been_happening_to_any_other_tosses_much/ It happens to Terrans too when they put Command Centers or Barracks too close together. I just to try leave a 1 hex gap between my buildings, it's a bit of a pain and takes up more space but that's what I'm doing until Blizzard fixes this. | ||
EtherealDeath
United States8366 Posts
| ||
megapants
United States1314 Posts
| ||
playa
United States1284 Posts
| ||
Tiwo
Netherlands306 Posts
| ||
2v2levels
United States88 Posts
| ||
Cress
United States212 Posts
| ||
A-BomB
Ireland79 Posts
| ||
robopork
United States511 Posts
| ||
Proof.
535 Posts
On March 14 2013 19:43 Cyro wrote: It has NOT been in the game since the beginning, it was possible to trap probes, sure. But it NEVER happened if you had every square on the build grid occupied around a corner - the probes simply would not spawn there. They would spawn on the other sides/corners of the nexus. Yea I remember this is how it used to be. Unless you built buildings hugging all four walls of a nexus, the probe would find a away out of the nexus thru an "opening." Your follow-up post very nicely explains what exactly changed in one of the recent patches to all those not in the know. On March 14 2013 19:16 Aervhorn wrote: Is it just me who really doesn't notice Idle Workers with the new UI? Also I have trouble adjusting my eyes to look where they put the new in-game timer clock... There was a whole thread on it. http://www.teamliquid.net/forum/viewmessage.php?topic_id=397665 tldr: blizzard knows about it and they will do something about it in an upcoming patch. | ||
JKM
Denmark419 Posts
On March 14 2013 16:40 QzYSc2 wrote: have exact same issue. mass recall gets your units stuck in them aswell as you cant decide their teleport direction (unlike wc3) In the defense of SC2, in WC3 I have experienced getting units stuck in the forests surrounding your base if there were small gaps in them (played nelf, so the trees were preserved!) when teleporting a large army towards the forest edge (unprecise minimap teleport :-)). | ||
| ||