Staredit Network > Forums > SC2 General Discussion > Topic: Crushing with Terran buildings?
Crushing with Terran buildings?
Aug 6 2018, 3:17 pm
By: UndeadStar  

Aug 6 2018, 3:17 pm UndeadStar Post #1


I just finished some tests on the behavior of landing with Terran buildings in Starcraft 1 Brood War.
Here are the results:
-If the building need to move to reach the landing point, and an unit get in landing zone before, you will get an audio message "landing sequence interrupted" (but no text), and the landing won't be done.
-If the building is already at right position, start landing, and you quickly slip an unit under, the building will land, and the unit will start moving to get away (like a SCV that just finished building something)
-If the building is already at right position, start landing, and you quickly slip a tank that will go in siege mode, a zerg that will burrow, or a spider mine deployed by a vulture, then that unit will get destroyed.
-If the building is already at right position, start landing, you quickly slip an unit under, then use Lockdown, Stasis Field or Maelstrom, the unit will ignore the special status and move to get away after the landing (could be considered a bug I guess)

Now based on the section, you may have guessed my question, but how does it work in Starcraft 2?
The most boring, but possible answer, would be that now the landing sequence can be interrupted and reversed at any point and this is what always happen, but even if it's that, I still want to know.


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[07:23 pm]
NudeRaider -- seems like roybot has upgraded its helper module
[02:18 pm]
Roy -- Glad to help!
[02:15 pm]
Lost_Angel -- Thanks Roy for help so much
[2019-3-21. : 10:42 pm]
pallfy -- use bgh
[2019-3-21. : 10:40 pm]
pallfy -- Wow thanks
[2019-3-21. : 10:18 pm]
Suicidal Insanity -- On game start you could detect who is at which start location, store that in switches / dcs, and use that to permanently force alliances. Lots of combinations though
[2019-3-21. : 9:43 pm]
MTiger156 -- That 2v2v2v2 mapping problem does sound like an interesting challenge. Its worth putting some experimentation into. I could make an example map for combining locked alliances (based on lobby forces) + random start location. Though an EUD solution would be the most efficient, I will avoid that for the sake of simplicity.
[2019-3-21. : 8:53 pm]
NudeRaider -- *compromises
[2019-3-21. : 8:52 pm]
NudeRaider -- pallfy
pallfy shouted: thanks, but that sounds complicated
well, that's the gist of sc mapping. Either accept the limits sc sets for you and work within those parameters, or get creative and find complicated solutions to achieve what you want. The latter can be most satisfying. Sometimes comprised are inevitable though. Also see my respnse in the thread.
[2019-3-21. : 8:13 pm]
pallfy -- thanks, but that sounds complicated
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