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Buildings not immune to stun-knockback #20

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insunaa opened this issue May 30, 2016 · 2 comments
Open

Buildings not immune to stun-knockback #20

insunaa opened this issue May 30, 2016 · 2 comments

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@insunaa
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insunaa commented May 30, 2016

Still requires some more testing (see my thread on moddota).
What I can confirm: At least the Garage can be moved around by using the knockback of the stun skill.

To make this work, your garage needs to be below 50% health and you have to get one of your own peons to deny the garage. Every time stun procs, the garage is knocked back. So far I could only test this with bots, so not really a controlled environment and my tests were pretty poor (I accidentally spawntrapped my peons but because bots don't target buildings until they killed all non-building units and the building hitbox made my peons inaccessible, the enemy peons just swarmed around my base doing basically nothing)

I have yet to confirm if the Garage can be moved outside of the platform or if other buildings (such as the towers are also affected), but if they can, this is potentially gamebreaking (imagine you move the garage behind the teleport barrier, nobody can attack it then)

Edit: OK, I tested it and I can move my Garage out of the attackable range of regular units, it's basically unkillable.
pmp_bug

Bots are totally thrown for a loop by this:
pmp_loop

I'm sorry for the pun :(

@MNoya
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MNoya commented May 30, 2016

Nice find! Almost too hilarious too fix 😄

@insunaa
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insunaa commented May 30, 2016

I just did a bit more extended testing, if you spawn in the bottom left, you can use this to push the garage outside of the map entirely (it's not targetable, but units still spawn and properly walk into the map).

It could be pretty devastating, but it requires assistance of someone else to work, so it's unlikely to be used in a public game.

I think it's pretty funny, tho, too ;)

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