Yesterday I was looking for an article about magic boxes and unfortunately there isn't one for SC2.
If any future magic boxes wiki article creator is reading this than I can give you screenshots of numbers of all flying units that fit in the magic box and move without breaking the formation. This is something I did for my [D] Stacking air units in SC2 thread but never updated it with that.
What did become aware of though were articles in Miscellaneous section and 3 of them really caught my attention. Those are:
List of songs about StarCraft
This is extremely helpful because I like SC related songs. AND I had no fucking idea there is so many of them!!! Some of the songs:
This song needs to be added to the list btw.
http://kenashcorp.bandcamp.com/track/artosis
late, late edit, I've got to add this song to the list
Oddities
I did not know that: (warning the list is long )
+ Show Spoiler +
- You can pick up Larva and Zerg eggs with Graviton Beam.
- A Sentry can stop a Ghost from nuking by using Forcefields to push him far enough away from the target point.
- Invisible units like cloaked Ghosts and Dark Templars become visible for the time they are lifted by the Phoenix's ability Graviton Beam.
- Chrono Boost will increase the speed at which Terran buildings fly. This requires an Infestor to Neural Parasite a Probe to build a Nexus, and an SCV to build a Command Center.
- Ctrl+Clicking on the Idle Worker icon will select all idle workers at once.
- Hallucinatory Phoenix can chew through a Point Defense Drone's energy very quickly.
- Void Rays retain their charge during a mass recall.
- You can recall Warp Prisms in their Phase Mode.
- Enemies can hear the sound of you Chrono Boosting if nearby.
- Chronoboosting gateways while they turn into warpgates will speed up the transformation. Works both ways.
- If you use the move command to order an SCV to follow a specific unit, it will follow it and repair it automatically, provided you have set Repair to Autocast.
- Auto-turrets from the Raven benefit from the Building Armor upgrade. (I knew this is true in Desert Strike 1338 UMS but didn't know about this being true in normal games)
- The Raven's Seeker Missile can target one of your cloaked units, allowing you to make kamikaze runs with cloaked Ghosts or Banshees. (makes sense I guess)
- Siege Tanks vision distance is less than their firing range in Siege Mode.
- SCVs loaded into a Command Center or Planetary Fortress will survive when the building is destroyed, though not if the Command Center is flying at the time.
- Terrans can use their Orbital Command to supply drop on an ally's Supply Depots.
- You can queue the rally points for a building, allowing you to rally a Barracks to multiple Bunkers to load them up automatically. (I knew about this but never thought about this specific use)
- You can unload units from buildings such as the Command Center or Bunker directly into a Medivac, but you cannot unload units from a Medivac directly into these buildings.
- If you set repair to Autocast on an SCV, you can order them to attack-move to a location, and then queue a command to return to gathering resources. They will automatically repair everything within range while attack-moving, and then return to work.
- Bunkers with the Neosteel Frame upgrade still show the model of the Bunker without that upgrade in the last moments of Salvage.
- The Hatchery provides less vision than its creep generation radius. A Hive, however, sees further than it can spread creep.
- You can never have more than 19 larvae at a single zerg Hatchery.
- Two or three burrowed Banelings with Unburrow set to autocast can instantly destroy a hatchery as it is being morphed in at an expansion. Enable Building Attack must be set prior to burrowing the Banelings.
- Banelings will kill larvae in one shot.
- While morphing to an Overseer, an Overlord has 2 additional armor and is not an Armored unit.
- A Neural Parasited Drone cannot morph into a building.
- Overlords that are using the Generate Creep ability will continue to generate creep even if you no longer have a Lair or Hive. They will lose the ability only when ordered to stop generating creep.
- If you don't set your waypoint at a hatchery, eggs will sit at 100% completion indefinitely should the hatchery be blocked by too many units.
- Banelings have a kill counter and an attack speed.
- If a Baneling explodes while being Graviton-Beam'd it will do damage to non-friendly units on the ground below it, but not in the air around it.
- Unburrow can be auto-casted for the following units when burrowed: Zerglings, Banelings, Roaches, Hydralisks, Ultralisks, Queens and Infested Terrans. They'll automatically unburrow when an enemy ground unit comes into attacking range. (so it's not only banes?)
- Temporary Zerg units, namely Infested Terrans, Changelings and Broodlings, can neither enter a Nydus Network, Nydus Worm nor an Overload with Ventral Sacs.
Pro gear
Pro gear of 48 players.
Micro tricks
For example:
Quickly spread out workers from mineral line
1. Select all workers
2. s to stop workers
3. Rapidly press F1 and right click various locations in the base
Siege Tank Leapfrog 1
1. Select Tank(s)
2. Right click destination
3. Shift-E
Siege Tank Leapfrog 2
1. Select Tank(s)
2. Hold Shift
3. D Right click destination E
4. Release Shift
Warp Lift (Warp prism elevator)
1. Move Warp Prism just above a cliff (on high ground but right next to cliff)
2. Warp Prism in phase mode
3. Right click units to warp prism
4. Select Warp Prism
5. D click anywhere on the ground next to warp prism
6. Back to 3. until all units are on high ground