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[G] Starcraft Glitches, Tricks, Tips, Etc. - Page 2

Forum Index > BW General
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CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2008-02-19 23:24:25
February 17 2008 05:33 GMT
#21
Not sure if this works for other flyable bldgs still too?

Funny CC (SCV in Transit)
Fly a CC with a SCV qued up for a short time.
Quickly press 'S' and 'L' (or is it L/S?) on a Command Center. The SCV will be queued up and ready to come out as soon as you land somewhere.
Also, you can land but as you land- Shift click+Move, the CC will lift back up and the SCV will build while you fly around the command center. After a few seconds he will pop out and the command center will look as if its landed, but its still in the air.
Works in all patches afaik.

PS- does the upgrade at shop thing work still too?
..and then I would, ya know, check em'. (Aka SpoR)
Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
February 17 2008 06:01 GMT
#22
On February 17 2008 14:33 CharlieMurphy wrote:
Not sure if this works for other flyable bldgs still too?

Funny CC (SCV in Transit)
Fly a CC with a SCV qued up for a short time.
Quickly press 'S' and 'L' (or is it L/S?) on a Command Center. The SCV will build while you fly around the command center. After a few seconds he will pop out and the command center will look as if its landed, but its still in the air.
Works in all patches afaik.

PS- does the upgrade at shop thing work still too?

Yes, I called that the sliding building but it's the same thing
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
February 18 2008 07:10 GMT
#23
Crush Interceptors
-Use terran buidlings to destroy Carrier Interceptors.
-By lifting and landing terran buildings you can crush/destroy interceptors as they fly around attacking your base.
Works for patches when they fixed the tank under buildings(1.05?) up until 1.09b?
..and then I would, ya know, check em'. (Aka SpoR)
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
February 18 2008 08:28 GMT
#24
On February 15 2008 01:48 MasterOfChaos wrote:
Fast carrier attack
When the interceptors have to leave the carrier, that takes some time (about 1-2 seconds).
But as long as you keep your carriers moving, the interceptors keep trailing behind the carrier. (You can see the dark interceptor-shaped shadow, and in some directions even the interceptors themselfes.)
When the interceptors are trailing behind the carrier, and you issue an attack order, all of them instantly launch at the target.
So when doing hit&run make sure you don't stand still after the interceptors returned to the carrier. While they are attacking you can stand still(If you don't care about being killed by golis&co)
-Works with all versions


Nice!
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
Funchucks
Profile Joined June 2007
Canada2113 Posts
February 18 2008 13:21 GMT
#25
I've heard that valkyries stop launching missiles when there are too many units on the screen (esp. interceptors from mass carriers).

Is that an old glitch, a pure myth, or something that still applies?
I serve my houseguests slices of butter.
Mnemosyne
Profile Joined February 2008
Canada54 Posts
February 18 2008 13:36 GMT
#26
good, never gets old
Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
February 18 2008 18:10 GMT
#27
On February 18 2008 22:21 Funchucks wrote:
I've heard that valkyries stop launching missiles when there are too many units on the screen (esp. interceptors from mass carriers).

Is that an old glitch, a pure myth, or something that still applies?

That's due to a sprite limit. It effects any unit with a sprite attack (dragoon, battlecruiser, etc) and even some regular units when the sprite limit is maxed. Happens a lot in UMS like evolves or mass games, or when some noob mapper puts way too many doodads on the map.
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
February 19 2008 23:04 GMT
#28
On February 19 2008 03:10 Superiorwolf wrote:
Show nested quote +
On February 18 2008 22:21 Funchucks wrote:
I've heard that valkyries stop launching missiles when there are too many units on the screen (esp. interceptors from mass carriers).

Is that an old glitch, a pure myth, or something that still applies?

That's due to a sprite limit. It effects any unit with a sprite attack (dragoon, battlecruiser, etc) and even some regular units when the sprite limit is maxed. Happens a lot in UMS like evolves or mass games, or when some noob mapper puts way too many doodads on the map.


yea, thats why marines are almost always best to use in defense games. They are the least effected by the glitch. Just like any other unit they still can 'miss' because there are still a few firing animations on the marine. 2 little flashes of light on the gun muzzle and the sparks on the unit its hitting. So he will look like hes firing but no 'sparks' hitting the unit. This kinda thing happens commonly with firebats (especially in bunker) where they are firing at odd angles but its not even really there/doing damage.
..and then I would, ya know, check em'. (Aka SpoR)
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
February 19 2008 23:12 GMT
#29
Lurker Stacking
-Burrowing Lurkers on top of one another to attack as one.
-Burrow each lurker on top of each other one by one by moving onto the previous burrowed lurker, repeat as neccessery (I hate this word). It is best used in combination with 'Hold Lurker' for ambushes or on top of ramps/cliffs.
-Works for all patches
..and then I would, ya know, check em'. (Aka SpoR)
Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
February 19 2008 23:41 GMT
#30
On February 20 2008 08:12 CharlieMurphy wrote:
Lurker Stacking
-Burrowing Lurkers on top of one another to attack as one.
-Burrow each lurker on top of each other one by one by moving onto the previous burrowed lurker, repeat as neccessery (I hate this word). It is best used in combination with 'Hold Lurker' for ambushes or on top of ramps/cliffs.
-Works for all patches

using patrol helps getting the lurkers directly on top
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
AltaiR_
Profile Blog Joined February 2007
Korea (South)922 Posts
Last Edited: 2008-02-19 23:45:00
February 19 2008 23:43 GMT
#31
Build in Midair/Without an Addon
-This requires quick manuevering and only lifting buildings. Select a liftable building and liftoff, and make a unit right at the moment of lift. (Ex: Select a Factory, press LTTTTTTTTTTTT, to create a queue of a tank while lifting up.) Land back down in a spot you wish to make a tank without making a machine shop. (Useful for assholes who put tanks on cliff.)
-To further this technique, after tank is in queue in midair, land the factory, but while it is landing, right click anywhere besides the factory, this will make the factory lift back up, but the queued unit will still be making in midair. You can move the building while it is making, but when the unit is finished creating, it will spawn at where you lifted the building off.
(Note that both of these techniques are illegal to use in tournaments.)
Translator
Equinox_kr
Profile Blog Joined December 2006
United States7395 Posts
February 20 2008 00:45 GMT
#32
On February 20 2008 08:41 Superiorwolf wrote:
Show nested quote +
On February 20 2008 08:12 CharlieMurphy wrote:
Lurker Stacking
-Burrowing Lurkers on top of one another to attack as one.
-Burrow each lurker on top of each other one by one by moving onto the previous burrowed lurker, repeat as neccessery (I hate this word). It is best used in combination with 'Hold Lurker' for ambushes or on top of ramps/cliffs.
-Works for all patches

using patrol helps getting the lurkers directly on top


Really? I just clicked past the burrowed one and then clicked on top of it and then the unburrowed Lurker would just move right on top.

This could be the result of delay on B.Net, I've only done this on Individual Lurker Defense .. hmm
^-^
Kau *
Profile Joined March 2007
Canada3500 Posts
February 20 2008 00:49 GMT
#33
It works in lan/single player too. That's how I do it too, since there's no chance of timing "u" wrong when using patrol.
Moderator
il0seonpurpose
Profile Blog Joined January 2007
Korea (South)5638 Posts
February 20 2008 02:54 GMT
#34
To use goons most effectively, use patrol when attacking, I saw Bisu do this, am I wrong?
For goliaths, use hold position.
Anybody know how to use marines, like the pivot-attack, then running again? It's useful if you're getting rushed by zerglings.

And how come some glitches or w/e are okay but others arent? There's one I saw, it was on Loki II, somehow, I think it was ForGG, he somehow got an scv through the Nal_ra's base even though he had two probes on it. The officials reviewed it and ForGG got a loss, letting nal_ra advance. That glitch doesn't even sound that bad...
pyrogenetix
Profile Blog Joined March 2006
China5094 Posts
Last Edited: 2008-02-20 03:12:18
February 20 2008 03:08 GMT
#35
On February 20 2008 11:54 il0seonpurpose wrote:
To use goons most effectively, use patrol when attacking, I saw Bisu do this, am I wrong?
For goliaths, use hold position.
Anybody know how to use marines, like the pivot-attack, then running again? It's useful if you're getting rushed by zerglings.

And how come some glitches or w/e are okay but others arent? There's one I saw, it was on Loki II, somehow, I think it was ForGG, he somehow got an scv through the Nal_ra's base even though he had two probes on it. The officials reviewed it and ForGG got a loss, letting nal_ra advance. That glitch doesn't even sound that bad...

that one involved using a worker carrying a clump of minerals and hitting the c button (return Cargo) and you could jump over a block of two probes. banned because it makes the two worker block useless.

VP-Reaver
Good to get a scarab hit into places that are far away.

VP stands for V position. The dragoons make a V shape.
Position 5 dragoons between reaver and target.
have reaver shoot a scarab at a zealot.
run zealot in to enemy clump (hydras, workers, sunkline etc).
dragoons should delay scarab pathing enough for zealot to cover a sizeable distance, turning him into a suicide bomber.

there was a thread by MDT on this one with a video but I can't find it.

ah here it is



original thread

http://www.teamliquid.net/forum/viewmessage.php?topic_id=65620

Not really such an advanced trick but useful sometimes. If you have shuttle and whatever you can drop and quickly load again to force enemy reaver to fire, then you can either run in attack kill reaver or storm or drop own reaver.
Yea that looks just like Kang Min... amazing game sense... and uses mind games well, but has the micro of a washed up progamer.
poebae
Profile Joined January 2008
Australia109 Posts
February 20 2008 04:08 GMT
#36
On February 14 2008 22:40 Equinox_kr wrote:
Stacking Air Units
-Group with the air units at least one non-air unit. For example, if I wanted to stack Mutalisks I would grab 11 Mutalisks and 1 Overlord.

A non-air unit like an Overlord?!
paper
Profile Blog Joined September 2004
13196 Posts
February 20 2008 04:51 GMT
#37
On February 20 2008 09:45 Equinox_kr wrote:
Show nested quote +
On February 20 2008 08:41 Superiorwolf wrote:
On February 20 2008 08:12 CharlieMurphy wrote:
Lurker Stacking
-Burrowing Lurkers on top of one another to attack as one.
-Burrow each lurker on top of each other one by one by moving onto the previous burrowed lurker, repeat as neccessery (I hate this word). It is best used in combination with 'Hold Lurker' for ambushes or on top of ramps/cliffs.
-Works for all patches

using patrol helps getting the lurkers directly on top


Really? I just clicked past the burrowed one and then clicked on top of it and then the unburrowed Lurker would just move right on top.

This could be the result of delay on B.Net, I've only done this on Individual Lurker Defense .. hmm


iirc, you can right click directly under the black burrowed sprite and itll go exactly on top of the lurker
Hates Fun🤔
Seraphim
Profile Blog Joined March 2006
United States4467 Posts
February 20 2008 04:56 GMT
#38
On February 16 2008 03:56 Jonoman92 wrote:
-Very useful tip I just learned that I use almost every game.

When selecting a probe/scv/drone that is newly built or otherwise idle you might select workers that are already mining on accident. You can shift+click on a mineral patch and the peons that are already on task mining will not be affected and the idle worker will start to mine.


WOW THANK YOU!!!
Hermes | Bisu[Shield] Fighting~!
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
February 20 2008 07:52 GMT
#39
On February 20 2008 13:56 Seraphim wrote:
Show nested quote +
On February 16 2008 03:56 Jonoman92 wrote:
-Very useful tip I just learned that I use almost every game.

When selecting a probe/scv/drone that is newly built or otherwise idle you might select workers that are already mining on accident. You can shift+click on a mineral patch and the peons that are already on task mining will not be affected and the idle worker will start to mine.


WOW THANK YOU!!!

Like I said in the other thread, This doesn't work with gas miners. Only mineral miners.
..and then I would, ya know, check em'. (Aka SpoR)
fight_or_flight
Profile Blog Joined June 2007
United States3988 Posts
February 20 2008 19:09 GMT
#40
I'm surprised the vulture patrol trick isn't in here yet.
Do you really want chat rooms?
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