Was just looking through GameFAQs http://www.gamefaqs.com/computer/doswin/code/75249.html and noticed here under codes there were a few glitches listed. It is really incomplete and I figured we could all list stuff we know and add it on there. Or even better, make a totally separate FAQ for it.
Air Stacking, Stop Larva, etc. etc. List in-game melee useful ones, as well as UMS or lesser stupid/worthless ones. Let's get all of them and put them up so we can have a nice resource/history for this stuff.
Here is an obscure one that most do not know; Tanks can still be sieged under buildings if you time it just right. They can be immune against melee attackers.
Or another that has to do with putting 100s of Queens in a command center and then blowing it up and having them spam all over.
But especially useful glitches such as: Drone drill, Hold lurker, Lurker/Swarm, etc.
Or tricks and tips to improve your game such as: tank/goliath drop/lifting. Manner pylon Gas steal Walling Cloning Self Iradiate etc.
PS- Post older patched/fixed glitches too (CC slide anyone)? Or even battle.net glitches?
Its a lot of work for one person to upload/Remember all that stuff, so if you wanna help contribute please post in this format:
1-TRICK/TIP/GLITCH 2-Is the glitch good, bad, or fun/useless for you? 3-Brief description of it and its uses. 4-Detailed description of how to recreate it. 5-Patch(es) it works for. 6-Your name if you want credit for it.
ex; Pylon Prison -Good for you to emprison. -Traps enemy units as they build. -Use a probe and build 1-3 pylons in such a way so that when a unit spawns out of the production building it will not be able to micro or move, enabling you to destroy it with ease. -Works for all versions of Starcraft & Broodwar. -SpoR
I'm going to go through your list and explain as well as I can.
Manner Pylon (Supply Depot and Creep Colony works here but is much harder to place) -Traps workers mining a mineral that is far away. -With a Probe and while the enemy's Probes or SCVs are mining, build a Pylon so they are unable to return their minerals, slowing their economy down and giving you a slight advantage. -Works for all versions of Starcraft and Brood War. -Equinox_kr
Tank/Goliath/Reaver Drop/Lift -With proper control, allows Tanks and Goliaths to be "invincible" using the transport function of a Dropship. -Basically when an enemy unit comes to engage your unit, allow your unit to fire once and immediately load it up into the Dropship. Repeat until the unit is dead and you will have prevented a lot more damage to your unit than you would have normally. -Works for all versions of Starcraft and Brood War. -Equinox_kr (but Boxer should really be receiving this, no?)
Gas Steal -Prevents your enemy from mining gas; mainly used by Protoss to force Terran into a bionic-type build. -Simply build an Assimilator (however, Extractor and Refinery work here but it is more common with Protoss) over the enemy's vespene geyser with your scouting worker. To further prevent your enemy from mining gas, you can attempt to build another Assimilator after the enemy has destroyed your first one if your scouting worker is still alive. -Works with all versions of Starcraft and Brood War. -Equinox_kr
Walling -Prevents units from entering your base via your main chokepoint.(horrible explanation ) -Build a Barracks and Supply Depots in a fashion so that you create a "wall" that is unpassable to almost all units. -Works with all versions of Starcraft and Brood War. -Equinox_kr
Cloning -With sufficient speed, it will allow you to cast spells from multiple units at the same time. (horrible explanation ) -Grab spellcasters of the same type, cast a spell, deselect one caster (via the wireframe or just unselecting them on screen), and repeat in a different area. Once the casters reach their destination they will cast spells jkflsdajf (OK, I give up on this one. I have no idea how to explain cloning).
Self-Irradiate -Allows you to control your Irradiate and potentially cause the death of enemy workers and units. Used only in TvZ. -Merely cast an Irradiate on any of your units and move them around through enemy units so they take Irradiate damage. -Works for all versions of Starcraft & Broodwar. -Equinox_kr
Stacking Air Units -Allows you to clump groups of 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. -Works for all versions of Starcraft & Broodwar. -Equinox_kr
Move Larvae -Forces larvae to move as far left as possible from the Hatchery. -Grab a larva and a regular unit and press stop. The larva will move to the left. -Works for all versions of Starcraft & Broodwar. -Equinox_kr
Stupid UMS Glitches Permanently Cloak a Zerg Unit -Permanently makes a Zergling invisible to enemy units without the aid of a detector. -You will need any unit that can burrow and an Arbiter. Burrow a Zergling and bring it out of an Arbiter's cloak range. Then order the Arbiter to move through the Zergling's range and right when the Arbiter's cloak range should cloak the Zergling, unburrow it. If done properly, the Zergling will be invisible. -Works for all versions of Starcraft & Broodwar. -Equinox_kr
Blegh I'll post more if people don't post for a while. I'll be back in a couple of hours
Sieging tanks under buildings used to work with an older patch. I think if you do it now your tank gets destroyed.
I will also contribute some more:
Stop lurker: -Lets you ambush units be letting them get closer than the upper limit of lurker attack range -Three methods: 1) Spam S 2) Group with a lord and press H 3) Burrow lurkers and attack (a + left click) an enemy building under fog of war To make them attack, just press S
"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."
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
Moving workers through minerals - Workers can stack when they are gathering. When the mission changes, they realize they are in a position they are not allowed to, and try to get out of it. They do not distinguish between the other workers they are stacked with and other objects like minerals. They move partially random, and partially conforming to your orders. -1. Send 2 workers to the same mineral. Preferably one which neighbours are closer to workers: ...0 0W0 (W=Worker,0=Mineral, red=send here) 2. select one of the workers and spam move commands to the other side of the minerals -Works with all versions
Stacking Airunits correction Stacking requires a unit which is far away (outside of the magic box). So slow units like overlord or larva are recommended.
ToDo: * Probe through minerals using pylon * units trhough minerals using barracks/other landing buildings * gastrick to get 10/9 control as zerg * Fast goon attack similar to carrier * issuing a new attack order after firing speeds up the cooldown before moving again(usefull with muta) * turning and firing without using speed if you are fast enough * Giving workers hold position/patrol orders by grouping them with other units * psying an area using magic boxes * drilling though blocked chokes with workers Useless one: you can build a scv in a flying CC with correct build/lift timing(fun for obs)
On February 14 2008 22:57 Gandalf wrote: Sieging tanks under buildings used to work with an older patch. I think if you do it now your tank gets destroyed.
There are 2 ways, one which will destroy the tank and one which will let it siege under.
To start, have the tank right next to the flying building and then land the building. If you want it to destroy the tank, move in underneath and siege before it lands. If you want it to siege under, move in and wait until it lands before you siege. Granted, your may move to get out of the way, so it's based on your skill/timing/luck.
On February 15 2008 01:26 kawoq 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."
an overlord is a non-air unit??? O.o...
XD...
also you can do this by using a larva.
You can use any unit that's NOT the air unit you are aiming to stack with -_-
On February 14 2008 22:57 Gandalf wrote: Sieging tanks under buildings used to work with an older patch. I think if you do it now your tank gets destroyed.
I
No, you can still do it. Thats what I said in my OP.
On February 14 2008 22:57 Gandalf wrote: Sieging tanks under buildings used to work with an older patch. I think if you do it now your tank gets destroyed.
There are 2 ways, one which will destroy the tank and one which will let it siege under.
To start, have the tank right next to the flying building and then land the building. If you want it to destroy the tank, move in underneath and siege before it lands. If you want it to siege under, move in and wait until it lands before you siege. Granted, your may move to get out of the way, so it's based on your skill/timing/luck.
Based on that users description
"3. Tank/Burrowable unit under building A few patches ago, Blizzard had "fixed" the tank under a building bug. However, little know that it is possible when sieged EXACTLY as the Building becomes registered as a ground unit. Zerg units can just burrow under the building, however the unit cannot be completely burrowed while the building is landing, otherwise it will kill the unit."
If you just wait for the building to land before sieging the tanks blow up, you have to time it EXACTLY.
-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.
Someone load up some of those "can you do XX tricks maps?" and start listing them
Flying Drone A glitch that allows a drone to fly anywhere on the map. Build an extractor+shift click to destination. Once the drone hops onto the geyser use up the minerals so that its below 50. The drone will error out and fly away. (It can also be stopped along the way). Works for all patches before 1.09b ?
PS- there are a few other ways to fly a drone, can someone remember what they are?
flying drones -either use a hack -press make extractor and then shift queue more vespene gases, then last shift click to ur destination. as drone is making gas quickly spam stop, if done correctly drone will fly over to destination. it's really hard to pull off (almost impossible on battle.net) -one other way but i forgot.
stasis an archon/dark archon, it can still move and attack -make an archon, just as it is like 1 second from finishing, stasis it. when stasis is over the unit will still be in stasis graphic but be able to move around and attack and cast spells.
obviously allied mines and observer over turret too, list those
On February 17 2008 08:04 Superiorwolf wrote: There are ways to fly drones in 1.15.2
flying drones -either use a hack -press make extractor and then shift queue more vespene gases, then last shift click to ur destination. as drone is making gas quickly spam stop, if done correctly drone will fly over to destination. it's really hard to pull off (almost impossible on battle.net) -one other way but i forgot.
Sick, this works So much fun flying a drone around Blitz X :p
When an SCV is building a turret, move your observer on top of it before it finishes constructing, and press hold position. The turret won't be able to attack
Ally Mine (Illegal)
Simply mine up, ally the toss and when they are near mien range, unally to attack them by surprise!
Sliding Terran Buildings Choose any Terran building and make a unit while lifting off simultaneously. If done correctly, the building will be lifted but the unit queue should still be in place. From here, you can do three things.
Land somewhere else: This will continue the production of the unit you built after you land. You can use this to technically build a tank without a machine shop.
Sliding Building: Cancel the unit. The building will now be in the 'land' graphic, but will still in flying mode.
Disable the Building: Land the building: As it is going through the landing sequence, cancel the unit you made. This will automatically finish the landing sequence. The building is now disabled. It is neither landed or flying - but is only attackable by anti air units. This building can be walked through, but not built on. It also cannot be infested.
Land on Interceptors Land any Terran building onto the ground as interceptors pass by. The interceptors will explode and die.
---------------- to gandalf, there is still a way to get the siege tank under and not die but it's weird and i dont know how to do it. you can do it with lurkers and medics too, i have a modding friend who knows how.
Charlie will you be heading this project or are you looking for somebody else to do this? I have a GameFAQs account that I made like 3000 years ago and I can upload the file onto the Starcraft FAQs.
Well, I wanted to get as much data as I could here and write the FAQ. But I don't have an FAQ account nor do I know how that works (looks sorta complicated). I also have a few other guides and maps etc to submit for BB and some GTA games.
So hence why I want everyone to participate. Helps me remember stuff.
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?
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
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?
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
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.
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.
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
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
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.)
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
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...
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.
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.
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.
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
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.
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.
Lurker Hiding Positioning a Lurker so that it is undetectable even while scanned, be it map or game screen. Use a unit such as a Lurker egg, Overlord, or Infested Command Center (landed on it), etc. to cover the burrowed Lurker so that it is the same pixel size on the minimap and the shadow is unseen on the in game screen as well. (Even map doodads/terrain can be used, such as this solar array) Works in all patches
Some Computer AI Tips (or whatever you wanna call them):
Worker Baiting Wasting/buying time using an AI exploit. (1) Use a worker and attack an enemy computer building to make them 'pull' all their workers to fight/chase it, meanwhile you are building normally. They will chase for up to a minute or so. (2) Use a worker (or any unit) to lure enemy attackers (such as a 4pool 6ling rush) in order to delay them while you build defenses. Works in all patches
No Shared Detection Allied computers do not share vision (even though they have maphack). If enemy computer has detection present, only it can see cloaked/burrowed units with it. So if you attack 7 protoss computers with lurkers, 7 observers would be needed for each of them to defend. Works in all patches
Lurker Unburrowing Exploiting AI in order to kill, or stop lurkers from attacking you. (Especially if you have no detection) If an enemy computer controlled lurker is sent in, it may not burrow until attacked. Even if it does burrow, you can move all units out of its range and it will unburrow, allowing you to remicro and kill it, or save buildings that were under fire by luring it around. Also, if you move a unit into a Lurker's sight, it won't wait to ambush your men and instead run up to you to burrow (so dumb). Works in all patches?
PS- There is a few other things that happen to comps sometimes. One is where their units will just freeze in place (I wonder if this has to do with the multiple command issue bug?). The other is one where a computer won't build or won't tech, They just sit there mining with a handful (or less) workers.
Frozen Unit(s) (This is not a useful bug, In fact its terrible and sucks when it happens.) A glitch where attack units that are issued too many commands in rapid succession causes them to 'freeze' in place. Often times in early game micro skirmishes (especially tier 1 & 1.5 units) if you click with your mouse and/or press unit hotkey commands, or select units hastily, the unit(s) will freeze in place. They will still follow their targets via directional animation but they will not move or attack. In order to fix this you must press S,S,S (stop) or H,H,H (hold position) and then the unit will be unlocked (but you will have most likely lost any advantage in the battle).
^ That shitty bug happens to me so much in ZvP when i'm trying to surround zeals. It usually ends with me losing at least 2-4 lings and then retreating.
Interceptor Deploying Preemptively attacking targets before a battle to increase damage output sooner. Carriers normally deploy 1 at a time, if you get them all deployed ahead of a battle and keep your carriers moving, they won't go back inside the carrier. Targeting a random floating ebay/barracks is perfect for deploying interceptors (or even targeting a few buildings of your own). Works in all patches
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
wtf, how did I miss this? Anyways, It works against you sometimes too. You may have only 3-4 deployed and the rest won't come out.
1-Protoss Loss Cancel 2-You can cancel a warping in building at the very last second and lose money + bldg (Obviously a bad glitch) 3-Cancel/ESC right at the last split second of a warped in bldg. 4-Happens in all versions.
Plagued Geyser 2-Plague a refinery, assimilator, or extractor and kill it. The geyser will now be plagued itself. (useless glitch) 3-Get a defiler and its upgrades. 4-Happens in all versions.
Anti-Manner Pylon 2-Use another probe or zealot and force move a trapped worker out of the pylon prison. 3-Long explanation, watch my youtube vids:
-Faster lurker attacks (needs a better name) - Good trick mostly hard to pull off during every lurker attack -The start up time for the lurkers to attack after burrowing is less -Basically you use the attack command on a unit in reach of the lurker during the burrow before it fully is burrowed the attack will go off a bit before just normal ai would work it. -1.15.2 haven't checked the rest
On March 05 2008 22:55 CharlieMurphy wrote: ^ That shitty bug happens to me so much in ZvP when i'm trying to surround zeals. It usually ends with me losing at least 2-4 lings and then retreating.
How about the "Forest Walk" trick? - When scv/probe/drone passes through a unit to get to a mineral patch. - Just order your unit to mine, I'm not sure if being attacked while doing so has an effect - Useful in 1.15.2
IIRC you turret stall by flying an observer directly over a turret that is being constructed, when it completes, as long as the observer is there, it will not fire.
Trapped Mines -Useless except you can have loads of mines going off a long distance -Traps mines so they can't move -Plant a mine or more within a 1x1 grid and then land a machine shop/scan or any other attachment on the mines. The mines will go up but won't move if within range of an enemy unit, and will continue stay stuck until either the unit dies/moves too far away, attachment is destroyed or the unit reaches explosion range. -All versions
On August 30 2008 20:01 Plexa wrote: Turret stall is legal in korea - Stork used it last year at WCG but only got a warning for it
He got warned and lost the game didn't he? The commentators talked about how he won 2-1 and lost the game because he used the observer freeze bug
IIRC you turret stall by flying an observer directly over a turret that is being constructed, when it completes, as long as the observer is there, it will not fire.
This has been partially fixed by Blizzard if you get any unit to fire at the observer while it's over the turret the turret will fire at it. And if you try to fly the observer over an already built turret it won't freeze anymore you have to do it while it's being constructed
Zealot Mineral Jump 2 - Good in rare circumstances, and on BGH 3 - Allows you to float any attack unit across a mineral line. Uses: + Show Spoiler +
(a) send zealot against mineral protected cannon rush (b) send zealot against mineral and marine protected bunker rush (c) position siege tank behind mineral line before drop ship availability (d) attack the siege tank mentioned above (e) protect ranged units while attacking player with only melee units (f) build cannons or turrets in interesting places
4 - Basic Method: Place attack unit right next to a mineral. Have a worker mine that mineral. When unit floats, spam move to other size of mineral. Tips: + Show Spoiler +
(a) choose a mineral that forms a U shape with other minerals, (b) place a second worker behind your zealot to prevent the zealot from moving backwards, (c) hotkey your zealot to improve speed, (d) Use multiple workers to mine that mineral to improve the amount of "float" for the zealot