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Tricks of the Trade - Page 2

Forum Index > Brood War Strategy
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Prev 1 2 3 4 5 6 Next All
NeX-HamartiA
Profile Joined May 2005
United States244 Posts
August 23 2005 07:28 GMT
#21
I think it was a very good post.
In The Arms Of.
ShadowMaster
Profile Joined September 2004
United States238 Posts
Last Edited: 2005-08-23 08:16:37
August 23 2005 08:15 GMT
#22
Thanks for the good post!

On August 23 2005 16:26 Luhh wrote:
Well, if being specific is the thing...

Zealotbomb (toss): Dropping zealots among sieged tanks to draw fire away from your frontline units and make siegetanks do splashdamage against their own units.

Good


Carrier hit'n'run (toss): Moving carriers out of harm while still having all the interceptors out and attack the enemy.

Very useful

Speeddrop: (all) intead of unloading units regularly click the grouplist to force them out.

Very nice

Mutalisk hit'n'run (zerg): Stack mutalisks tightly together ontop another unit/mineralpatch, then pull them back instantly after attacking to keep them from spreading out.

Nice


Terran wallin.

Works for Protoss too, and might be too common/unspecific to be called a trick.


Floating ebay/barracks scout or siege tank vision.

Lure/bait attack to draw enemies into firing range. (I guess, since I don't think the AI was built to commit suicide )

Nice

Friendly stasis choke point bock.

A nice trick, but I think it's too rare and subjective to be one vital to the arsenal; the situations you'd use it + actually having arbiters minimize its use.

Parasite critter.

I've never seen this done in a serious game, and it probably wouldn't be useful most of the time.


Oh, and 4 POOL!!!!!!


Lol. I don't think that counts, any more than 4 barracks or 5 gateway

Thanks for the input!
Knickknack
Profile Joined February 2004
United States1187 Posts
August 23 2005 08:52 GMT
#23
in early pvp stick your probe on opponents ramp so if they rallyed beyond the ramp the zeal will just wander around.

manner depot...it can be done.

pylon prison or any buildings for that matter in order to trap units

on the other side stick a few probes in the traped in space to have your units spawn outside the trap

morphing dts infront of a dt blocked ramp to force your way though.

terran selecting opponenets minerals with an scv just before thier scouting scv dies while walled in...unwall and the unit will bypass a blocked ramp.

gas trick to bybass a blocked ramp.


thats all remember for now
| www.ArtofProtoss.vze.com |
Echo
Profile Joined July 2005
United States435 Posts
August 23 2005 09:20 GMT
#24
On August 23 2005 15:53 ShadowMaster wrote:
Show nested quote +
On August 23 2005 14:43 Echo wrote:
actually most people just call these things micro --


Micro includes all manner of positioning, grouping, focusing fire, dancing hurt units, etc. The idea of this thread is to be a little more specific, providing tactics that are more specialized and specific to certain units/matchups. For example, retreating injured units is important to all races and useful in almost every battle. So is focusing fire. Equally important is a good split. Yes, these are all TYPES of micro, but hopefully, we can collect the more specific ones that have been developed? What are the most recent? One that I was recently impressed with was Reach's trick to destroy spider mines with 3+ dragoons without detection. Sure, it's easy with marines and even goliaths, who shoot quickly enough to destroy them instantly when in decent groups, but witht he slow firing Dragoons, I thought it quite a feat.

only a newbie (meaning someone fairly new at the game) would consider 98% of what you said to be new or even "tricks"....
aka EchoOfRain/T.Sqd)RaiN on uswest
DooMeR
Profile Joined July 2003
United States1519 Posts
Last Edited: 2005-08-23 09:32:03
August 23 2005 09:25 GMT
#25
On August 23 2005 14:06 nortorius wrote:
I believe if allied mines is considered an exploit, than hold lurkers should be too. Just my opinion though


nope cuz holdlurker is done selecting an OL with the lurkers and allied mines is done by allieing ur opponent. Think about it ;P u can't do it in One on One mode so its obvious it isn't ment to be used offensively.

And im not sure but i think they made it "illegal" to do it at WCG. Like i said im not sure
DooMeR
Profile Joined July 2003
United States1519 Posts
August 23 2005 09:28 GMT
#26
I got one u can add, SCV(hold pos'd) under barracks on ramp with a marine behind it. Means zerglings can't make it up the ramp. Oldschool tactic 4 j00r a$$
tKd_
Profile Joined February 2005
United States2916 Posts
August 23 2005 10:46 GMT
#27
On August 23 2005 18:25 DooMeR wrote:
Show nested quote +
On August 23 2005 14:06 nortorius wrote:
I believe if allied mines is considered an exploit, than hold lurkers should be too. Just my opinion though


nope cuz holdlurker is done selecting an OL with the lurkers and allied mines is done by allieing ur opponent. Think about it ;P u can't do it in One on One mode so its obvious it isn't ment to be used offensively.

And im not sure but i think they made it "illegal" to do it at WCG. Like i said im not sure



do u play zerg? the best way to hold lurker is by having them burrow and pressing A+fog of war terran building. pressing hold position while burrowing is ineffective, as they attack sometimes, and the overlord is tedious in many situations when they are slow.

to tell you the truth, in theory the lurker hold should be illegal because it is FAR easier to do hold lurker than allying your opponent. but sometimes its necessary. i know many situations where if i didn't do it, i would've lost the game
dronebabo
Profile Blog Joined December 2003
10866 Posts
August 23 2005 12:42 GMT
#28
--- Nuked ---
oneiro
Profile Joined August 2005
Australia453 Posts
August 23 2005 13:42 GMT
#29
What about cloning? Its sorta like a micro trick @@
its Fishing~
Echo
Profile Joined July 2005
United States435 Posts
August 23 2005 13:50 GMT
#30
this thread = newbie micro dictionary
aka EchoOfRain/T.Sqd)RaiN on uswest
Keanu_Reaver
Profile Joined March 2003
Djibouti1432 Posts
August 23 2005 14:48 GMT
#31
how about attack moving and right clicking mutas really quick vs retreating units so they dont decelerate?
why did the baby cross the road? because it was stapled to the chicken!
oneiro
Profile Joined August 2005
Australia453 Posts
August 23 2005 16:06 GMT
#32
On August 23 2005 23:48 Keanu_Reaver wrote:
how about attack moving and right clicking mutas really quick vs retreating units so they dont decelerate?


Moving shot ^^
its Fishing~
DuSkie
Profile Joined November 2004
Czech Republic451 Posts
August 23 2005 16:16 GMT
#33
On August 23 2005 15:50 SuNDAnce wrote:
Show nested quote +
On August 23 2005 14:54 StarN wrote:
i was expecting something cooler...

Same here ...

me too, but its kind of nice
HypersonicEspo
Profile Joined August 2005
United States74 Posts
August 23 2005 17:54 GMT
#34
just so you know hold lurker is illeagal
RivetHead
Profile Joined March 2005
United States842 Posts
August 23 2005 18:33 GMT
#35
since when, july used it last game of the last osl finals
I *heart* bisu, nada, mind, and the lakers
LastWish
Profile Blog Joined September 2004
2015 Posts
August 23 2005 19:50 GMT
#36
On August 23 2005 17:52 Knickknack wrote:
...
gas trick to bybass a blocked ramp.
...


This is surely banned from pro plays, and it also envolves scv-stack bug.

Holding lurkers should not/at it is not be banned. In fact all units should have this ability - it should be a regular command.
For example it could be used by offensive cannons on cliff, so the 1st cannon built would start shooting when they are all done. Or in TvP terran could use it on siege tanks to prevent zealot bombing when no goons are present. Or with revears, to use them more effectively, stop attacking half of the revears - scarabs hit more targets...
- It's all just treason - They bring me down with their lies - Don't know the reason - My life is fire and ice -
suxN
Profile Blog Joined March 2004
Finland1167 Posts
August 23 2005 19:53 GMT
#37
you can run your workers past mineral line, by putting them both mine the same mineral, then order worker to move on the other side, this can be useful on maps like requiem and detonation.
I dont want to be totally out :3
Elvin_vn
Profile Blog Joined March 2004
Vietnam2038 Posts
August 23 2005 20:42 GMT
#38
- TvT: Land barrack to prevent add-ons. Or Toss can use pylon.

- Dance/build something to prevent zerg's fast expand.
do not agrue with idiots, they will pull you down to their level and beat you with their experiences
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2005-08-23 21:06:56
August 23 2005 21:01 GMT
#39
On August 24 2005 02:54 HypersonicEspo wrote:
just so you know hold lurker is illeagal

Only in wcg and it's not like anyone cares enough to enforce that rule because it's stupid (was used in kor I think xD).

Oh and shadowmaster, I use the 'statis on ramp' thing every PvT where I get arbiters and recall (which is a lot).

I dont think this has been mentioned yet:
Using a pylon (or supply depot/other building) to push your probe through a blocked path (most commonly the terran wallin at 9 on LT ;D)

Btw, this is really a micro thing but I think it's cute enough to be called a trick;
Attacking an scv with a probe and using an advanced version of dancing to hit the scv when out of range of the scvs attack then backing up and doing it again ;p It's doable even on bnet, but (at least on bnet) can be countered by scv move and shoot (like with mutalisks).
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
August 23 2005 21:04 GMT
#40
On August 23 2005 14:20 ShadowMaster wrote:
Show nested quote +
On August 23 2005 14:17 LastWish wrote:
On August 23 2005 12:58 ShadowMaster wrote:
Tricks of the Trade
....
  • Drop Mine-detection: Quickly loading/unloading a unit (often Dark Templar) in the enemy base, checking to see if mines will show themselves, without sacrificing the unit dropped.
  • Dragoon Dancing: Executing the commands of attack-move-attack in such a way as to be moving during the cooldowns without reducing the rate of fire. Useful both for killing SCVs and maximizing damage vs. melee units.

....

I'm not certain but I think sometimes using Drop Mine-detection u can achieve the mine to detonate without taking any damage.
Dragoon dancing has nothing to do with this topic, it's just a regular hit&run tacic.
Maybe more of consideration in TvT goliath stop mine killing, or gol+dropship unloading so that slow projectiles won't hit u.


I've heard of detonating the mines, but haven't seen it done enough to know whether it is actually deliberately possible.

I debated on putting it in, but Dragoon dancing is an evolved version of the standard get-out-of-the-way tactic because of the cooldown factor, meaning that they lose no time (hardly possible for units with a faster rate of fire).

It is very much possible (the detonation mines thing).

I used to do it every bloody game until I realized going reaver -> dt every game PvT was boring :D

It's possible and not that hard~!
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
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