Tricks of the Trade - Page 2
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NeX-HamartiA
United States244 Posts
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ShadowMaster
United States238 Posts
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
United States1187 Posts
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 | ||
Echo
United States435 Posts
On August 23 2005 15:53 ShadowMaster wrote: 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".... | ||
DooMeR
United States1519 Posts
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
United States1519 Posts
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tKd_
United States2916 Posts
On August 23 2005 18:25 DooMeR wrote: 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
10866 Posts
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oneiro
Australia453 Posts
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Echo
United States435 Posts
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Keanu_Reaver
Djibouti1432 Posts
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oneiro
Australia453 Posts
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 ^^ | ||
DuSkie
Czech Republic451 Posts
me too, but its kind of nice | ||
HypersonicEspo
United States74 Posts
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RivetHead
United States842 Posts
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LastWish
2013 Posts
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... | ||
suxN
Finland1167 Posts
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Elvin_vn
Vietnam2038 Posts
- Dance/build something to prevent zerg's fast expand. | ||
Liquid`Jinro
Sweden33719 Posts
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). | ||
Liquid`Jinro
Sweden33719 Posts
On August 23 2005 14:20 ShadowMaster wrote: 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~! | ||
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