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Tricks of the Trade There are many tactics, techniques, and tricks in Starcraft, and more are known after every year; this potential for ingenuity is one of the aspects of SC that makes it "live". The point of this thread is not to look at the latest flashy trick from Boxer or Nal_Ra, but rather, to look at the little techniques that have become standard play for gamers everywhere, a useful part of the arsenal, and some that might even have altered the way the game is played. What I'm talking about here are things that Blizzard probably didn't intend, and that sometimes may not be "realistic" to the game world, but that attempt to utilize the game mechanics to the advantage of the user. I am NOT talking about the glitches that have or should be banned, such as flying templar/scv etc. Share your thoughts, insights, and experiences with these.
All
- Worker Patrol: Useful for scouting, by selecting a worker at the same time as a standard fighting unit (zealot, zergling, marine) you can issue a patrol command and it will continuously travel between two points.
- Worker Clip-Hop: Used to hop through minerals by having 2+ workers mine a single crystal and then "stop"ping them as they start while clicking on the destination. One will pass through the minerals.
- Speed Drop: Clicking the wireframes as the ferrying units move rather than using the "unload all" command, resulting in both quicker unload and a spread that can reduce splash damage/psi-storm, etc.
- Offensive Gas: Scouting early with a worker and building a Refinery, Assimilator, or Extractor on their geyser before they have had a chance to establish. Can delay teching.
- Stacked Workers: Utilizing the workers clipping capacity while mining/going to mine to have a normally impossible amount of melee attacks leveled on a single target instantly.
- Worker Drill/Run: Similarly abusing the clipping to either get through encircling enemies (scouting workers) or to break a blockade (ramp or bridge) by "stopping" and forcing the melee units into confusion.
- Self-Splash: attacking your own units with splash damage to eliminate an undetected enemy nearby. Most common examples are Siege Tanks shooting Medics on Lurkers (Xellos - Yellow, for example), and Archons attacking zealots vs. lurkers.
Terran
- Manner Depot: Same as manner pylon, but with a depot.
- Float-Scouting: Hovering the hardy Terran buildings to extend sightrange for the tanks and to scout up hills.
- Float-Hiding: Hovering a structure over units/turrets to prevent their being clicked on.
- Mine-Push: Laying mines in such a way as to cause the vultures to "clip" through an obstruction. This is used both vs. blockading units (goons vs. vulture rush) and, occasionally, to pass through a blockading structure (as in a famous play by Boxer).
- Defensive Irradiate: Casting irradiate on your own science vessels and then patrolling them over enemy units (usually drones or zerglings) to kill them.
- Marine vs Lurker Dance: consists of sending a few lead marines on a goose chase around lurkers while his buddies kill it. In smaller numbers, the "spiral" method may be used, where the marine circles the lurker and avoids everything. With larger groups, the quicker run-by technique is used, getting behind them and luring their fire away while the large group kills them quickly.
- StimBunker: Stimpacking the marines before putting them into the bunker will increase the Bunker's rate of fire for the stim duration.
Zerg
- Drone Health-Boost: The Drone can recover HP by morphing into a structure and then cancelling.
- Devil-Drone: See "Devil-Probe"
- Overlord Glave-Sponge: Bring Overlords for those big Mutalisk battles; much of the Mutalisk splash will hit the ovies instead of the mutalisks.
- Mutalisk hit'n'run: Stack mutalisks tightly together ontop another unit/mineralpatch, then pull them back instantly after attacking to keep them from spreading out.
- Drone-Trick: Building a temporary structure in order to free up the extra point of psi from losing a drone -- and then cancelling the structure.
- Hold-Lurker: A cool move that actually does fit into the game mechanics; it seems right in character for a Lurker to maximize an ambush. The Zerg selects a second unit (overlord) at the same time as the burrowed lurkers to "hold position", which prevents the Lurkers from attacking until the owner commands them to.
Protoss
- Devil-Probe: Utilizing the fact that Probes (and Drones) have more range than SCVs to pick off an SCV, stopping a very short distance (around 2 matrixes) away from the SCV and then retreating as soon as the Probe attacks.
- Zealot Bomb: Dropping Zealots on top of tanks during the Terran push. Crucial tactic in PvT.
- Scarab Mineral Penetration: Useful for overcoming that troublesome Reaver/Scarab AI, position (drop) the Reaver as near the minerals as possible facing towards the target. When projected, the Scarab may launch midway through the minerals and then clip to continue to its target.
- Carrier Hit & Run: Focus fire on a unit and then, as the interceptors are ejected, retreat. ALthough the Carrier leaves range, several volleys may be fired; this makes the carrier the only unit that can attack while retreating.
- Manner Pylon: On certain maps, building a pylon in the opponent's mineral line to trap workers and reduce his early-game income. A second rendition of this technique is to build a pylon near Terran factories (delaying the machine shop) or to obstruct their wall-in.
- Proxy-tech: Building gateways, reaver tech, or templar tech in an unexpected place unlikely to be scouted. Can serve either to surprise the opponent with tech they were unaware of, or to hasten a rush.
- 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.
- Mine Harvesting: Using 3+ dragoons to destroy mines without detection. A lead goon will take a few steps towards a suspected landmine and then pull back as it pops up, providing the split second needed for his two buddies to destroy it.
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yeah i think everyone knows this, but not how to execute them or WHY they should execute them. i play zerg and hold lurker is probably the greatest upside
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On August 23 2005 13:01 tKd_ wrote: yeah i think everyone knows this, but not how to execute them or WHY they should execute them. i play zerg and hold lurker is probably the greatest upside
Yeah, I think this will only provide "new" ideas to some of the more... er... novice gamers here, but many are deserving of further examination. For example, when/is offensive gassing worthwhile? What situations favor Manner Pylon? How shoudl someone counter these "tricks"?
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Drop-mine detection trick should be under the all category, and allied mines for terran should be added.
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On August 23 2005 13:35 nortorius wrote: Drop-mine detection trick should be under the all category, and allied mines for terran should be added. Allied mines is considered an exploit most places, however, so I don't think it really applies.
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On August 23 2005 13:35 nortorius wrote: Drop-mine detection trick should be under the all category, and allied mines for terran should be added.
I put Dropmine under Protoss because while it is theoretically possible for all races, I have never seen it used in anything other than PvT. Allied mines is both insensible and generally illegal, useful mainly for pubbies/bgh, imho. Not a valuable part of the Terran repertoire.
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is awesome32236 Posts
Building Terran building to see if there are holding lurkers
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I believe if allied mines is considered an exploit, than hold lurkers should be too. Just my opinion though
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Terrans
Having two Science Vessels, one casting Irradiate on the other as both hover back and forth the opponent's mineral line, killing workers.
With one Science Vessel, casting Defensive Matrix AND Irradiate on an opponent's worker, which will kill nearby workers but not itself.
SHIFT + 1 to add selected units to Group 1.
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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.
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On August 23 2005 14:12 Prose wrote: Terrans
With one Science Vessel, casting Defensive Matrix AND Irradiate on an opponent's worker, which will kill nearby workers but not itself.
Does it work that way? I had always thought that Defensive Matrix did not reduce damage from Irradiate, just as Protoss shields do not.
SHIFT + 1 to add selected units to Group 1.
lol
Thanks
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On August 23 2005 14:17 LastWish wrote:Show nested quote +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).
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actually most people just call these things micro --
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Dragoon dancing is micro, if you're going to add micro tricks or techniques, you have a lot of work to do.
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United States10774 Posts
Heh knew it all, but thanks for uh getting things together
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i was expecting something cooler...
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On August 23 2005 14:54 StarN wrote: i was expecting something cooler... Same here ...
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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.
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On August 23 2005 15:50 SuNDAnce wrote:Same here ...
So provide it
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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.
Carrier hit'n'run (toss): Moving carriers out of harm while still having all the interceptors out and attack the enemy.
Speeddrop: (all) intead of unloading units regularly click the grouplist to force them out.
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.
Terran wallin.
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 )
Friendly stasis choke point bock.
Parasite critter.
Oh, and 4 POOL!!!!!!
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I think it was a very good post.
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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!
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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
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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"....
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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
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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$$
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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
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What about cloning? Its sorta like a micro trick @@
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this thread = newbie micro dictionary
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how about attack moving and right clicking mutas really quick vs retreating units so they dont decelerate?
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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 ^^
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On August 23 2005 15:50 SuNDAnce wrote:Same here ... me too, but its kind of nice
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just so you know hold lurker is illeagal
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since when, july used it last game of the last osl finals
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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...
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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.
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- TvT: Land barrack to prevent add-ons. Or Toss can use pylon.
- Dance/build something to prevent zerg's fast expand.
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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).
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Sweden33719 Posts
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~!
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Sweden33719 Posts
On August 23 2005 14:17 ShadowMaster wrote:Show nested quote +On August 23 2005 14:12 Prose wrote: Terrans
With one Science Vessel, casting Defensive Matrix AND Irradiate on an opponent's worker, which will kill nearby workers but not itself.
Does it work that way? I had always thought that Defensive Matrix did not reduce damage from Irradiate, just as Protoss shields do not. lol Thanks Works.
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GrandInquisitor
New York City13113 Posts
Using overlords to soak up splash in muta v muta battles.
Using sacrificial units because units in a bunker can't target a specific object.
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On August 24 2005 07:10 GrandInquisitor wrote: Using overlords to soak up splash in muta v muta battles.
Using sacrificial units because units in a bunker can't target a specific object.
How does the Bunker AI work? How do they decide what is targeted?
On August 23 2005 Knickknack wrote: morphing dts infront of a dt blocked ramp to force your way though.
How does that work? (Dark) Archons can't be cancelled, so I don't see how this helps to break a ramp.
On August 23 2005 Echo wrote: only a newbie (meaning someone fairly new at the game) would consider 98% of what you said to be new or even "tricks"....
My original post stated that these aren't meant to be "new". Yes, this is a very basic thread with the greatest use to "newbies"; however, judging by many of the other threads that have been started in this forum lately, it may very well prove useful to many of TL.nets readers. These are little tactics and finesses that the more experienced take for granted, but that those who are new to the game or switching races might normally not pick up for a long time.
Finally, some of them might be worth discussion. For example, what is the current opinion on the value of Zerg gas-tricking? Can a probe really get through a Terran box-in with nothing but a pylon? When should you bother to offensive gas?
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Still nothing new to me , but i'm still waiting ;P
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- you can kill scv with a drone/probe with a little bit of micro, as drone/probes have longer range
- if you morph a hurt drone into a building, then cancel it, it will return to full health
- and if you want to do 'every little bit you can', you can steal 8 minerals from their base at the start with scout
- stim before loading into bunker -------------- bunker ai is random, although you can force it to shoot specific targets by sending them in in whatever order you want
you have to have three dark archons to jump a wall. morph two to push one
yes, a probe can get through a terran box-in with nothing but a pylon
and you should offensive gas in:
zvt - when you want to delay factory and force m&m instead of mech... or if you want to create a diversion for your rush and to slow medic/fbat zvz - not worth it unless you are close spots and are trying to rush zvp - same as zvz tvt - always go for it to slow factory tvp - do it to slow goons tvz - no need pvt - do to slow factory and help make your goon rush easier pvz - maybe do it to slow lurk and make a diversion for rush pvp - do it to force them to go zealots
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On August 24 2005 08:36 ShadowMaster wrote: My original post stated that these aren't meant to be "new". Yes, this is a very basic thread with the greatest use to "newbies";
great idea; i love how it reminds us of how much of our brain capacity is wasted by starcraft trivia ;-) On to some (hopefully correct) answers.
Finally, some of them might be worth discussion. For example, what is the current opinion on the value of Zerg gas-tricking?
I think the current opinion is, that it's the whole trick of a Hatch on 10 build without overlord and good for 9pools with relatively quick gas . Most commonly (12 hatch 11 pool) it's marginally inferior to just waiting for your overlord though.
Can a probe really get through a Terran box-in with nothing but a pylon?
Yes. Move towards the depot and than build the pylon + shift-click when the probe still moves. There are micro maps to train such stuff.
When should you bother to offensive gas?
PvT or TvT it usually can't hurt. ZvT it's not that grand most of the times i guess.
I've got that anti manner pylon pylon to offer btw :-)
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Thanks a bunch!
On August 24 2005 09:40 ZaplinG wrote: - you can kill scv with a drone/probe with a little bit of micro, as drone/probes have longer range
Ah, yes. The devil-probe. I've never seen it done, though. Any examples and/or tips for proper execution?
- if you morph a hurt drone into a building, then cancel it, it will return to full health
I seem to remember from experience that this isn't completely true; they will have more health, but not full. Or maybe it has to do with how much hp the building had? Anyone know how this works?
- and if you want to do 'every little bit you can', you can steal 8 minerals from their base at the start with scout I won't add this, as it is really not influential or skillful; only annoying.
- stim before loading into bunker -------------- bunker ai is random, although you can force it to shoot specific targets by sending them in in whatever order you want
Bunkers tend to "unfocus fire". Anyone know how they decide what/how many to target? Is it locational?
you have to have three dark archons to jump a wall. morph two to push one
yes, a probe can get through a terran box-in with nothing but a pylon
Example/tips?
and you should offensive gas in:
zvt - when you want to delay factory and force m&m instead of mech... or if you want to create a diversion for your rush and to slow medic/fbat zvz - not worth it unless you are close spots and are trying to rush zvp - same as zvz tvt - always go for it to slow factory tvp - do it to slow goons tvz - no need pvt - do to slow factory and help make your goon rush easier pvz - maybe do it to slow lurk and make a diversion for rush
I have never seen it used here; it doesn't do much sense, as the typical lings can quickly tear it down anyway (or they may not even get gas until after 3rd hatch) and the 100 min is better spent for a Zealot.
pvp - do it to force them to go zealots
Thanks for the input!
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for the "devil probe", just have to memorize and get a feel for how far away it hits the scv and just shoot and move. i personally found it easiest to do it going down, rather than any other direction
drone returns to 100% full health. ive done this many many times to prolong the life of my scout
its easiest to push yourself over/through a wall if you stand in a corner and then build/morph/unburrow (if you position a unit on top of a burrowed unit, then unburrow the burrowed unit, it will push the one that was previously on top) also, while they are being 'pushed', it helps to spam rightclick on the other side
and i agree - you dont see many tosses offensive gassing zergs. i was just giving the only possible reason i could think for someone who desperately wanted to do it.
[edit] thought of another one for terran/toss: building cheap buildings to block things. such as... supply depos/turrets in front of tanks to prevent units from getting close in, or building cannons in untouchable safe spaces between pylons and gateways
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On August 23 2005 22:50 Echo wrote: this thread = newbie micro dictionary
True...
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Press A and click to attack and move at the same time!!! wow gosu!
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http://www.sclegacy.com/features/pimpestplays_2002.php drone drill i think qualifies. boxers scv escape mabey boxers rax wall mabey
http://www.sclegacy.com/features/pimpestplays_2003.php manner rax elkys frosting? buildings used to keep a player from getting out of his base. pylon prison like i was talkign about..also the counter to this is to take up the space inside the blocked in space with workers in order to have your units spawn outside the blocked in space.
http://www.sclegacy.com/features/pimpestplays_2004.php shows the dt thing anti cannon rush thing, has to do with stacking workers then shift clicking behind the mins in order to kill the probe trying to build stuff, or somethign like that, not sure how its done exactly.
dunno why echo has such a problem with this list, somthings is better then nothing eh. Think of tricks as just special skills that can be done within the game. just attackmoving is not special or take much skill or knowledge of the game.
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On August 24 2005 12:38 Knickknack wrote:http://www.sclegacy.com/features/pimpestplays_2002.phpdrone drill i think qualifies. boxers scv escape mabey boxers rax wall mabey http://www.sclegacy.com/features/pimpestplays_2003.phpmanner rax elkys frosting? buildings used to keep a player from getting out of his base. pylon prison like i was talkign about..also the counter to this is to take up the space inside the blocked in space with workers in order to have your units spawn outside the blocked in space. http://www.sclegacy.com/features/pimpestplays_2004.phpshows the dt thing anti cannon rush thing, has to do with stacking workers then shift clicking behind the mins in order to kill the probe trying to build stuff, or somethign like that, not sure how its done exactly. dunno why echo has such a problem with this list, somthings is better then nothing eh. Think of tricks as just special skills that can be done within the game. just attackmoving is not special or take much skill or knowledge of the game. thats the whole point,neither is most of the stuff he mentioned..a few things some people mentioned are pretty good, but as a whole its pretty much a joke. A list of things that were innovative 2-3 years ago is pretty blah. Its also funny cause shadowmaster has obviously no idea what hes talking about...
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On August 23 2005 22:50 Echo wrote: this thread = newbie micro dictionary Hahah, sad but so true :D
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On August 24 2005 13:38 OuT[GG] wrote:Hahah, sad but so true :D
Indeed, that is the point. Newbies have to go somewhere, and there are already many here.
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For zerg: in arizona, you can jump to the bases behind the mineral and gas by telling the drone to build a gas and cancelling it before it starts building. If you research burrow, you can use a drone to make an extractor and before it starts building it order it to burrow, the opponent cant build a gas there before he gets detection.
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On August 24 2005 09:40 ZaplinG wrote:
and you should offensive gas in:
zvt - when you want to delay factory and force m&m instead of mech... or if you want to create a diversion for your rush and to slow medic/fbat zvz - not worth it unless you are close spots and are trying to rush zvp - same as zvz tvz - no need pvt - do to slow factory and help make your goon rush easier pvz - maybe do it to slow lurk and make a diversion for rush pvp - do it to force them to go zealots
this is wrong, offensive gas is annoying at every single matchup, except perhaps for pvz, but still annoying. In zvt its mostly used when you are rushing with zerglings the point of it is trying to make the terran focus their marines on your extractor, leaving his ramp open for your lings, so as forcing them to something, they will be merely tempted slightly higher than before to fast expand, nothing else. In zvz gas is even more important than minerals, having mutas 30 seconds earlier than your opponent or having 2 more mutas at a certain point can decide the game, but imo its just better to build an offensive creep even if you arent sunkening. in zvp a lot of zergs do offensive gas as soon as they see 2 gates, it forces the toss to do something about it, crappy tosses will let your extractor live for too long, allowing you to kill them with especially muta in the long run. In tvz there are plenty of terrans that do it as well, some of them do it as well as bunker rush you, late gas is harmful for zerg unless he is 3 hatching or something In pvt it is easilly the most annoying... In pvz i can see no real use for it.. zerg doenst really rush lurkers like that and it only forces to either mass ling from the zerg which in turn will force the toss to defend especially when they 1 gate, since its, i think, most used in those ocasions, or either the zerg just power drones. In pvp forcing them to go zealots, when they already planned to be doing them anyway, since you wont be really able to gas them unless they 2 gate, forces you to make zealots as well, so its more harmful for you anyway
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Sweden33719 Posts
On August 24 2005 09:40 ZaplinG wrote:- you can kill scv with a drone/probe with a little bit of micro, as drone/probes have longer range - if you morph a hurt drone into a building, then cancel it, it will return to full health - and if you want to do 'every little bit you can', you can steal 8 minerals from their base at the start with scout - stim before loading into bunker -------------- bunker ai is random, although you can force it to shoot specific targets by sending them in in whatever order you want you have to have three dark archons to jump a wall. morph two to push one yes, a probe can get through a terran box-in with nothing but a pylon and you should offensive gas in: zvt - when you want to delay factory and force m&m instead of mech... or if you want to create a diversion for your rush and to slow medic/fbat zvz - not worth it unless you are close spots and are trying to rush zvp - same as zvz Gas rush ZvP is worth it in LOADS of situations, for example if he's rushing, and you know he won't be able to do much, taking gas is good since now he can't tech AND rush.
Gas rushing just to limit his options is great as well.
tvt - always go for it to slow factory tvp - do it to slow goons tvz - no need
Wrong, TvZ gas rush can be great on maps like nostalgia where there's no gas at nat.
pvt - do to slow factory and help make your goon rush easier pvz - maybe do it to slow lurk and make a diversion for rush pvp - do it to force them to go zealots
No about PvZ, do it when you tech and he isn't expanding (you shouldn't be rushing if he's not expanding anyhow). Or on maps like nost with no gas at nat ;O
EDIT:
A nice, annoying, thing to do is to starting mining with your scouting probe at one of the opponents mineral patches then pressing stop just before it's done, rinse and repeat (basically they'll only be mining from 7 minerals, if you are fast enough it's worth it).
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You can just keep clicking on the mineral patch, the probe will reset its mining Edit: and i really dont find that annoying, more annoying is having the probe across the mineral lines in such a way it can attack the drones.
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Also in zvp if you see he is fast expanding, you can always try to pull 3 or 4 drones if you are close enough to him, and try to kill his warping cannons and prevent him from placing his nexus before coming with your lings to finish him.
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Sweden33719 Posts
http://www.battlereports.com/viewreplays.php?replaynum=29086 Me doing devil probe stuff on that ums map ;p Nothing amazing but Shadowmaster asked how it's done.
Attack from an angle = best (diagonal preferably) Do NOT get stuck within the scvs attack range, even if it means not attacking for a round or two, because (and this goes for archons too), if you do, they will take like 2 seconds to back away as they turn on the spot before even attempting to breakaway, meaning you'll lose like 10 shield or more --
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Sweden33719 Posts
On August 24 2005 14:38 BCloud wrote: You can just keep clicking on the mineral patch, the probe will reset its mining Edit: and i really dont find that annoying, more annoying is having the probe across the mineral lines in such a way it can attack the drones. Both are good but mining will most likely have a bigger impact (unlikely that a drone will come to the same place twice, even more unlikely that you'll be able to kill it).
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i think its much much wiser to hit and run harass the whole time with your probe pvz, even vs top amateur zergs you will see gosu p users able to kill a drone sometimes (not often but sometimes) and either way they lose = or more mining time having to take a drone off several times.
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Sweden33719 Posts
Well, I try to kill drones etc more often than I try the mineral thing BUT I think if you have the speed to keep it up and build a good base at the same time, it will have more of an effect ;o
Reach does it a lot IIRC (though not sure if he does it more vs p or t hm yeah, just seen him do it a few times I think).
Or told by someone he does it alot, either way, it's not bad ;D
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On August 24 2005 14:05 BCloud wrote: If you research burrow, you can use a drone to make an extractor and before it starts building it order it to burrow, the opponent cant build a gas there before he gets detection.
Burrowing in the geyser? I didn't know that was possible, and am surprised I haven't seen that; it would add a whole new sting to the old burrowling rush. If Protoss could not get their gas until they make a cannon, it could be devastating.
FrozenArbiter, thanks for the replay.
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i doubt blizzard would even have thought of basic things as a wall-in for terran to totally block off your ramp, although first season players probably quickly established that. It's a pity i haven't any sc beta experience, would be interesting to know what stupid things were used as standard. also, patrolling workers i didn't see? (thats nearly the same as holding lurkers tho).
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the wall in wasnt used by anyone when the game first came out (SC that is) I remember that a 35 minute ultra rush was considered a "good strategy" right when the game came out. I got to 1500 ladder using one strat one season, ah those were the good ole days
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Hello ? Wall-in and focus fire were already there since warcraft 2. Come on war2 players. And u need extra apm to macro in war2 cuz of the control T__T.
I want to see how boxer micro in war2 and nada macro in war2 T__T like bloodlust 9 orges in 2 seconds, place mines and lure ? 12 barracks macroing is insane too (no queueing back then)
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war2 was fun ^_^
im glad to see people respond to my views on offensive gassing. always nice to see how better players think
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On August 23 2005 19:46 tKd_ wrote:Show nested quote +On August 23 2005 18:25 DooMeR wrote: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.
I found it funny hahaha
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On August 24 2005 19:26 ShadowMaster wrote:Show nested quote +On August 24 2005 14:05 BCloud wrote: If you research burrow, you can use a drone to make an extractor and before it starts building it order it to burrow, the opponent cant build a gas there before he gets detection. Burrowing in the geyser? I didn't know that was possible, and am surprised I haven't seen that; it would add a whole new sting to the old burrowling rush. If Protoss could not get their gas until they make a cannon, it could be devastating. FrozenArbiter, thanks for the replay.
You can build an extractor even with the drone burrowed there.
Tested.
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Don't think this has been mentioned, but if their ramp is blocked and you have no sight of their base's minerals, shift-click a geyser several times, then click in their base to get your worker into stack mode, so that they can move up the blocked ramp.
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is it right shift click or left? or it doesnt matter? was trying it on some games but failed..
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Sweden33719 Posts
On August 27 2005 19:13 Purind wrote: Don't think this has been mentioned, but if their ramp is blocked and you have no sight of their base's minerals, shift-click a geyser several times, then click in their base to get your worker into stack mode, so that they can move up the blocked ramp. It's banned though ;p
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I think it's funny how alot of ppl are responding to this post is blah, yet not contributing even 1 thing as if they know a gargantuan amount of tips/tricks not on here, claiming everything is just nooby. Too you all it might be, and to others it might be exactly what they are looking for, for me ya I know pretty much everything on here, I'd like to see something from "u" guys/gals that say this is old stuff cause I need some new tricks up my sleeve. Thanks :D
TvP: terran hard teching 3 rines on hold on ramp with rax over the rines > goon rush
TvZ: t hard teching 2-3 rines on ramp 2-3 scv on hold in front with rax over scv impossible for lings to get through cause they cannot select the scv and the AI wont attack scv for them
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Sweden33719 Posts
M1ke, goon rush > marines under rax :[
Seriously, the rax HELPS THE RUSH, ok? You can attack EASIER, harder to micro marines vs zealot, you can't make more marines if your ramp breaks, harder to micro them vs goons.. ETC.
It's not something I'd recommend, at least not without scv on ramp or something --;
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That woulnd't be a goon rush now would it.. it would be a zealot goon rush.. i guess i shoulda said "pure" goon rush :D
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carriers arent the only unit that can attack when retreating... tanks can also attack as they retreat, something that ive seen when a zealot chases a tank but is attacked as the tank pulls back.
can someone tell me how this is done, attack ground doesnt work because the tank just stops moving, but just right clicking and making the tank move back makes it so the tank doesnt attack, but only aims at the zealot as it retreats.
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On September 08 2005 11:22 (b.m.)tontonba wrote: carriers arent the only unit that can attack when retreating... tanks can also attack as they retreat, something that ive seen when a zealot chases a tank but is attacked as the tank pulls back.
can someone tell me how this is done, attack ground doesnt work because the tank just stops moving, but just right clicking and making the tank move back makes it so the tank doesnt attack, but only aims at the zealot as it retreats. You're mistaken, tanks do have to stop to shoot. How its done, at least to my knowledge, is through timing. When the tanks cooldown is done, hit h, and then right click on the destination again. The tank will stop for a split second, fire, and then move again.
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GrandInquisitor
New York City13113 Posts
Bumping an old thread, since I think it has a long ways to go before we list all the useful Tricks that newbies desperately need to know.
More to be included in first post:
The group overlord-with-muta thing Rax pushing mnm across mineral barriers Burrowed hydras against reav/sair Burrowed lings (or spider mines) to stop an expo Having another probe in your base click on the enemy's minerals after your first one dies so it clips through the enemies blocking the ramp. Including zealots in your reaver drop so the enemy AI will target them first instead of your reaver (especially useful vs cannons, which will stop firing at the shuttle) Picking up units and dropping them with the dropship to maximize the health of tanks (specifically, tanks have no cooldown so you shoot immediately when you drop them, but the goon animation takes a while to get to the tank, so if you pick up before the ball gets to the tank you take no damage. Same for reaver vs reaver fights, but since reavers have cooldown after being dropped, you have to drop before you plan to shoot. Also, reaver scarabs recharge while in the shuttle)
etc.
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Nothing special just something everyone should know: When microing zlot/probe vs excessive zerglings at your mienral line or w/e, you should let the probes go in the front and hide zlot abit in the back. Ling ai will target zlot and it won't get to zlot immediately. Instead the ling will get hit by probes before reaching the zlot, thus you can kill ling in 2 hits. You can kill a lurker w/ zealot standing on top and splash zlot w/ ur own archon. It is possible to kill a spidermine with an ultralisk with no health lost. It is also possible to kill a spidermine w/ a DT and an ob w/ no health lost. Stasisfield cannot be restored.
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Hold lurker is better done by pressing "a" then left clicking on an enemy building that is under fog. This works 100% of the time so its very reliable. Press stop when you want them to attack.
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seige tank + ground unit vs hidden unit (DT, Lurker)
run ground unit near, or over the hidden unit and use the tank to attack your own unit causing splash damage on you and the hidden unit. same concept works with reavers.
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O one more thing... You can use CC or rax or any liftable building to crush interceptors xD
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building a pylon to clip a probe through a mineral line or terran wall-in or neutral building. unloading a dropship while moving is of course done by unloading all onto the moving dropship or magic boxes for multiple dropships. magic box use for chunjji storms as i suppose they're called or other things. upgrading air attack to fake upgrading goon range pvt to save a bit of extra gas on the cancellation after the scout leaves. emp+nuke kills nexus in one hit. why did i post here?
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GrandInquisitor
New York City13113 Posts
On November 19 2006 12:05 skyglow1 wrote: Hold lurker is better done by pressing "a" then left clicking on an enemy building that is under fog. This works 100% of the time so its very reliable. Press stop when you want them to attack.
What if the Terran lifts off the building and lands it next to your lurker? WHAT THEN HUH!?
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Hong Kong20321 Posts
On November 19 2006 16:02 GrandInquisitor wrote:Show nested quote +On November 19 2006 12:05 skyglow1 wrote: Hold lurker is better done by pressing "a" then left clicking on an enemy building that is under fog. This works 100% of the time so its very reliable. Press stop when you want them to attack. What if the Terran lifts off the building and lands it next to your lurker? WHAT THEN HUH!?
gg no re then
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On November 19 2006 16:12 alffla wrote:Show nested quote +On November 19 2006 16:02 GrandInquisitor wrote:On November 19 2006 12:05 skyglow1 wrote: Hold lurker is better done by pressing "a" then left clicking on an enemy building that is under fog. This works 100% of the time so its very reliable. Press stop when you want them to attack. What if the Terran lifts off the building and lands it next to your lurker? WHAT THEN HUH!? gg no re then
nah nothing will happen. In the Fog of war you still see a grey Rax. The grey rax won't go away untill ur units go to that location.
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Kennigit
Canada19447 Posts
i remember at BWWI in feb Nal_ra pulled off a really nice counter against a lurker drop in his base by Yellow i believe.
2 reavers in drop ship 1 droped onto of the lurker 1 away, attack clicks the 1st reaver and picks it up with shuttle killing lurkers..awesome move
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On November 19 2006 17:48 Kennigit wrote: i remember at BWWI in feb Nal_ra pulled off a really nice counter against a lurker drop in his base by Yellow i believe.
2 reavers in drop ship 1 droped onto of the lurker 1 away, attack clicks the 1st reaver and picks it up with shuttle killing lurkers..awesome move it was reach. He lost that game too xD
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GrandInquisitor
New York City13113 Posts
On November 19 2006 16:28 evanthebouncy~ wrote:Show nested quote +On November 19 2006 16:12 alffla wrote:On November 19 2006 16:02 GrandInquisitor wrote:On November 19 2006 12:05 skyglow1 wrote: Hold lurker is better done by pressing "a" then left clicking on an enemy building that is under fog. This works 100% of the time so its very reliable. Press stop when you want them to attack. What if the Terran lifts off the building and lands it next to your lurker? WHAT THEN HUH!? gg no re then nah nothing will happen. In the Fog of war you still see a grey Rax. The grey rax won't go away untill ur units go to that location.
fuck
there go my tvz aspirations
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On November 19 2006 18:52 GrandInquisitor wrote:Show nested quote +On November 19 2006 16:28 evanthebouncy~ wrote:On November 19 2006 16:12 alffla wrote:On November 19 2006 16:02 GrandInquisitor wrote:On November 19 2006 12:05 skyglow1 wrote: Hold lurker is better done by pressing "a" then left clicking on an enemy building that is under fog. This works 100% of the time so its very reliable. Press stop when you want them to attack. What if the Terran lifts off the building and lands it next to your lurker? WHAT THEN HUH!? gg no re then nah nothing will happen. In the Fog of war you still see a grey Rax. The grey rax won't go away untill ur units go to that location. fuck there go my tvz aspirations
LOL even if that did work you'd have to lift every single one of your buildings :p O wait, you can just share vision w/ him briefly! Wow that's ingenius!
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Wouldn't you need to lift every building just in case though? I'm pretty sure that even if the rax is still landed and he can see it that the lurker will stay in hold position.
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On November 19 2006 15:58 zobz wrote:magic boxes for multiple dropships.
Nooooooooooooooooooo! The idea I strived so far to be rid of is still there T_T Magical box has nothing to do with center of gravity!!
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Nobody even mentioned the fact that you can wall a ramp or whatever with hold position on your workers if you have any other unit selected in the group. Same with patrol as was mentioned. You could say the stronger unit assumes the commands of the group.
The thing that this doesn't work for though is the fact that you can't press "A"ttack or "P"atrol when you have lurkers unburrowed in a group of other attack units. Which blizzard [i]needs/i] to patch because that really pisses me off when im caught offguard with a bazillion lings, hydras, and lurkers all ungrouped/mixed up with fresh rallied units or whatever. Same goes for vessels and medics for that matter.
Seems like it would be a simple patch to me.
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you guys are forgetting mass rax rush, you drop like 10 barracks in his base and make a square with them, fill the square with rines and then unleash them upon the enemy! and as stated in a previous thread, my ultralisk stack move.
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How do you speed drop a large number of dropships at the same time.
I have seen pros do it. They unload the units in their dropships one at a time while moving at the same time.. For one dropship, this is done by clicking "unload all" on top of the dropship.
But is there any simpler way to use this same technique but with more than one dropship? Without having to click "unload all" on every individual dropship?
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Look up center of gravity
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Two additional splash tricks.
-Since shots from siege tanks are displaced under swarm. Targetting units behind the ones you want to kill, hits everything in front of it.
-No archon but harassed by lurkers? Target units on top of burrowed spot with reavers. Pick up with shuttle before scarab arrive. Even better than Tank splashes .
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United States20661 Posts
On November 21 2006 16:47 BlueIris wrote: How do you speed drop a large number of dropships at the same time.
I have seen pros do it. They unload the units in their dropships one at a time while moving at the same time.. For one dropship, this is done by clicking "unload all" on top of the dropship.
But is there any simpler way to use this same technique but with more than one dropship? Without having to click "unload all" on every individual dropship?
Theoretically clicking unload all, then clicking the exact center of all the dships while they're moving... would do it.
However, once you get quite a large number, it's very difficult to find the exact center (unless you stack them all or something, but that's dangerous... >>;;
So most pros just do the unload-click for each transport as fast as possible, which is pretty fast :x
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On November 21 2006 16:53 roadrunner_sc wrote:Two additional splash tricks. -Since shots from siege tanks are displaced under swarm. Targetting units behind the ones you want to kill, hits everything in front of it. -No archon but harassed by lurkers? Target units on top of burrowed spot with reavers. Pick up with shuttle before scarab arrive. Even better than Tank splashes .
wow that second one is amazing! someone should try that out practically!~
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GrandInquisitor
New York City13113 Posts
On November 21 2006 17:49 vinsc wrote:Show nested quote +On November 21 2006 16:53 roadrunner_sc wrote:Two additional splash tricks. -Since shots from siege tanks are displaced under swarm. Targetting units behind the ones you want to kill, hits everything in front of it. -No archon but harassed by lurkers? Target units on top of burrowed spot with reavers. Pick up with shuttle before scarab arrive. Even better than Tank splashes . wow that second one is amazing! someone should try that out practically!~
Done in BWWI
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intrigue
Washington, D.C9931 Posts
seems difficult to execute precisely though, plus the fact that scourge will take out your shuttle?
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On November 21 2006 20:44 intrigue wrote: seems difficult to execute precisely though, plus the fact that scourge will take out your shuttle? Nah... early on you don't have scourge. Scourge comes after your observers
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On November 21 2006 18:42 GrandInquisitor wrote:Show nested quote +On November 21 2006 17:49 vinsc wrote:On November 21 2006 16:53 roadrunner_sc wrote:Two additional splash tricks. -Since shots from siege tanks are displaced under swarm. Targetting units behind the ones you want to kill, hits everything in front of it. -No archon but harassed by lurkers? Target units on top of burrowed spot with reavers. Pick up with shuttle before scarab arrive. Even better than Tank splashes . wow that second one is amazing! someone should try that out practically!~ Done in BWWI
brood world war 1?
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On November 21 2006 16:56 Last Romantic wrote:Show nested quote +On November 21 2006 16:47 BlueIris wrote: How do you speed drop a large number of dropships at the same time.
I have seen pros do it. They unload the units in their dropships one at a time while moving at the same time.. For one dropship, this is done by clicking "unload all" on top of the dropship.
But is there any simpler way to use this same technique but with more than one dropship? Without having to click "unload all" on every individual dropship? Theoretically clicking unload all, then clicking the exact center of all the dships while they're moving... would do it. However, once you get quite a large number, it's very difficult to find the exact center (unless you stack them all or something, but that's dangerous... >>;; So most pros just do the unload-click for each transport as fast as possible, which is pretty fast :x
Thanks for your help ^^ I finally understand the concept, just applying it takes a bit of work
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On November 19 2006 17:48 Kennigit wrote: i remember at BWWI in feb Nal_ra pulled off a really nice counter against a lurker drop in his base by Yellow i believe.
2 reavers in drop ship 1 droped onto of the lurker 1 away, attack clicks the 1st reaver and picks it up with shuttle killing lurkers..awesome move heh, thats cool
Posts 19999 FA... just... one... more... post :[
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On November 21 2006 21:39 Yogurt wrote:Show nested quote +On November 21 2006 18:42 GrandInquisitor wrote:On November 21 2006 17:49 vinsc wrote:On November 21 2006 16:53 roadrunner_sc wrote:Two additional splash tricks. -Since shots from siege tanks are displaced under swarm. Targetting units behind the ones you want to kill, hits everything in front of it. -No archon but harassed by lurkers? Target units on top of burrowed spot with reavers. Pick up with shuttle before scarab arrive. Even better than Tank splashes . wow that second one is amazing! someone should try that out practically!~ Done in BWWI brood world war 1?
brood war worldwide invitational
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When you send scourge to hit a vessel, if you send 12 lings along the marines will auto target the lings and your scourge may make it the extra mile. This is especially good in ZvsP if you are killing obs.
Your opponent will do lots of predictable things. They will scout for expos, so you can set traps for them that will auto matically go off without you having to do anything, for example put a vulture or a zealot or 4 lings at an expo ramp.
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thedeadhaji
39471 Posts
I dont have time to read through the entire thread right now, but I read the OP post and here are some that I didnt find there.
Pylon Jump. trapping a probe between a warped pylon and a structure or mineral, making the probe jump over it, onto the other side. Useful on Requiem and Arkanoid, for instance.
Corsair self-splash against cloaked wraiths. The Pusan move. Short term, but unideal solution to lack of detection vs cloaked wraiths.
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How does this one work...
Speed Drop: Clicking the wireframes as the ferrying units move rather than using the "unload all" command, resulting in both quicker unload and a spread that can reduce splash damage/psi-storm, etc.
What are the "wireframes" in the overload/shuttle/dropship?
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Wireframes would be the pretty green/multicolor outlines of units.
You see those 11 BCs? Their ugly green outlines would be their wireframe. Thus, in a Dropship, you'd see 8 of those pretty green things (assuming you put in Marines) and you'd rapidly click the top left one to drop units as your Dropship moves.
EDIT: This isn't me playing, btw.
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On November 22 2006 11:26 Solstice[gm] wrote:Wireframes would be the pretty green/multicolor outlines of units. You see those 11 BCs? Their ugly green outlines would be their wireframe. Thus, in a Dropship, you'd see 8 of those pretty green things (assuming you put in Marines) and you'd rapidly click the top left one to drop units as your Dropship moves. EDIT: This isn't me playing, btw.
ha I was suprised at the picture as well. 11 BCs vs Zealot looks really imba.
Something random: When trying to break a bunker and feeling extra fancy, bring along 1 overlord. Bunker cannot aim so some of the shot will be at the ovi, therefore making your lings last longer.
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What about those tricks where some people build refineries on your gas? Is that like 'manner gas'? Whats the deal?
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It's annoying, makes you waste units' time for destroying it (if not cancelled) and delays your tech.
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