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Forum Index > Brood War Strategy
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antrax
Profile Joined July 2005
Peru191 Posts
Last Edited: 2005-11-16 16:44:28
November 16 2005 14:21 GMT
#1
I want to share this information with the community; most of this is from a P point of view.

Did you know:

- Creeps have 400 hp but you only need to inflict 300 damage, after that the resulting sunken will have 1 hp.

- Overlords and supply depots take more time (both 40) than pylons (30) and also are weaker (Ovi 200, Depot 500 Pylon 300, 300). I think depots are an interesting target, usually they are together waiting for a smart reaver.

- Zerg buildings (except hatchery) are weaker than others' races, especially spire. Wouldn’t they be good targets?

- Fleet Beacon is the most expensive tech building in the game (300m 200g). I'd suggest reduce cost to 200m 200g and put citadel as a prerequisite or something like that. Disruption could be an attractive option if this building doesn't cost like that.

- The angle between probe-mineral-nexus when you send it to gather minerals matters for the way back to the nexus (slightly better using up-down, left-right than diagonals). And putting buildings like pylons to correct the path is not the solution it slows the worker down a little, causing some economic differences in the long run.

- If you don’t have detection for mines but you know exactly where they are, put a probe exactly above the mine in hold position, bring your zealot or dragoon (not too close) and it will be blocked and destroyed by the same probe.

- Shield batteries can be used in a fashion recharge-patrol or recharge-hold (using right click and “p” or “h”) repeatedly, this way your units will be fighting all the time and recharging only 20 or 30 hp every right click. Like a variant of the dragoon dance.

- Hotkeys persists inside shuttles, of course you won’t be able to select the unit loaded but as soon as it is unloaded you can use it, don’t worry selecting too early and lose the hotkey it will work when unit appear. Really good for reavers or templars drops.

- Overlord with maelstrom can’t detect, spore with D-web still detects.

- A goon can fire from higher ground and loaded in a shuttle so fast that the enemy can't see it.

- Two DA casting maelstrom on ground will spread the spell in an effective way and this spell can be used again almost immediately, a huge area can be covered easily.

- Interceptors can be stopped in air; select a group of them plus another unit then press stop several times, even if carrier is moving away they won’t move.

Hallucinations
- An archon hallucination has the same HP than a goon and are really good absorbing damage. Mass archon hallucination is an awesome move against T.

- Hallucinations take double damage preserving armor or shield upgrades.

- High Templar casting hallucination from higher ground is not sighted, so the hallucination can attract the fire while you cast a storm and save the templar.

- High Templar can cast Storm-Hallucination-Storm in the same time you cast 2 consecutive storms. Against T storm tanks, hallucinate some others to attract fire of activate mines and cast another storm, full use of this excellent unit.

- Lurker hallucination never burrows, egg hallucination is really hard to kill.

Miscellaneous

- The Radioactive cloud or The Exterminator, several times we saw 2 irradiated vessels killing drones, but as this spell is ACUMULATIVE you can irradiate 5 or 6 vessels (is a good number) put it all together as one unit an fly over zerg units, you will see the amazing effect of this weapon even ultras or overlords die fast with this. Against a massive attack or if you see groups of units without too much antiair just fly over. Dark Swarm DOESN’T MATTER.

- Another humble use of irradiation is choose a weak unit cast matrix and irradiation in it, this unit won’t die but it will affect the surrounding units, what a feeling of guilty after killing its mates.

- For Z, if you have irradiated units in order to minimize the damage kill, burrow or load into overlords (ovi is not affected).

- Tank-Dark Swarm-Lurker, take a detailed look of how tanks fires over lurkers in Dark swarm, the fire and splash impact 1 square in front of the lurker. In fact if there are too many of then you can still kill some, manually target the more distant lurkers and the fire will kill the closer ones.

- Queen can broodling eggs even from overlords or mutas.

- Combo plague-broodling, just an idea, cast plague over a bunch of terran units when hit points are low, broodling some unit in the middle if there are siege tanks the splash will kill many if not all of them.

- Vultures can do mine-hold-mine-hold-mine-hold; in a mineral line you could be killing and mining.

- Tanks and goliaths are the only units that can be linked (rigth click over another unit to follow it) and still can fire. Great troop control especially for those problematic goliaths who yells "Rrrrrevenge ..." and start chasing some unit.

Some fun ideas for 2vs2

- TZ against ZR you can use scan to start a nydus in enemy Z base.

- Irradiated interceptors looks cool and make good extra damage against Z

- Over an Irradiated unit cast Stasis field, you can’t do anything else with the radiation until the effect is gone.

- Irradiated Archon, what a Z killer.


I hope you enjoy it. Could be some ideas to occupy your amazing Parkinson APM.

Comments?

Bye
Deep tech
Sfydjklm
Profile Blog Joined April 2005
United States9218 Posts
November 16 2005 14:26 GMT
#2
ROFL
when my ultra is irradiated, ill be sure to statis it!
twitter.com/therealdhalism | "Trying out Z = lots of losses vs inferior players until you figure out how to do it well (if it even works)."- Liquid'Tyler
EarthSHaKe
Profile Joined July 2005
Sweden73 Posts
November 16 2005 14:44 GMT
#3
On November 16 2005 23:21 antrax wrote:
-- Zerg buildings are weaker than others' races (especially spire). Wouldn’t they be good targets?

Hive is the strongest building in the game.
AcrossFiveJulys
Profile Blog Joined September 2005
United States3612 Posts
November 16 2005 14:48 GMT
#4
LOL at sfydjklm.

"- High Templar can cast Storm-Hallucination-Storm in the same time you cast 2 consecutive storms. Against T storm tanks, hallucinate some others to attract fire of activate mines and cast another storm, full use of this excellent unit."

That's pretty cool, nice idea.

"- Irradiated interceptors looks cool and make good extra damage against Z"

Bad idea. haha.
exalted
Profile Blog Joined March 2004
United States3612 Posts
November 16 2005 15:02 GMT
#5
beautiful post
too easy
antrax
Profile Joined July 2005
Peru191 Posts
November 16 2005 15:23 GMT
#6
For the 2vs2 I said FUN ideas not gosu moves.
Deep tech
GTR
Profile Blog Joined September 2004
51489 Posts
November 16 2005 16:20 GMT
#7
i dont agree about the fleet beacon reduced price because fb was originally intended for late game/high eco times.
Commentator
NovaTheFeared
Profile Blog Joined October 2004
United States7226 Posts
November 16 2005 16:36 GMT
#8
Yes there's no reason to encourage the bad 1B carrier rushes. Clawson loses enough to lose already.
日本語が分かりますか
sdpgposd
Profile Joined October 2005
United Kingdom1464 Posts
November 16 2005 17:33 GMT
#9
ty, much appreciated. I knew all of this already but i never really 'noted it' you know -.-

anyway, i liked the post !
-DaJ-
Profile Joined April 2004
Switzerland539 Posts
November 16 2005 17:53 GMT
#10
thx nice report.....
but one question still persists. how do the koreans make the vultures lay the mines that perfect? if im in a game and tell the vults to mine the ground ionly about 50% (keke maybe a bit more) actually spit out a mine. but in the pro games they always lay mines...
so do they just hit the "i" (for mine) *click* and hit "h" (for hold) as you said in the thread?
or is there another way?
Dear God, my brilliance is becoming a bit of a burden.
JoopeyDoop
Profile Joined September 2004
United States150 Posts
November 16 2005 18:16 GMT
#11
nice post you know ur stuff
Alan Schezar
Profile Joined November 2005
France44 Posts
November 16 2005 18:29 GMT
#12
for the DA casting on ground :

all units have two ways of understanding an order cast on ground while in group :
- everyone reacts as if he was alone and does the move
- the group reacts as a group and keeps formation

it works for moving, a-moving (where the units will stop), and casting

spread templars behind canons and 1 T-click storm a large area

I really would like to know when the second option is triggered tough !!
for me it's often the first option when i need the second (like D-webbing, you dont care about having 10 Dweb in a single place) and the second when i need the first (trying to regroupe my units tighter)

Do you have the answer ?
DAchon ftw ^^
Thengel
Profile Joined May 2004
156 Posts
November 16 2005 18:29 GMT
#13
On November 17 2005 02:53 -DaJ- wrote:
thx nice report.....
but one question still persists. how do the koreans make the vultures lay the mines that perfect? if im in a game and tell the vults to mine the ground ionly about 50% (keke maybe a bit more) actually spit out a mine. but in the pro games they always lay mines...
so do they just hit the "i" (for mine) *click* and hit "h" (for hold) as you said in the thread?
or is there another way?


that has puzzled me as well
This time I didnt lose the keys, I lost the whole damn car
exalted
Profile Blog Joined March 2004
United States3612 Posts
November 16 2005 19:35 GMT
#14
If you tell your vultures to only mine in one place, they cannot, becuase other vultures are in the way - what you need to do is select 3 at a time and tehn select different mine locations for each trio of vultures so that they all can lay mines over an area, and not just one specific spot.
too easy
CuddlyCuteKitten
Profile Joined January 2004
Sweden2643 Posts
November 16 2005 21:22 GMT
#15
I think it depends on how many vults you have. If I only have a few vults I'll clone the mines out (more or less, 2-3 vults mining the same place usually works fine) but if I have many I send all of them out and then box select the edges of the formation to mine left/rigth. It depends on how much time and how important it is to get the mines down correctly, if they need to be perfect I'll box select one more time when the vults are close to the target so I can spread out any clusters of vults that could have a problem. It usually works pretty good.

Koreans I assume do more or less the same thing but they are x3 faster than me so of course they get x3 the mine placment.
I think mining (pushing in general actually) is one of the things in the game that APM affects the most, the faster you can click the better you will mine or something.
waaaaaaaaaaaooooow - Felicia, SPF2:T
iNsaNe-
Profile Joined January 2005
Finland5201 Posts
November 16 2005 21:48 GMT
#16
On November 16 2005 23:21 antrax wrote:
- TZ against ZR you can use scan to start a nydus in enemy Z base.


Should try that sometime ;P
It takes a fool to remain sane.
WGT)DarkXprT
Profile Joined October 2005
Qatar428 Posts
November 16 2005 22:48 GMT
#17
Select 12 vultures, press 'i' then click on minimap, they will set all mines without having any problem.
I hope all our problems stay as much as christmas wishes.
Patriot.dlk
Profile Blog Joined October 2004
Sweden5462 Posts
November 16 2005 22:50 GMT
#18
Hehe, liked it thx
8882
Profile Blog Joined December 2003
2718 Posts
November 16 2005 23:12 GMT
#19
I think that if you have 6vultures with 3mines and 6vultures with 2mines and order the whole (12) group to plant mines, only 1 will do it
I have returned
DevAzTaYtA
Profile Blog Joined October 2002
Oman2005 Posts
November 16 2005 23:47 GMT
#20
On November 17 2005 03:29 Alan Schezar wrote:
for the DA casting on ground :

all units have two ways of understanding an order cast on ground while in group :
- everyone reacts as if he was alone and does the move
- the group reacts as a group and keeps formation

it works for moving, a-moving (where the units will stop), and casting

spread templars behind canons and 1 T-click storm a large area

I really would like to know when the second option is triggered tough !!
for me it's often the first option when i need the second (like D-webbing, you dont care about having 10 Dweb in a single place) and the second when i need the first (trying to regroupe my units tighter)

Do you have the answer ?


click exactly on the center of the formation, i think
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