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On November 17 2005 12:42 Chill wrote: When a Creep Colony turns into a Sunken Colony doesn't it get 3/4's of its life, not -100?
I'm 95% sure it's -100 life.
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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.
For the first one, are the units selected?
Oh, and the last one isn't true. It took me weeks to figure that out.
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On November 17 2005 17:18 Gatsu wrote:I ll share one of my little discovery of BW with you. Every group of units have a specific square of an X length. Depending of the units, the square is big, sometimes it s small. Vultures and Templars have a small one. So if u process with a normal order like "Storm" or "Mine" they ll stay in formation ONLY if ALL the units of your group are in this little square. It s exactly the same behavior for all units in BW. I had forgot how it works if u have a group of mixed units but it has a link with the upper rulez. ( i had stop BW ) For me the best way to mines was to put 3 or 4 vultures in this famous square and give the order. I was not a protoss player but u can do the same with 4 templars if they are in this famous square. (try it  ) Same with dropships, etc. etc. etc. Enjoy ps: the best way to know if a group of units is not outside this famous square is to give a move order. if the units stay in formation, it s ok. If not, your square is too big. Units just need to be inside and you can make any type of formations u wish, square, triangle, etc. etc. but the units must be in the square. ps2: i have never found any reference of this trick anywhere.
Hey thanks man thats aweeeeeeeesooooomeeeee I always felt that it was something like this, but i couldn't get it down pat. Thanks heaps I'm gonna go research ont he sizes of these squares.
skyglow1
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You sure its a square and not like a circle or something? Just making sure.
skyglow1
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if it s not a square, it must be really close to it from what i remember.
to make your own test, try first with only one type of unit. and move them. if they stay in the same formation, u got it. u can them try to extend it little by little until u get the max area possible.
4 templars can storm a nice area. disrup web, etc. etc.
being only terran player, i used it mostly for dropship formation and mine.
ps: if u give multiple order to storm, mine, etc. be careful that your units must stay in this "square". if one is stuck somewhere out of the square, and u remake the order, than it s over.
ps2: i never take time to look at it in very old patch, but those kind of hidden feature can be use to balance each race.
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I'm looking into it to see whats the size of the square for certain units. I'll post some stuff when I'm done.
skyglow1
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On November 17 2005 17:18 Gatsu wrote:I ll share one of my little discovery of BW with you. Every group of units have a specific square of an X length. Depending of the units, the square is big, sometimes it s small. Vultures and Templars have a small one. So if u process with a normal order like "Storm" or "Mine" they ll stay in formation ONLY if ALL the units of your group are in this little square. It s exactly the same behavior for all units in BW. I had forgot how it works if u have a group of mixed units but it has a link with the upper rulez. ( i had stop BW ) For me the best way to mines was to put 3 or 4 vultures in this famous square and give the order. I was not a protoss player but u can do the same with 4 templars if they are in this famous square. (try it  ) Same with dropships, etc. etc. etc. Enjoy ps: the best way to know if a group of units is not outside this famous square is to give a move order. if the units stay in formation, it s ok. If not, your square is too big. Units just need to be inside and you can make any type of formations u wish, square, triangle, etc. etc. but the units must be in the square. ps2: i have never found any reference of this trick anywhere. ------->
![[image loading]](http://media.livingwithstyle.com/files/1/5/7/7/7/youreawsome.gif)
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On November 17 2005 00:02 exalted wrote: beautiful post
agree'd, good work man. i love posts like this, keep it up
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I have a good idea too, you play 1vs1 , you Z , opponent P, with some obs. You infested the command center of any obs, and you make infested Terran. It should be hard for protoss..
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On November 17 2005 20:02 Purind wrote:Show nested quote +On November 17 2005 12:42 Chill wrote: When a Creep Colony turns into a Sunken Colony doesn't it get 3/4's of its life, not -100? I'm 95% sure it's -100 life.
I'm 100% sure  A numerous times I've seen zealots in PvZ precautionary (does this word really exist?! LOL) hitting creep colonies untill they reach 100hp. That way, even if Z starts spawning sunkens, one hit is enough to finish it off.
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Omg, thanks a lot for these yummy details. As a Terran I'll remember that Irradiated Vessels DO affect unit under Dark Swarms. :D
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really great interesting post. i already knew most but you've given me some awesome ideas. im definitely going to try out hallucination on tanks in combination with storm next PvT i play. i was just thinking today about how in pvt whenever i take my natural gas early i always have a ton of gas which leads to a ton of templars and not that much to do with them. this is the perfect solution =D
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wow nice post man
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On November 17 2005 12:20 Alan Schezar wrote:Show nested quote +On November 17 2005 08:47 DevAzTaYtA wrote: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 yeah for regrouping it should work (usually works at the third-fourth time you click) but the solution for storming insterests me more .. (i assume it is different ^_^)
If you want to storm a large zone with temps Spread your temps (2 or 4) one storm away from each other. Storm a spot all can reach wothout moving Do not storm a unit ! You have to aim ground
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haha iradiate + matrix
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On November 17 2005 20:02 Purind wrote:Show nested quote +On November 17 2005 12:42 Chill wrote: When a Creep Colony turns into a Sunken Colony doesn't it get 3/4's of its life, not -100? I'm 95% sure it's -100 life.
3/4 of 400 is 300. A -100 change. lol
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he means 3/4 of 300 the damage did for the sunken
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On November 18 2005 00:04 skyglow1 wrote: I'm looking into it to see whats the size of the square for certain units. I'll post some stuff when I'm done.
skyglow1 can't wait!
L!MP
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http://www.teamliquid.net/forum/viewmessage.php?topic_id=24243
Penalty for Cancelling buildings, units, upgrades:
Some people seem to have some confusion about what gets money back and what doesn't.
Buildings: Warping in and killed: 0 back Warping in and cancelled: 75% back
Units: Cancelled: 100% back Training in a building that is killed: 100% back (including any queued units also giving 100% back) Scarabs/Interceptors building: 0 back (Thanks for pointing this out Catyoul, and I just ran a test on Reaver and confirmed)
Upgrades: Cancelled: 100% back Researching in a building that is killed: 75% back
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Prose, thanks for the post - I already had a general idea of how it worked but it was useful to see the clear facts on paper. Particularly the ones about:
Upgrades - researching in a building that is killed - 75% back, Scarabs / Interceptors building and is killed - 0% back and Buildings that are killed (with queued ones) give 100%
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