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Forum Index > Brood War Strategy
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WGT)DarkXprT
Profile Joined October 2005
Qatar428 Posts
Last Edited: 2005-11-19 05:24:45
November 19 2005 05:23 GMT
#61
Well, some of you might know things about brood war, little things that not everyone knows, i will give you an example.

Mutalisks. Did you know that Mutalisks have a tongue?, and its tongue is a Gecko?, Try watching the preview in a game of a mutalisk, and keep looking at it for seconds, the mutalisk will flip out his tongue, and guess what, its a gecko. Very funny.

Reavers and Mines, The explosion of their atack are exactly the same image, blizzard only changed the mine explosion color to blue and thats what the explosion of a scarab looks like.

Esnare and Plague. Did you know that the Esnare and Plague not only are the same effect, and a change of the color. But they are also Just an effect of various Marines dying?
If you watch really carefully in a slow mode and watch the queen cast the Esnare or the Defiler cast the Plague, you will see that the formed effect, are just some marines dying in another color.

I dont remember any other now, but as soon as i do, i will post them. I know quite a few, post yours if you got one.

edit: yes it was posted before, it was me, im the same guy, dont say i stole words cause they are mine and only mine, is that clear?
I hope all our problems stay as much as christmas wishes.
SuperJongMan
Profile Blog Joined March 2003
Jamaica11586 Posts
November 19 2005 05:52 GMT
#62
Yeah but these aren't just graphical things.. and cute lil gecko tongues.
It's lil handy info "useable" in a game.

Now, can anyon e tell me how many zealots or goons it takes to take down sunkens? Like what's a good ratio cuz I just always been the type to avoid or only attack with clear clear advantage (aka fried 10+ hydras losin nothing)
POWER OVERWHELMING ! ! ! KRUU~ KRUU~
Empyrean
Profile Blog Joined September 2004
17057 Posts
November 19 2005 14:16 GMT
#63
On November 19 2005 00:55 exalted wrote:
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%


This information is on the Blizzard Starcraft website.
Moderator
Excalibur_Z
Profile Joined October 2002
United States12243 Posts
November 19 2005 15:03 GMT
#64
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?


It's a flat 100 life subtracted. Usually if I am rushing with very few units and my opponent is morphing multiple Sunkens, after I get one down to about 100 life I will start attacking the next one, then tell only one unit to attack the newly-completed Sunken. It will die before the tentacle inflicts damage on one of my units.

And since this thread seems to be about painfully obvious game mechanics, did you know Zerg buildings do not regenerate life when transmorphing? (Spire -> Greater Spire, Hatchery -> Lair, Lair -> Hive, Creep Colony -> Sunken or Spore)
Moderator
PockyPocky
Profile Joined April 2005
Canada305 Posts
November 19 2005 15:55 GMT
#65
On November 19 2005 14:52 SuperJongMan wrote:
Yeah but these aren't just graphical things.. and cute lil gecko tongues.
It's lil handy info "useable" in a game.

Now, can anyon e tell me how many zealots or goons it takes to take down sunkens? Like what's a good ratio cuz I just always been the type to avoid or only attack with clear clear advantage (aka fried 10+ hydras losin nothing)


well, i think it only takes 2 zeals to take out a sunken :T?
but there's too many factors like worker swarming the sunken, attack units + sunken, sunken perfect positioned behind buildings..things that make you have to spend more time reaching it
its again all situational...
but if u want something to take down more easily always look to taking down expansions that have 1-2 sunkens with around 1/2 a group to a group of units
jtan
Profile Blog Joined April 2003
Sweden5891 Posts
November 19 2005 23:49 GMT
#66
you prolly know theese, but ill share some for fun.
-you can get a second scv inside the P main by clicking the mineral there when your first scv scouts it. wastes the protoss fast reaver or dt tech.

-you can kill sunkens pretty fast with nonsieged tank and a dropship without taking damage
great for fun, and winning in some situations. not lag-friendly.

PvT !
-you can delay terrans first factory by building and canceling

-count the hits your goons get! good and important in early game
a tank dies from 8 goon shots
vult 6
marine 4
scv 6
mine 2

-you can kill mines with goon only by going with one goons back and fourth with other goons behind. if you have a shuttle you can also detonate mines by dropping/lifting.

-you can block ramps with statisfield, nice to defend an expo until your troups arrive, or recall in opponents main and statis is ramp-.-

Great thread! gJ!
Enter a Uh
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
November 20 2005 00:44 GMT
#67
On November 19 2005 14:52 SuperJongMan wrote:
Yeah but these aren't just graphical things.. and cute lil gecko tongues.
It's lil handy info "useable" in a game.

Now, can anyon e tell me how many zealots or goons it takes to take down sunkens? Like what's a good ratio cuz I just always been the type to avoid or only attack with clear clear advantage (aka fried 10+ hydras losin nothing)

4 zealots/sunk.
Depends on how many lings he has of course, or if you have speed, if he has speed ETC.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
artofmagic
Profile Blog Joined March 2005
United States1951 Posts
November 20 2005 04:24 GMT
#68
wow... many cool tricks up my sleeves now
evolve or die
Overlord
Profile Joined May 2003
Romania651 Posts
November 20 2005 07:41 GMT
#69
Don't u need 3 goon hits to kill a mine?
God is dead - Nietzsche ; Nietzsche is dead - God
cruel)angel
Profile Joined February 2005
Philippines253 Posts
November 20 2005 11:57 GMT
#70
i think you only need 2 goons to kill a mine without obs
i die, i die, but ill kill you first
skyglow1
Profile Blog Joined April 2005
New Zealand3962 Posts
November 20 2005 13:02 GMT
#71
On November 20 2005 16:41 Overlord wrote:
Don't u need 3 goon hits to kill a mine?


2 only

On November 20 2005 20:57 cruel)angel wrote:
i think you only need 2 goons to kill a mine without obs


Kinda risky if you screw it up. 3 goons is better to ensure that the mine is killed.

skyglow1
aw11
Profile Joined November 2005
Italy11 Posts
Last Edited: 2005-11-20 18:39:10
November 20 2005 18:32 GMT
#72
what a feeling of guilty after killing its mates.


lol
AbOmiNaTioN
Profile Joined December 2005
Brazil5 Posts
December 08 2005 01:50 GMT
#73
I want to say something too!!!... erm... shield upgrades are expensive but they also strenghten your building shields (good for Cannons against Mutalisks).
ShadowMaster
Profile Joined September 2004
United States238 Posts
December 08 2005 02:24 GMT
#74
On November 18 2005 08:21 Armand Tamzarian wrote:
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


Doesn't work; hallucination has a rediculously small range (1/2 or 1/3rd that of storm). I once tried Mind Control, which was awesome when his mines obliterated him, but it is pretty pricey.

Excellent targets of opportunity for EMP Shockwave include Shield Batteries and Comsat Stations. EMP Shockwaving a Comsat station could be very useful in a high-wraith game.
mnm
Profile Blog Joined August 2003
United States4493 Posts
December 08 2005 05:49 GMT
#75
ok now use everything u learned here n send me pp rep kthxbye
http://www.teamliquid.net/store http://www.teamliquid.net/gallery/
bbz
Profile Joined September 2003
Sweden416 Posts
December 08 2005 06:03 GMT
#76
nice list
iamke55
Profile Blog Joined April 2004
United States2806 Posts
December 08 2005 06:25 GMT
#77
DAs micro themselves so that only 1 uses mind control when you tell the group to use it on a unit. No need for cloning so mind controlling 6 ultralisks at once should be much easier than boxer's lockdown.
During practice session, I discovered very good build against zerg. -Bisu[Shield]
ubergamer15
Profile Joined January 2005
United States645 Posts
Last Edited: 2005-12-08 08:16:50
December 08 2005 08:14 GMT
#78
Can't believe no one's mentioned this:

-A medic in a dropship will heal damaged marines (or firebats, etc.) also in that dropship.
An optimist sees the glass half-full. A pessimist sees the glass half-empty. An engineer sees a waste of half a glass.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
December 08 2005 18:27 GMT
#79
im sure alot of you probably already know this but, a good way to stop the "exterminating vessels" is to burrrow your drones =)
irradiate doesnt effected burrowed units (unless theyve been specifically targeted)
Administrator~ Spirit will set you free ~
Diablo666
Profile Joined October 2005
United States306 Posts
December 08 2005 19:12 GMT
#80
On December 08 2005 17:14 ubergamer15 wrote:
Can't believe no one's mentioned this:

-A medic in a dropship will heal damaged marines (or firebats, etc.) also in that dropship.


can anyone confirm this?? (im at work right now..)
No soy mala yerba, solo yerba en mal lugar
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