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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
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ROFL when my ultra is irradiated, ill be sure to statis it!
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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.
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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.
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For the 2vs2 I said FUN ideas not gosu moves.
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51437 Posts
i dont agree about the fleet beacon reduced price because fb was originally intended for late game/high eco times.
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Yes there's no reason to encourage the bad 1B carrier rushes. Clawson loses enough to lose already.
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ty, much appreciated. I knew all of this already but i never really 'noted it' you know -.-
anyway, i liked the post !
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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?
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nice post you know ur stuff
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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 ?
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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
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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.
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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.
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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
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Select 12 vultures, press 'i' then click on minimap, they will set all mines without having any problem.
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Hehe, liked it thx
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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
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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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its simple with vults, look for opportunities to mine in advance... do the select -> I, select -> I move to mine where u want to... practise makes perfect.
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On November 17 2005 08:12 8882 wrote: 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 read my post, test it, and you'll see results.
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On November 17 2005 08:47 DevAzTaYtA wrote:Show nested quote +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 ^_^)
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Calgary25980 Posts
When a Creep Colony turns into a Sunken Colony doesn't it get 3/4's of its life, not -100?
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16981 Posts
I knew all of this, except for the 2:2 strategies I don't usually play in a manner where I'll get Carriers and my partner will get Science Vessels.
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Wow, I'm proud of all of you for saying that you knew all of this...
Anyway, I liked your post... Well thought out and amusing to read.
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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 ?
This got me thinking a long time ago, and it is actually similar to the mining problem. I think you have to click somewhere more distant than the distance between the 2 templars. I'll do some research on it.
On November 17 2005 04:35 exalted wrote: 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.
No, if you click in the right place, they will ally lay their mines and keep formation, as in the storm example. I'm pretty good at clicking in the right place now to make this happen, but I'm not 100% sure what makes it do this rather than clumping together and only 1 mine.
I think this effect is also seen when you have say a group of science vessels flying around. I like them to be spread out so I can select them easily for irradiate, but if I click in the wrong place they will clump, and sometiems if I click properly they stay in formation.
The irradiate one is pretty cool I'm so trying out with like 8 vessels :D
On November 16 2005 23:21 antrax wrote: - 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.
I'm not too sure about this one, because I think if you try to acess the hotkey while the unit is in the shuttle, the hotkey is invalid and so when you drop your unit it won't hold that hotkey.
skyglow1
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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?
I belive if you select a group of vultures and press i on the minimap they will all put down one mine each
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if you tell a group of vults to mine the same spot they will do so unless there are units there or other things in the way, then their formation gets fucked and what I do is, say they are group1, I move them all past and then select 3 at a time to lay mines. It's very easy and fast
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I'll do some research about spreading spells, or correct mining.
All what you read here was verified several times ...
Glad you liked to read the post.
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On November 16 2005 23:26 Sfydjklm wrote: ROFL when my ultra is irradiated, ill be sure to statis it!
hahah
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skyglow is right on the hotkey thing, but if u dont push the hotkey button at all while the units are in the ship, the hotkey will stay
As for things I dont know and would like to...I always wondered about a connectivity difference between say the europe, gamei, pgt, pro league servers...what is the difference in click/unit response time between all of them....is it a noticable difference? I ask this cuz I have no idea, I have never played a lan before...and when I do play on the net, even if I have the best connection in the world...one of my biggest problems to getting better is trusting my mouse/units to doin something I told it to do only once...
oh and that 2v2 scan/canal trick is fun and really common in $$ maps with NR....or it was when I first started playin online like 4 years ago? Another thing I just randomly thought to do one time back in the 4v4$$$NR15 days was be terran, and just go cc's, scans and nukes, and have the other 3 cover me - was fun
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can someone help explain this one to me like Im a 1st grader plz..
- 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
oh and nice info about the temps, I didn't know some of that...nor the goliath tank one either
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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.
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I ll give you an other one for the road 
A group of depots, barracks, etc. can block some units "sometimes". the sometimes is not due to luck. if you group 1 depot and 1 barrack together, the path between will be block ( for a zealot ) only if the barrack is at the left and/or at the bottom of the depot. It s probably due to a specific mechanism where the side of each buildings have different behavior. If you want to be a master of blocking with your building u probably should know how each side of a barrack, a factory and a depot mix together depending of their cardinality ( N, S, E, O )
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Interesting things, thanks !
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Correct Gatsu about spreading spells; i just arrive to the same conclusion, the formation is the key, i didn't know about the square, just can't say that if and only if the units move in formation they will spread the spell, corsairs and defilers can have formations with big extensions. If you see the units are not moving in formation press stop to correct and move again to see if formation is working, obstacles in the way can break formations.
For vultures a good number is 6 units to put mines.
Nice, nice
P.S. To work properly spells must be cast on ground if not all will go on one unit
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I just tested mines and storms. Here's what I got. Mines: As long as you click on the minimap, all your selected vults will lay mines in the same formation as they are. If not, it only works with a small group when you lay mines at optimal distance from vults (not too close so they are blocking each other, not too far so they form a line going to the area). Storms: This is weird. I got all kinds of stuff. If you get it right, your storm centers will be in the same formation as your temps. That works 100% if none of the temps have to move to get to the storm area. The ones that have to move may storm at the same place as others. Clicking on the minimap seems to make no difference, and even if the group stays in formation on its way to the storming area it may all storm at the exact same spot.
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Clicking on the minimap has other uses too. If you have a group of flying units selected and order them to go somewhere they normally all stack up, but if you click the minimap they stay in formation. Useful for mass drops and avoiding getting stormed.
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lol not bad i liked the ide of casting plague+broodling (i ll try it!)
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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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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?
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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)
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16981 Posts
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.
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United States12235 Posts
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)
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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
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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!
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Sweden33719 Posts
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.
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wow... many cool tricks up my sleeves now
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Don't u need 3 goon hits to kill a mine?
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i think you only need 2 goons to kill a mine without obs
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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
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what a feeling of guilty after killing its mates.
lol
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I want to say something too!!!... erm... shield upgrades are expensive but they also strenghten your building shields (good for Cannons against Mutalisks).
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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.
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ok now use everything u learned here n send me pp rep kthxbye
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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.
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Can't believe no one's mentioned this:
-A medic in a dropship will heal damaged marines (or firebats, etc.) also in that dropship.
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Aotearoa39261 Posts
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)
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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..)
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On December 09 2005 04:12 Diablo666 wrote:Show nested quote +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..)
Its true~~
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then how u do that ? :/ Tried it doesn't work except if there's any particular method to heal... -_-
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Don't play with our feelings. How do u do it? or is it a bug?
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On December 09 2005 05:24 oneiro wrote:Show nested quote +On December 09 2005 04:12 Diablo666 wrote: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..) Its true~~
Is it really? I don't believe so...
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Ill test it now and update this post when i finish
edit: no, they dont.
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oO All those times I used MM drop I've had to drop them so the medic could heal them.
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However irradiated units in a dropship will damage all units in it.
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On December 09 2005 09:59 ZaplinG wrote: Ill test it now and update this post when i finish
edit: no, they dont. My bad, then. Don't know where I got that idea.
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medics dont heal units inside dropships -_-v ... - to lay mines ez: " i " then click on minimap
- ensnare makes marines to wear off stim packs + slows them down, making it ez for your lings to kill em ( also good for tanks in retreat, they become even more slower)
- if you put a parasite into an egg, they unit that comes out of it, will remain with the parasite
- you can kill zerg eggs with spawn broodling, no matter what unit is about to come out
- protoss shields take full damage, no matter what type of damage it is ( normal, concussive or explosive) --- example: we have a dragoon vs a vulture, to bring down the shields the vulture needs 4 shots ( 80 : 20 = 4 not counting that the shield recharges -- the shields of the dragoon take the full 20), but when the real life of the dragoon takes dmg, then dmgs types come in, since vultures have concussive dmg (meaning medium units take 50% of dmg and large units take 25%) the dragoon only takes 5 of dmg out of the 20 which is the attack of the vulture, and thats because the dragoon is a large units -- 25% of 20 = 5 MEANING: 100 dragoon real life : 5 of vulture dmg = 20 shots
- when you load units, lets say we have 3 marines and 1 medic, if you load 1 marine first, then the medic, then the other 2 marines, when you use the unload command, theyll drop in the order you load them, in this case 1 marine drops first, then the medic, then the other 2 marines (important: lets say the first marine to be loaded has 20 life, and the other have full life, you wont get a full life marine dropped, but the marine with 20 life, since it was the first to be loaded on the dropship
I hope i helped...this is my first contribution to the page
ps: take a look to the starcraft page of blizzard, there, youll learn more about dmgs types, unit sizes, etc, so you can calculate, how much hits a unit needs to take of another to get killed
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great topic, thx to author for shared information. I really discoverred many interesting things in this article.
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On December 09 2005 16:01 acharus wrote: - to lay mines ez: " i " then click on minimap
No, if the vultures you are selecting are not within the boundary of the set sized box then clicking "I" and using the minimap does not work. If you want to know more about this search for "Magical Boxers" thread (I typed wrongly boxes and put boxers instead >< ).
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Aotearoa39261 Posts
On December 09 2005 20:26 skyglow1 wrote:Show nested quote +On December 09 2005 16:01 acharus wrote: - to lay mines ez: " i " then click on minimap No, if the vultures you are selecting are not within the boundary of the set sized box then clicking "I" and using the minimap does not work. If you want to know more about this search for "Magical Boxers" thread (I typed wrongly boxes and put boxers instead >< ). i thought the boxes thingy was only for non-minimap mining? i thought they will always mine perfectly with minimap? justlike retaining formation w/ minimap.. or am i wrong?
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I don't think they even retain formation using minimap. Well at least they don't mind properly if you're outside of the box. You can try it out in single player using cheats.
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Belgium9947 Posts
when an irradiated drone makes a hatch the hatch remain irradiated. It happened to me like 1 year ago, maybe they fixed it
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On December 10 2005 10:38 RaGe wrote: when an irradiated drone makes a hatch the hatch remain irradiated. It happened to me like 1 year ago, maybe they fixed it I believe this has been fixed, but I've heard another rumor that if you blind a drone just as it begins building, the building will display as "blind". Can anyone confirm?
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Just a recend game, I guess it was Tomson vs Raven, Irridiated Drone made a Creep and it was irridiated too.
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On December 11 2005 14:39 ubergamer15 wrote:Show nested quote +On December 10 2005 10:38 RaGe wrote: when an irradiated drone makes a hatch the hatch remain irradiated. It happened to me like 1 year ago, maybe they fixed it I believe this has been fixed, but I've heard another rumor that if you blind a drone just as it begins building, the building will display as "blind". Can anyone confirm?
Just tested it, and no it doesnt work unless I'm doing something wrong. It just says "Mutating" like it normally does.
Plauging a drone then build also makes the building plagued.
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cool stuff, didn't even know that all after playing for so long knew all the zergstuff tho, just lacking a bit knowledge on the t&p stuff ^^
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Belgium9947 Posts
On December 11 2005 20:33 skyglow1 wrote:Show nested quote +On December 11 2005 14:39 ubergamer15 wrote:On December 10 2005 10:38 RaGe wrote: when an irradiated drone makes a hatch the hatch remain irradiated. It happened to me like 1 year ago, maybe they fixed it I believe this has been fixed, but I've heard another rumor that if you blind a drone just as it begins building, the building will display as "blind". Can anyone confirm? Just tested it, and no it doesnt work unless I'm doing something wrong. It just says "Mutating" like it normally does. Plauging a drone then build also makes the building plagued. I've had that happen with a spore, but I think it's fixed now
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On December 09 2005 05:24 oneiro wrote:Show nested quote +On December 09 2005 04:12 Diablo666 wrote: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..) Its true~~ No it's not true! i'm sure
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And invisible drones (made invisable from arbiter trick thing) can be used to make invisible buildings (not hatchery or creepcolony).
You can for example bring an invisible drone inside the zergbase and start an invisable nydus^^
Will prolly never happen in any real game but fun nevertheless :D
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Haha , never thought of that. Very cool )))
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You have to do that in the "Can you do 26 tricks?" map.
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I realize this thread is technically dead, but I'd like to revive it to ask the question:
Can detectors in a stasis field still detect?
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Glitch I heard about (haven't verified yet): Step 1: Hotkey an Overlord that's being born. Step 2: Immediately hotkey a Nydus Canal exit. Step 3: Quicky press 1, then ESC. The Nydus exit should turn into a drone.
The Drone is now a mobile Nydus Canal exit (it's a Drone, but units brought to the 'starting' tunnel will appear at the Drone). I think it makes sense that this works, as it seems to be based on the same principle as the 'stacked hydra' bug, but I haven't seen a replay of it yet.
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Funny thing, matrix deffense over a zerling/scourge egg, resultant units will have matrix (both of them). Irradiate a drone and building result in an irradiated building for a while.
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On December 13 2005 20:50 exo6yte wrote: Glitch I heard about (haven't verified yet): Step 1: Hotkey an Overlord that's being born. Step 2: Immediately hotkey a Nydus Canal exit. Step 3: Quicky press 1, then ESC. The Nydus exit should turn into a drone.
The Drone is now a mobile Nydus Canal exit (it's a Drone, but units brought to the 'starting' tunnel will appear at the Drone). I think it makes sense that this works, as it seems to be based on the same principle as the 'stacked hydra' bug, but I haven't seen a replay of it yet.
that would be sick.. imagine you got like 20 drones ready to summon stuff and not to mention your expansion would be protected.... and even a good hit and run tatic could be possible
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omg damn those things are sweet.
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On December 13 2005 21:26 artofmagic wrote:Show nested quote +On December 13 2005 20:50 exo6yte wrote: Glitch I heard about (haven't verified yet): Step 1: Hotkey an Overlord that's being born. Step 2: Immediately hotkey a Nydus Canal exit. Step 3: Quicky press 1, then ESC. The Nydus exit should turn into a drone.
The Drone is now a mobile Nydus Canal exit (it's a Drone, but units brought to the 'starting' tunnel will appear at the Drone). I think it makes sense that this works, as it seems to be based on the same principle as the 'stacked hydra' bug, but I haven't seen a replay of it yet. that would be sick.. imagine you got like 20 drones ready to summon stuff and not to mention your expansion would be protected.... and even a good hit and run tatic could be possible nydus canal exits are not made by drones but by the nydus canal itself...
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On December 13 2005 22:57 WGT)DarkXprT wrote:Show nested quote +On December 13 2005 21:26 artofmagic wrote:On December 13 2005 20:50 exo6yte wrote: Glitch I heard about (haven't verified yet): Step 1: Hotkey an Overlord that's being born. Step 2: Immediately hotkey a Nydus Canal exit. Step 3: Quicky press 1, then ESC. The Nydus exit should turn into a drone.
The Drone is now a mobile Nydus Canal exit (it's a Drone, but units brought to the 'starting' tunnel will appear at the Drone). I think it makes sense that this works, as it seems to be based on the same principle as the 'stacked hydra' bug, but I haven't seen a replay of it yet. that would be sick.. imagine you got like 20 drones ready to summon stuff and not to mention your expansion would be protected.... and even a good hit and run tatic could be possible nydus canal exits are not made by drones but by the nydus canal itself... haha Owned!
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Belgium6771 Posts
Stfu, I just tested it and it works :/
I'll upload replay in a sec
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Belgium6771 Posts
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Belgium9947 Posts
oh fuck that
seriously fuck that
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Mehehe
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rofl that bug is insane, but i dont think it could be used in a real game =p
edit: i saw the replay, and its insane!!!!!
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what should be the hotkey of the overlord? is it the same as the nydus exit?
On December 13 2005 21:26 artofmagic wrote:Show nested quote +On December 13 2005 20:50 exo6yte wrote: Glitch I heard about (haven't verified yet): Step 1: Hotkey an Overlord that's being born. Step 2: Immediately hotkey a Nydus Canal exit. Step 3: Quicky press 1, then ESC. The Nydus exit should turn into a drone.
The Drone is now a mobile Nydus Canal exit (it's a Drone, but units brought to the 'starting' tunnel will appear at the Drone). I think it makes sense that this works, as it seems to be based on the same principle as the 'stacked hydra' bug, but I haven't seen a replay of it yet. that would be sick.. imagine you got like 20 drones ready to summon stuff and not to mention your expansion would be protected.... and even a good hit and run tatic could be possible
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On December 14 2005 06:23 Xeofreestyler wrote:Oh and the drone itself doesn't work as a canal, just the exit. You cant right click the drone to make the units reappear at the first nydus canal Edit: http://users.pandora.be/rkxtreme/stuff/Hello_there_SC_1_14.repIts a one man rep cuz I tested it on a custom map so you'll have to watch it alone Fucking hell. That's crazy.
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Haha I tried it too :D Couldnt do it at normal speed though, but at slowest its nP^^ Guess its easy with bnet too.
The only move you need to do fast is the hotkey canal exit---->get hk1
Dont have to be an overlord your canceling either
And its possible making the drones to buildings, nydus doesnt work while building, but when ready they do Making it to a nyduscanal does NOT give you the ability to make more exits TT
And loading it into an overlord and walking units through nydus spawns units at the location where the drone was loaded (LOL!). This gives you an "immortal" spawning location haha.
When droe is in gas spawn is right outside.
Killing the drone does not kill the other nydusexit^^ But walking to the nydus after that gives you starcraft crashing.
Mindcontrolling an enemys nydus-drone I have not tried. But it would be meaningless I guess, even though it probably would work.
edit: and I tried stuff with other races:D only thing worth mentioning is that you can have m&m in same group and still stimpack/tanks gols still siege. But pretty worthless yes:D
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anyone care to start up a thread of entirely bugs? eg. how to float a drone etc? not that we would use them in a game, but since this thred generated so much intrest i thought it'd b cool.
p.s. could someone upload the can u do 6 hings map plz? thx!
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I haven't seen the nydus exit cancel bug in the can you do 26 tricks maps before. Of course the invisible nydus canal is usually in those maps. There's like too many bugs to list them all in one giant thread, and alot of those are now fixed an outdated, although you can have fun with them by using an older patch starcraft.exe and play around.
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LOL the topic list for GameFAQs is hilarious.
"I suck the game worse worst" "a chellnge"
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only notice this was a gravedigged thread after I hit the 3rd page and an image didn't load >.<
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On November 16 2005 23:21 antrax wrote: - 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. I find dweb already very usefull in PvZ unless I fuck up my corsairs. Honestly I don't understand why players who can keep their corsairs alive doesn't upgrade it more often, it really helps on putting pressure vs lurker/sunk/spore defences.I know it's very expensive to build the fleet beacon+upgrade, but after third you should be able to afford it. But in PvT this would effect carrier builds (especially 2base).
- 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. But you can make mining path better with pylons ib some situations..![/quote]
- 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. This works for templars and storms also and distrubtion webs. And ensares as well. and swarms and plagues 
Irradiated Archon, what a Z killer. Throw in a dmatrix too, maximum dmg! :D
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