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[G] Tips - Page 10

Forum Index > Brood War Strategy
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ShaLLoW[baY]
Profile Blog Joined January 2007
Canada12499 Posts
February 21 2009 03:02 GMT
#181
On February 21 2009 11:51 FConnectionUK wrote:
Show nested quote +
On February 21 2009 11:40 Dr.Dragoon wrote:
On February 21 2009 11:30 FConnectionUK wrote:
"Non-attackable units (eg: Shuttles, Dropships, or Overlords), if using the "P" (Patrol) button to move, they will flee to the counter direction upon the instant moment they are hit. They do not flee far away, however, the first contact should activate the alarm in your mini map and you should be able react to it very quickly after. If you react fast enough, you can safely move away your Shuttle/Dropship without ever slowing down.
(There were many talks among the PGR community when Bisu first showed this move. Everyone thought he had GAWDLY reaction time, but later found out, even for Bisu, that was TOO quick.)"

This is a translation from PGR strategy forum "Tips for the Beginners". But I never knew about this and now I'm dying to find out if this is true. I do not have sc installed nor can my 10 yrs old handle starcraft anymore... (sad... i know... it used to work... lol) Can TeamLiquid please try this and confirm if this tip is really true? Many thanks.

FCUK!!! I was wondering who bumped this thread, then I saw it was you and knew it had to be good. Well, I just tried it with a shuttle and my shuttle did fly in the opposite direction as the missile turrey shot it


*High-Five*

+ Show Spoiler +
Damn... Now I wanna play PvZ sooooooooo badly~~ lol sair/reav 24/7~!


This is fucking gold, I'm assuming it'll work with Defilers/High Templar etc. as well?

Can anyone test if it also applies when a Corsair is attacked by a ground unit (which it obviously can't attack)? I don't have Starcraft available to find out.
ALEXISONFIRE ARE FUCKING BACK (sAviOr for life)
liger13
Profile Blog Joined February 2008
United States1060 Posts
February 21 2009 03:15 GMT
#182
not a hole lot of new things.. but definetely made me feel better about some of the decisions i make.
I feel like pwning noobs
FConnectionUK *
Profile Blog Joined January 2007
United States316 Posts
February 21 2009 03:16 GMT
#183
On February 21 2009 12:02 ShaLLoW[baY] wrote:
Show nested quote +
On February 21 2009 11:51 FConnectionUK wrote:
On February 21 2009 11:40 Dr.Dragoon wrote:
On February 21 2009 11:30 FConnectionUK wrote:
"Non-attackable units (eg: Shuttles, Dropships, or Overlords), if using the "P" (Patrol) button to move, they will flee to the counter direction upon the instant moment they are hit. They do not flee far away, however, the first contact should activate the alarm in your mini map and you should be able react to it very quickly after. If you react fast enough, you can safely move away your Shuttle/Dropship without ever slowing down.
(There were many talks among the PGR community when Bisu first showed this move. Everyone thought he had GAWDLY reaction time, but later found out, even for Bisu, that was just TOO quick.)"

This is a translation from PGR strategy forum "Tips for the Beginners". But I never knew about this and now I'm dying to find out if this is true. I do not have sc installed nor can my 10 yrs old computer handle starcraft anymore... (sad... i know... it used to work... lol) Can TeamLiquid please try this and confirm if this tip is really true? Many thanks.

FCUK!!! I was wondering who bumped this thread, then I saw it was you and knew it had to be good. Well, I just tried it with a shuttle and my shuttle did fly in the opposite direction as the missile turrey shot it


*High-Five*

+ Show Spoiler +
Damn... Now I wanna play PvZ sooooooooo badly~~ lol sair/reav 24/7~!


This is fucking gold, I'm assuming it'll work with Defilers/High Templar etc. as well?

Can anyone test if it also applies when a Corsair is attacked by a ground unit (which it obviously can't attack)? I don't have Starcraft available to find out.


Sup Shallowbay!

I don't think Defilers/High Templars will matter much, because you want them to stay in the battle. You will rarely have them assigned on their own anyway, they're usually in a mixed group. But!! I think if Science Vessels react the same way, this will save alot of vessels moving around the map fo'sho!
SC:BW - NrG.fCuk // SC2 - NrGGuN
FConnectionUK *
Profile Blog Joined January 2007
United States316 Posts
Last Edited: 2009-02-21 03:23:01
February 21 2009 03:22 GMT
#184
On February 21 2009 12:15 liger13 wrote:
not a hole lot of new things.. but definetely made me feel better about some of the decisions i make.


One more, (but a weak one, I'm sure many already know this...)

Protoss:
When a zealot is half way built, this is when you should increase your gateway(s). After one more zealot cycle(beginning of the second cycle), you're gateway(s) should be finished morphing at the same time. This will allow you to have much more efficient macro.
Also for the dragoon, you should start morphing gateway(s), when it's 1/3 done building to match the macro cycles.
SC:BW - NrG.fCuk // SC2 - NrGGuN
Cloud
Profile Blog Joined November 2004
Sexico5880 Posts
Last Edited: 2009-02-21 03:41:49
February 21 2009 03:38 GMT
#185
Ctrl + C to center the screen on selected unit :D

Mind Control is a smart cast spell.

When burowing lurkers above a ramp, burrow them on top of each other when the terran has no tanks, forcing him to wait until one of them dies from irradiate to cast it on the next. Just remember to unburrow them 1 at a time.
BlueLaguna on West, msg for game.
Dr.Dragoon
Profile Joined November 2007
United States1241 Posts
February 21 2009 03:55 GMT
#186
On February 21 2009 12:16 FConnectionUK wrote:
Show nested quote +
On February 21 2009 12:02 ShaLLoW[baY] wrote:
On February 21 2009 11:51 FConnectionUK wrote:
On February 21 2009 11:40 Dr.Dragoon wrote:
On February 21 2009 11:30 FConnectionUK wrote:
"Non-attackable units (eg: Shuttles, Dropships, or Overlords), if using the "P" (Patrol) button to move, they will flee to the counter direction upon the instant moment they are hit. They do not flee far away, however, the first contact should activate the alarm in your mini map and you should be able react to it very quickly after. If you react fast enough, you can safely move away your Shuttle/Dropship without ever slowing down.
(There were many talks among the PGR community when Bisu first showed this move. Everyone thought he had GAWDLY reaction time, but later found out, even for Bisu, that was just TOO quick.)"

This is a translation from PGR strategy forum "Tips for the Beginners". But I never knew about this and now I'm dying to find out if this is true. I do not have sc installed nor can my 10 yrs old computer handle starcraft anymore... (sad... i know... it used to work... lol) Can TeamLiquid please try this and confirm if this tip is really true? Many thanks.

FCUK!!! I was wondering who bumped this thread, then I saw it was you and knew it had to be good. Well, I just tried it with a shuttle and my shuttle did fly in the opposite direction as the missile turrey shot it


*High-Five*

+ Show Spoiler +
Damn... Now I wanna play PvZ sooooooooo badly~~ lol sair/reav 24/7~!


This is fucking gold, I'm assuming it'll work with Defilers/High Templar etc. as well?

Can anyone test if it also applies when a Corsair is attacked by a ground unit (which it obviously can't attack)? I don't have Starcraft available to find out.


Sup Shallowbay!

I don't think Defilers/High Templars will matter much, because you want them to stay in the battle. You will rarely have them assigned on their own anyway, they're usually in a mixed group. But!! I think if Science Vessels react the same way, this will save alot of vessels moving around the map fo'sho!

I'm not too sure about the saving vessels since it won't work vs scourge and saving vessels doesn't seem too much of a problem in TvP (more of just getting the emp off in time). Maybe if the Terran goes SK and the zerg goes hydra/lurk though? :o Plague still sucks though lol
~o~ I have returned
Archaic
Profile Blog Joined March 2008
United States4024 Posts
February 21 2009 04:15 GMT
#187
On February 21 2009 12:38 Cloud wrote:
Ctrl + C to center the screen on selected unit :D

Mind Control is a smart cast spell.

When burowing lurkers above a ramp, burrow them on top of each other when the terran has no tanks, forcing him to wait until one of them dies from irradiate to cast it on the next. Just remember to unburrow them 1 at a time.


You definitely stole this from the recent game of I believe Jaedong on Rush Hour III =P.

Another few tips:
Overlord hovering over lurkers on ramp works as well, because they can't irradiate the lurkers.

If you scout a terran going for fast lurkers, hover an overlord over 1-2 drones on your ramp. If you have a sunken colony, and he is trying to runby, he can't focus your drones to get up the ramp.

Lurker eggs have 10 armor, and 200 hp: abuse them. Easy walls and blocks when you need them.

8 zergling drops can be extremely devastating (one ovie).

To do hold lurkers, group lurkers with an overlord and press hold. When unleashing your lurkers, do not just press stop or attack, focus fire, then queue, or refocus more groups. Focused hold lurkers work so much better than just random firing.
thunk
Profile Blog Joined March 2008
United States6233 Posts
February 21 2009 04:20 GMT
#188
Wow, this thread's really great. Glad you bumped it FCUK.
Every time Jung Myung Hoon builds a vulture, two probes die. || My post count was a palindrome and I was never posting again.
Zapdos_Smithh
Profile Blog Joined October 2008
Canada2620 Posts
February 21 2009 06:22 GMT
#189
Awesome thread. So true about the APM thing. I played a game where I just decided "fuck apm period, I am just going to think about the game", and I played so much better.
Clasic
Profile Blog Joined January 2009
Bosnia-Herzegovina1437 Posts
February 21 2009 06:38 GMT
#190
Why was the first page all flame again? I don't see anything wrong with this post.
No no no no its not mine!
Lq_ fAn
Profile Joined June 2007
Lithuania154 Posts
February 21 2009 13:01 GMT
#191
Keeping 1-3 Lurkers on hold position behind expansions will allow you to kill all his workers once he transfers them.

SURE WILL TRY
gameguard
Profile Blog Joined March 2006
Korea (South)2132 Posts
February 21 2009 13:18 GMT
#192
On February 16 2008 01:08 caution.slip wrote:
Show nested quote +
On January 08 2008 18:26 pangshai wrote:
On January 08 2008 17:42 CharlieMurphy wrote:
Its so odd, its almost a glitch because the colony has 84 HP then it morphs and explodes, lmao.

creep colonies have 400hp, while sunkens have 300hp. so if you reduce a morphing sunken colony's hp to below 100 or below, it will morph with 1 hp. good to know with 2 gate vs 12 hatch as well. leave the morphing sunken at 100hp, then kill it when it spawns.



is the OP still updating this thing? cause I think this tip is pure gold and should be listed under general

also someone had a tip that if you have workers in your mineral line that aren't mining, an alternative to individually selecting it and telling it to mine is to box select around it and tell it to shift-mine. The shift setting a rally for all other miners to mine that patch whenever they finish "get cargo return cargo." But the game actually never ends that command so long as there are minerals to mine, the result being the few workers that are idle start mining, and every other selected worker continues mining without interruption



hey thanks for this tip. It seems very useful
ahswtini
Profile Blog Joined June 2008
Northern Ireland22213 Posts
February 21 2009 14:56 GMT
#193
"To unload a dropship while it moves, click unload (or U) and click on the dropship."
Does this work for ovies and shuttles too?
"As I've said, balance isn't about strategies or counters, it's about probability and statistics." - paralleluniverse
Cloud
Profile Blog Joined November 2004
Sexico5880 Posts
February 21 2009 15:05 GMT
#194
Yeah...
BlueLaguna on West, msg for game.
Jonoman92
Profile Blog Joined September 2006
United States9110 Posts
Last Edited: 2009-02-21 15:23:31
February 21 2009 15:19 GMT
#195
To unload a dropship while it moves, click unload (or U) and click on the dropship.


I didn't know that. How do Z players do those mass drops where all ovies drop at same time while moving?

edit: Thanks for the tip on using patrol for shuttles FConnectionUK. I'll have to try that.
Clasic
Profile Blog Joined January 2009
Bosnia-Herzegovina1437 Posts
February 21 2009 16:27 GMT
#196
On February 22 2009 00:19 Jonoman92 wrote:
Show nested quote +
To unload a dropship while it moves, click unload (or U) and click on the dropship.


I didn't know that. How do Z players do those mass drops where all ovies drop at same time while moving?

edit: Thanks for the tip on using patrol for shuttles FConnectionUK. I'll have to try that.

Yes, zergs can do the U key too.
No no no no its not mine!
imperfect
Profile Blog Joined July 2008
Canada1652 Posts
February 21 2009 21:12 GMT
#197
the patrol move and the bit on sunken colony is really helpful. makes 2 gate rushes much more potent ^^

thanks yo
blind bisu free and anytime fanboy.
Archaic
Profile Blog Joined March 2008
United States4024 Posts
Last Edited: 2009-02-21 21:33:02
February 21 2009 21:32 GMT
#198
On February 22 2009 06:12 imperfect wrote:
the patrol move and the bit on sunken colony is really helpful. makes 2 gate rushes much more potent ^^

thanks yo


Patrol react involves non attacking units and the sunken colony is in ZvZ.
2gate rushes involve neither of these...

EDIT: And yes, I'm restraining myself here.
ixion
Profile Joined December 2008
Sweden81 Posts
February 21 2009 21:35 GMT
#199
Really nice guide.. works great for wc3
WE.Pepsi.Sky ~
IntoTheWow
Profile Blog Joined May 2004
is awesome32280 Posts
February 21 2009 23:54 GMT
#200
On February 22 2009 00:19 Jonoman92 wrote:
Show nested quote +
To unload a dropship while it moves, click unload (or U) and click on the dropship.


I didn't know that. How do Z players do those mass drops where all ovies drop at same time while moving?

edit: Thanks for the tip on using patrol for shuttles FConnectionUK. I'll have to try that.


Theres 2 ways.

One is to send all your overlords to move where you want to drop. As they are close to landing spot you click U with only one select and click over it, repeat for overlords. Basically "clone unload" (but without shift )

the other one is to move your overlords separated and click U on the "center of gravity" of the formation. Search TL for it, you will find more.

Basically if you have overlords forming an square, you click on the middle of it, depends on how they spread, you can do the same, but its riskier cause if you fail to click on the spot, your lords will clump and drop inefficiently.

Imo its better to practice "drop cloning" a lot.
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