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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 ![](/mirror/smilies/smile.gif) *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.
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not a hole lot of new things.. but definetely made me feel better about some of the decisions i make.
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FConnectionUK
United States316 Posts
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 ![](/mirror/smilies/smile.gif) *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!
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FConnectionUK
United States316 Posts
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.
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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.
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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 ![](/mirror/smilies/smile.gif) *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
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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.
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Wow, this thread's really great. Glad you bumped it FCUK.
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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.
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Bosnia-Herzegovina1437 Posts
Why was the first page all flame again? I don't see anything wrong with this post.
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Keeping 1-3 Lurkers on hold position behind expansions will allow you to kill all his workers once he transfers them.
SURE WILL TRY
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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
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Northern Ireland22203 Posts
"To unload a dropship while it moves, click unload (or U) and click on the dropship." Does this work for ovies and shuttles too?
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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.
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Bosnia-Herzegovina1437 Posts
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.
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the patrol move and the bit on sunken colony is really helpful. makes 2 gate rushes much more potent ^^
thanks yo
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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.
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Really nice guide.. works great for wc3
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is awesome32269 Posts
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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