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Forum Index > Brood War Strategy
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IntoTheWow
Profile Blog Joined May 2004
is awesome32275 Posts
February 21 2009 23:58 GMT
#201
http://www.teamliquid.net/forum/viewmessage.php?topic_id=88127

http://www.teamliquid.net/forum/viewmessage.php?topic_id=33677

further read on magical boxes and center of gravity techniques, absolutely vital for casting lots of units and dropping.
Moderator<:3-/-<
skyglow1
Profile Blog Joined April 2005
New Zealand3962 Posts
Last Edited: 2009-02-22 00:26:55
February 22 2009 00:25 GMT
#202
Center of gravity technique is not practical at most levels of play.

And god damnit people, how many times do I have to say that center of gavity is unrelated to magical boxes?!
IntoTheWow
Profile Blog Joined May 2004
is awesome32275 Posts
February 22 2009 00:41 GMT
#203
Is it? its about single clicking and spreading results...
Moderator<:3-/-<
skyglow1
Profile Blog Joined April 2005
New Zealand3962 Posts
Last Edited: 2009-02-22 01:18:13
February 22 2009 01:15 GMT
#204
On February 22 2009 09:41 IntoTheWow wrote:
Is it? its about single clicking and spreading results...


Knowing one doesn't help you in the other. Center of gravity only applies to drops, and the single click you make must be precisely at the point which is the center of gravity. The point of the technique is so you can unload simultaneously while the dropships/ovies/shuttles keep moving.

Magic boxes is about clicking anywhere outside of the box, and it applies to any units and any command. It predicts the outcome of a variety of commands given your current selection.
Sc2ggRise
Profile Blog Joined January 2009
United States607 Posts
February 22 2009 01:39 GMT
#205
terran tip: build supply depots with a space between them when facing protoss opponents who tend to go reaver.
SoMuchBetter
Profile Blog Joined April 2003
Australia10606 Posts
Last Edited: 2009-02-22 02:54:26
February 22 2009 02:53 GMT
#206
3 drones are enough to kill an offensive sunken, you dont need to add the 4th. 3 drones will take the colony down to under 100hp, so that when it finishes morphing it dies in one hit (dependent on the arrival of his lings, of course)
AUSSIESCUM
TeamLiquid eSTROgeneral #1 • RIP
imperfect
Profile Blog Joined July 2008
Canada1652 Posts
Last Edited: 2009-02-22 03:41:35
February 22 2009 03:39 GMT
#207
On February 22 2009 06:32 Archaic wrote:
Show nested quote +
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.


On January 08 2008 18:26 pangshai wrote:
Show nested quote +
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.


uh ok maybe i wasn't clear
the patrol move AND the bit on sunken colony is really helpful. -> that sunken colony bit makes 2 gate rushes much easier for me. and obviously the patrol move has nothing to do with 2 gate?

unless this whole creep colony sunken colony stuff doesn't work anymore due to it being patched
blind bisu free and anytime fanboy.
Agro_Z
Profile Joined April 2008
United States138 Posts
February 22 2009 03:40 GMT
#208
Wow, lack of Terran and Protoss tips. Sorry if some of these are already pointed out somewhere in the thread.
General:
-Placing a building in these positions adjacent to the geyser will help your workers harvest in a straighter line:
+ Show Spoiler +
[image loading]

-Manner pylon (building a pylon in the mineral line to hinder mining) helps if you plan to zealot rush someone.
-Early game, set your Nexus/CC/Hatch rally point to the next open mineral, that way the worker begins moving right as it spawns.
-Sending a group of workers from your main to your expansion as the Nexus/CC/Hatchery is finishing can give you a mining advantage. Also, telling your workers to mine at a mineral patch will allow it to move through other units.
-If units are under stasis at your ramp, preventing your guys from getting out, stack your workers through the stasis-ed units and press stop (much like a drone drill). This will move the stasis-ed units around. If unsuccessful, repeat until a path is clear.

P
-If you are zealot rushing in PvP, using your scouting probe to attack along side your zealot can really help (which is why you should keep it alive!)

Z
-Plauge and ensnare will reveal cloaked units if casted on them.
T
(Sorry, nothing here. Terran isn't exactly my forte)
"Don't put things off, put them over" - fortune cookie
Hypnosis
Profile Blog Joined October 2007
United States2061 Posts
Last Edited: 2009-02-22 04:17:53
February 22 2009 04:09 GMT
#209
Terran Tips:
-In TvP when going FD do NOT lose your first two vultures, isntead lay defensive mines and keep them patrolling the map for probes.

-In TvP always be annoying with your scv, it is very strong. Delaying tech builds is very important. If you see no range he is going DT, if you see late range its probably a fake and hes going proxy or DT.

-In TvP when you see 14 nexus send your FD with 5-6 scvs drilled to his nat's minerals to slow his economy down. Continue with dropship harass while you macro.

-In TvP try to hit his zealot army with a group of vultures to slim down the number he has, if you kill 5 or 6 it is well worth losing one or two vultures.

-In TvP add factories even when it seems you cant afford it, your economy will kick in if you have good scv production. On a similar note, dont stop making scvs ever, if you expo two times and have a shit load of scvs you will have a ridiculous economy.

-In TvZ its is crucial to have good turret placement, try to put turrets in your mineral line right above mineral patches and always place two directly next to each other so they can cover each other. You need 4 at your main and 4 at your expo with a group of MM in your main and a group of MM by your turrets at your natural.

-In TvZ worry more about micro than macro, mm is really efficient and should be your main focus.

-In TvZ dont go mech, you will lose.

-In TvT academy and armory is the counter to wraiths, not engineering bay.

-In TvT make a group of vultures when leas expected for harass purposes, its really annoying saving an expo from a few vultures.
Science without religion is lame, Religion without science is blind
Agro_Z
Profile Joined April 2008
United States138 Posts
February 22 2009 21:25 GMT
#210
T:
-If mineral are to the right of your CC, place a depot directly under your CC to force the SCV's to spawn close to the mineral patches.
-SCV's attack faster if you spam attack.
"Don't put things off, put them over" - fortune cookie
ShaLLoW[baY]
Profile Blog Joined January 2007
Canada12499 Posts
February 23 2009 04:56 GMT
#211
On February 23 2009 06:25 Agro_Z wrote:
T:
-SCV's attack faster if you spam attack.


False. The animation appears faster but the attack rate is the same. I believe this has been thoroughly tested.
ALEXISONFIRE ARE FUCKING BACK (sAviOr for life)
SpiritoftheTunA
Profile Blog Joined August 2006
United States20903 Posts
February 23 2009 05:08 GMT
#212
On February 22 2009 13:09 Hypnosis wrote:
Terran Tips:
-In TvP when going FD do NOT lose your first two vultures, isntead lay defensive mines and keep them patrolling the map for probes.

-In TvP always be annoying with your scv, it is very strong. Delaying tech builds is very important. If you see no range he is going DT, if you see late range its probably a fake and hes going proxy or DT.

-In TvP when you see 14 nexus send your FD with 5-6 scvs drilled to his nat's minerals to slow his economy down. Continue with dropship harass while you macro.

-In TvP try to hit his zealot army with a group of vultures to slim down the number he has, if you kill 5 or 6 it is well worth losing one or two vultures.

-In TvP add factories even when it seems you cant afford it, your economy will kick in if you have good scv production. On a similar note, dont stop making scvs ever, if you expo two times and have a shit load of scvs you will have a ridiculous economy.

-In TvZ its is crucial to have good turret placement, try to put turrets in your mineral line right above mineral patches and always place two directly next to each other so they can cover each other. You need 4 at your main and 4 at your expo with a group of MM in your main and a group of MM by your turrets at your natural.

-In TvZ worry more about micro than macro, mm is really efficient and should be your main focus.

-In TvZ dont go mech, you will lose.

-In TvT academy and armory is the counter to wraiths, not engineering bay.

-In TvT make a group of vultures when leas expected for harass purposes, its really annoying saving an expo from a few vultures.

Alot of this advice is wtf terrible, so I'll go point by point...

- If the vultures of an FD die laying mines that pressure/pushback or kill goons, then it's a totally worthwhile trade.

- ????? The scv isn't that strong, also fast DT or reav can be be done with air attack / cancel once the goon kills your scv.

- Where did that dropship harass part come in? You can do whatever you want (well, anything somewhat standard) if your counter works and you get ahead.

- If they clump zeals, yeah do this. At higher levels, you shouldn't be able to find too many stray zeal clumps.

- Don't add factories haphazardly, most 2base builds have specific times when you should add factories (see stylish's fpvods). Don't always add scvs, some builds like the 110 push need cutting.

- That 4/4 number is completely situational. It depends how much inf you really have, and how vulnerable each minline is to harass. If you 4rax'd for example, you wouldn't even need 3/base.

- Terrible advice. What? If your macro is bad, train it, don't try to become a macroless micro wonder.

- Mech users disagree???

- Completely build dependent, there are ebay/turret builds with fast expansions that are designed to ward off early wraiths and get an econ advantage. Of course you'll need golis EVENTUALLY, else yo ucouldn't move out. Turrets aren't useless though.

- This is fine, yeah.
posting on liquid sites in current year
freelander
Profile Blog Joined December 2004
Hungary4707 Posts
February 23 2009 05:29 GMT
#213
On February 23 2009 13:56 ShaLLoW[baY] wrote:
Show nested quote +
On February 23 2009 06:25 Agro_Z wrote:
T:
-SCV's attack faster if you spam attack.


False. The animation appears faster but the attack rate is the same. I believe this has been thoroughly tested.


it's true
And all is illuminated.
SpiritoftheTunA
Profile Blog Joined August 2006
United States20903 Posts
February 23 2009 05:39 GMT
#214
On February 23 2009 14:29 freelander wrote:
Show nested quote +
On February 23 2009 13:56 ShaLLoW[baY] wrote:
On February 23 2009 06:25 Agro_Z wrote:
T:
-SCV's attack faster if you spam attack.


False. The animation appears faster but the attack rate is the same. I believe this has been thoroughly tested.


it's true

it's false, test it yourself dude.
posting on liquid sites in current year
imBLIND
Profile Blog Joined December 2006
United States2626 Posts
February 23 2009 07:26 GMT
#215
On February 23 2009 14:39 SpiritoftheTunA wrote:
Show nested quote +
On February 23 2009 14:29 freelander wrote:
On February 23 2009 13:56 ShaLLoW[baY] wrote:
On February 23 2009 06:25 Agro_Z wrote:
T:
-SCV's attack faster if you spam attack.


False. The animation appears faster but the attack rate is the same. I believe this has been thoroughly tested.


it's true

it's false, test it yourself dude.


its false. It just resets the AI so the scv doesn't pause when the worker runs away
im deaf
PH
Profile Blog Joined June 2008
United States6173 Posts
February 23 2009 07:36 GMT
#216
Wait...so SCV attack spamming DOESNT work?

Wow...pros need to figure that out so they stop wasting APM...
Hello
IntoTheWow
Profile Blog Joined May 2004
is awesome32275 Posts
February 23 2009 07:51 GMT
#217
On February 23 2009 16:26 imBLIND wrote:
Show nested quote +
On February 23 2009 14:39 SpiritoftheTunA wrote:
On February 23 2009 14:29 freelander wrote:
On February 23 2009 13:56 ShaLLoW[baY] wrote:
On February 23 2009 06:25 Agro_Z wrote:
T:
-SCV's attack faster if you spam attack.


False. The animation appears faster but the attack rate is the same. I believe this has been thoroughly tested.


it's true

it's false, test it yourself dude.


its false. It just resets the AI so the scv doesn't pause when the worker runs away


It prevents hit and run from probe and drones.
Moderator<:3-/-<
Metaspace
Profile Joined November 2006
Austria670 Posts
Last Edited: 2009-02-23 09:10:54
February 23 2009 09:08 GMT
#218
On July 24 2006 20:09 JoMal wrote:
  • Use Shift+action to queue up actions. Very useful for scouting with waypoints or telling Probes/SCVs to return to mining once the finish contructing/warping in a building.


I thought I read that build commands always terminate an action queue.
Anyone know if the above is correct?

EDIT: LOL is asked that already on February 28 2008 19:13. :-)
And the answer is yes, it works.
Sorry folks.
Wir haben zuwenig Vespingas!
Metaspace
Profile Joined November 2006
Austria670 Posts
February 23 2009 09:16 GMT
#219
TIP: Zerg: Group larvae with an overlord, issue stop command to habe larave move to the left of hatchery.
Wir haben zuwenig Vespingas!
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