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CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2008-01-08 08:55:43
January 08 2008 08:42 GMT
#161
On July 24 2006 20:09 MesAiur wrote:

[*] Don't get cocky if you have the advantage; Play for the best chance to win, not the fastest way to win.

[*] Once you have a central production area with many facilities give it a a Shift+F2 and use that to macro.

[*] 4 Drones are enough to destroy enemy Sunken Colony that has just started morphing.

[*] Building an extractor and cancelling it will return your Drone to full health - this is useful against worker harassment.
[/list]

Cocky? Its more of a preference, I tend to think its pussy and/or bad mannered to not kill them asap and expand 2 more times before you kill them. You're giving the opponent false hope (if he can't scout it) and wasting both yours and his time.

Don't need to use an F-key, A normal hotkey works just as well.

Wanted to add that 2 drones on the colony asap and a 3rd when it starts to morph to a sunken makes it die right when the morph happens. (Good for making them not cancel the morph to lose the money). I'm not sure how this compares with the 4 method in mining time lost, but it seems better.

And the extractor trick here can also be used to rid your drone of minerals/gas in his hands.

Figured I would double check this real fast and made some screenshots:
Its so odd, its almost a glitch because the colony has 84 HP then it morphs and explodes, lmao.
[image loading]

[image loading]
..and then I would, ya know, check em'. (Aka SpoR)
skyglow1
Profile Blog Joined April 2005
New Zealand3962 Posts
January 08 2008 09:20 GMT
#162
Don't need to use an F-key, A normal hotkey works just as well.


I definitely wouldn't give this as a 'tip'. Firstly F-keys can free up your normal hotkeys so overall you have a better contol on your units/buildings because more stuff is hotkeyed. Secondly they are superb for quickly transferring workers between bases. Thirdly trying out F-keys should be encouraged because so many don't know about them and never get the oppurtunity to try. And also whether or not you use it is a matter of personal preference.
pangshai
Profile Blog Joined January 2005
Chinatown5333 Posts
Last Edited: 2008-01-08 09:28:13
January 08 2008 09:26 GMT
#163
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.
#1 midas fan
pangshai
Profile Blog Joined January 2005
Chinatown5333 Posts
Last Edited: 2008-01-08 09:27:42
January 08 2008 09:26 GMT
#164
edit: double post.
#1 midas fan
Chill
Profile Blog Joined January 2005
Calgary25998 Posts
January 08 2008 14:59 GMT
#165
On January 08 2008 17:42 CharlieMurphy wrote:
Show nested quote +
On July 24 2006 20:09 MesAiur wrote:

[*] Don't get cocky if you have the advantage; Play for the best chance to win, not the fastest way to win.

[*] Once you have a central production area with many facilities give it a a Shift+F2 and use that to macro.

[*] 4 Drones are enough to destroy enemy Sunken Colony that has just started morphing.

[*] Building an extractor and cancelling it will return your Drone to full health - this is useful against worker harassment.


Cocky? Its more of a preference, I tend to think its pussy and/or bad mannered to not kill them asap and expand 2 more times before you kill them. You're giving the opponent false hope (if he can't scout it) and wasting both yours and his time.
[/list]

Terrible advice and typical of scrubby play.
Moderator
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
January 08 2008 15:20 GMT
#166
Another thing I like to is when you have the zerg fully contained and he tries to steal an expo and you discover it, bring a group of marines and an scv, bunker near the hatchery if it's still morphing and bunker rush him

CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
January 09 2008 02:17 GMT
#167
On January 08 2008 23:59 Chill wrote:
Show nested quote +
On January 08 2008 17:42 CharlieMurphy wrote:
On July 24 2006 20:09 MesAiur wrote:

[*] Don't get cocky if you have the advantage; Play for the best chance to win, not the fastest way to win.

[*] Once you have a central production area with many facilities give it a a Shift+F2 and use that to macro.

[*] 4 Drones are enough to destroy enemy Sunken Colony that has just started morphing.

[*] Building an extractor and cancelling it will return your Drone to full health - this is useful against worker harassment.


Cocky? Its more of a preference, I tend to think its pussy and/or bad mannered to not kill them asap and expand 2 more times before you kill them. You're giving the opponent false hope (if he can't scout it) and wasting both yours and his time.


Terrible advice and typical of scrubby play.
[/list]

How is that scrubby? Of course you want to kill them as soon as possible unless you are just messing around with them (which is BM). If expanding another time is the best option to secure victory when you are unsure if you can kill them right at that moment, by all means do it. But what I'm saying is people who clearly have advantage and can just steamroll someone. They just tech up and/or expand all over 'for the best possible chance to win' its ridiculous.
..and then I would, ya know, check em'. (Aka SpoR)
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
January 09 2008 02:33 GMT
#168
On January 09 2008 11:17 CharlieMurphy wrote:
Show nested quote +
On January 08 2008 23:59 Chill wrote:
On January 08 2008 17:42 CharlieMurphy wrote:
On July 24 2006 20:09 MesAiur wrote:

[*] Don't get cocky if you have the advantage; Play for the best chance to win, not the fastest way to win.

[*] Once you have a central production area with many facilities give it a a Shift+F2 and use that to macro.

[*] 4 Drones are enough to destroy enemy Sunken Colony that has just started morphing.

[*] Building an extractor and cancelling it will return your Drone to full health - this is useful against worker harassment.


Cocky? Its more of a preference, I tend to think its pussy and/or bad mannered to not kill them asap and expand 2 more times before you kill them. You're giving the opponent false hope (if he can't scout it) and wasting both yours and his time.


Terrible advice and typical of scrubby play.


How is that scrubby? Of course you want to kill them as soon as possible unless you are just messing around with them (which is BM). If expanding another time is the best option to secure victory when you are unsure if you can kill them right at that moment, by all means do it. But what I'm saying is people who clearly have advantage and can just steamroll someone. They just tech up and/or expand all over 'for the best possible chance to win' its ridiculous.
[/list]

I think what he's trying to say is you are not suppose to kill them "as soon as possible", you are suppose to kill them "as most possibly as possible".
The original post intended to say "Don't radomly charge units and suicide stupidly. Play it safe, take an expo, you are on upperhand and game doesn't have to end here and now so no pressure."
You are trying to say "Look he has 1 drone and a 10 hp hatchery, why should you take another expansion and tech to battlecruisers?"
Both arguments are valid, but you shouldn't mingle them in the same discourse because they're not built on the same premises.
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
caution.slip
Profile Blog Joined June 2007
United States775 Posts
February 15 2008 16:08 GMT
#169
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.



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
Live, laugh, love
KissBlade
Profile Blog Joined October 2004
United States5718 Posts
February 15 2008 19:07 GMT
#170
"9) For close positions in ZvZ, sending your ninth Drone to block his natural Hatchery."


I think this advice is a bit off. In close positions, not only is the extra eco by that drone important but also why would you use it to block a nat hatch when close spots, your opponent's early hatch = a win for you.
ShaLLoW[baY]
Profile Blog Joined January 2007
Canada12499 Posts
February 15 2008 20:42 GMT
#171
On February 16 2008 04:07 KissBlade wrote:
"9) For close positions in ZvZ, sending your ninth Drone to block his natural Hatchery."


I think this advice is a bit off. In close positions, not only is the extra eco by that drone important but also why would you use it to block a nat hatch when close spots, your opponent's early hatch = a win for you.


The idea is, take 6 v 9 python. Both players send their overlord to the closer base, which happens to be their opponent. They'll both inevitably end up 12hatching at nat, as they will be scouting each other's lack of 5/9/12pool at the same time. If you send your 9th drone out and delay their nat hatch while you put yours down at the same time, they will not be able to place their hatchery at the proper timing and your nat hatchery will be earlier, if you don't force them to hatch at main completely. I've used this on iCCup with good results
ALEXISONFIRE ARE FUCKING BACK (sAviOr for life)
Durak
Profile Blog Joined January 2008
Canada3685 Posts
February 28 2008 03:43 GMT
#172
Great thread. I'm finding the strategy forum really useful. I hope contributors ignore the flaming and people that bitch about the strategy forum IN the strategy forum.

On July 24 2006 20:09 JoMal wrote:
[*] Spend one game practicing where to put all your buildings so your units don't get stuck and it's easy to macro.


This one will help me a lot, I think, and possibly coupled with the shift+f keys. I think my biggest problem is getting out units mid game, even when I have 5-7 production buildings. Plus, my building placement is terrible and especially on maps I don't know that well.

On July 24 2006 20:09 JoMal wrote:
[*] Ensure that you have Pylons, Supply Depots and Overlords well placed in your base to prevent in-base proxies due to the fog of war. If possible, have vision of your natural minerals to allow workers to run more easily from drops, Mutalisks, and to block units trying to break your ramp.


I don't really understand this. Don't your collectors give you vision of the minerals? I understand the concept but don't know if this is supposed to imply building pop supply to give vision farther up closer to choke or near ridges. It would be nice to see mutas coming but I don't see how a pylon can give you much vision against mutas at nat.
ShaLLoW[baY]
Profile Blog Joined January 2007
Canada12499 Posts
February 28 2008 03:56 GMT
#173
On February 28 2008 12:43 Durak wrote:
Great thread. I'm finding the strategy forum really useful. I hope contributors ignore the flaming and people that bitch about the strategy forum IN the strategy forum.

Show nested quote +
On July 24 2006 20:09 JoMal wrote:
[*] Spend one game practicing where to put all your buildings so your units don't get stuck and it's easy to macro.


This one will help me a lot, I think, and possibly coupled with the shift+f keys. I think my biggest problem is getting out units mid game, even when I have 5-7 production buildings. Plus, my building placement is terrible and especially on maps I don't know that well.

Show nested quote +
On July 24 2006 20:09 JoMal wrote:
[*] Ensure that you have Pylons, Supply Depots and Overlords well placed in your base to prevent in-base proxies due to the fog of war. If possible, have vision of your natural minerals to allow workers to run more easily from drops, Mutalisks, and to block units trying to break your ramp.


I don't really understand this. Don't your collectors give you vision of the minerals? I understand the concept but don't know if this is supposed to imply building pop supply to give vision farther up closer to choke or near ridges. It would be nice to see mutas coming but I don't see how a pylon can give you much vision against mutas at nat.


The idea is that if you can see your nat minerals you can select your mining workers and tell them to mine the minerals at your nat so that they stack and get the fuck out of there.
ALEXISONFIRE ARE FUCKING BACK (sAviOr for life)
Equinox_kr
Profile Blog Joined December 2006
United States7395 Posts
February 28 2008 04:29 GMT
#174
On February 28 2008 12:43 Durak wrote:
Show nested quote +
On July 24 2006 20:09 JoMal wrote:
[*] Spend one game practicing where to put all your buildings so your units don't get stuck and it's easy to macro.


This one will help me a lot, I think, and possibly coupled with the shift+f keys. I think my biggest problem is getting out units mid game, even when I have 5-7 production buildings. Plus, my building placement is terrible and especially on maps I don't know that well.


If you're having issues with building placements, play the map in single player and just try out formations of buildings keeping in mind that the units come out below and to the left of the building itself and then works around counterclockwise. Understanding these things explains how things like Kingdom's Pylon Prison worked as well as they did.
^-^
Metaspace
Profile Joined November 2006
Austria670 Posts
February 28 2008 10:13 GMT
#175
Ad 13.:

I thought the documentation stated that the command queue for a unit (using shift key to queue commands) is always terminated when a build command is issued.
If that is right, it would not be possible to have a worker return to, e.g., minerals after building/warping.

(Have no SC here @ work to test)
Wir haben zuwenig Vespingas!
ShaLLoW[baY]
Profile Blog Joined January 2007
Canada12499 Posts
February 29 2008 23:33 GMT
#176
On February 28 2008 19:13 Metaspace wrote:
Ad 13.:

I thought the documentation stated that the command queue for a unit (using shift key to queue commands) is always terminated when a build command is issued.
If that is right, it would not be possible to have a worker return to, e.g., minerals after building/warping.

(Have no SC here @ work to test)


It works, trust me
Except for drones obviously.
ALEXISONFIRE ARE FUCKING BACK (sAviOr for life)
h3r1n6
Profile Blog Joined September 2007
Iceland2039 Posts
March 01 2008 01:29 GMT
#177
On February 28 2008 19:13 Metaspace wrote:
Ad 13.:

I thought the documentation stated that the command queue for a unit (using shift key to queue commands) is always terminated when a build command is issued.
If that is right, it would not be possible to have a worker return to, e.g., minerals after building/warping.

(Have no SC here @ work to test)



Not 100% sure, but I think it terminates the command queue, that the worker currently has.
But while the worker is on the way to the construction site, you can queue other commands with shift. (that definately works)
FConnectionUK *
Profile Blog Joined January 2007
United States316 Posts
Last Edited: 2009-02-21 02:49:43
February 21 2009 02:30 GMT
#178
"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.
SC:BW - NrG.fCuk // SC2 - NrGGuN
Dr.Dragoon
Profile Joined November 2007
United States1241 Posts
February 21 2009 02:40 GMT
#179
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
~o~ I have returned
FConnectionUK *
Profile Blog Joined January 2007
United States316 Posts
February 21 2009 02:51 GMT
#180
On February 21 2009 11:40 Dr.Dragoon wrote:
Show nested quote +
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~!
SC:BW - NrG.fCuk // SC2 - NrGGuN
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