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Trinidad/Tobago1177 Posts
Big thanks to MesAiur for originally starting/updating this thread, but I (Chill) will be updating it from now on.
Try to write concise, specific tips. Please avoid duplicates. I am arbitrarily ranking the tips from most important to least.
General
- Scouting is cruicial:
a) It is essential that your scounting worker is kept alive as long as possible. If something seems wrong, send one or two more workers to popular proxy positions. b) In the mid-game, if you're not getting attacked, scout with a worker or two (Zerglings if Zerg) and use Ovies/Obs/Scanners to see if they're going Hive/Carrier/BC/Arbiter Tech, Mass Expo, or Massing to 200/200. Better safe than sorry. c) Always leave a worker outside their choke. Later, leave one at each potential expo. Zerg should put Zerglings there, which is even more effective for killing workers.
- Forget about APM. If you focus on how to play then your apm will go up; Many people actually detract from their game because they are ostensibly 'raising their apm' when they should just learn how to win.
- Play all races to get a feel for timing,even if you play only one race, it helps tremendously. You don't necessarily need to play every matchup, but a few games of each inverse helps a ton.
- To unload a dropship while it moves, click unload (or U) and click on the dropship.
- Don't get cocky if you have the advantage; Play for the best chance to win, not the fastest way to win.
- If their gas is free early game in ZvZ, TvP, PvT, PvP, or TvT, steal it. This can really mess up whatever strategy they had in mind. This can also to other matchups if it looks like they are not going for a fast expansion build.
- Spend one game practicing where to put all your buildings so your units don't get stuck and it's easy to macro.
- Don't be afraid to queue up 2-3 units at a time. If you were a perfect player with 350 apm you wouldn't need to do this, but you aren't, so it is necessary sometimes. As long as you have enough macro facilities this isn't so bad.
- Don't be afraid to make extra production facilities if you need them, despite how many you see better players make. If you have perfect macro you wouldn't need them, but you will improve your macro if you can support extra production.
- 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.
- Once you have a central production area with many facilities give it a a Shift+F2 and use that to macro.
- Hide your scouting worker in the opponent's base when scouting. Sometimes they won't find it and you can scout their tech more easily. If it is found, just scout normally.
- 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.
- Control+LClick selects similar units. Shift+LClick removes/adds a unit to the current selection. Alt+LClick selects the last selection group that unit was a part of.
Protoss
- Place Pylons or Observers along obvious drop paths to scout incoming drops.
Terran
- Terran should not care about 2 Cannons; just focus fire as many Probes as possible.
Zerg
- If your expansion is blocked by a worker, group the Drone with an Overlord and place it on hold position. Now the Drone can attack from that spot without moving while you spam B H repeatedly. As soon as the Probe gives you enough space, which is very little, your Drone will turn into a Hatchery.
- When trying to consume Zerglings during a battle, tell them to hold position first so they are easier to target.
- Consume irradiated Defilers and Lurkers. Morph irradiated Hydralisks to Lurkers. Use irradiated Ultralisks to deal splash damage to Marines.
- To kill a worker with Zerglings, first run near the worker allowing it to attack you. This will ensure it doesn't automatically run away when you attack it.
- When fighting Corsairs with Mutalisks and Scourge, engage with Mutalisks first to soak up damage, and then send in Scourge from a different angle to avoid dying to splash damage.
- Burrow lurkers at the top of ramps to make it practically impossible for Marines to get up without Tanks or Irradiate.
- In ZvT use 12 Speedlings to backstab Terran when he moves out for his first attack; in ZvZ use 4-12 Zerglings to backstab Zerg when he moves out with his entire Zergling army. Target the workers.
- 4 Drones are enough to destroy enemy Sunken Colony that has just started morphing; 2 Drones attacking a Creep Colony, and then adding a third when it morphs to a Sunken Colony will destroy it.
- For close positions in ZvZ, sending your ninth Drone to block his natural Hatchery.
- If you are planning on backstabbing a Terran with Zerglings, put your Zergling scout on hold position so he doesn't see you have Zergling Speed when he moves out.
- In ZvZ, Overlords soak up a lot of Mutalisks bounce damage, which will help you win large Mutalisks battles.
- Building an extractor and cancelling it will return your Drone to full health - this is useful against worker harassment.
- Keeping 1-3 Lurkers on hold position behind expansions will allow you to kill all his workers once he transfers them.
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i feel embarrassed being here now. i just want to do something here.
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TAHTS WHAT SHE SAID TKD_lOLOL!!1..
So what do I do vs 14cc terran on luna where 9 pooling every game isn't the best idea?
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fucking do 3 hatch fast 2 evo chambers spire +1 upgrade ensnare muta ling gg win b4 vessels infest cc.
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Woooow....MesAiur, you're VERY gosu
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he made sc sound like a pokemon adventure.
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How much more bm can ppl get, i'm sure some people has actually apreciated this advice. Thank God none of the better players on this forum has flamed MesAiur for just trying to share some knowledge. Darknite721 please Die or just STFU !!!
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Thanks for the advice man. You should really stop trying to help the community though because, obviously D- people like Darknite721, already know it all and need no help.
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Trinidad/Tobago1177 Posts
TIP3: Never try to do something good, or a flaming will soon follow. Thats it for me.. plz close thread
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Dont let them get you down MesAiur 
However this website is mainly SC veterans, so you will often get flamed when posting elementry ideas. Although the first is definatly something that many of us could propably do a little better. The second one however, is easier said than done.
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TIP4:make sure when ur doing a 4 pool build, u spread the pools out so that the enemy scout wont know ur 4 pooling right away
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On July 24 2006 20:55 dream-_- wrote:Dont let them get you down MesAiur  However this website is mainly SC veterans, so you will often get flamed when posting elementry ideas. Although the first is definatly something that many of us could propably do a little better. The second one however, is easier said than done.
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United States24676 Posts
On July 24 2006 20:55 Bond(i2) wrote: TIP4:make sure when ur doing a 4 pool build, u spread the pools out so that the enemy scout wont know ur 4 pooling right away
I don't make my fourth pool until after the zerg rush so I don't have to worry about hiding it.
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Trinidad/Tobago1177 Posts
On July 24 2006 20:55 dream-_- wrote:Dont let them get you down MesAiur  However this website is mainly SC veterans, so you will often get flamed when posting elementry ideas. Although the first is definatly something that many of us could propably do a little better. The second one however, is easier said than done.
I don't really care about whoever flames.Flams often bring about good laughs. I just decided to post something about the game i love, for whoever wants to read.
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On July 24 2006 21:09 micronesia wrote:Show nested quote +On July 24 2006 20:55 Bond(i2) wrote: TIP4:make sure when ur doing a 4 pool build, u spread the pools out so that the enemy scout wont know ur 4 pooling right away I don't make my fourth pool until after the zerg rush so I don't have to worry about hiding it.
wtf who makes 4 pools? thats so newb.
2 hydra den + 3 spire = insane ownage only a pirate could conjure.
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On July 24 2006 21:20 Yogurt wrote:Show nested quote +On July 24 2006 21:09 micronesia wrote:On July 24 2006 20:55 Bond(i2) wrote: TIP4:make sure when ur doing a 4 pool build, u spread the pools out so that the enemy scout wont know ur 4 pooling right away I don't make my fourth pool until after the zerg rush so I don't have to worry about hiding it. wtf who makes 4 pools? thats so newb. 2 hydra den + 3 spire = insane ownage only a pirate could conjure.
Wow you tried way too hard to be funny..... @ First post fucking hilarious
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A tip for noobs: Forget about APM.
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Trinidad/Tobago1177 Posts
Why do the people that contribute 0% or don't even try to contribute the ones that do most of the flaming. And why do most of the people that do the flaming have less than 100 posts.
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United States24676 Posts
On July 24 2006 22:47 ieatkids5 wrote: A tip for noobs: Forget about APM.
This is probably a good tip. If you focus on how to play then your apm will go up, but it's still a distraction and some people do stupid crap because they are ostensibly 'raising their apm' when they should just learn how to win.
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On July 24 2006 22:41 Q~Bert wrote:Show nested quote +On July 24 2006 21:20 Yogurt wrote:On July 24 2006 21:09 micronesia wrote:On July 24 2006 20:55 Bond(i2) wrote: TIP4:make sure when ur doing a 4 pool build, u spread the pools out so that the enemy scout wont know ur 4 pooling right away I don't make my fourth pool until after the zerg rush so I don't have to worry about hiding it. wtf who makes 4 pools? thats so newb. 2 hydra den + 3 spire = insane ownage only a pirate could conjure. Wow you tried way too hard to be funny..... @ First post fucking hilarious
True that. Even the first one was trying to hard, but at least it was funny.
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iNcontroL
USA29055 Posts
thought this said "time for boobs"
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I'm with you mesAiur! But maybe it would be more wise to post at op scs' forum? btw, checking for proxies is something i allways fail miserabely at;)
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thedeadhaji
39489 Posts
T_T i am in no position to critisize, since i was proxy fact'ed in base by intrigue like a month ago. Oh the pain. I was assuming he was just dropping vults in my base for like the first 15 mins of the game.
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United States24676 Posts
On July 25 2006 02:06 thedeadhaji wrote: T_T i am in no position to critisize, since i was proxy fact'ed in base by intrigue like a month ago. Oh the pain. I was assuming he was just dropping vults in my base for like the first 15 mins of the game.
rofl...yeah he likes putting things in other peoples bases......factories...canons...shield batteries....
btw just make a point of spreading your pylons out...when I get lazy with that is when intrigue does annoying stuff like that
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intrigue
Washington, D.C9933 Posts
i always end up getting bashed for these things =(((((( why???? nobody thinks it's stylish anymore? =((((((
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United States24676 Posts
Lol I'm not bashing you for it. Don't do it to me though.
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This thread sucks. Dude, your tips are like so basic it's not even funny
Post this on GG.net instead lol
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Someone please close this thread.
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Hong Kong20321 Posts
this thread is awesome lololololo
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On July 25 2006 01:30 {88}iNcontroL wrote: thought this said "time for boobs" haha best tip i can give is have fun. I remember i wanted to be really good and i used to do pgt like 10 games in one day and lose all of it. It wasnt fun at all getting raped. When you're having fun you get better without noticing it. Oh yeah play with people better than you and get a teacher .
Second tip dont be a pain. Take a break sometimes ;; if its messing with your grades/social life/harming you
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Meh, its ok i'm a z player and putting probe on min only is a good idea, and i'm sure soome other poeple got porxyed that much less cause of it.
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has anyone ever tried manner depot?
for real i tried it on my friend and got like 4 probes stuck and hes like rofl
its funny ;;
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thedeadhaji
39489 Posts
hmm, someone tried to cage my gateways with a depot during the op scs thing =)
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GrandInquisitor
New York City13113 Posts
Another tip for noobs - building placement is really really important. Spend like one game practicing where to put all your stuff so your units don't get clogged and it's easy to macro.
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another tip: dont masturbate while playing
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Sweden33719 Posts
Actually, that's good advice.
People need to be less negative.
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On July 25 2006 07:10 FrozenArbiter wrote: Actually, that's good advice.
People need to be less negative. Don't you think beating yourself up about it is better motivation to improve than losing and being happy about it ?? I do recall though Nada saying somewhere that he didn't really start to improve until he was able to get over losing.... I wish I had that strength of character. <3
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On July 25 2006 03:13 Reason wrote: Someone please close this thread. No, it's funny thread
It took me a while to understand how gateways and pylons should be placed. One next to each other. No place for space..
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TIP5, Injure your own hatchrey at start down to 500HP from the drone, by the time the scouting scouter finds your base, and it will see your hatchrey bleeding, he may thinkg something is fishy n up, and he will be highly alert and placing supply depots/pylons surronding his base, BUT he has no units! lOL! 4pool him GG Certain Death. Works everytime vs Noobs
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I think his advice is sound, and i will add my meager addition.
Tip 1: Adding to the great things pylons can do, in pvt if t holes up place one in obvious drop paths as they can warn you. They will often die as a result, but will be more than worth it when you don't lose all your probes.
Tip 2: Midgame is where you macro really heats up. Blossoming from two production facilities to 10 or more. However, sometimes it is hard to find a place to put all of this production (esp as terran, toss is also a little hard, zerg is easy), which can lead to delays in getting production optimal. Designate a place to put these up I am a big fan of the 1-2 central pylons and the 10-12 gates or 8 interlocking factories.
Tip 3: Once you have a central production area with many facilities give it a a SHIFT+ F2 and use that to macro. (dont' forget to rally point them)
Tip 4: Don't be afraid to queue up 2-3 units at a time. If you were a perfect player with 350 apm you wouldn't need to do this, but you aren't, so it is necessary sometimes. As long as you have enough macro facilities this isn't so bad.
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Trinidad/Tobago1177 Posts
That's the kind of responses that i was hoping to achieve from this thread. pooper-scooper ftw !~
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Tip1 stop trying to be good if you are still newbie and enjoy the game
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I hope you dont mind if i combine these. 
TIPS4Noobs:
TIP1 : Early game I ensure that I have pylons/supple depots well placed in my base to prevent, what i call in base proxies due to the fog of war.
TIP2 : It essential that your scounting probe is kept alive. After adequately scouting the enemy's base always make a stop at you mineral only expo. because they make for brilliant proxy placements. Just today i have been proxy DT'ed and proxy dropshipped + Vulture dropped via. my mineral only.
TIP3 : Forget about APM. If you focus on how to play then your apm will go up, but it's still a distraction and some people do stupid crap because they are ostensibly 'raising their apm' when they should just learn how to win.
TIP4 : Adding to the great things pylons can do, in pvt if t holes up place one in obvious drop paths as they can warn you. They will often die as a result, but will be more than worth it when you don't lose all your probes.
TIP5 : Midgame is where you macro really heats up. Blossoming from two production facilities to 10 or more. However, sometimes it is hard to find a place to put all of this production (esp as terran, toss is also a little hard, zerg is easy), which can lead to delays in getting production optimal. Designate a place to put these up I am a big fan of the 1-2 central pylons and the 10-12 gates or 8 interlocking factories.
TIP6 : Once you have a central production area with many facilities give it a a SHIFT+ F2 and use that to macro. (dont' forget to rally point them)
TIP7 : Don't be afraid to queue up 2-3 units at a time. If you were a perfect player with 350 apm you wouldn't need to do this, but you aren't, so it is necessary sometimes. As long as you have enough macro facilities this isn't so bad.
TIP8 : If you're getting 4 pooled, clog your ramp with 2-4 SCVs and have them repair each other to buy time for your Marines OR Stack your workers by Right Clicking on a Mineral, go through the Zerglings by Right Clicking on another Mineral, then Attack. This will cause the Zerglings to jump around while your workers get free hits.
TIP9 : Try not to go over 500 Minerals early game. Thats enough for an Expo and if you werent intending on expoing then your falling behind on your Macro. Try not to go over 1000 Minerals mid game. That's enough for an army you could have had if you kept up on your Macro.
TIP10 : In Midgame, if you're not getting attacked, scout with a worker or two(lings if Zerg) and use Ovies/Obs/Scanners to see if they're going Hive/Carrier/BC/Arbiter Tech, Mass Expo, or Massing to 200/200. Better safe than sorry.
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when dealing with dt TvP, surround your turret with scvs until you can float an ebay on top of it.
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GrandInquisitor
New York City13113 Posts
Always leave a worker outside their choke, and another one at their nat. Later, leave one at each potential expo. Zerg can put lings there which is even more effective for killing workers, but not as good for immediate expoing.
Another not-nearly-as-well known fact that should be better known: upgrade air armor before air attack in ZvZ for muta v muta fights
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United States24676 Posts
I think tip 7 should be removed. It's not a good tip to give to a noob.
On July 25 2006 10:13 GrandInquisitor wrote: Always leave a worker outside their choke, and another one at their nat. Later, leave one at each potential expo. Zerg can put lings there which is even more effective for killing workers, but not as good for immediate expoing.
I don't agree with the way you play. How many workers are you going to sacrifice?
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GrandInquisitor
New York City13113 Posts
um...
on LT: I have one watching his army to move out, one to watch his nat
After that, unless it's PvT (where I'll use an obs to scout a main/nat/island) I put one at the nat of each base to see if he tries to expo there, plus one at his minonly/other easy places for him to expo. So it's no more than 5-6 workers all game long.
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Tip 1: learn to plai n00b
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Honestly, the most important thing a newbie should learn is that in the early game don't stop making SCVs/Drones/Probes. Furthermore, don't play fastest or BGH.
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On July 25 2006 11:25 micronesia wrote: I think tip 7 should be removed. It's not a good tip to give to a noob.
I of course disagree with this. In fact I think "don't be afraid to build supply structures in bulk" should be added to this tip.
Watching some pro players makes you feel like you have to build units one at a time and supply structures one at a time. The fact is that this just isn't feasible, or correct especially in the heat of a game.
Come back after a small battle to 3k mins and no pylons? Cue some units and build a 9 pack of pylons. IN FACT if you had been willing to queue some units and overbuild pylons before the battle you may have come back home to a second army!
So maybe you will never challenge Nada or even Nony with this type of play. But you sure will house some average plus people who think it is a cardinal rule to do the above.
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On July 25 2006 13:10 pooper-scooper wrote:Show nested quote +On July 25 2006 11:25 micronesia wrote: I think tip 7 should be removed. It's not a good tip to give to a noob.
I of course disagree with this. In fact I think "don't be afraid to build supply structures in bulk" should be added to this tip. Watching some pro players makes you feel like you have to build units one at a time and supply structures one at a time. The fact is that this just isn't feasible, or correct especially in the heat of a game. Come back after a small battle to 3k mins and no pylons? Cue some units and build a 9 pack of pylons. IN FACT if you had been willing to queue some units and overbuild pylons before the battle you may have come back home to a second army! So maybe you will never challenge Nada or even Nony with this type of play. But you sure will house some average plus people who think it is a cardinal rule to do the above.
This man wins
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On July 25 2006 09:37 PersonMan wrote: TIP8 : If you're getting 4 pooled, clog your ramp with 2-4 SCVs and have them repair each other to buy time for your Marines
And how exactly are you going to scout the 4 pool and have SCVs ready to intercept the lings at your ramp.
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United States24676 Posts
On July 25 2006 13:10 pooper-scooper wrote:Show nested quote +On July 25 2006 11:25 micronesia wrote: I think tip 7 should be removed. It's not a good tip to give to a noob.
I of course disagree with this. In fact I think "don't be afraid to build supply structures in bulk" should be added to this tip. Watching some pro players makes you feel like you have to build units one at a time and supply structures one at a time. The fact is that this just isn't feasible, or correct especially in the heat of a game. Come back after a small battle to 3k mins and no pylons? Cue some units and build a 9 pack of pylons. IN FACT if you had been willing to queue some units and overbuild pylons before the battle you may have come back home to a second army! So maybe you will never challenge Nada or even Nony with this type of play. But you sure will house some average plus people who think it is a cardinal rule to do the above.
Apparently I was somewhat misunderstood. It is not my opinion that you should tell a noob to emulate pro level macro. Obviously that won't work. On the other hand a noob is going to have a hard time going half way with this. Watch some noobs play and you see that they have a tendency to either build tons of uneeded gateways (or analogue) or at the other extreme to have 1-2 gateways with 5 units queued up at each. The way you get better is to transition. One game you do the 5 units per building queueing like a noob. The next game you start to get the feel for the fact that you are about to queue up 5 units per building, so you add a couple of gateways. Eventually you end up queueing 5 units at each gateway again. The next game you get an even better feel for when to add gates, and before you know it your macro is c level. I would just be careful about telling a new player that it's "O.K." to queue up several units at each building. More like, it's going to happen as you get better, but watch the replays and learn how and when to add buildings correctly. The same generally goes for supply but in that case I admit they are better off at first overproducing them ahead of time....that way while it's bad practice increasing supply, it doesn't prevent them from practicing every other element of the game.
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On July 25 2006 13:10 pooper-scooper wrote:Show nested quote +On July 25 2006 11:25 micronesia wrote: I think tip 7 should be removed. It's not a good tip to give to a noob.
I of course disagree with this. In fact I think "don't be afraid to build supply structures in bulk" should be added to this tip. Watching some pro players makes you feel like you have to build units one at a time and supply structures one at a time. The fact is that this just isn't feasible, or correct especially in the heat of a game. Come back after a small battle to 3k mins and no pylons? Cue some units and build a 9 pack of pylons. IN FACT if you had been willing to queue some units and overbuild pylons before the battle you may have come back home to a second army! So maybe you will never challenge Nada or even Nony with this type of play. But you sure will house some average plus people who think it is a cardinal rule to do the above.
I agree. Even though I play zerg, i think queing units is an advantage for the other races, considering how slow i am.
I know i bad at jokes ¬¬
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pros will build supply in bulk (2+ at a time). if you have more than 4gates/facts then each round of units needs more than one depot/pylon. it'd just be dumb to be building them one at a time, cuz you'd be building supply more often then you're building units, and it's hard enough to just keep up with units.
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A real tip for newbs: this game's skill level comes in platues. for the first 6 months, don't expect to have any more than a remote grasp on whatever matchups you're playing, and you sure as hell won't get any good at this game in less than a year, I sure haven't and haven't met anyone who has. BE PATIENT!~ This isn't warcraft 3 where you can pick it up and beat anyone in the world after 8 months of effort.
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Forgeting about apm is not a good idea.
Only people who tell you this are people who canot be fast, and constantly claim its useless rather than train. I dont see why people with 140 apm think they can act as the authority on the subject.
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Tip #idontknow: You should try to prevent your opponent from building what he wants: Take opponents gas in zvz and pvt. Keep your scouting peon where your opponent is trying to build expansion. Try to kill enemy scv:s that are building, without losing your own peon.
Tip #x2 Keep terran scans in hotkeys 098
Tip #3 Do not be afraid to tech tier3 in middlegame (arbiters, defilers,+3upgrades..)
Tip #4 Check your base for proxy rushes In zvz 4 drones are enough to destroy enemy sunken colony, that has just started morphing.
In zvp/t opponent can try to rush your expansion with static defence, morphing hatchery does not see far enough to warn you about danger.. either have a #2 overlord at expansion or use drone.
tip#5 Dont get cocky if you have the adventage, i dont know how many easy games i have lost because i want to win fast.
I think these tips are not something everyone knows, although i am sure that people with more than 200games know these.
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intrigue
Washington, D.C9933 Posts
On July 25 2006 17:01 Drowsy wrote: A real tip for newbs: this game's skill level comes in platues. for the first 6 months, don't expect to have any more than a remote grasp on whatever matchups you're playing, and you sure as hell won't get any good at this game in less than a year, I sure haven't and haven't met anyone who has. BE PATIENT!~ This isn't warcraft 3 where you can pick it up and beat anyone in the world after 8 months of effort.
this one's really good =) plateaus is a very good way to describe it, for me i improved abruptly, stagnated, then went up again out of the blue
MesAiur, a request for you: take these tips in this thead and edit them into your first post. maybe we can make this one of the recommended strategy threads =P
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PvT put your gates by your nexus. That way if you get contained your wont loose your gateways.
Use f2,f3,f4 alot. You have no idea how good they are for macroing.
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On July 25 2006 17:17 dream-_- wrote: Forgeting about apm is not a good idea.
Only people who tell you this are people who canot be fast, and constantly claim its useless rather than train. I dont see why people with 140 apm think they can act as the authority on the subject.
Even if apm were an accurate measure of speed, new players need to develop an understanding of the game before worrying about their mechanical skills. But let's not start this again or we'll have to phone for hot_bid
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play all races to get a feel for timing
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theres a lot of good advice here
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On July 24 2006 22:18 Zooey wrote: so much morons so many* ^^ j/p
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the majority of low level players read, but do not post. so, i think the advice is welcome.
i dont really read anymore <_< i dont post.
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intrigue
Washington, D.C9933 Posts
On July 25 2006 18:54 SnoopySnacks wrote: play all races to get a feel for timing
this one's good too so many people i know who are relatively new to the game dedicate themselves to one race right away, and have no grasp of what other races do when and what signs to read =(
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Hey man, I bm'ed you cause I wasn't reading your post correctly. I thought you said you WERE one of the best players here HAD good APM. Man, what was I smoking?
Anyway, for giving some decent advice for some "SO GOSU," I got a little upset. I'm really sorry.
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Play the inverses of your matchups, even if you play only one race, it helps TREMENDOUSLY. You don't necessarily need to play every race every matchup, but maybe 1 game of each inverse per day helps a ton.
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On July 25 2006 21:03 intrigue wrote:Show nested quote +On July 25 2006 18:54 SnoopySnacks wrote: play all races to get a feel for timing this one's good too so many people i know who are relatively new to the game dedicate themselves to one race right away, and have no grasp of what other races do when and what signs to read =(
Yeah, every single person I've known in real life who wanted to be introduced to brood war immediately gravitated toward protoss since it, in general, requires a bit less mechanical skill than the other races, but they promptly quit starcraft a month later, frustrated by how demanding protoss was on timing, intuition, and reading your opponent. Now all of my friends play war3, where such skills are totally and completely ignored! -_- '
The point is, that while the game may sometime seem largely based on who's mechanical skills are best when watching top level games, there are still a lot of subtleties regarding the strategical, guesswork, and timing aspects that are impossible to pick up on until you've had a lot of first hand experience.
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On July 25 2006 18:32 homZ-3k wrote: PvT put your gates by your nexus. That way if you get contained your wont loose your gateways.
Use f2,f3,f4 alot. You have no idea how good they are for macroing. If you're contained enough so that your gateways take dmg, you already lost the game.
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Trinidad/Tobago1177 Posts
Observers/ Overlords at cliffs are often ignored until your opponent puts lurkers or tanks there, and by that time its too late :-(
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Some random tips I have...
Hide your scouting worker in the opponent's base when scouting. Sometimes they won't find it and you can scout their tech more easily. If it is found, just scout normally.
2 cannons are not the end of vulture harass. Just lay a bunch of mines in the path that a defending army would take when going to the expo, and then focus fire on the cannons. Protoss players rushing to defend their expansion and probes will often be too impatient to bring an observer with their army because they want to save their probes as quickly as possible.
Once you have expanded, make more production buildings than you think you need. They will come in handy if you forget to macro for a short time.
Put something at every mineral area to check for hidden expos. Often people get away with hidden expansions by expanding at the not-so-obvious place, like a person starting at 9 expanding at 3 instead of 6.
Do the above expansions if you think your opponent has sub-par scouting.
Burrow lurkers at the top of ramps to make it practically impossible for marines to get up without tanks/irradiate.
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United States1035 Posts
this is a really good thread
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It' turning out really really great! I'm gonna print the summary and post it on the wall by my screen
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hmm 2 cannons are not the end of vulture harass because 2 cannons < vultures 
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On July 26 2006 03:00 Reason wrote:hmm 2 cannons are not the end of vulture harass because 2 cannons < vultures 
Depends on amount of vultures. And if there's too many vultures they slow down until goons arrive to save the day, in wich case his tip is in now way compromised.
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Hmm 8-12 vultures (common raiding party size) will slay 2 cannon, and will not mysteriously "slow down until goons arrive" lol not heard of that one before
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On July 26 2006 03:33 Reason wrote:Hmm 8-12 vultures (common raiding party size) will slay 2 cannon, and will not mysteriously "slow down until goons arrive" lol not heard of that one before 
if vultures are firing at cannons instead of probes, the raid is slowed down. Seing as how the purpose is to kill probes. come on man, you get it. don't make a big fuss now.
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Sweden33719 Posts
IMO, terran should - at least most of the time (ie if the toss has goons and observers) not care about 2 cannons and just focus fire as many probes as possible (I'm not a terran player, I'm not sure if good terrans split up their attacks like 2 vultures per probe, but I know they kill a lot of them).
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I'm not making a big fuss, I'm just talking with you. And of course if you target cannons first it slows the raid down, but once they are gone you can just annihalate the remaining probes, it's definitely the better choice unless his army is really close to the expo. If it's not, take the time, pop the cannons, pop all the probes, lay all the mines at ramp--nexus and pop the nexus too 
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United States24676 Posts
Haha it isn't easy to pop a nexus vs a protoss player who isn't drunk/high/asleep with vultures...but the raid is potentially very effective.
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On July 25 2006 17:17 dream-_- wrote: Forgeting about apm is not a good idea.
Only people who tell you this are people who canot be fast, and constantly claim its useless rather than train. I dont see why people with 140 apm think they can act as the authority on the subject.
word
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On July 24 2006 22:52 MesAiur wrote: Why do the people that contribute 0% or don't even try to contribute the ones that do most of the flaming. And why do most of the people that do the flaming have less than 100 posts.
im not exactly trying to being rude or something, but those "tips" are way really basic, for you to post on a Non-Newb brood war forum :\
On July 25 2006 08:50 pooper-scooper wrote: Tip 4: Don't be afraid to queue up 2-3 units at a time. If you were a perfect player with 350 apm you wouldn't need to do this, but you aren't, so it is necessary sometimes. As long as you have enough macro facilities this isn't so bad.
FOR FUCK'S SAKE WHEN WILL PEOPLE LEARN THAT APM =/= SPEED. SPAM 111111111111111111 OR HOLD CTRL+1 AND VOILA YOU HAVE 500 APM WITH NO SPEED, IDIOT
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Micronesia although it depends on the situation entirely, as I said, it is relatively easy to kill a nexus with vultures.
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United States24676 Posts
On July 26 2006 07:35 Reason wrote: Micronesia although it depends on the situation entirely, as I said, it is relatively easy to kill a nexus with vultures.
It will take 188 hits to kill the nexus without taking into account for the shields regenerating (20 damage to shields per vulture then 5 damage to the actual nexus per vulture). This is in addition to the time it takes to kill the canons defending the expo and all the workers. Usually the vultures won't have enough time to pull all of that off. Occasionally it happens though.
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this isn't really a tip for noobs but for ZERG, if you have amazing macro like me (rofl) and macro every 1 larvae midgame, instead of macroing so much wait till you have 3 larvae and decide what units to produce based on the damage you receieve or his own unit production or the damage you give him. if you kill his army with yours you can power a bit instead of making units. if you lose a battle, powering is risky if he decides to attack you, but can have a payoff. continuous army production while fighting means you are going to try to overpower him and beat him quickly, which doesn't always work.
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On July 26 2006 07:13 Night[Mare] wrote:Show nested quote +On July 24 2006 22:52 MesAiur wrote: Why do the people that contribute 0% or don't even try to contribute the ones that do most of the flaming. And why do most of the people that do the flaming have less than 100 posts. im not exactly trying to being rude or something, but those "tips" are way really basic, for you to post on a Non-Newb brood war forum :\ Show nested quote +On July 25 2006 08:50 pooper-scooper wrote: Tip 4: Don't be afraid to queue up 2-3 units at a time. If you were a perfect player with 350 apm you wouldn't need to do this, but you aren't, so it is necessary sometimes. As long as you have enough macro facilities this isn't so bad. FOR FUCK'S SAKE WHEN WILL PEOPLE LEARN THAT APM =/= SPEED. SPAM 111111111111111111 OR HOLD CTRL+1 AND VOILA YOU HAVE 500 APM WITH NO SPEED, IDIOT
Please make some fucking sense before using caps.
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Yeah seriously, did is say that APM is the same as speed?
I said, "If you were a perfect player with 350 APM." Notice the perfect player part, and also the lack of judgement about what APM means.
All caps is seriously not required here. Please grow up. You have 820 posts so you must know how things work here. Having a bad day or something?
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On July 25 2006 15:26 micronesia wrote:Show nested quote +On July 25 2006 13:10 pooper-scooper wrote:On July 25 2006 11:25 micronesia wrote: I think tip 7 should be removed. It's not a good tip to give to a noob.
I of course disagree with this. In fact I think "don't be afraid to build supply structures in bulk" should be added to this tip. Watching some pro players makes you feel like you have to build units one at a time and supply structures one at a time. The fact is that this just isn't feasible, or correct especially in the heat of a game. Come back after a small battle to 3k mins and no pylons? Cue some units and build a 9 pack of pylons. IN FACT if you had been willing to queue some units and overbuild pylons before the battle you may have come back home to a second army! So maybe you will never challenge Nada or even Nony with this type of play. But you sure will house some average plus people who think it is a cardinal rule to do the above. Apparently I was somewhat misunderstood. It is not my opinion that you should tell a noob to emulate pro level macro. Obviously that won't work. On the other hand a noob is going to have a hard time going half way with this. Watch some noobs play and you see that they have a tendency to either build tons of uneeded gateways (or analogue) or at the other extreme to have 1-2 gateways with 5 units queued up at each. The way you get better is to transition. One game you do the 5 units per building queueing like a noob. The next game you start to get the feel for the fact that you are about to queue up 5 units per building, so you add a couple of gateways. Eventually you end up queueing 5 units at each gateway again. The next game you get an even better feel for when to add gates, and before you know it your macro is c level. I would just be careful about telling a new player that it's "O.K." to queue up several units at each building. More like, it's going to happen as you get better, but watch the replays and learn how and when to add buildings correctly. The same generally goes for supply but in that case I admit they are better off at first overproducing them ahead of time....that way while it's bad practice increasing supply, it doesn't prevent them from practicing every other element of the game.
I realize this is late comming, but you point is well taken. However, I think at the right time my advice can also be helpful.
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Editing all these into the first post would be very helpful, and would be much appreciated. What was once a bad topic is now awesome ^_^
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United States1035 Posts
i got a question. im t and for tvp around what time shoudl you expo to ur nat like what signs should u look out for be4 you expo?
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United States24676 Posts
On July 26 2006 11:58 eternalbliss wrote: i got a question. im t and for tvp around what time shoudl you expo to ur nat like what signs should u look out for be4 you expo?
Generally that's more up to the terran to decide than the protoss. Some people fast expo with 1 factory regardless of what they scout...but that is dangerous. It depends a lot on the map also. If you are at 9 on lost temple it is much easier to expand than if you are on a different type of map.
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Tip: When you're scouting peon gets into trouble (like getting stuck between enemy peons), be prepared to quickly mine a mineral patch outside his base. I usually keep my finger near my hotkey for nexus/cc/hatch and ready to double click it.
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tip: dont give tips if u suck
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On July 24 2006 23:42 micronesia wrote:This is probably a good tip. If you focus on how to play then your apm will go up, but it's still a distraction and some people do stupid crap because they are ostensibly 'raising their apm' when they should just learn how to win.
hmmm that sounds like suncow
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On July 26 2006 11:58 eternalbliss wrote: i got a question. im t and for tvp around what time shoudl you expo to ur nat like what signs should u look out for be4 you expo?
Expo when you can defend it. I think in TvP it's safest to expo when you have Seiged Tanks on the cliff overlooking your nat/choke. Or you can expo while you're attacking (Vult Rush, FD, Joyo) and when they're done dealing with that you'll have SeigeMode ready. Watch out for DTs, Reavers, and Zeal Drops on your Tanks :S Turrets+Mines deal with that.
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thedeadhaji
39489 Posts
On July 25 2006 21:03 intrigue wrote:Show nested quote +On July 25 2006 18:54 SnoopySnacks wrote: play all races to get a feel for timing this one's good too so many people i know who are relatively new to the game dedicate themselves to one race right away, and have no grasp of what other races do when and what signs to read =(
I refuse to listen to terran units speaking. >:O
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Trinidad/Tobago1177 Posts
Early game if their gas is free, fucking steal it. This can really fuck up whatever strategy they had in mind.
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On July 26 2006 19:44 MesAiur wrote: Early game if their gas is free, fucking steal it. This can really fuck up whatever strategy they had in mind.
12v3 position, you p steal t gas then you are in a very deeeeeep shitttt
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On July 26 2006 19:46 hixhix wrote:Show nested quote +On July 26 2006 19:44 MesAiur wrote: Early game if their gas is free, fucking steal it. This can really fuck up whatever strategy they had in mind. 12v3 position, you p steal t gas then you are in a very deeeeeep shitttt
lol, been there done that. think i'm soo gosu stealing and cancelling assim. not so fun when 3rax kicks in..
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when i started reading this thread and i was on page 2 i was thinking "why do they do this do i really have to read all the pages? then i was thinking yah illdo it anyway
i dont regret it. It seems like TL.net has waken up again :/
now to say what i was gonna do when i first saw the first page
gj MesAiur its appreciated
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TL has "waken up" because of "Tips for Noobs" thread ?
jeeeeeeeeez
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Sweden33719 Posts
On July 26 2006 19:44 MesAiur wrote: Early game if their gas is free, fucking steal it. This can really fuck up whatever strategy they had in mind. Well, if they're terran or toss, sure (stealing a 2 gating toss' gas is very good in PvP), if it's a zerg you should only steal it on maps without gas naturals/when zerg didn't expand IMO.
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thedeadhaji
39489 Posts
On July 26 2006 17:50 pooper-scooper wrote: Turn off the sound?
lol ya htat's what i have to do during team melee
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On July 27 2006 03:01 Reason wrote: TL has "waken up" because of "Tips for Noobs" thread ?
jeeeeeeeeez
He means that people are doing right instead of flaming somebody for asking questions in the strat forum dude..
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youre getting proxied so much... maybe ure not following ur own tips. :p
Thanks for sharing them though.  Nice of you to be willing to help the less experienced players get into the game.
Keep it up!!
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I can't believe I read this entire thread.
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Trinidad/Tobago1177 Posts
After numerous requests I got rid of my laziness. And updated ... enjoy
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Tip 17: You should try to prevent your opponent from building what he wants
How do you know what his strategy is... if your doing a noob vrs noob game... it can be unpredictable the strategy.
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~nvm this already been said
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intrigue
Washington, D.C9933 Posts
On July 27 2006 08:43 MesAiur wrote:After numerous requests I got rid of my laziness. And updated ... enjoy 
nice, you rock =)
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I had a tip but forgot... I'll edit it in once i remember....
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lol@ tip 17 haahah good tip
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You should mention about constantly exploring the map.
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On July 27 2006 19:58 FlameD[TOp] wrote: You should mention about constantly exploring the map. The thing about workers at each mineral spot is good enough.
TIP: Keep your units spaced out nice and wide, especially dragoons. better spread than clumped up.
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United States24676 Posts
On July 27 2006 20:51 miNi wrote: TIP: Keep your units spaced out nice and wide, especially dragoons. better spread than clumped up.
This is especially important in pvt for reducing the amount of siege splash your units receive. Until recently I didn't notice the difference that can make. Another time that's good is in pvp when you are backing your goon army away from the opponent's goon army on say paranoid android. Run across the bridge then surround the choke with your goons so he is stuck with a 3 on 12 instead of 16 on 12.
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play other races eh... ive been playing the same race in every games so far =D. and i keep losing to Terran... maybe if I start playing Terran I'l understand what they do that kept killing me
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I got one. Never relax, always play your hardest. I've lost quite a bit for thinkin' i had the game way to easily, and lost to newbs cus i thought i could ez them. Even if you think you have a huge advantage, crush your oppenent.
Also, if you have even the smallest possiblity of winning, play it out. I've also quit some games that were very winnable, after watching the rep, the 10 tanks i thought he had were really 2 cliffed ones.
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intrigue
Washington, D.C9933 Posts
this might sound lame, but i think it's a really good tip - for an important match for a clanwar or grudge match against some trash-talking punkass - play a few warmup games with your friends if you have time! it's like stretching before you play sports and gets your apm up and eyes focused and mind clear. use this time to fix the wire placement of your mouse, the placement of your keyboard, the audio/video/mousespeed/scrollspeed, etc. you might also want to really stretch out a bit or chew some gum before too!
it helps to use the build orders you plan on using to smooth it out in your head, because if you're shaking and nervous during the real thing you really might just mess up, costing your team a win or you your pride =) even minutes before their real matches, this is what pros are doing vs a computer on hunters if you ever catch a glimpse of their monitors =P
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Thats good advice to use even when not playing trash talking punks =)
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Someone advised to play other races to get a feel for timing....
Where do I begin playing zerg and terran? (I'm a protoss)
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Im not sure if everyone will agree with this, but always keep your mouse moving. You should always be doing something. It is better to do something stupid, than to spend 5 or 10 seconds figuring out your next move.
I say this, not because you will win more games, but because you will be forced to have a plan prepared and then adapt quickly to your enemies.
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On July 29 2006 21:40 fusionsdf wrote: Im not sure if everyone will agree with this, but always keep your mouse moving. You should always be doing something. It is better to do something stupid, than to spend 5 or 10 seconds figuring out your next move.
I say this, not because you will win more games, but because you will be forced to have a plan prepared and then adapt quickly to your enemies.
I don't agree with that. Stupid moves can easily cost you the game. Its better to play slow and play smart then work on the mechanics and get faster rather than hastily doing not-so-good decisions.
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United States24676 Posts
I agree with skyglow1. If spending a few seconds gathering your thoughts allows you to make the right strategical decision, that's often the better way to do it (macro situations). Although during micro situations waiting can be deadly. If a bunch of siege tanks start to enter siege mode near your army of dragoons, you don't have much time to decide whether to back up or attack.
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intrigue
Washington, D.C9933 Posts
On July 29 2006 20:58 Darknite721 wrote: Someone advised to play other races to get a feel for timing....
Where do I begin playing zerg and terran? (I'm a protoss)
depending on your skill level the first obvious place would be playing team games on hunters, a map and match format that relies extremely heavily on learning/applying micro and macro (assuming you're playing against decent people). once you have those down shift to 2vs2s or 1vs1s with your newfound background and focus on basic strategy and earnestly try to get your skill level in that race up.
you will find that the more you know about a race, the better you can play against it and so it's in your best interest to be able to play your two off races at least proficiently. i'm always puzzled by people who have played one race since they picked up the game and have no idea what they're doing when using the other races - of course they won't be able to see and learn as much if they always only play from one side of the matchup they're trying to learn!
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Reaver micro is not as easy as you think, dropping them directly behind a mineral-line is not recommended due to the scarab being lagged from workers retreating...try dropping in on where the workers will retreat through. EX: Workers at 3 main on LT, drop in on the bottom of the nexus/hatch/cc where the workers have been sent to move, think ahead to where they are going to be moved and place them right on top of them. ALso, right clicking indvidually on a worker is not effective, it does less splash damage(unless of course, they're in that sexy clump :D), and unless you have fully mastered their intuition its not recommended, just use placement.(Intotherainbow has a godly intution for the reaver, think it requires a serious amount of memorization and timing.) O yeah, 2 zeal + reaver drop is recommended(Zeals work as a great distraction.), goon/reaver shuttle combo is only good in pvT, where you focus-fire on tanks.
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There are many great ideas here! I think that the most important tip for Noobs is first to stop seeing yourself as a Noob in the first place. "Most people are winners long before they win, they are just people disguised as people failing curently."
It is not true that nice guys finish last. Nice guys are winners before the game ever starts. Walker, Addison
When you're a winner you're always happy, but if you're happy as a loser you'll always be a loser. Fidrych, Mark
I'm a winner each and every time I go into the ring. Foreman, George
Winners have simply formed the habit of doing things losers don't like to do. Gray, Albert
If you can accept losing you can't win. If you can walk you can run. No one is ever hurt. Hurt is in your mind. Lombardi, Vince
Winners never quit, and quitters never win. Lombardi, Vince
Winning is a habit. Unfortunately, so is losing. Lombardi, Vince
Win or lose, playing at all is winning. Nording, Wolfgang
Winning is only half of it. Having fun is the other half. Phillips, Bum
For me, winning isn't something that happens suddenly on the field when the whistle blows and the crowds roar. Winning is something that builds physically and mentally every day that you train and every night that you dream. Smith, Emmitt
Winning isn't everything, but losing is nothing. Symons, Red
Winners make a habit of manufacturing their own positive expectations in advance of the event. Tracy, Brian
Part of being a winner is knowing when enough is enough. Sometimes you have to give up the fight and walk away, and move on to something that's more productive. Trump, Donald
The only way to be number one is to be number one. Unknown, Source
A winner loses more often than losers. Unknown, Source
The winner persistently programs his pluses; the loser mournfully magnifies his minuses. Ward, William
Although I wanted my players to work to win, I tried to convince them they had always won when they had done their best. Wooden, John
Ever notice that people never say It's only a game when they're winning? Ball, Ivern |
A winner is someone who recognizes his God-given talents, works his tail off to develop them into skills, and uses these skills to accomplish his goals. Bird, Larry |
It's not the will to win, but the will to prepare to win that makes the difference. Bryant, Bear
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United States24676 Posts
You realize several of those quotes completely contradict each other right? I guess you should pick and choose the ones that work best for you.
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On July 24 2006 22:18 Zooey wrote: so much morons
actually thats so MANY morons.
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Tip #5 and #10 are the same? Is it twice as important as the others?
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it's a nice initiative for those who just started the game, but if you could just format your post, it would help a lot. writing it out like
TIPx: asdfasdfasdfasdfasdf. adfasdasdf. asdfasdfasfd.
instead of
TIPx: asdfasdfasdf
asdfasdfasdfa
asdfasdfasdf
you get what i mean ;p
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tip: when 4/5 pooling, make sure your drones are gathering from the most efficient/nearest patches
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United States24676 Posts
On July 31 2006 06:29 araav wrote: tip: when 4/5 pooling, make sure your drones are gathering from the most efficient/nearest patches
Lol don't encourage the noobs.
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On July 31 2006 06:59 micronesia wrote:Show nested quote +On July 31 2006 06:29 araav wrote: tip: when 4/5 pooling, make sure your drones are gathering from the most efficient/nearest patches Lol don't encourage the noobs. reread the thread title, you noob
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On July 31 2006 06:59 micronesia wrote:Show nested quote +On July 31 2006 06:29 araav wrote: tip: when 4/5 pooling, make sure your drones are gathering from the most efficient/nearest patches Lol don't encourage the noobs. Does this imply a) The poster has not read the thread title, but should have done so and put in "noobs" to his post to make it relevant.
or b) The poster has not read the thread title, but felt like putting "noobs" in anyway or c) The poster has read the thread title, which is why he put "noobs" in his post in the first place.
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United States24676 Posts
On July 31 2006 08:22 araav wrote:Show nested quote +On July 31 2006 06:59 micronesia wrote:On July 31 2006 06:29 araav wrote: tip: when 4/5 pooling, make sure your drones are gathering from the most efficient/nearest patches Lol don't encourage the noobs. reread the thread title, you noob 
I was already aware of the thread title, you noob
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United States24676 Posts
On July 31 2006 08:32 Reason wrote:Show nested quote +On July 31 2006 06:59 micronesia wrote:On July 31 2006 06:29 araav wrote: tip: when 4/5 pooling, make sure your drones are gathering from the most efficient/nearest patches Lol don't encourage the noobs. Does this imply a) The poster has not read the thread title, but should have done so and put in "noobs" to his post to make it relevant. or b) The poster has not read the thread title, but felt like putting "noobs" in anyway or c) The poster has read the thread title, which is why he put "noobs" in his post in the first place.
c) with a number 2 pencil
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intrigue
Washington, D.C9933 Posts
On July 31 2006 06:59 micronesia wrote:Show nested quote +On July 31 2006 06:29 araav wrote: tip: when 4/5 pooling, make sure your drones are gathering from the most efficient/nearest patches Lol don't encourage the noobs.
why not? these builds are awesome and you can learn a lot from them if you don't use them exclusively!
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United States24676 Posts
On July 31 2006 19:37 intrigue wrote:Show nested quote +On July 31 2006 06:59 micronesia wrote:On July 31 2006 06:29 araav wrote: tip: when 4/5 pooling, make sure your drones are gathering from the most efficient/nearest patches Lol don't encourage the noobs. why not? these builds are awesome and you can learn a lot from them if you don't use them exclusively!
Well basically I was thinking don't suggest 4/5 pool to a noob. That build is good to use some of the time, but you are much better off implementing it once you already are able to do the other more conservative builds with reasonable success. I think noobs should focus on 9 overlord or other more reasonable builds to get better before focusing on 4/5 pool, although if they want to spend some of their time on 4/5 pool I guess that's ok since it will be good practice with ling micro, but just don't neglect the other strats.
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On July 25 2006 02:59 Eagleheart wrote: This thread sucks. Dude, your tips are like so basic it's not even funny
Post this on GG.net instead lol
Congratulation on your gay post buddy :/
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I thought it helped a lot... I just started up again after 6 month break, thanks a lot man
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Osaka27148 Posts
I thought it was a good post. Added to recommended threads. Eagleheart, youre a moron.
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1) u forgot. download replays, watch vods, read battle reports, look at your own replays, the ONES THAT YOU LOSE will teach you how to get better, NOT THE ONES THAT YOU WIN. learn from the best and become consistent at mimicing the best before you innovate your own unique things.
2) when you are in game, you are always either powering (making probes and nexus) or not powering. When you are powering, you should always be making probes from nexus with 0 second delay time between each. when you are not powering, you aren't making probes at all. Knowing when to switch between powering and not powering is imho the big determinant for timing your econ to fend off the first push by 2 base turtle timing push terran.
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Calgary25980 Posts
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A few tips to Tosses, who are new on Starcraft.
1-DON'T RUSH WITH DT. Yes you can get some wins by rushing dt's but if your opponent is smart, he would get some cannons/turrets to lawl at you and kick your ass hardly. And in general, you won't get better in gameflow. 2-Just don't imitate pros, for example just not try to make Bisu build vs Zergs, as you don't have multitasking like Bisu, you will just suck and you can't do nothing against a decent zerg, just have your decent strategy. 3-Just don't use Observers to reveal invisible units, fly on your opponent's base what he's doing, patrol on possible expo locations, and you need to know his army to counter it. 4-Don't do some silly things, like massing Goons against a Zerg army with defilers, or just don't go carriers at 30-40 supply, 2 carriers would not save your ass in %90 of games. 5-Just secure your expos and do not afraid to make cannons on expos, play solid, play safe instead of losing 4894234 probes to only 1 reaver/high templar.
General: 1-DON'T AFRAID OF EXPANDING. I saw some noobs just making 50 sunkens in one base and hoping to win. Yes, If your opponent is a computer, having 50 sunken could be a good strategy but you're playing vs a human, just expand and have money. 2-Spend your money: If you can't manage your money, make 25 gateways if neccessary, spending your money is WAYYY better to keep it. 3-Use hotkeys: Even you play with 100 APM, just use this shitty numbers, you will find hard but when you get it, your gameflow will be MUCH BETTER.
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as terran or protoss, when you start a building with an SCV or probe, you can actually hold shift and right click your minerals, setting a waypoint for the worker to return to mining after it is done with construction. terran players might find this more useful as sometimes they fail to notice when an SCV has completed the construction of a building. one flaw of this, however, is that, if the worker reaches the spot and you don't have sufficient minerals, the worker will just return to mining, and you might not notice that your building has not begun construction yet.
another useful hotkey "combo" is control + left click on your units when you have a bunch of them selected. say you're playing a TvZ and at your rally point is a bunch of marines and medics. drag a box over them, and it is likely that you have both marines and medics selected (probably something like 10 marines and 2 medics.) to separate the marines from the medics, just hold control and left click on the wire frame of a marine. this removes all the units that are not of the one that you clicked on (medics, scvs, tanks will be removed, only marines remain selected).
control + left click is also useful when in other scenarios. when you want to get a group of drones at your rally point which also has a huge bunch of other units to go mine, drag a box, control + leftclick a drone and send them to the minerals. also when you're doing a frontal attack with lurkers and other units like lings and hydras, and you want the lurkers in front to burrow, drag a box (and thus selected lings and hydras as well), control leftclick lurker, burrow.
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You don't even have to draw a box around any units for ctrl + left click to work, just click on any unit and it will randomly select up to 12 units of the same type, including the one you clicked on. Notice however that it's sort of random, which might cause you trouble on those few rare occasions where it matters.
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dont forgaet 2 raly ur workaers towarde teh mienaral line at teh beginin cos u want 2 keep acceleration
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On January 08 2008 04:11 alpskomleko wrote: You don't even have to draw a box around any units for ctrl + left click to work, just click on any unit and it will randomly select up to 12 units of the same type, including the one you clicked on. Notice however that it's sort of random, which might cause you trouble on those few rare occasions where it matters. yeah, but in the case of control + left click, you select all units in that screen, which might not be what you want. for example, in the drone-at-rally-point case that i brought up, its most likely if you did control + left click on the drone, you'll select all other drones in the same screen (or slightly outside of the screen) which might include those mining gas. in fact, control + left click won't guarantee that all the idle drones at your rally point are selected, if your rally point is close to the mining area.
also when you're selecting marines for hotkey, if you did control + left click on a marine, it might highlight a marine that you have already placed in another hotkey (which is always the case for me.) instead, by dragging a box you can ensure that those marines that are already in another hotkey will not be selected again.
similarly in the case of the lurkers attacking, if you did control + left click on a lurker to burrow, any lurker in the screen might be selected. often you want to burrow the lurkers that are in front, and therefore already in range of your opponent's units, while you allow those at the back to continue advancing forward. if you did control + leftclick, rather than drag a box over the leading lurkers, then control + left click select, the lurkers at the back will burrow.
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what are the advantages of patrol for mutas vs. hold position? sorry I didn't want to post but I accidentally submitted something and I don't know how to remove posts.
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On January 08 2008 04:28 hellhawk123 wrote: what are the advantages of patrol for mutas vs. hold position? sorry I didn't want to post but I accidentally submitted something and I don't know how to remove posts.
The bounce damage kills more units than if you were to target 1 marine at a time. The mutas hit different targets, so if you have enough mutas, you'll be killing 2 or more marines at once every time you press hold.
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Just out of curiosity, is it actually recommended to steal the opponents gas in ZvZ if the opportunity presents itself? Does the late gas for the opponent make up for the loss of a larva+mining time+50 minerals?
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If you have a terran contained from his expo and he starts pushing out with tanks, hold position 2 lurkers in his expo's minerals, so when he expands you can destroy all the workers, doing game ending damage at the midgame. This mainly occurs in ZZv either ZT ZP or PT Where one of you goes lurkers and the other mutas, but can also happen in normal games.
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On July 24 2006 20:55 dream-_- wrote:Dont let them get you down MesAiur  However this website is mainly SC veterans, so you will often get flamed when posting elementry ideas. Although the first is definatly something that many of us could propably do a little better. The second one however, is easier said than done.
Doubt it most of the Iccup akas on the who is who all have shitty records
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Really great thread. Lists like these are so necessary to glance at before practicing.
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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.
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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.
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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.
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Calgary25980 Posts
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.
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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
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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.
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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.
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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
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"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.
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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
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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.
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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.
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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.
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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)
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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.
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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)
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FConnectionUK
United States316 Posts
"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.
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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
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FConnectionUK
United States316 Posts
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~!
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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  *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  *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  *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 Ireland22208 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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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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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?!
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Is it? its about single clicking and spreading results...
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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.
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terran tip: build supply depots with a space between them when facing protoss opponents who tend to go reaver.
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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)
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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
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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 + -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)
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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.
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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.
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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.
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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.
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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
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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.
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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
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Wait...so SCV attack spamming DOESNT work?
Wow...pros need to figure that out so they stop wasting APM...
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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.
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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.
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TIP: Zerg: Group larvae with an overlord, issue stop command to habe larave move to the left of hatchery.
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