[G] Zerg Tips/Tricks
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Ty2
United States1434 Posts
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puppykiller
United States3126 Posts
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Kau
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Canada3500 Posts
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Bakuryu
Germany1065 Posts
On August 08 2014 01:10 Kau wrote: You can build a nydus canal on creep that is in the fog of war. if u talk about making the exit of the nydus, it is not possible, u get "You must currently be able to see the location" message. You can hide defilers in overlords to protect them vs irradiate. You can place an Overlord over a burrowed Lurker making it practically impossible to target the Lurker (or stacked Lurker) | ||
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Kau
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Canada3500 Posts
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[sc1f]eonzerg
Belgium6547 Posts
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WhiteKnight.US
Great Britain102 Posts
On August 08 2014 03:09 [sc1f]eonzerg wrote: guys anyone know how to set rally points to the nydus ? sometimes by accident my units goes to another place OO Click on top of the Nydus. | ||
puppykiller
United States3126 Posts
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Ty2
United States1434 Posts
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[sc1f]eonzerg
Belgium6547 Posts
Not i not mean that,i send many units to the nydus and they move alone to the another place | ||
ArmadA[NaS]
United States346 Posts
Always attack with your Mutalisks from the Left: Because of the way the glaive wurm bounces (towards the left), you will take less damage from ranged units by attacking from the left. Source: http://www.teamliquid.net/forum/news-archive/83960-korean-news-flash-2008-12-13 Not enough Hotkeys: If you run out of hotkeys, a good thing to do is to have groups of 12 lings near your rally point so you can just box and a-move when you want to attack with your entire army. ZvZ Muta Micro: You can gain an advantage in Muta wars by absorbing glaive bounces with lings, overlords or even larva. Plague Interceptors: Plaguing interceptors will cause them to return to the carrier and be unable to attack for the duration of the spell. Clearing a mine without taking damage: If a terran places a mine at an expo location, morphing a hydralisk into a lurker just as the mine triggers will result in no damage taken. Overlord Scouting: A good rule of thumb is to send your first overlord to the closest natural. Blocking Ramps: Place (usually) 2 hydralisks on a ramp to quickly morph into lurkers to block enemy units from attacking. Don't overproduce Devourers: Devourers are not very useful w/o the combination of mutas, because only 9 acid spores can stack on one unit. 4-6 maximum for use with mutalisks is a good amount. Shuttle Sniping: If an overlord spots a shuttle moving toward your base you can quickly burrow hydralisks in its flightpath to suprise snipe it as it flies over. You can use burrowed hydralisks to kill annoying corsairs in the same manner with some overlords for bait. Spawn Broodlings on Larva: You can spawn broodlings on larva for free consume in resource-scarce lategame situations. Quick Muta Split: Select a control group of mutas, deselect 1 muta and overwrite the next control group with 1 less muta until all controls are used. Then, in case you get irradiated, select one control group at a time and click away from the enemy army in a fan shape. Hard to explain, just watch Hiya (bonus double muta): Move-command Muta micro: Explained here: http://www.teamliquid.net/forum/bw-strategy/387636-new-muta-micro-using-move-command Cloak Zerg Units (2v2 trick): Permanently makes a Zergling invisible to enemy units without the aid of a detector. You will need any unit that can burrow and an Arbiter. Burrow a Zergling and bring it out of an Arbiter's cloak range. Then order the Arbiter to move through the Zergling's range and right when the Arbiter's cloak range should cloak the Zergling, unburrow it. If done properly, the Zergling will be invisible. Thread: http://www.teamliquid.net/forum/brood-war/66532-starcraft-glitches-tricks-tips-etc | ||
ninazerg
United States7291 Posts
If you ensnare your opponent's workers, it significantly slows down their mining!?!?!? | ||
greenelve
Germany1392 Posts
Double Stacked Lurkers: Good for deceiving the Terran that there is only one Lurker defending a ramp, you can burrow one Lurker on top of another already burrowed Lurker. You do this by burrowing one Lurker and move your second Lurker across it. When he is on top of the burrowed Lurker, rightclick the burrowed Lurker (while having the second Lurker selected). This makes the second Lurker stop exactly above the first Lurker and you can burrow them on the same place. You can burrow as many Lurkers on top of eachotheras you want. Havent seen a description of it here yet, and its not simply done by rightclick second lurker and burrow. | ||
fearthequeen
United States786 Posts
Idle Workers: Hold the ctrl key on a group of workers and then whilst holding shift click on a mineral field for them to gather. This makes it so only the idle workers will start going to the mineral patch and not the drones already mining. This one's pretty cool/useful. Never knew about it. | ||
B-royal
Belgium1330 Posts
Also, when you consume eggs, you don't get back the resources so be careful of consuming an ultralisk egg! | ||
Nazara
United Kingdom235 Posts
On August 09 2014 03:50 greenelve wrote: I'm pretty sure if you patrol click on a burrowed lurker, the lurker that is on patrol will stop right on top of it for about half a second or a full second, I don't remember now, but it's long enough for you to burrow and quite easy to do if you want to triple stack them. You do this by burrowing one Lurker and move your second Lurker across it. When he is on top of the burrowed Lurker, rightclick the burrowed Lurker (while having the second Lurker selected). This makes the second Lurker stop exactly above the first Lurker and you can burrow them on the same place. You can burrow as many Lurkers on top of eachotheras you want. Havent seen a description of it here yet, and its not simply done by rightclick second lurker and burrow. | ||
GeckoXp
Germany2016 Posts
On August 08 2014 19:31 ninazerg wrote: Guys, did you know... If you ensnare your opponent's workers, it significantly slows down their mining!?!?!? It does not. Try it for yourself, for some weird reason ensnare doesn't really make much of a difference, especially if there are 8+ workers mining. | ||
KameZerg
Sweden1761 Posts
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KameZerg
Sweden1761 Posts
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Peeano
Netherlands4980 Posts
The same can be done for multiple overlords with this single command as well, just u + left click in the center of all the moving overlords. After giving the unload command, whether you're move dropping or location dropping, it's very good practice to hold shift and right click a location (far enough) away from the dropping point to ensure all overlords fully unload asap without bugging out. When you are defending your base by Nydus, and you need your units to attack move into the enemy as soon as they pop from your nydus, send units to the nydus normally, but hold shift and attack move next to your nydus you're sending them into. You can patrol multiple locations by giving the move command, then hold shift and P + left click multiple locations. You must finish your commands before it reaches the destination of it's initial move command. (The first P command is the starting location of the multiple patrol, so if you want to patrol 3 points, you need to give 3 P commands, not 2). A drone can use patrol and hold position by grouping them with an overlord (or any other unit than a larva.) | ||
Atom[Bomb]
Sweden108 Posts
The scourge has an internal timer of when it recalculates its interception vector. This is why you see the scourge only change direction once per second. You can fool the scourge interception vector mechanics reliably. See my uploaded video: www.youtube.com Also I want to point out that the "Chinese triangle" is bullshit. It's all about the scourge internal timer | ||
Probemicro
3708 Posts
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B-royal
Belgium1330 Posts
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Probemicro
3708 Posts
i think this was a showmatch organized by zeus some time back. | ||
ArmadA[NaS]
United States346 Posts
On August 14 2016 06:20 Atom[Bomb] wrote: Also I want to point out that the "Chinese triangle" is bullshit. It's all about the scourge internal timer Aren't you just explaining how the "Chinese triangle" works though? I thought it was just switching paths before the scourge retargets and using patrol to kill it. | ||
Atom[Bomb]
Sweden108 Posts
On August 14 2016 16:20 f10eqq wrote: Aren't you just explaining how the "Chinese triangle" works though? I thought it was just switching paths before the scourge retargets and using patrol to kill it. The chinese triangle focuses on the angles of turning (45 degrees or smth), but that is not what fools the scourge. You can fool the scourge in any direction you want, just make sure to be in sync with the scourge internal timer. It was painful to see: Day9 believing the chinese triangle fools scourges @f10eqq: You are right too: I thought it was just switching paths before the scourge retargets and using patrol to kill it. Edit: Video that demonstrates the "angles" that fools the scourge | ||
B-royal
Belgium1330 Posts
On August 14 2016 11:15 Probemicro wrote: zero vs mini i think this was a showmatch organized by zeus some time back. Thank you. On August 14 2016 19:38 Atom[Bomb] wrote: The chinese triangle focuses on the angles of turning (45 degrees or smth), but that is not what fools the scourge. You can fool the scourge in any direction you want, just make sure to be in sync with the scourge internal timer. It was painful to see: Day9 believing the chinese triangle fools scourges @f10eqq: You are right too: I thought it was just switching paths before the scourge retargets and using patrol to kill it. Edit: Video that demonstrates the "angles" that fools the scourge So what does this mean? A scourge recalculates its path with a period of 1 second. So just before the scourge will recalculate you make a brusque off course movement, the scourge will lock on and follow this path. After the recalculation you quickly move on course again while the scourge keeps going in the wrong way for the rest of the period between two consecutive recalculations. How do the angles play a role now? | ||
Atom[Bomb]
Sweden108 Posts
On August 15 2016 04:13 B-royal wrote: Thank you. So what does this mean? A scourge recalculates its path with a period of 1 second. So just before the scourge will recalculate you make a brusque off course movement, the scourge will lock on and follow this path. After the recalculation you quickly move on course again while the scourge keeps going in the wrong way for the rest of the period between two consecutive recalculations. How do the angles play a role now? The timing is what fools the scourge AI.(being in sync with the scourge internal timer). Angle only dictates the direction you want the scourge to. See this: imgur.com imgur.com imgur.com You can fool the scourge AI in any direction you'd like. | ||
B-royal
Belgium1330 Posts
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Bakuryu
Germany1065 Posts
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trutaCz
Poland686 Posts
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Atom[Bomb]
Sweden108 Posts
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