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Tricks, Tips, Tactics

Forum Index > StarCraft 2 Strategy
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1 2 3 4 5 14 15 16 Next All
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-02-25 21:51:11
February 24 2010 12:35 GMT
#1

I've been playing since day one and I'm always trying to find out new things for maps, matchups, units, etc. Useful or not, it's good to know what your game is capable of. It's more fun innovating techniques than perfecting builds and timings to me (imo, these things are the basis for builds and timings in the first place so it's more important), but feel free to post stuff like that too.

I'll keep posting stuff here as I find it, and I hope you guys do too. Please keep the "WTF OMGz!" to a minimum, as they will clutter the thread.

-Vikings suck ass ground or air. But the one thing they are good at is hit and run versus BC, (BC can yamato though, so watch out).

-you can toggle unit health bars into 3 modes in the options, alternatively you can press alt any time during a game to hide/show health bars.

-Reapers/Stalkers can hit and run versus slow lings and zeals early game.
(by hit and run, I mean they won't get hit at all with proper micro and will kill the enemy melee)

- A hatchery's vision range when it is morphing is very small, you can place a bunker 1 or 2 spaces away and not be seen.

-On Scrapyard Stalkers can blink from main to middle island from either base. (you need vision though).

-All units can be patrolled a very small distance and they spin around all crazy (looks funny).

-Obvious, but Terran can fast expand to maps with islands and rocked in bases. (Kulas Ravine, Scrapyard, Desert Oasis, Steppes of War, LT)

-Air units bank around when they turn (looks cool, but this is arguably bad for the game), if you keep a rhythm of clicking around in a circle, you can get almost all air units completely sideways/vertical.

-You can set buildings rallies in any direction, units will pop out on the respective side of the building.

-The buildings in SC2 all fit to a grid, and you can wall with nearly every building. Walls block everything from small units (like lings) and up.

-Taking the last two into consideration, a teching technique I found for protoss, was to make your base in such a way to trap a stalker and use it like a canon/bunker as you tech up toward whatever you are going for. http://tinypic.com/r/w15qo9/6

PS- I'm sure people probably think it's dumb of me to reveal secrets/techniques this early into the game, but I think that the better everyone is, and on an even playing field, the funner the game is.
..and then I would, ya know, check em'. (Aka SpoR)
Ftrunkz
Profile Blog Joined April 2007
Australia2474 Posts
February 24 2010 13:05 GMT
#2
So the vast majority of buildings tight-wall when touching? That's pretty awesome :D. What about with terrain? In broodwar when putting gates/forges as close to the edges of terrain as possible, they often only walled in very specific cases, is it all wallable in there too?
@NvPinder on twitter | Member of Gamecom Nv | http://www.clan-ta.com | http://www.youtube.com/user/ftrunkz | http://www.twitchtv.com/xghpinder
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-02-25 21:53:33
February 24 2010 13:11 GMT
#3
On February 24 2010 22:05 Ftrunkz wrote:
So the vast majority of buildings tight-wall when touching? That's pretty awesome :D. What about with terrain? In broodwar when putting gates/forges as close to the edges of terrain as possible, they often only walled in very specific cases, is it all wallable in there too?

yes, afaik all edges,doodads,mins,gas will tight wall as well. in bw buildings had numerical values for each side (which were all different in most cases) and then units had numerical values as well. If their numerical value was smaller than the sum of the two sides of two structures, then they would fit between. I do not know what is the case in sc2 but clearly most bldgs. have equal sides.
..and then I would, ya know, check em'. (Aka SpoR)
XythOs
Profile Blog Joined February 2005
Germany520 Posts
Last Edited: 2010-02-24 13:12:59
February 24 2010 13:12 GMT
#4
Note: I don't have a key, all information provided from watching streams/replays.

- I noticed when watching streams that voidrays keep their charges on the attack if the unit they attack dies and they immediatly target another. Can anyone with beta confirm this? Also voidrays follow their target while shooting when it runs/flies away.
- A voidray will kill a Queen in 1:1 while you need at least three Phoenix(plural?) with one lifting the queen up to kill it before energy runs out.
- Workers move very fast and don't slow down when attacking, microing against those with marines/other range units is alot harder.
- Drones hatch building immediatly on the place and don't need to "settle down" like in SC1
- You can use /dance on some units(Just saw it on terran, dunno about zerg/toss)and they will do some fancy moves.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-02-24 13:32:00
February 24 2010 13:19 GMT
#5
-Morphing Archons can be pushed around very easily (can't do it with collosus, but everything else yes).

-Immortals say Konadora


-All units have a bug where when told to move, they turn around and attack (hopefully fixed soon).

-Reapers can get stuck behind doodads and in corners sometimes, so pay attention. They can hop up cliffs, but not over structures or anything else.

-Useful 'walls' against reapers.
http://i47.tinypic.com/23lk46r.jpg
..and then I would, ya know, check em'. (Aka SpoR)
Psycho-SoniC
Profile Joined April 2009
Switzerland31 Posts
Last Edited: 2010-02-24 13:53:36
February 24 2010 13:53 GMT
#6
On February 24 2010 22:12 XythOs wrote:
- I noticed when watching streams that voidrays keep their charges on the attack if the unit they attack dies and they immediatly target another. Can anyone with beta confirm this? Also voidrays follow their target while shooting when it runs/flies away.

I can confirm this. Looks like a bug to me though.
red.venom
Profile Joined October 2002
United States4651 Posts
February 24 2010 14:04 GMT
#7
On February 24 2010 22:12 XythOs wrote:
- Workers move very fast and don't slow down when attacking, microing against those with marines/other range units is alot harder.


I think this kinda goes for everything. Its harder to dance around things in a very accurate manner. Also when I do it with zerglings(like vs a Zealot rush) they often will lose their right click order and just start fighting as if i ordered an attack-move. Very annoying
Broom
milly9
Profile Joined May 2007
Canada325 Posts
February 24 2010 14:07 GMT
#8
On February 24 2010 22:53 Psycho-SoniC wrote:
Show nested quote +
On February 24 2010 22:12 XythOs wrote:
- I noticed when watching streams that voidrays keep their charges on the attack if the unit they attack dies and they immediatly target another. Can anyone with beta confirm this? Also voidrays follow their target while shooting when it runs/flies away.

I can confirm this. Looks like a bug to me though.


This seems intended, the unit doesn't have to die for it to work like this. You can switch targets as much as you like, as long as more than a few seconds don't go by, you'll keep the charge.
then i stick my treasures in a treehole
Piousflea
Profile Joined February 2010
United States259 Posts
February 24 2010 14:46 GMT
#9
On February 24 2010 23:04 red.venom wrote:

I think this kinda goes for everything. Its harder to dance around things in a very accurate manner. Also when I do it with zerglings(like vs a Zealot rush) they often will lose their right click order and just start fighting as if i ordered an attack-move. Very annoying


A lot of people seem to be reporting this problem, I hope blizzard is working on it. Units should follow your orders ffs!
Seek, behold, and reveal the truth
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-02-24 21:14:13
February 24 2010 21:13 GMT
#10
Another bug that keeps happening (well not sure if it is a bug or just bad design):

-Rallied units will come out on attack move, so if you are trying to save up a force to do a clutch defend with lings or whatever (such as zealots tearing at your nat FE expo) those units will fight to the death when you want them to run away. So manually move them when they spawn.
..and then I would, ya know, check em'. (Aka SpoR)
TheAntZ
Profile Blog Joined January 2009
Israel6248 Posts
February 24 2010 21:27 GMT
#11
On February 24 2010 22:19 CharlieMurphy wrote:
-Morphing Archons can be pushed around very easily (can't do it with collosus, but everything else yes).

-Immortals say Konadora


-All units have a bug where when told to move, they turn around and attack (hopefully fixed soon).

-Reapers can get stuck behind doodads and in corners sometimes, so pay attention. They can hop up cliffs, but not over structures or anything else.

-Useful 'walls' against reapers.
http://i47.tinypic.com/23lk46r.jpg


hahaha oh wow, could blizzard have deliberately put that in as a homage to our resident spammer? seems far-fetched but awesome if true
43084 | Honeybadger: "So july, you're in the GSL finals. How do you feel?!" ~ July: "HUNGRY."
alexpnd
Profile Blog Joined March 2009
Canada1857 Posts
February 24 2010 21:27 GMT
#12
You can command a mule to land on a mineral patch and it will auto-mine.

There are only 2 addons, tech lab and reactor. These can be fitted to barracks, factory or starport so if you wish to optimize, use your head.
www.brainyweb.ca //web stuff!
Response
Profile Blog Joined April 2004
United States1936 Posts
February 24 2010 21:30 GMT
#13
-You can set buildings rallies in any direction, units will pop out on the respective side of the building.


are you sure about this one? this helps alot
the REAL ReSpOnSe
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
February 24 2010 21:34 GMT
#14
Vikings are useful against colossi, carriers, BCs, and motherships.
fert
Profile Joined August 2009
Canada71 Posts
February 24 2010 21:37 GMT
#15
On February 25 2010 06:27 alexpnd wrote:
You can command a mule to land on a mineral patch and it will auto-mine.

There are only 2 addons, tech lab and reactor. These can be fitted to barracks, factory or starport so if you wish to optimize, use your head.


Its pretty easy to think you are landing a starport/factory/barracks attached to a tech lab only to have it land one square to high or two low. The greed outline that shows up when you have a lifted off port/factory/rax is almost to bright, when you get the icon moused over its tough to see.

Took me a few tries to figure it out, but I'm never confident in my swaps now, so I spend way to much time lining it up, they need the green box back!
Crunchums
Profile Blog Joined December 2008
United States11144 Posts
February 24 2010 21:46 GMT
#16
On February 25 2010 06:13 CharlieMurphy wrote:
Another bug that keeps happening (well not sure if it is a bug or just bad design):

-Rallied units will come out on attack move, so if you are trying to save up a force to do a clutch defend with lings or whatever (such as zealots tearing at your nat FE expo) those units will fight to the death when you want them to run away. So manually move them when they spawn.

There are some times when this is what you would want and some times when it isn't. Ideally you would be able to switch between the two but that is clumsy at best.
brood war for life, brood war forever
Losang
Profile Joined February 2010
Australia2 Posts
February 24 2010 21:55 GMT
#17
ctrl alt f gives you framerate.

landing a mule on the closest mineral patch gives you 270 minerals instead of 240 mineralss. It gathers 9 times instead of 8.

I was thinking that perhaps using the mule to scout might be better than scanner, if your not using it to detect as they cost the same. (untested)

It appears as if using chrono boost before your first pylon is less efficient as you can't keep up constant probe production

Yay useful first post.
Dr.Frost
Profile Joined April 2009
United States389 Posts
February 24 2010 22:05 GMT
#18
On February 25 2010 06:13 CharlieMurphy wrote:
Another bug that keeps happening (well not sure if it is a bug or just bad design):

-Rallied units will come out on attack move, so if you are trying to save up a force to do a clutch defend with lings or whatever (such as zealots tearing at your nat FE expo) those units will fight to the death when you want them to run away. So manually move them when they spawn.


I actually really like this. I set rally to the area I am being attacked so reinforcements come and just begin fighting right away.
They are here to right our fall, they have heard someones troubled call???
Dr.Frost
Profile Joined April 2009
United States389 Posts
Last Edited: 2010-02-24 22:16:58
February 24 2010 22:10 GMT
#19
On February 25 2010 06:55 Losang wrote:
ctrl alt f gives you framerate.

landing a mule on the closest mineral patch gives you 270 minerals instead of 240 mineralss. It gathers 9 times instead of 8.

I was thinking that perhaps using the mule to scout might be better than scanner, if your not using it to detect as they cost the same. (untested)

It appears as if using chrono boost before your first pylon is less efficient as you can't keep up constant probe production

Yay useful first post.


I am just quoting this because I don't want people to skip over. These are awesome tips.
They are here to right our fall, they have heard someones troubled call???
Dr.Frost
Profile Joined April 2009
United States389 Posts
Last Edited: 2010-02-24 22:15:26
February 24 2010 22:14 GMT
#20
Tip: When you receive a private message while in a game (a whisper), instead of clicking the chat window and typing back, you can press 'Enter', then push 'Tab' to shift through different people you have talked to. It will switch through all chat, allied chat, and any private users you are charting with.
They are here to right our fall, they have heard someones troubled call???
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