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On March 17 2010 15:59 HTX wrote:Show nested quote +late in game when you have a whole bunch of unspendable extra money as terran, make a bunch of planetary fortresses for defense :D:D:D does anyone else think this is an amazing idea? with building armor upgrade they have 5 armor and 7 range with the range upgrade....... they rape pretty hard This could work to secure the last remaining expansions. With 3 or 4 planetary fortress the base would be barely unbreachable.
xcept with corruptors or any air
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xcept with corruptors or any air
of course
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lol the debate over mule or comsat is over
http://forums.battle.net/thread.html?topicId=23766991268&sid=5000
I have been able to use the Terran liftoff ability to scout through fog of war. For example, if you liftoff a command center and move the ghost image of where you will land around the map you can see where the enemy has build buildings because the outline will turn red on the grid wherever there is an occupied spot. I have been able to see where my opponent has been expanding in 1v1 by just mousing the ghost landing image over expansions and I can tell if he has built there or not.
Is this a bug? I think in SC 1 you could land anywhere the terrain would allow it and if an enemy building occupied the spot you would not know till you revealed the fog of war.
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On March 19 2010 14:24 CharlieMurphy wrote:lol the debate over mule or comsat is over http://forums.battle.net/thread.html?topicId=23766991268&sid=5000Show nested quote +I have been able to use the Terran liftoff ability to scout through fog of war. For example, if you liftoff a command center and move the ghost image of where you will land around the map you can see where the enemy has build buildings because the outline will turn red on the grid wherever there is an occupied spot. I have been able to see where my opponent has been expanding in 1v1 by just mousing the ghost landing image over expansions and I can tell if he has built there or not.
Is this a bug? I think in SC 1 you could land anywhere the terrain would allow it and if an enemy building occupied the spot you would not know till you revealed the fog of war.
That is spectacular. Probably will be fixed in short order, but still spectacular while it lasts.
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On March 19 2010 14:34 Matrijs wrote:Show nested quote +On March 19 2010 14:24 CharlieMurphy wrote:lol the debate over mule or comsat is over http://forums.battle.net/thread.html?topicId=23766991268&sid=5000I have been able to use the Terran liftoff ability to scout through fog of war. For example, if you liftoff a command center and move the ghost image of where you will land around the map you can see where the enemy has build buildings because the outline will turn red on the grid wherever there is an occupied spot. I have been able to see where my opponent has been expanding in 1v1 by just mousing the ghost landing image over expansions and I can tell if he has built there or not.
Is this a bug? I think in SC 1 you could land anywhere the terrain would allow it and if an enemy building occupied the spot you would not know till you revealed the fog of war. That is spectacular. Probably will be fixed in short order, but still spectacular while it lasts. This is pretty much the equivalent of waypoint scouting from other RTS games, but its clearly going to get patched out,.
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what the hell is waypoint scouting?
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usually send my SCV out with a ton of waypoints so he goes around the whole map. In addition when I send an SCV to the opponents base early I will created about two dozen waypoints back and forth within his base so my SCV runs around on his own if I forget to micro.
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On March 19 2010 16:14 fantomex wrote: usually send my SCV out with a ton of waypoints so he goes around the whole map. In addition when I send an SCV to the opponents base early I will created about two dozen waypoints back and forth within his base so my SCV runs around on his own if I forget to micro. no, I think L was talking about some other abuse thing from other games. Obviously we know we can waypoint scout in this game and it in no way compares to terran landing exploit.
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God, the same thing existed in Warcraft 3 (regarding the see-if-there-is-an-enemy-building-in-fog-of-war-by-checking-with-another-building). You would think they'd remember this.
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Russian Federation81 Posts
-banshess do overkills (
also there was a superb way to use your carriers - you can move them and attack at the same time. i found it impossible at sc2, maybe you discovered method how to pass it?
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Don't know if this was posted before, but +1 damage for protoss not only allows zealots to kill zerglings in 2 hits, instead of 3, it also lets immortals kill roaches in 3 hits instead of 4.
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Don't know if this was posted before, but +1 damage for protoss not only allows zealots to kill zerglings in 2 hits, instead of 3, it also lets immortals kill roaches in 3 hits instead of 4. wow i didnt know that it made immortals kill in 3 hits. Nice find
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On March 19 2010 17:46 CharlieMurphy wrote:Show nested quote +On March 19 2010 16:14 fantomex wrote: usually send my SCV out with a ton of waypoints so he goes around the whole map. In addition when I send an SCV to the opponents base early I will created about two dozen waypoints back and forth within his base so my SCV runs around on his own if I forget to micro. no, I think L was talking about some other abuse thing from other games. Obviously we know we can waypoint scout in this game and it in no way compares to terran landing exploit. In other games on semi-grid setups you could scout through the fog by planting waypoints. If there was a building in the way of the waypoint area, the waypoint would appear slightly to the side, which would let you 'sonar' out someone's building with extra apm.
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Omfg thats awesome and terrible about the building landing bug... dear god they need to fix that asap hahaha.
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On March 21 2010 07:57 NeaX wrote: Don't know if this was posted before, but +1 damage for protoss not only allows zealots to kill zerglings in 2 hits, instead of 3, it also lets immortals kill roaches in 3 hits instead of 4.
Wow now I'll be getting fast +1 in every pvz instead of every pvz =P
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Really cool trick, but at the same time, I don't see it ever being used to mine island expos or anything like that. Even if you're always super fast, it still mines 2 or 3 times slower with a limited amount of drones.
I would imagine it being used to mine out an opponent's expo before he builds there tough, and since it's pretty safe even if he kills the worm, there's really not much to lose.
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On March 21 2010 09:33 lepape wrote:Really cool trick, but at the same time, I don't see it ever being used to mine island expos or anything like that. Even if you're always super fast, it still mines 2 or 3 times slower with a limited amount of drones. I would imagine it being used to mine out an opponent's expo before he builds there tough, and since it's pretty safe even if he kills the worm, there's really not much to lose.
I play terran so... i really don't know :p it's really tricky and nice however!
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Watching todays Zotac Cup you got to know that SVCs, Drones, Probes and the Planetary Fortress are being prioritized by Attack-Moving-AI. Dont know about Orbital Command or other Units/Buildings. But adding those Units to your army (or Buildings to your defense) works good against Siege Tanks or having some Meatshield when being overwhelmed by the enemies army.
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Something that really surprised me considering they patched the ability to chrono boost a 2v2 partner's buildings: Terrans can repair protoss units. I put my SCV's on auto-repair and they started repairing my partner's stalkers, colossi, immortals, you name it. Surprised the heck out of me^^
Not sure if you need to enable ally unit control for it but I doubt it
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