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On March 23 2010 05:44 Feefee wrote: 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 yea it must be a bug, go report it on the forums (and the bldg landing bug while ur at it)
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(excuse me if that has been mentioned before) about ZvZ and infestors: you seldom see infestors beeing used agains other Zerg so i decided to do a few custom games: 1. larves and much more interesting EGGS instantly die when targeted by neural parasite (i still have to test if the resources used on the eggs are refund or gone but anyway it might me a neat trick in certain situations). 2. when mindcontroling an enemy drone you can build spinecrawler right away and cancel neural parasite the second the spinecrawler starts to build(to target the next drone and build a crawler. as long as it finish it will be under your command. if your opponent is about to kill it before it finishes just cancle it. the drone will than again be under your enemys controll but you have your minerals refund (you only lose the required energy for the skill).
those 2 things might not me huge or gamebreaking but i managed to use them now and than with great outcome: #1 will enable your to stop backup. drop 2 infestors with as much energy as possible at the enemys main, neural parasite any eggs, load them back into overlord. repeat #2 may be similar to just towering your enemy at his mineral line with a drop of your own drones but when you already have infestors in your army that way is much more efficent for yourself as you dont really lose anything but energy when executed well.
Zira
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infestors are key in ZvZ mid/late game for fungal.
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Nothing huge, but if microing burrow with roaches is too difficult or there is more than one unit dying at the same time, burrow, shift click the damaged units out of your selection, unburrow.
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I was going to make a topic on this, but I figured I'd just post it here
If you hotkey all of your queens in a control group (for the sake of example, lets say '4' ), you can press '4' and then press R and click the hatchery on your minimap. The A.I. will automatically tell the queen closest to that hatchery to cast spawn larva on it (provided it has enough energy and the hatchery isn't already "spawning larva"). Obviously this is incredibly useful as it allows you to continue to cast spawn larva on all of your hatcheries without having to take the time to select each queen at each hatchery individually and tell them to cast spawn larva.
Again, sorry if this has already been pointed out, but I thought people might find it handy
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This has been shown in another topic but I thought it needed to be listed here. ( http://www.teamliquid.net/forum/viewmessage.php?topic_id=117241¤tpage=2 )
How to use Gateways to speed up unit production!
The "Transform to Gateway" button on warpgates is not affected by warpgate cooldown, so you can use it to pump units faster. The general idea is to do the following:
> Warp-in a wave of units with Warpgates. > Transform to Gateway immediately. > Build units from Gateways as soon as it finishes transforming. > Transform to Warpgate immediately when unit is done. > Repeat.
Now, even though the trick magically nullifies the warpgate cooldown every cicle, all the transforming takes time, and gateways produce units slower and with less versatility, so some calculations are required:
- Warpgates produce units 10 seconds faster - It takes 10 seconds to transform an Warpgate back to a Gateway and 3 back to Warpgate
No matter the unit composition you're making, you will ignore one warpgate cooldown, and then lose 10+3+10=23 seconds as a cost. Here's the list of warp-in times for Warpgates (from liquipedia 2)
- Zealot : 23 -- net gain: 0 <- interesting - Cybers : 32 -- net gain: 9 <- decent - Templar : 45 -- net gain: 22 <- Speeds up production by 1 Zealot !!
So by making this trick, you are basically pumping units at the speed of zealots. The cons you get with this is that instead of getting a constant stream of units, you'll delay one wave of units and then get another wave nearly instantly. And this delayed wave will be produced at the gateways, and not wherever you have Pylon Power.
However, it is easy to see how this is useful when you're defending or just massing an army at your base. You always want to warp-in the slowest building units and building Zealots/DTs (since they're the fastest walking gate units) in gateways for the best outcome.
Also, if you have energy upgraded HTs, and produce 50%/50% HTs/Zealots, you can warp-in the HTs, insta-cast storm and merge, and the storm should make the enemy back up, giving you enough time for the Zealots to get in position, and thus pretty much gaining an extra Zealot from your gates every cicle.
Finally, this is all compatible with Chrono Boost.
I call this Manual Boost in allusion to Chrono Boost, Zeke50100 called this ReGating which sounds much more awesome =P. Dunno which name is better, but this definitely needs one. Actually, this seems to be the only good use out of the Transform to Gateway button, and the zealot warp time seems to be the perfect magic number... for me this is intentional, and every Protoss should learn when and how to use this efficiently. Seems to consume a lot of APM though.
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On March 25 2010 08:12 [wh]_ForAlways wrote:I was going to make a topic on this, but I figured I'd just post it here If you hotkey all of your queens in a control group (for the sake of example, lets say '4' ), you can press '4' and then press R and click the hatchery on your minimap. The A.I. will automatically tell the queen closest to that hatchery to cast spawn larva on it (provided it has enough energy and the hatchery isn't already "spawning larva"). Obviously this is incredibly useful as it allows you to continue to cast spawn larva on all of your hatcheries without having to take the time to select each queen at each hatchery individually and tell them to cast spawn larva. Again, sorry if this has already been pointed out, but I thought people might find it handy yea np, it was posted a long ways back for the first time in TL iirc, and then others have posted about it in other threads. It's really nifty but I think most people are just used to the old fashioned way
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Nothing awesome but good to know.
- you cant transport Mules with your Medivac - if you transport an damaged Thor in your Medivac the Thor will not be repaired from SCVs - use Mule calldown to repair your Planetary Fortress when no SCVs around (Lategame) - EMP the CC to get rid of ememys scan and Mule abillity
In 2v2 (P and T) with DTs and EMP you could hit the Terran enemy pretty hard and dirty
- Expanding to Highground with terran and the rocks are not down? Fly with your CC transporter back and forth (Upload, Unload while flying) over the high ground cliff and bring a lot of SCVs to your new expansion. Due to the fast flying speed it works pretty well.
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May have already been posted but it was new to me: Creep tumors will not spread creep to high ground by themselves, but once creep is started at all (for example, after a moment of overlord creep drop) it will sustain/spread the creep on the highground (even after the overlord leaves). I did not discover this, I saw it in this video:
+ Show Spoiler +
This guy has one more that I don't think is mentioned in this thread (I could be wrong):
Xel'naga watch towers deactivation range is greater than activation range, can be exploited with towers next to high ground to control the tower without ground interference: + Show Spoiler +
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Brocoli thank you so much for that post... that is truly an ingenious idea.
I like the name regating too hehe
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Read them all! Cool tricks ))
Here is one, you can /dance with changeling marines. Very funny way to taunt your opponent when things are going your way
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On March 24 2010 06:14 Azro wrote: (excuse me if that has been mentioned before) about ZvZ and infestors: you seldom see infestors beeing used agains other Zerg so i decided to do a few custom games: 1. larves and much more interesting EGGS instantly die when targeted by neural parasite (i still have to test if the resources used on the eggs are refund or gone but anyway it might me a neat trick in certain situations). This is a bug and should be fixed.
On March 30 2010 09:19 CruS wrote: Read them all! Cool tricks ))
Here is one, you can /dance with changeling marines. Very funny way to taunt your opponent when things are going your way That is the best tip ever!
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I haven't read them all so sry if its a repost, pretty obvious too, very handy tho When you select a tank, you can Press and hold shift -> right click somewhere on the map -> press E -> release shift. This will make your tank move to the designated spot and siege up there!
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Aotearoa39261 Posts
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There's a glitch that allows infestors to use neural parasite beyond their actual range by using a warp prism/medivac/ovie w/ transport.
The tongue thingy will keep extending to try and hit the unit even if it's in the transport and moving away until the infestor dies. If it connects, sometimes it bugs again and allows units to move freely w/o the tongue thing attached (or there's a huge tongue stretching across the screen).
Happened when i was thor harassing and running way from infestors
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In a ZvZ you could get perfect scouting in your enemies base if you manage to get a Creep Tumor there. It is perfect, because the creep is already there and you are not changing the ground. The easiest way to get this is when your opponent either uses tumors himself and you advance on his creep highway. Another might be to advance with your own creep tumors close to the enemy, then spawn onto his creep and kill the tumor(s) linking the two highways.
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Just discovered a trick yesterday, not sure if it's new...
Workers can pass through force fields by being told to mine minerals or gas past the forcefield, much like being able to move through any units in bw. I did this when my opponent trapped like 15 of my scvs on the nat cliff on scrapyard when I was moving up with like 20 marauders and 15 scvs to take out his trapped army, and I was able to retreat all the scvs away through the force fields by telling them to mine at my natural.
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On April 19 2010 05:59 AcrossFiveJulys wrote: Just discovered a trick yesterday, not sure if it's new...
Workers can pass through force fields by being told to mine minerals or gas past the forcefield, much like being able to move through any units in bw. I did this when my opponent trapped like 15 of my scvs on the nat cliff on scrapyard when I was moving up with like 20 marauders and 15 scvs to take out his trapped army, and I was able to retreat all the scvs away through the force fields by telling them to mine at my natural. mineral walking across forcefields? wow, thats helpful
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build hatchery, cancel, build creep tumor on the carcass/ooze. you can now ooze expos, proxy spine crawlers etc before tier 2.
Stalker blink up a rock ramp, give vision to the rest, blink all up. cliff/backdoor anyone
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On March 23 2010 05:44 Feefee wrote: 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
I'd consider this (and the chrono ability) to be fair tactics in 2v2.
Much like zerg spewing creep to your partner's expansions to give sight and also speed up emergency backup if they need it.
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