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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.
cool
wow thanks for that, I noticed that the thing seemed to die while doing a return and I wondered if the money lost was preventable. How much do they gather per trip? edit- Seemed like I got 9 from either middle patch on top spot in desert oasis. might have even lost a return on the further one.
I use that thing all the time for scouting, it lasts longer.
you can use it right when u start your probe and it will last for about half the next probe after pylon pops. Or you can opt for probes before pylon.
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Has shift click been mentioned? You must hold shift before selecting the command (eg. build supply depot). So hold shift + B + S or B + hold shift + S then click as many supply depots as you like. Good for protoss, meh for terran, garbage for zerg lol.
ed: the shift before command hasn't worked for me but I'll give it another go tonight. i don't get to play as often as I would like. thanks!
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On February 25 2010 07:21 alexpnd wrote: Has shift click been mentioned? You must hold shift before selecting the command (eg. build supply depot). So hold shift + B + S or B + hold shift + S then click as many supply depots as you like. Good for protoss, meh for terran, garbage for zerg lol. this thing always confuses me how it works exactly, from my experience all you need to do is build something, hold shift build something again and then just keep clicking around on the floor.
edit- yea you can just do BS once, shift, and spam as many as you'd like. You can even hit cancel and que up another structure.
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- If you get Vortex'd by a mothership and are certain that either your surviving army or your trapped army is going to get decimated, run the remaining guys into the vortex. Then they'll all pop back out at once and you'll be back at square one. This can actually work to your advantage if the protoss stacks on top of the vortex with his carriers - you can instantly kill his mothership and many of his units because they'll all be in range of your hydras/whatever. Just watch out for storm.
- If your colossus is getting chased by zealots or something just go down the cliff and shoot back up. When they path away, move back up and shoot again - they'll come running back. You can repeat this over and over if the guy doesn't micro them away. This can be really nasty on a map like metalopolis or LT where you can reach buildings with the range upgrade from nearby a cliff. Not really a trick, just abuse.
- Carrier interceptors all get a free shot if their target is directly in front of them when they fly out. Particularly dangerous with the upgrade. Very lethal against mutas, vikings, ect. if you are facing them when you deploy.
- The biting Mustaches that Mustache Lords molest enemy units with will predictably cause tanks to shoot at them when they land. The implications of this are simple but surprisingly deadly. Shooting at scv lines can do far more damage from tank splash than from the Mustaches themselves. Terrans will either have to unsiege their tanks or run their workers away. Also works against bunkers, M&M, whatever you're shooting at.
- Thors will shoot at Colossi with their air weapon if the land weapon is out of range.
- Mutalisks are suprisingly effective against battlecruisers but suicide against carriers. In fact, all light air is great against bcs because the bc's damage is split across a long volley and each shot takes an armor calculation. I've only found BC's to be effective against thors and carriers so far, but yamato can be used to snipe Mustache Lords or other key targets. Honestly I think their volley needs to fire much faster, otherwise they seem kind of underpowered.
- OP said you can hit and run lings with reapers, which is totally true. If you are zerg and having problems with this, you can try to play chicken. Run back the lings when the reapers try to kite, and then run forward when you expect them to come back. The idea is to force them to keep running away, stalling them while you get speed or whatnot, but if you actually catch them with lings they are dead. I was able to easily delay a terran trying to do this and lose minimal lings, coming out with enough lings and roaches to steamroll him after his repeated failures to kill my FE.
- Don't be afraid to rush t2 as Zerg. I never play 1hatch roach, I typically go 13 hatch if it's a long distance map or 13pool then hatch at around 15-16, going for early tier 2 and pushing with roaches if a timing opportunity opens up. Be very wary of teching protoss - a Void Ray before you have hydras out is going to be fatal.
- If you are at a stalemate in 2v2's, Nydus worms are your friend. Especially with Ultras. Dear God, Ultras...
- Again, in a 2v2, you can sometimes FE to a high-yield mineral expansion. The idea is to force the enemy to attack you. This is effective if you suspect they are going to be teching. I only do this as Zerg, and only when I know I can recover if the expansion dies (and it usually does). What this does is force the enemy to aggress you when they are trying to save money. The same idea of forcing a zerg to build sunkens or lings when he doesn't want to - it slows them down and keeps them occupied. If you do manage to defend it, congrats, you're going to catapult ahead of everyone in resources. Maybe doable with a fast planetary fortress as T?
- Speaking of T, in FFA's and 2v2's I like to make a fast command center and lift it to the ridge in Kunas Ravine (Wait, I don't think it was Kunas Ravine. I haven't memorized the map names yet, it's the map with a blocked off north/south of you). I do this if I'm going metal or air - I'll need the gas, anyways, but this way the expansion is very sneaky and not vulnerable outside. This is probably an obvious thing to do, but I always see most people taking the front door base which is kind of hard to hold with the ridge and wide chokes if both guys are trying to pressure you. Just keep an eye on the back door - eventually you'll want to destroy the rocks on your side and perhaps put tanks on the other side.
- Don't forget that MULES have an infinite cast range. In a long game, your main CC can still help out your fresh expansions. Once a CC is finished, just queue up a ton of mules. Especially effective on high-yield mineral bases, particularly risky ones - you can get really good bang for your buck very quickly.
- Sim City with Protoss can be applied to funnel enemies into a region ideal for the Colossus' line-attack. For example, a line of Gateways leading from the ramp can force enemies into a narrow line if they try to rush into the base, lining them up perfectly for a Colossi to knock them all down at once.
- Placing a Pylon next to the guy's cliff to Warp Gate zealots or such into his base is just as effective as a Warp Prism, and cheaper.
- Changelings are your friend, especially in FFA's. Use them often - keep tabs on those guys sitting on their motherships and carriers. Likewise, always mouse over Zealots, Marines, and Zerglings sitting in your bases. If you can't do anything to them, attack them with a worker or something - they're peaking down your blouse!
- Always keep an eye on your perimeter. As Zerg, this is easy - space out overlords around your cliff. In SC2 there are a ton of units and sneaky shit that can take advantage of you not paying attention. Worms, Prisms, proxy pylons > Gates, Changelings, Reapers... keep an eye out. Always.
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On February 24 2010 21:35 CharlieMurphy wrote:-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 Lolwut, wouldn't you rather have a moving stalker instead of a immobile one? The stalker can't even protect your mineral field T_T
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On February 25 2010 07:25 CharlieMurphy wrote:Show nested quote +On February 25 2010 07:21 alexpnd wrote: Has shift click been mentioned? You must hold shift before selecting the command (eg. build supply depot). So hold shift + B + S or B + hold shift + S then click as many supply depots as you like. Good for protoss, meh for terran, garbage for zerg lol. this thing always confuses me how it works exactly, from my experience all you need to do is build something, hold shift build something again and then just keep clicking around on the floor. edit- yea you can just do BS once, shift, and spam as many as you'd like. You can even hit cancel and que up another structure.
...this is just basic command queuing but applied to buildings. I always though SC was odd because it did't have it
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On February 25 2010 07:36 HazMat wrote:Show nested quote +On February 24 2010 21:35 CharlieMurphy wrote:-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 Lolwut, wouldn't you rather have a moving stalker instead of a immobile one? The stalker can't even protect your mineral field T_T this one doesn't require micro and you can possibly break it out later. Also, this was just a demo, i'm sure if you made the stuff on bottom part and tighter/better formation it would protect mineral lines better.
IskatuMesk , great additions. I knew about the broodlords vs scvs, that's really ownage.
The thor vs collosus thing is interesting, is there a way to tell other than judgement on when he will shoot ground or air?
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On February 25 2010 07:32 IskatuMesk wrote: Mustache Lords what the fuck is a mustache lord
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They shoot Mustaches at you. The Mustaches bite, and it does like 39 damage upon impact. It's like the Guardian, but ridiculously durable.
/e
CM > Mostly a judgement thing. It might be more useful in a defensive position where the Protoss is trying to contain you or something.
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Lolwut, wouldn't you rather have a moving stalker instead of a immobile one? The stalker can't even protect your mineral field T_T
I was also unsure about the usage of this when i first read it; the placement is for sure not great. I guess though it could be useful against banelings (they are still called that, right) and other close combat-units that has no possible way of attacking the stalker inside his little nest there. Dunno if its going to be actually useful in very many games - but due to the fact that you can rally your units in any direction you might as well build it like that, and rally one inside if you sense some kind of rush..
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On February 25 2010 07:10 Dr.Frost wrote:Show nested quote +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.
Don't use the mule to scout, it is a necessity for your macro econ
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On February 25 2010 07:14 Dr.Frost wrote: 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.
/r to PM back the last person to message you in game.
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Great info in here... thanks..
I like the idea of saving up Mules for when you grab a high yield expansion temporarily, sounds very smart.
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Question. How exactly do changelings work? Can the enemy select and move them? Do you have to sneak them into your enemy base and does it give your enemy vision? etc, etc.
Also, does the "Land terran building, run siege tank under and siege before building's landed" trick still work or does it explode like in Brood War?
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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 highly doubt that that is a bug, and I would also argue that the only reason anyone would ever think of considering this a "bad design" is because it is different than it was in SC:BW. Do you really think that it is more useful to have units be forced to ignore units attacking them by default, in any situation, rather than attacking things that attack them unless instructed otherwise?
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On February 25 2010 08:03 radiumz0rz wrote:Show nested quote +On February 25 2010 07:10 Dr.Frost wrote: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. Don't use the mule to scout, it is a necessity for your macro econ
they meant in place of a scan. you would be using your mule to macro as usual but when you usually scan for tech, drop a mule instead since same energy and lasts longer for scouting.
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On February 25 2010 08:15 TestSubject893 wrote:Show nested quote +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 highly doubt that that is a bug, and I would also argue that the only reason anyone would ever think of considering this a "bad design" is because it is different than it was in SC:BW. Do you really think that it is more useful to have units be forced to ignore units attacking them by default, in any situation, rather than attacking things that attack them unless instructed otherwise?
I haven't played in the beta but that does sound like bad design. When I set a rally point I want that unit to stand on that point, even if it's attacked on the way there. The instruction that a rally point sends out is to get to an area, not attack enemy units from area A to B and at area B.
But if you are on top of rallies and units then this shouldn't matter.
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On February 25 2010 08:14 neobowman wrote: Question. How exactly do changelings work? Can the enemy select and move them? Do you have to sneak them into your enemy base and does it give your enemy vision? etc, etc.
Also, does the "Land terran building, run siege tank under and siege before building's landed" trick still work or does it explode like in Brood War?
Haven't tried the latter, but the former;
Changeling assumes the form of a Zealot, Marine or Zergling and their color depending which race they are ect. It does this when it comes into a certain range of their units (beyond vision). They do not automatically attack it. It appears friendly to the player, but they cannot control it or see buttons - hence why you've gotta check all of those stray units in your base ect.
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Using 'Stop' on Banshees instead of Attack Move is pretty decent vs Marines since u avoid floating towards them by doing this and take less damage.
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On February 25 2010 08:32 CowGoMoo wrote: Using 'Stop' on Banshees instead of Attack Move is pretty decent vs Marines since u avoid floating towards them by doing this and take less damage.
Similar to hold shot with mutas in SC:BW?
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