- Putting a Nexus in its own control group is a good idea even when not building workers, because then you can Chrono Boost without having to go all over the place to find your various buildings.
- Thors attack that stuns and does massive damage is actually most effective against buildings with 100% health, if you can manage to get into a scenario like that. Thors are not a great investment right now.
- Vikings and probably other air-to-air only units can still hit Colossi.
- /dance works for marines and marauders right now, but some achievements that have been previewed may allow for other units to have dance animations in the future.
As a protoss taking the hallucination ability before teching to void rays allows you to send in a couple of hallucinated air units with your Warp Rays. You can then get just out of visual range of your enemy and attack your own hallucinations to get your Warp Rays to max charge before moving in range and attacking the enemy base. This gives your opponent much less time to react and can cut down the time it takes for a warp ray to kill an enemy building after being spotted considerably. When using this tactic make sure you also try to incorporate hallicination into your overall strategy to make the research more worthwhile.
On February 25 2010 09:05 DeCoup wrote: As a protoss taking the hallucination ability before teching to void rays allows you to send in a couple of hallucinated air units with your Warp Rays. You can then get just out of visual range of your enemy and attack your own hallucinations to get your Warp Rays to max charge before moving in range and attacking the enemy base. This gives your opponent much less time to react and can cut down the time it takes for a warp ray to kill an enemy building after being spotted considerably. When using this tactic make sure you also try to incorporate hallicination into your overall strategy to make the research more worthwhile.
I might just make a video dealing with this. It's pretty damn good.
On February 24 2010 21:35 CharlieMurphy wrote: -Obvious, but Terran can fast expand to maps with islands and rocked in bases. (Kulas Ravine, Scrapyard, Desert Oasis, Steppes of War, LT)
as z, i find that sending your first overlord to the nearest drop expo (to the terran) is more useful than using it as a spotter because you can poop creep all over it
On February 25 2010 09:11 nicoaldo wrote: That /dance stuff is retarded, i dont see the point
That is the point. There's no point in clicking your units a dozen times to hear wacky quotes, but they've been doing that since Warcraft 1. It's just a fun, silly extra.
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.
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.
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!
Actually, it is great for T. It doesn't work exactly how you said there is 1 more thing u can do. If you do B + S and click the ground then push B + B and hold shift before u click where you can Queve different buildings. Doesn't have to be mass of 1 building. This goes for P too. All you have to do is hold Shift before you select the location to place w/e building your making.
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?
yes, this is called micro.... If I want my units to attack always as soon as they come out, I'd tell them too. I mean what idiots are rallying their units across the map without watching them (which is the only time you could want attack move rally).
On February 25 2010 08:49 JoshSuth wrote: - Putting a Nexus in its own control group is a good idea even when not building workers, because then you can Chrono Boost without having to go all over the place to find your various buildings.
I like to put my nexuses in the control with all my production buildings. After warp gates, you can warp in units, and then tab back to the nexus and cast Chrono Boost on the building portraits without having to leaving whatever map position you were at.
On February 25 2010 12:14 CharlieMurphy wrote: -At about 600-800 hp of a barrack construction the scv goes behind and inside the building, making harder/impossible to worker harass it.
I think that's on purpose, like the unit rally, which I like.
Ok I'm pretty new but I had this thought. In Day9's zerg opening discussion he talked about how it may not be smart to always use the queen's spawn larva ability because you can't use them anyway - this also stops larva production at the hatchery (will not produce larva if 3 or more are present). Watching OverSky's marathon replays I'm noticing he usually can only use half his larva (he tends to always have a queen at each hatch and spawn larva a lot, I think).
My thought is, in the early game when you first get your queen and can't earn enough to use all the larva, isn't it smarter to spawn Creep Tumors leading to your ramp or natural? That way if you're invaded all your units move faster for more surround/escape opportunities. Speed-boosted zerglings in particular absolutely FLY (pun intended) on creep. Of course it may take finesse to be able to rely on normal larva production but I can see the benefits of at LEAST one creep tumor being easy to prove over a stream of spawn larva.
edit: wanted to add to OverSky's credit he seems to be the first player I've seen put the overlord creep drop to good use (or any use at all). However it does pose a large risk to the channeling overlord, hence why I had the thought of tumors when spawn larva doesn't have much benefit.
i mean you may not need 7 larvae now...but 40 seconds from now...
but i saw in dayvie's game vs ggtemplar where dayvie went banelings, he was putting the creep tumors everywhere. If anything they serve map awareness tools. It forces the enemy to deal with them before being able to move out their army. And while they're up you get movespeed.
Watching another of OverSky's games I guess it wasn't as much time as I thought before where the hatchery isn't creating larva, especially if you just use 1 queen between your main and natural.
I'd still like to think there are lots of options for defensive/offensive deployments of creep tumors.. load a queen into an overlord and move to each expansion spot, dropping some creep (tumor must be placed in creep) then tumoring? Would cost some energy and time with the queen away from your base but creates a pretty nice block of an expansion maybe. Especially if the player doesn't realize it's a tumor and just tries waiting for it to disappear
I can definitely see the use for 7 larva, the point was the situation where you have 3 larva, cast spawn larva, then get enough minerals to use those 3 larva AFTER the larva spawn. So you use 3, have 4 left over, and have a period of no larva production while you wait to build up minerals again.
Yeah I don't mind that you don't always have the income to use as mana lava as you can spawn if you use the queen constantly. It allows you to bank them up for when you have a tech building in production. You could potentially time cutting lava use alltogether to save up the resources to pop 15 muta off one base soon as the spire is up for example.
On February 25 2010 08:49 JoshSuth wrote: - Putting a Nexus in its own control group is a good idea even when not building workers, because then you can Chrono Boost without having to go all over the place to find your various buildings.
I like to put my nexuses in the control with all my production buildings. After warp gates, you can warp in units, and then tab back to the nexus and cast Chrono Boost on the building portraits without having to leaving whatever map position you were at.
Thanks, didn't know this! I tried hitting 4(Nexus)-C-9(Gateways) for instance and that didn't work so I assumed it wasn't possible and went back to manually clicking the buildings I want to Chrono.