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Tricks, Tips, Tactics - Page 4

Forum Index > StarCraft 2 Strategy
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TheAntZ
Profile Blog Joined January 2009
Israel6248 Posts
February 25 2010 09:39 GMT
#61
On February 25 2010 12:49 Belac wrote:
Show nested quote +
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.

o thanks for this <3
43084 | Honeybadger: "So july, you're in the GSL finals. How do you feel?!" ~ July: "HUNGRY."
Tor
Profile Joined March 2008
Canada231 Posts
February 25 2010 10:20 GMT
#62
Creep tumors once you drop one down have the ability to spawn an infinite amount more (limited by cooldown). For the loss of one inject larva you have a tumor that can go on forever potentially. From a practical perspective it will easily build creep up to your natural without having to use overlords. And with two tumors you could slowly cover the entire map with goo at an okay pace! Maybe not so useful but who knows!
omninmo
Profile Blog Joined April 2008
2349 Posts
Last Edited: 2010-02-25 10:43:11
February 25 2010 10:42 GMT
#63
i just wish i could SHIFT+f2.
thanks for the neat tidbits CM

regarding what the gentleman above me said... wow. me do now.
omninmo
Profile Blog Joined April 2008
2349 Posts
February 25 2010 10:45 GMT
#64
On February 25 2010 09:11 nicoaldo wrote:
That /dance stuff is retarded, i dont see the point


win. dance in their face.
P00RKID
Profile Joined December 2009
United States424 Posts
February 25 2010 11:20 GMT
#65
As Z, upgrade Burrow (if you use it), put a burrowed unit at the T's natural. When he goes to expand, he will have to waste a scan (which means he wastes a mule, and a mule is about 250 minerals)

If the T is FE to an expo behind a destructible rock ramp, send your overlord there and take a dump on it with creep. Can't land that CC on creep.

There are common places on maps where Reapers like to abuse cliffs. As T or P, you can wall those parts of the cliffs off in some cases.
"Does your butt hurt? 'cause you fell from heaven once the cast was over?" Artosis
DeCoup
Profile Joined September 2006
Australia1933 Posts
February 25 2010 11:27 GMT
#66
On February 25 2010 19:20 Tor wrote:
Creep tumors once you drop one down have the ability to spawn an infinite amount more (limited by cooldown). For the loss of one inject larva you have a tumor that can go on forever potentially. From a practical perspective it will easily build creep up to your natural without having to use overlords. And with two tumors you could slowly cover the entire map with goo at an okay pace! Maybe not so useful but who knows!

What do you mean by this? Are you saying that once you have used a queen to create a creep tumor you are then able to use an ability on the creep tumor to create additional creep tumors?
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-02-25 11:41:01
February 25 2010 11:40 GMT
#67
On February 25 2010 19:20 Tor wrote:
Creep tumors once you drop one down have the ability to spawn an infinite amount more (limited by cooldown). For the loss of one inject larva you have a tumor that can go on forever potentially. From a practical perspective it will easily build creep up to your natural without having to use overlords. And with two tumors you could slowly cover the entire map with goo at an okay pace! Maybe not so useful but who knows!

yea I've been doing this forever, usually do it on the 2nd or 3rd time after injections. It's really really good. Most people don't even know what's going on or bring detection to kill the tumors.

Not only do you get speed boosts, but you can run your towers anywhere, and you get vision of like the entire map or your entire base (on LT for example).
..and then I would, ya know, check em'. (Aka SpoR)
NeoLearner
Profile Blog Joined January 2010
Belgium1847 Posts
February 25 2010 11:42 GMT
#68
On February 25 2010 20:20 P00RKID wrote:
If the T is FE to an expo behind a destructible rock ramp, send your overlord there and take a dump on it with creep. Can't land that CC on creep.
.


I really hope the excrete creep feature stays in the final game, Manner Creeping for the win! Protoss and Terran got off way too easy the last 10 years.
Bankai - Correlation does not imply causation
DeCoup
Profile Joined September 2006
Australia1933 Posts
February 25 2010 11:45 GMT
#69
Tor of CharlieMurphy, would one of you guys mind uploading a replay in which you use creep tumors so we can see how you utilize them in your play?
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
LordLastDay
Profile Joined February 2008
34 Posts
February 25 2010 13:37 GMT
#70
On February 25 2010 20:27 DeCoup wrote:
Show nested quote +
On February 25 2010 19:20 Tor wrote:
Creep tumors once you drop one down have the ability to spawn an infinite amount more (limited by cooldown). For the loss of one inject larva you have a tumor that can go on forever potentially. From a practical perspective it will easily build creep up to your natural without having to use overlords. And with two tumors you could slowly cover the entire map with goo at an okay pace! Maybe not so useful but who knows!

What do you mean by this? Are you saying that once you have used a queen to create a creep tumor you are then able to use an ability on the creep tumor to create additional creep tumors?

Yeah the Creep Tumor (which is kinda like a building) has a button for spawning an another creep tumor for free, the only cost seems to be a cooldown.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
February 25 2010 13:41 GMT
#71
On February 25 2010 22:37 LordLastDay wrote:
Show nested quote +
On February 25 2010 20:27 DeCoup wrote:
On February 25 2010 19:20 Tor wrote:
Creep tumors once you drop one down have the ability to spawn an infinite amount more (limited by cooldown). For the loss of one inject larva you have a tumor that can go on forever potentially. From a practical perspective it will easily build creep up to your natural without having to use overlords. And with two tumors you could slowly cover the entire map with goo at an okay pace! Maybe not so useful but who knows!

What do you mean by this? Are you saying that once you have used a queen to create a creep tumor you are then able to use an ability on the creep tumor to create additional creep tumors?

Yeah the Creep Tumor (which is kinda like a building) has a button for spawning an another creep tumor for free, the only cost seems to be a cooldown.

well yea, that and the time it takes for the ooze to spread fully.
..and then I would, ya know, check em'. (Aka SpoR)
BladeRunner
Profile Blog Joined February 2010
United States407 Posts
February 25 2010 16:44 GMT
#72
Wow I didn't know about that, makes them even more appealing sounding. Hope more zerg players catch on.
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
Last Edited: 2010-02-25 16:56:26
February 25 2010 16:55 GMT
#73
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.


This isn't a bug, the tooltip for rally specifically says that units on their way to the rally point will attack enemy units.

However, I haven't seen anyone mention this, but I think there's a way around it.

You can 'pre-command' eggs. Click the egg, and right-click where you want the unit to move to. As soon as the egg hatches, the unit will move to where you clicked. This will override the rally point. So for example if you're under attack and you want to save up lings, ctrl-click/double-click an egg (to select all eggs) and right-click somewhere away from the attacking units. However I'm not sure if it's a 'move' command or an 'attack-move' command. I'll experiment a bit more with this.
next week on Everybody Loves HypnoToad:
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
February 25 2010 18:56 GMT
#74
I know creep tumors block buildings, but can they be used to wall? wall off your choke with an invisible wall, it may be too gimicky to be done in a real game, but it would confuse the hell out of somebody...
djWHEAT
Profile Blog Joined October 2005
United States925 Posts
February 25 2010 19:22 GMT
#75
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.


Do want. Probably the first time I've seen a practical application for Hallucination. I would like to see some replays dealing w/ this.
OneMoreGame.tv // Weapon Of Choice // Kings Of Tin // Inside The Game // Live On Three
radiaL
Profile Joined August 2003
Andorra2690 Posts
February 25 2010 20:48 GMT
#76
the void ray with hallu stuff is great

i'm not sure this has been mentioned, but all workers split the building workloads

so if we take an extreme example and your main base was demolished but you have a ton of minerals and want to quickly rebuild supplies, you can select 12 SCVs, with shift + B + S placing 12 supply depots, all 12 unique scvs will build unique depots (well, shift+click them to minerals after you place 12 B+S obviously). It looks cool and obviously they build them very fast

for a more normal example, you can select 3 SCVs, shift queue a supply depot, a turret, a startport, and the SCVs will decide for themselves who's going to build which

or like if im transferring workers to a freshly built expansion as protoss, i select 8 or however many i want to transfer: tell them to go mine there, then shift place 2 assimilators, a pylon, whatever the hell else i need, and shift click to minerals. A unique probe will build each of the queued structures

saves time and mouse clicks



oh, also I find that if with the mothership you can temporal rift (the slowing down thing) RIGHT as the Vortex turns off, the units come out sooooooooooooo slowly and I'm not sure if they would even shoot back until they fully 'come out'
and even if they did, they would all be intensely bunched up, all would shoot insanely slow (and if they're melee then not at all), and you would just level them with your army or storm or whatever AOE you choose
sideproject: twitch.tv Starcraft II Viewers data - http://twitchsc2data.com/
radiaL
Profile Joined August 2003
Andorra2690 Posts
Last Edited: 2010-02-25 20:56:30
February 25 2010 20:53 GMT
#77
Also, until last night I wasn't aware that hallucination works differently than in SC1
you don't 'clone' a unit like you did in BW, you can select what hallucination you wish to create out of a list of units
I would assume this would be intensely powerful given that you can show your enemy, for a example, a collosus while teching to something that will counter the collosus' counter

or let's say rather, in a PvP, show him voidrays, he makes stalkers/cannons/whatever to deal with the threat, you run over him with your zeals+immortals

admittedly, I'm not at all sure if you can create hallucinated units that you do not have the tech for
sideproject: twitch.tv Starcraft II Viewers data - http://twitchsc2data.com/
Cirn9
Profile Blog Joined May 2009
1117 Posts
Last Edited: 2010-02-25 21:02:19
February 25 2010 21:00 GMT
#78
You can set rally points while the building is still being made
Unprotected sex is like fast expanding in close positions. Its risky, but feels great when it works out
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
February 25 2010 21:26 GMT
#79
-Turrets say in the tooltip that they detect cloaked, burrowed, and hallucinated units.
..and then I would, ya know, check em'. (Aka SpoR)
wrags
Profile Blog Joined April 2008
United States379 Posts
February 25 2010 21:34 GMT
#80
On February 25 2010 20:20 P00RKID wrote:
As Z, upgrade Burrow (if you use it), put a burrowed unit at the T's natural. When he goes to expand, he will have to waste a scan (which means he wastes a mule, and a mule is about 250 minerals)


if you have siege you can just splash it with a marine, maybe even a hellion
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