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Tricks, Tips, Tactics - Page 5

Forum Index > StarCraft 2 Strategy
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CowGoMoo
Profile Joined December 2006
United States428 Posts
February 25 2010 22:25 GMT
#81
Spamming S on worker units so they dont attack will cause their priority to drop and enemy units will ignore them like they would in SC
MaestroSC
Profile Blog Joined August 2009
United States2073 Posts
February 26 2010 00:08 GMT
#82
my only problem with using queen to pop creep tumors instead of larvae is:
If you dont use the larvae because you dont have the resources or for whatever reason, you just dont use them. The larvae will remain there if you keep injecting. For instance I had 150 supply worth of hydras just for fun in a FFA game, i had 2 other hatcheries. The entire game i would re-inject them with my queens. So at one point in the game i let all my hydras die in an autoattack. But since i was spamming larve injection I was able to rebuild 200 supply of hydras almost instantly. So i still like larva injection to be put on non-stop.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
February 26 2010 10:48 GMT
#83
On February 26 2010 07:25 CowGoMoo wrote:
Spamming S on worker units so they dont attack will cause their priority to drop and enemy units will ignore them like they would in SC

Wow, This is so important thanks for this.
..and then I would, ya know, check em'. (Aka SpoR)
roam
Profile Blog Joined February 2010
United States54 Posts
February 26 2010 11:40 GMT
#84
Regarding reapers/stalker micro, can you avoid being hit by zeals without the speed upgrade?
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-02-26 14:32:34
February 26 2010 14:31 GMT
#85
On February 26 2010 06:34 wrags wrote:
Show nested quote +
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

or just build a turret
so it;ll be good for 50-250 minerals then

ling cost 25 +50/50 for burrow
..and then I would, ya know, check em'. (Aka SpoR)
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
February 26 2010 16:16 GMT
#86
-When a tank shoots in sieged mode, there is a quick status clock on the attack icon, when it goes from 12 back to 12 again it shoots. (they should do this with more units imo)
..and then I would, ya know, check em'. (Aka SpoR)
789
Profile Joined October 2009
United States959 Posts
February 27 2010 04:00 GMT
#87
Enemy units will auto acquire the auto turrets placed by a raven. Since auto turrets have 150 life, placing a bunch of auto turrets in front of your push can help alot. If he micros to attack units, the auto turrets give you a nice damage boost (they do ... 8 dmg I think and fire at about marine speed). If he doesn't micro his units they will attack the turrets allowing your units to basically get free hits in, which can really turn the tide of a battle.
Member of Hyuk Hyuk Hyuk Cafe! He's the next Jaedong, baby!
ToSs.Bag
Profile Joined December 2008
United States201 Posts
February 27 2010 06:28 GMT
#88
Offtopic but, CharlieMurphy I have faced a guy named CharliMurphy who claims not to be you.... isnt that VEIRD?
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-02-27 12:20:12
February 27 2010 12:12 GMT
#89
yea there are at least 2 guys with that name (Spelled diff).

BoT, I was just messing around in single player with Terran. And I discovered that if you lift up a unit right when a raven HSM is about to hit the unit is safe inside but the splash/target hits the medivac.
Since the thor is still there, it should take splash damage technically, but it does not as well.
Same thing for Yamato, but yamato doesn't do any damage at all.

-Ghost nuke does 500 damage to barracks and the radius is 24 SCV wide, it did 300 to BC.

also, /dance when marines or marauders selected makes them dance (each one has 2 dances). Marauder does the running man and the robot, marine does that WoW Tauren dance and the moonwalk.
..and then I would, ya know, check em'. (Aka SpoR)
QuothTheRaven
Profile Joined December 2008
United States5524 Posts
February 27 2010 12:50 GMT
#90
I just had someone use the bunker vs. hatchery LOS trick on me a few minutes ago on Blistering Sands. As an additional kick, he placed the bunker right up against the edge of the map, so that he had a nice protected pocket for his SCVs to repair and it wasn't possible to surround the bunker with SCVs.
. . . nevermore
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
February 27 2010 13:11 GMT
#91
-When a game is starting/searching you can still chance race via dropdown icon near your portrait.
..and then I would, ya know, check em'. (Aka SpoR)
sob3k
Profile Blog Joined August 2009
United States7572 Posts
February 27 2010 13:12 GMT
#92
Just a note in case you haven't noticed:

on bunkers there is a "salvage" button which deconstructs the bunker in like 5sec and gives you 100% of the money you spent back.

So bunkers are basically free if they don't die and you don't need them permanently.

it is surprising how many people do not notice this, and I thought bunker rushing was gay in sc1
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
Titanidis
Profile Joined April 2006
Greece132 Posts
February 27 2010 15:08 GMT
#93
As terran rushing to helions/tanks, you can use the barracs for building multiple addons near the factories, before the factories are complete and then fly the factories to them.
sob3k
Profile Blog Joined August 2009
United States7572 Posts
February 27 2010 15:24 GMT
#94
Zerg buildings spawn broodlings when they die, they only last for like 5 seconds but if you're quick you can use them to kill something.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
ChoBoLINGs
Profile Joined February 2010
Israel27 Posts
February 27 2010 16:03 GMT
#95
Medivac that is rallied somewhere will stop and heal anything on his way to the point.
ZerO HWAITING
3FFA
Profile Blog Joined February 2010
United States3931 Posts
February 27 2010 22:02 GMT
#96
On February 28 2010 00:24 sob3k wrote:
Zerg buildings spawn broodlings when they die, they only last for like 5 seconds but if you're quick you can use them to kill something.

this has been known since about the time the zerg were first introduced by blizzard for SC2.
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
goswser
Profile Blog Joined May 2009
United States3546 Posts
February 27 2010 22:19 GMT
#97
I don't have beta, but has anyone with beta tryed abusing the high yield minerals? Like on maps where they are close, if you are terran, lifting cc straight to the minerals and ditching the main, or expanding there before you expand to your nat and taking advantage of mobile units to defend?
say you were born into a jungle indian tribe where food was scarce...would you run around from teepee to teepee stealing meat scraps after a day lazying around doing nothing except warming urself by a fire that you didn't even make yourself? -rekrul
sob3k
Profile Blog Joined August 2009
United States7572 Posts
Last Edited: 2010-02-27 22:33:12
February 27 2010 22:32 GMT
#98
On February 28 2010 07:02 3FFA wrote:
Show nested quote +
On February 28 2010 00:24 sob3k wrote:
Zerg buildings spawn broodlings when they die, they only last for like 5 seconds but if you're quick you can use them to kill something.

this has been known since about the time the zerg were first introduced by blizzard for SC2.


Sry, nobody told me! It surprised the hell out of me!

Tip: you can queue tanks to move into position and siege up.
Shift-right click then hit "E", the tank will move to its destination and go into siege mode automatically. This was something I always wanted in sc1.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
Rothbardian
Profile Joined January 2010
United States497 Posts
February 27 2010 22:40 GMT
#99
On February 28 2010 07:32 sob3k wrote:
Show nested quote +
On February 28 2010 07:02 3FFA wrote:
On February 28 2010 00:24 sob3k wrote:
Zerg buildings spawn broodlings when they die, they only last for like 5 seconds but if you're quick you can use them to kill something.

this has been known since about the time the zerg were first introduced by blizzard for SC2.


Sry, nobody told me! It surprised the hell out of me!

Tip: you can queue tanks to move into position and siege up.
Shift-right click then hit "E", the tank will move to its destination and go into siege mode automatically. This was something I always wanted in sc1.


Oh wow didn't know that....thanks!
"A tax-supported, compulsory educational system is the complete model of the totalitarian state." - Isabel Paterson <3
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
February 28 2010 00:53 GMT
#100
On February 27 2010 22:12 sob3k wrote:
Just a note in case you haven't noticed:

on bunkers there is a "salvage" button which deconstructs the bunker in like 5sec and gives you 100% of the money you spent back.

So bunkers are basically free if they don't die and you don't need them permanently.

it is surprising how many people do not notice this, and I thought bunker rushing was gay in sc1

yea, I've already seen a few people kill them to make room. Even I did it on habitt and realized that I could have salvaged it afterwords
..and then I would, ya know, check em'. (Aka SpoR)
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