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Tricks, Tips, Tactics - Page 6

Forum Index > StarCraft 2 Strategy
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CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
February 28 2010 00:55 GMT
#101
On February 28 2010 07:40 Rothbardian wrote:
Show nested quote +
On February 28 2010 07:32 sob3k wrote:
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!

you can do it with any units. waypoint system allows abilities and spells now. I think workers will even finish their current mining task then go build if you want.
..and then I would, ya know, check em'. (Aka SpoR)
sob3k
Profile Blog Joined August 2009
United States7572 Posts
February 28 2010 00:57 GMT
#102
On February 28 2010 09:53 CharlieMurphy wrote:
Show nested quote +
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


yeah, I haven't gotten a chance to play T like at all, but it seems pretty crazy to get 100% back, there's no reason not to literally spam-fill your entire base with them if you are going to be on the defense for a while.
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.
Izzachar
Profile Joined February 2010
Sweden285 Posts
Last Edited: 2010-02-28 01:06:38
February 28 2010 01:01 GMT
#103
Something I just came to think about regarding zerg.

Spawning creep on overlords.

This seems like useful ability since creep doesn't allow other factions to build on it. And creep that an overlord has put out for some time seems to stick around for like 1min. This could be used to deny expansions or other kinds of buildings. And it requires your opponent to get something to shoot air simply to be able to build there. 100 minerals for denying buildings in a pretty big area until anti air comes around and after that for like 1min in a smaller area seems like a pretty nice investment.

To bad it needs lair. But maybe you could rush lair and maybe deny protoss smth like placement of photo cannons at his ramp if he goes a turtle start build with one gate with cannons as back up. That could force him to pull out anti air simply to deal with the overlord and maybe he wont get the cannons up before your roaches arrive. I'm speculating. I cant try it myself. But it would be pretty cool to screw someone over like that using the creep from an overlord.
sob3k
Profile Blog Joined August 2009
United States7572 Posts
February 28 2010 01:10 GMT
#104
On February 28 2010 10:01 Izzachar wrote:
Something I just came to think about regarding zerg.

Spawning creep on overlords.

This seems like useful ability since creep doesn't allow other factions to build on it. And creep that an overlord has put out for some time seems to stick around for like 1min. This could be used to deny expansions or other kinds of buildings. And it requires your opponent to get something to shoot air simply to be able to build there. 100 minerals for denying buildings in a pretty big area until anti air comes around and after that for like 1min in a smaller area seems like a pretty nice investment.

To bad it needs lair. But maybe you could rush lair and maybe deny protoss smth like placement of photo cannons at his ramp if he goes a turtle start build with one gate with cannons as back up. That could force him to pull out anti air simply to deal with the overlord and maybe he wont get the cannons up before your roaches arrive. I'm speculating. I cant try it myself. But it would be pretty cool to screw someone over like that using the creep from an overlord.


good luck with that
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.
intrigue
Profile Blog Joined November 2005
Washington, D.C9934 Posts
February 28 2010 01:16 GMT
#105
On February 28 2010 07:19 Newguy wrote:
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?

on twilight fortress (2v2 shared base map) i often hidden expo very early on at the yellow minerals just outside the mains. it rarely gets scouted and even if it gets killed, all you need is a few minutes of mining time to have made it pay off. those bases are awesome
Moderatorhttps://soundcloud.com/castlesmusic/sets/oak
Dacendoran
Profile Blog Joined June 2009
United States825 Posts
February 28 2010 01:27 GMT
#106
When building Starports when going for an air heavy army you can use your factory to build the Tech lab or the reactor and then lift off to said tech lab or reactor to save yourself some build time.

At the begging of a game as Terran you can load up and lift off your CC to an island expo or a rock protected Expo
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
February 28 2010 02:37 GMT
#107
On February 25 2010 07:05 Dr.Frost 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 actually really like this. I set rally to the area I am being attacked so reinforcements come and just begin fighting right away.

that's dumb because if you set a rally there, or behind there the units will get to the point and stop, then auto acquire targets anyways.
..and then I would, ya know, check em'. (Aka SpoR)
Haemonculus
Profile Blog Joined November 2004
United States6980 Posts
February 28 2010 04:07 GMT
#108
The command queuing system is much more advanced than in sc1. For example, with roaches and burrow, you can select one near death, tell it to burrow, quickly hold shit and give it a move command back to base, (assuming you have the upgrade), and your roach will try to save itself to live another day.

Or in longer fights you can simply have them go to the back lines and unburrow. At least they'll have gained a bit of health.
I admire your commitment to being *very* oily
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-02-28 06:05:05
February 28 2010 06:03 GMT
#109
-If you fire at a zealot with a collosus and pick up it via graviton beam, the beam hits the floor but it misses. I dunno if the surrounds units still take splash because I'm only able to test it on my own units.

-If you use a warp prism to to drop and shoot something and pick it up right when it is shooting, the animation of the lances will go into the sky above the prism and it doesn't do any damage. So the animation has to finish. This might be a bug, not sure. Could be in place to stop people from dropping and firing and picking up too fast.

I'm still messing around a bit with protoss units, I'll mess around with zerg next.

Maybe later I can get 2 guys (one of each race) and we can test stuff out against each other.
..and then I would, ya know, check em'. (Aka SpoR)
caution.slip
Profile Blog Joined June 2007
United States775 Posts
February 28 2010 06:24 GMT
#110
On February 28 2010 15:03 CharlieMurphy wrote:
-If you fire at a zealot with a collosus and pick up it via graviton beam, the beam hits the floor but it misses. I dunno if the surrounds units still take splash because I'm only able to test it on my own units.

-If you use a warp prism to to drop and shoot something and pick it up right when it is shooting, the animation of the lances will go into the sky above the prism and it doesn't do any damage. So the animation has to finish. This might be a bug, not sure. Could be in place to stop people from dropping and firing and picking up too fast.

I'm still messing around a bit with protoss units, I'll mess around with zerg next.

Maybe later I can get 2 guys (one of each race) and we can test stuff out against each other.


yeah damage for the collosus doesn't register until after the beams finish arcing across
Live, laugh, love
Krolinkos
Profile Joined February 2010
Australia74 Posts
February 28 2010 08:00 GMT
#111
On February 26 2010 05:53 radiaL wrote:
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


This is awesome. Can someone confirm this with replays?
Unashamedly nerdy.
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
February 28 2010 08:04 GMT
#112
On February 28 2010 17:00 Krolinkos wrote:
Show nested quote +
On February 26 2010 05:53 radiaL wrote:
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


This is awesome. Can someone confirm this with replays?

This is true. You can't hallucinate motherships though...
RoieTRS
Profile Blog Joined July 2008
United States2569 Posts
February 28 2010 08:05 GMT
#113
I expand to yellow minerals often and i suddenly start float a bunch of minerals. I usually make another hat for extra lings.
konadora, in Racenilatr's blog: "you need to stop thinking about starcraft or anything computer-related for that matter. It's becoming a bad addiction imo"
Toyman69
Profile Joined November 2009
Canada100 Posts
February 28 2010 08:44 GMT
#114
Sorry if this has already been posted.
The same trick that can be used for the ghost snipe skill(post 1) can be used with the infestor, the spawn infested marine ability. With 3 infestors you can spawn 24 marines in under 1sec.
Lee Jaedong fighting!
FaZiNaTe
Profile Joined August 2009
Germany290 Posts
February 28 2010 11:09 GMT
#115
Did u guys noticed that a Void Ray is the perfect counter to mass Colossus spam?

Phoenixes are really nice too....

As Terran mass Turrents is best way to stop Colossus harrassement.


Immortals are really nice vs Colossus but with good micro it will be hard to kill all colossi fast.

twitch.com/fazinate
Mikilatov
Profile Blog Joined May 2008
United States3897 Posts
February 28 2010 11:48 GMT
#116
Very nice. The hatchery sight is interesting to me.

And yeah, Vikings suck. They're a bit better now though, and I like them in TvT at least.
♥ I used to lasso the shit out of your tournaments =( ♥ | Much is my hero. | zizi yO~ | Be Nice, TL.
Happy_Alpha
Profile Joined October 2009
Canada28 Posts
February 28 2010 13:50 GMT
#117
On February 28 2010 15:24 caution.slip wrote:
Show nested quote +
On February 28 2010 15:03 CharlieMurphy wrote:
-If you fire at a zealot with a collosus and pick up it via graviton beam, the beam hits the floor but it misses. I dunno if the surrounds units still take splash because I'm only able to test it on my own units.

-If you use a warp prism to to drop and shoot something and pick it up right when it is shooting, the animation of the lances will go into the sky above the prism and it doesn't do any damage. So the animation has to finish. This might be a bug, not sure. Could be in place to stop people from dropping and firing and picking up too fast.

I'm still messing around a bit with protoss units, I'll mess around with zerg next.

Maybe later I can get 2 guys (one of each race) and we can test stuff out against each other.


yeah damage for the collosus doesn't register until after the beams finish arcing across


If it doesn't register until the arch is complete could someone be amazing enough to get a dropship pick up 8 marines then drop it in the back of the army without taking damage from the heat lance (Yes I think Koreans could probably do it)?!? That would be like seeing mutalisk harassment for the first time again, Unheard of!!!
Tomed
Profile Joined August 2005
United States176 Posts
February 28 2010 15:37 GMT
#118
789
Profile Joined October 2009
United States959 Posts
February 28 2010 18:40 GMT
#119
Oh snap that tank queueing is actually very useful. They realize their damage isn't necessary and snap to the next target very quickly... I wonder if this applies to all units and not just tanks. It would be useful for any heavy hitting unit like immortals or thors.
Member of Hyuk Hyuk Hyuk Cafe! He's the next Jaedong, baby!
silencefc
Profile Blog Joined October 2008
United States875 Posts
March 01 2010 01:25 GMT
#120
Units have a Leash now. If you have a unit standing there idle and it gets attacked and kited, if you give it absolutely 0 commands, it will eventually turn around and run back to it's idle spot (if it doesn't get killed first).
Slice like a goddamn hammer.
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