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[G] Pro Tips (UI) - Page 2

Forum Index > StarCraft 2 Strategy
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Lord_of_Chaos
Profile Joined June 2007
Sweden372 Posts
March 06 2010 20:48 GMT
#21
"Have your queens hotkeyed with your hatcheries so you can inject larvae without looking at your base."
thank you. will try this right away.
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
March 06 2010 20:50 GMT
#22
Oo I never even thought about having my nexus in the same control groups as my other buildings, thanks!
azndsh
Profile Blog Joined August 2006
United States4447 Posts
March 06 2010 20:53 GMT
#23
On March 07 2010 05:34 faction123 wrote:
How does hotkeying queen/hatch together work? Don't you need to target the hatchery with inject larvae for it to work anyway, which means you'd have to look at the hatch? Or is there some way to do it via hotkeys that i'm missing?

hmmm... I tend to bind 1 queen/hatchery pair per hotkey which works pretty well since you only need 1 hatchery/base so you don't need that many hatcheries.
DefMatrixUltra
Profile Blog Joined June 2009
Canada1992 Posts
March 06 2010 22:48 GMT
#24
On March 07 2010 05:34 faction123 wrote:
How does hotkeying queen/hatch together work? Don't you need to target the hatchery with inject larvae for it to work anyway, which means you'd have to look at the hatch? Or is there some way to do it via hotkeys that i'm missing?


You can target the hatchery's icon/wireframe in the unit selection area at the bottom of the screen instead of the physical hatchery itself.
Rothbardian
Profile Joined January 2010
United States497 Posts
March 07 2010 01:34 GMT
#25
On March 07 2010 04:28 zealing wrote:
i'm really not to sure about the idle worker thing, i remember i used to love that in age of empires but this just makes macro and econ so much easier. I've seen lots of people lose games in BW because they have no worker micro and have tons of idle units now this is like non-issue.


The people who usually have workers inactive, will likely not even know about F1, but more than likely won't even remember to hit F1 thereby leaving their workers inactive anyways.
"A tax-supported, compulsory educational system is the complete model of the totalitarian state." - Isabel Paterson <3
Viruuus
Profile Joined February 2010
Germany451 Posts
March 07 2010 10:00 GMT
#26
theres a thread like this already, its called tips and tricks
Lee Jae Dong fighting!!!
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
Last Edited: 2010-03-07 13:10:15
March 07 2010 13:07 GMT
#27
I've got some Terran-Related tricks, but it's mostly for very new players, so most ppl will already know this stuff I guess:

Tanks:
- If you use "shift-click" to "stack up" commands, you can also use "E" or "D" to tell them to Siege when arrived at the Location or unsiege and then continue to the targeted Location. I think the same works for Valkyries.
- If your Tanks are in Siegemode and you wan't them to attack several Units, use "shift-click" to let them target one Unit after the other. This way, the AI will automatically distribute the DMG in the best possible way, so that you don't use up 10 tankshots on one target, while the other enemy-units are still alive.

MBS: I don't know what that "bug" or however you wan't to call it is, but in my experience, if you have the same Buildings but with different Addons in one group, they don't seem to build Units if you just spam for example "A" for Marines, even though they could be built in Raxes with both the Addons and even without Addons. So it's better to just have the same Buildings in one Group with the same Addons.

Dropships: To unload Units from Dropships, don't use the "D" for Dropping them all on the same space, but click on the little images of the Units to unload them while flying. If you wan't to do large drops, just have all of the Dropships on one hotkey together and every single one on another one. That way you can give them all a direction to fly and you can just click the hotkey and then the little Icon of the Units to unload them very fast.

Building in general: If you wan't to build several Buildings at once, you don't have to select an SCV and then the Building - go back to select another SCV and build another Building etc. but you can just select a bunch of SCV's and tell them to build the Building you want them to and shift-click them back to mining minerals. The AI will do the rest. ^^'

Repair: This one is just to avoid making stupid mistakes: Use "R" to repair and don't just right-click on the unit/sctructure you want to repair, or your SCV may end up in a Dropship or Bunker. ^^'
https://soundcloud.com/thesamplethief
lgd-haze
Profile Blog Joined January 2009
Sweden547 Posts
Last Edited: 2010-03-07 13:15:33
March 07 2010 13:12 GMT
#28
You can use M-command on a Marine to make your medivacs follow your M&M army without picking them up.

Also, with Zerg you can select a handful of drones then assign them to build buildings. Useful when maynarding drones and you want to build 2 extractors when your drones reach the destination. Select drones > maynard to a mineral patch > Build extractor and place on each geyser. The drones will still start mining minerals, except for two of them who will build extractor
Flying Tushin!!
zatic
Profile Blog Joined September 2007
Zurich15365 Posts
March 07 2010 13:17 GMT
#29
On March 07 2010 22:12 lgd-haze wrote:
You can use M-command on a Marine to make your medivacs follow your M&M army without picking them up.

But then they won't heal right? Fail to see the point. Just put them in the same groups as the marines.

Good thread especially for us BW nerds, please keep the OP updated DSH! Time to reattch that F1 key to my board I guess.

Also, everyone please stay on topic.
ModeratorI know Teamliquid is known as a massive building
Tartantyco
Profile Joined February 2010
Norway17 Posts
March 07 2010 14:20 GMT
#30
On March 07 2010 22:17 zatic wrote:
But then they won't heal right? Fail to see the point. Just put them in the same groups as the marines.


They will still heal. If you put them in the same group the medivacs will get to their destination before the other units, the disadvantages of which I'm sure should be obvious to you.
Koffiegast
Profile Joined February 2010
Netherlands346 Posts
Last Edited: 2010-03-07 14:28:56
March 07 2010 14:28 GMT
#31
As Zerg,
put an overlord at possible expansions and have them drop creep to prevent expansion. Especially on islands as it forces them to get units to get rid of your overlord.

When you have burrow, have a single ling burrowed at the CC/nexus/hatch position at a possible expansion. This forces your opponent to scout it with a detector (for T forces them to use scan) and vs ppl who arent that familiar with the game will be confused.

Put a small group of banelings burrowed at chokepoints (not necessarily ramps) and explode them from underground. You dont require 20 banelings at the samespot, a group of 20 marines flocked will pretty much die by a couple banelings. You can also have your banelings directly behind those vision distortions (the high grass or gas from the ground). This is essentially increases the chance that banes run into the enemy army instead of getting destroyed.

You can use a changeling from overseer not only to scout, but for example you move the changeling somewhere and let it wait. You simply check after a while whether it has transformed. When it has transformed you will know the enemy has passed at that point (usefull when you have more things to do).

With a single creeptumor you can cover pretty much the whole map with creep. Use it!
Wut
zatic
Profile Blog Joined September 2007
Zurich15365 Posts
March 07 2010 14:35 GMT
#32
On March 07 2010 23:28 Koffiegast wrote:
As Zerg,
put an overlord at possible expansions and have them drop creep to prevent expansion. Especially on islands as it forces them to get units to get rid of your overlord.

When you have burrow, have a single ling burrowed at the CC/nexus/hatch position at a possible expansion. This forces your opponent to scout it with a detector (for T forces them to use scan) and vs ppl who arent that familiar with the game will be confused.

Put a small group of banelings burrowed at chokepoints (not necessarily ramps) and explode them from underground. You dont require 20 banelings at the samespot, a group of 20 marines flocked will pretty much die by a couple banelings. You can also have your banelings directly behind those vision distortions (the high grass or gas from the ground). This is essentially increases the chance that banes run into the enemy army instead of getting destroyed.

You can use a changeling from overseer not only to scout, but for example you move the changeling somewhere and let it wait. You simply check after a while whether it has transformed. When it has transformed you will know the enemy has passed at that point (usefull when you have more things to do).

With a single creeptumor you can cover pretty much the whole map with creep. Use it!

Thanks, but please stay on topic. This is for UI tips, not general gameplay tips.
ModeratorI know Teamliquid is known as a massive building
Koffiegast
Profile Joined February 2010
Netherlands346 Posts
Last Edited: 2010-03-07 14:45:24
March 07 2010 14:42 GMT
#33
On March 07 2010 23:35 zatic wrote:
Thanks, but please stay on topic. This is for UI tips, not general gameplay tips.


Ow my bad.

As zerg you can put queens and hatcheries in the same group to have queens easily larva inject the hatches and to easily massproduce by having all hatches in the same group.
Using shift you can easily have the AI manage multiple queens on multiple hatches and efficiently inject without having to look away from battle.

Using Tab you can easily go through your whole army to find the right class, useful when you have infestors with you.
Wut
Piousflea
Profile Joined February 2010
United States259 Posts
March 08 2010 15:54 GMT
#34
Wow I am a noob, thanks to SC1 I never even thought of hotkeying a unit and a building together.

Being able to put queen + hatch together will make Zerg macro 100x easier.
Seek, behold, and reveal the truth
sLiniss
Profile Blog Joined May 2009
United States849 Posts
March 08 2010 17:11 GMT
#35
You should add something about the shift+clicking to stack up commands
3nickma
Profile Joined November 2007
Denmark1510 Posts
March 08 2010 17:19 GMT
#36
On March 09 2010 00:54 Piousflea wrote:
Wow I am a noob, thanks to SC1 I never even thought of hotkeying a unit and a building together.

Being able to put queen + hatch together will make Zerg macro 100x easier.


Yeah that should help a bunch but I'm still fumbling a bit with this so just to make sure.

Whenever I hotkey a bunch of hatcheries together with one or more queens it seems like it's always the queen that responds to the hotkey. So they only way to actualle make drones and units is to first hit TAB to highlight the hatcheries and then TAB again to be able to inject larvae on the wireframe. Is this right?
L E E J A E D O N G ! <3
lgd-haze
Profile Blog Joined January 2009
Sweden547 Posts
March 08 2010 17:21 GMT
#37
On March 07 2010 23:20 Tartantyco wrote:
Show nested quote +
On March 07 2010 22:17 zatic wrote:
But then they won't heal right? Fail to see the point. Just put them in the same groups as the marines.


They will still heal. If you put them in the same group the medivacs will get to their destination before the other units, the disadvantages of which I'm sure should be obvious to you.


Exactly, you don't want your medivacs to either reveal your position or run into hydras before the rines get there.
Flying Tushin!!
lol.Froste
Profile Joined January 2010
United States112 Posts
March 08 2010 17:21 GMT
#38
On March 07 2010 04:28 zealing wrote:
i'm really not to sure about the idle worker thing, i remember i used to love that in age of empires but this just makes macro and econ so much easier. I've seen lots of people lose games in BW because they have no worker micro and have tons of idle units now this is like non-issue.


and how is that a bad thing?
shouldn't a strategy game be about strategy, game sense and reaction time? i for one am extremely pleased with blizzards effort to cut out all the unnecessary spam and mindless muscle memory to focus more on the actual gameplay
Eskiya23
Profile Joined March 2010
Netherlands105 Posts
March 08 2010 17:31 GMT
#39
On March 09 2010 02:21 lgd-haze wrote:
Show nested quote +
On March 07 2010 23:20 Tartantyco wrote:
On March 07 2010 22:17 zatic wrote:
But then they won't heal right? Fail to see the point. Just put them in the same groups as the marines.


They will still heal. If you put them in the same group the medivacs will get to their destination before the other units, the disadvantages of which I'm sure should be obvious to you.


Exactly, you don't want your medivacs to either reveal your position or run into hydras before the rines get there.


Medivacs have a scanmove ability (hotkey A), that can be put on a single marine
so Medivacs stick to/heal a single group of Marines instead of moving ahead.
Wisdom. Judgement. Execution. Stream: twitch.tv/eskiyasc2 Twitter: @EskiyaSC
TheYango
Profile Joined September 2008
United States47024 Posts
March 08 2010 17:56 GMT
#40
On March 07 2010 22:07 kickinhead wrote:
MBS: I don't know what that "bug" or however you wan't to call it is, but in my experience, if you have the same Buildings but with different Addons in one group, they don't seem to build Units if you just spam for example "A" for Marines, even though they could be built in Raxes with both the Addons and even without Addons. So it's better to just have the same Buildings in one Group with the same Addons.

This isn't really a bug. It just treats each Barracks, Barracks+Reactor, and Barracks+Techlab as 3 separate building types, so you have to tab through them to build out of them (essentially the same thing as if you had a Barracks and a Factory selected together).

On March 07 2010 22:07 kickinhead wrote:
Repair: This one is just to avoid making stupid mistakes: Use "R" to repair and don't just right-click on the unit/sctructure you want to repair, or your SCV may end up in a Dropship or Bunker. ^^'

Also useful: right-clicking on the repair icon in the UI sets repair on autocast. This makes SCVs automatically repair nearby damaged units/buildings.
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