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[G] Pro Tips (UI) - Page 3

Forum Index > StarCraft 2 Strategy
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mucker
Profile Blog Joined May 2009
United States1120 Posts
March 08 2010 18:03 GMT
#41
If you patrol non-attacking units (ovi, obs, etc) do they still reverse direction immediately when attacked?

If you have terran buildings grouped and hit liftoff do they all lift at the same time or do have you have to lift each one?

It's supposed to be automatic but actually you have to press this button.
BladeRunner
Profile Blog Joined February 2010
United States407 Posts
March 08 2010 18:20 GMT
#42
I think you should be a little more explicit about the advantages of the intelligent queue. Here's two examples I've seen hinted at in the thread but not explicitly stated:

Workers are smart when you queue buildings. For example you can select 5 SCVs and shift-build two supply depots, only two SCVs will move to build. This is more useful on zerg since you don't have to worry about queueing them back to mining - select all workers and shift build two extractors, only two (the closest two) will stop mining to build.

Grouping queens with hatcheries is extremely powerful, in fact if you get to the point where you have 1 queen per hatchery it's necessary IMO. You hit the ctrl group (4 for me) and hit R, then hold shift and click in rapid succession on each of the hatcheries icons in the selection display. The queens are intelligent enough to knwo who should cast inject larva on each, so now all your hatcheries are instantly injected and you didn't have to move your view.
BladeRunner
Profile Blog Joined February 2010
United States407 Posts
March 08 2010 18:22 GMT
#43
I guess I should elaborate, the issue with doing the quick injecting when you have more hatcheries than queens is that I haven't figured out exactly how the units are ordered in the selection display, so sometimes you can have a situation where the queen moves to inject a hatchery before injecting the one near her. More investigation needed in that situation.
toemn
Profile Joined March 2010
Germany915 Posts
Last Edited: 2010-03-08 18:38:52
March 08 2010 18:34 GMT
#44
i've got some protoss and UI related questions, hope somebody can clear things up for me.

1. usually i group my nexussess (?) in the 4th control group, all producing buildings in the 5th (warpgates, robotics etc.) and units in 1-3.
first of all, what could i improve? are there easier, more common, group combinations? maybe too much groups or too difficult to reach?

2. for example i group 2 nexusses in control group 4, how do i switch between them? TAB key only works if there are different building types in one group. i'd like to know that, because i sometimes need so switch to the nexus of my expansion, use chrono-boost there, switch to my main nexus, etc. or if i want to produce drones in my expansion nexus and not in my main. or do i have to press 4 and then manually doubleclick on the right nexus? i hope you get what im trying to say =).

3. when the game progressed and it's more about producing units and attacking i'd like to know how you manage your warpgates. if i'm focused on attacking, it costs a lot of time to press the button which is bound to my producing buildings, click tab to switch on my warpgate THEN find some place with an active pylon, create units, and put them in my unit group. in this time, my army attacking the enemy isn't under control. is there a more convient way of controlling my warpgates?

4. attacking. what's the best way to attack. having all units in one control group and then simply rightclicking enemy units? or using the shift command and pressing "A" instead of rightclicking? what are the advantages, how do the pros attack?

5. chrono boost. in the early stage of the game it's easy, but later on it's hard to use every cooldown, what's the best trick to use it effectively and most of the time? if i got an expansion and have 2 nexusses in control group 4, how to switch between them and use chrono boost? and when i switched to the nexus, do i have to scroll to my base (maybe an easier way of doing that?) and then click on the building i want to have boosted? i heard something about clicking on the portraits of the buildings, but then i'll need to put my nexus in the producing building group, is this right?

ok, that's all for now, would be awesome if someone answers all of my questions

¯\_(ツ)_/¯
junemermaid
Profile Joined September 2006
United States981 Posts
Last Edited: 2010-03-08 18:42:46
March 08 2010 18:42 GMT
#45
If you use the unload command on a dropship (not targeting ground), you can still use the move command and the dropship will continue dropping units while you can juke around. Patrol command after issuing a drop command works as well.
the UMP says YER OUT
sob3k
Profile Blog Joined August 2009
United States7572 Posts
March 08 2010 18:59 GMT
#46
On March 09 2010 03:34 toemn wrote:
i've got some protoss and UI related questions, hope somebody can clear things up for me.

1. usually i group my nexussess (?) in the 4th control group, all producing buildings in the 5th (warpgates, robotics etc.) and units in 1-3.
first of all, what could i improve? are there easier, more common, group combinations? maybe too much groups or too difficult to reach?

2. for example i group 2 nexusses in control group 4, how do i switch between them? TAB key only works if there are different building types in one group. i'd like to know that, because i sometimes need so switch to the nexus of my expansion, use chrono-boost there, switch to my main nexus, etc. or if i want to produce drones in my expansion nexus and not in my main. or do i have to press 4 and then manually doubleclick on the right nexus? i hope you get what im trying to say =).

3. when the game progressed and it's more about producing units and attacking i'd like to know how you manage your warpgates. if i'm focused on attacking, it costs a lot of time to press the button which is bound to my producing buildings, click tab to switch on my warpgate THEN find some place with an active pylon, create units, and put them in my unit group. in this time, my army attacking the enemy isn't under control. is there a more convient way of controlling my warpgates?

4. attacking. what's the best way to attack. having all units in one control group and then simply rightclicking enemy units? or using the shift command and pressing "A" instead of rightclicking? what are the advantages, how do the pros attack?

5. chrono boost. in the early stage of the game it's easy, but later on it's hard to use every cooldown, what's the best trick to use it effectively and most of the time? if i got an expansion and have 2 nexusses in control group 4, how to switch between them and use chrono boost? and when i switched to the nexus, do i have to scroll to my base (maybe an easier way of doing that?) and then click on the building i want to have boosted? i heard something about clicking on the portraits of the buildings, but then i'll need to put my nexus in the producing building group, is this right?

ok, that's all for now, would be awesome if someone answers all of my questions



1. This is fine

2. Try backspace, it automatically cycles through all Nexi

3. Warpgates are all automatically put into hotkey W, just hit W and warp in wherever your screen is.

4. Don't rightclick to attack unless you are focus firing, your army will ignore all enemies to attack the one you rightclicked, which can be bad news if it moved to the back of the opponents army or dies before your army gets there. For large attacks use A move and click behind your enemies army.

5.right
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.
toemn
Profile Joined March 2010
Germany915 Posts
March 08 2010 19:37 GMT
#47
thanks.

could you maybe explain this further?
afaik backspace just puts me to my main nexus. also it's difficult to reach backspace on the keyboard. is there no other solution?
regarding the 5th question, there has to be a more convenient way. i saw a lot of replays and it's too time intensive switching to the base and clicking on every building.
however, i never say somebody putting their nexus in the producing building group Oo
¯\_(ツ)_/¯
Chill
Profile Blog Joined January 2005
Calgary25993 Posts
March 08 2010 20:02 GMT
#48
Whoa, a lot of sick tips in here.
Moderator
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
March 08 2010 20:53 GMT
#49
On March 09 2010 03:20 BladeRunner wrote:
Workers are smart when you queue buildings. For example you can select 5 SCVs and shift-build two supply depots, only two SCVs will move to build. This is more useful on zerg since you don't have to worry about queueing them back to mining - select all workers and shift build two extractors, only two (the closest two) will stop mining to build.


the UI is actually even smarter than that!

you don't have to shift-build. Just build.
next week on Everybody Loves HypnoToad:
DefMatrixUltra
Profile Blog Joined June 2009
Canada1992 Posts
March 08 2010 20:54 GMT
#50
Instead of talking about saturation, it might be best to just make the 2 workers per patch thing more clear by saying this:

2 workers per patch operates at the same efficiency as 1 worker per patch

The meaning of this is very clear. You get the fastest possible 100% mining efficiency with two workers per patch.

As far as saturation goes, there have been only very few studies, but they both concluded that 3 per patch is the absolute maximum saturation - beyond 3 per patch, you are just wasting 50 minerals producing a worker. These studies also noted that the mining rate of 2 per patch is very close to 3 per patch, meaning that adding on extra workers after 2 per patch is gaining you very little.
sysrpl
Profile Joined February 2010
United States222 Posts
Last Edited: 2010-03-08 22:22:47
March 08 2010 21:14 GMT
#51
General tips:

Press Ctrl + Alt + F to show a tiny frame rate counter

The UI includes an idle worker count in the bottom left

When moving off units from minerals to gas, hold shift and click the hatchery/command center/nexus and then extractor/refinery/assimilator. Why? If your workers have any minerals they will lose them if they enter the gas collector. Making them goto the base building first means you might collect some of those minerals.

Protoss:

To execute mass psi storms, keep your high templars grouped and hotkeyed. Press T for storm then hold shift. Now spam left click all over to cast storm everywhere. Each left click = the next location to storm.

Note, there is a storm bug: you can't storm areas you can't see, even if they are right next to your templar (e.g. on a cliff above you.)

Warping in units can move while warping in. Z + shift + left click all over in a powered area to spam warped in zealots (S for stalkers, T for high templars, D for dark templars).

The fastest possible macro for protoss is warp gates + chrono boost to reduce cooldown. In warp gate mode all units share a common cooldown timer.
TheYango
Profile Joined September 2008
United States47024 Posts
March 08 2010 21:17 GMT
#52
On March 09 2010 06:14 sysrpl wrote:
Note, there is a storm bug: you can't storm areas you can't see, even if they are right next to your templar (e.g. on a cliff above you.)

How is this a bug? This is exactly how it works in SC1.
Moderator
azndsh
Profile Blog Joined August 2006
United States4447 Posts
March 08 2010 22:47 GMT
#53
updated with some more stuff
MorroW
Profile Joined August 2008
Sweden3522 Posts
March 08 2010 23:17 GMT
#54
backspace will jump between ur cc's. might be a good way to transfer ur workers
Progamerpls no copy pasterino
Milkman.402
Profile Joined January 2005
United States19 Posts
Last Edited: 2010-03-21 02:47:55
March 21 2010 02:47 GMT
#55
On March 09 2010 06:14 sysrpl wrote:

When moving off units from minerals to gas, hold shift and click the hatchery/command center/nexus and then extractor/refinery/assimilator. Why? If your workers have any minerals they will lose them if they enter the gas collector. Making them goto the base building first means you might collect some of those minerals.


A quicker way to do this is to send them to gas, and hit C for Return Cargo. If they currently have mins, they'll go to the nexus first and then to the gas.
NotJack
Profile Joined December 2009
United States737 Posts
March 21 2010 02:51 GMT
#56
The shift-tab and w=warp gates are huge things I didn't know.
forelmashi
Profile Blog Joined August 2007
421 Posts
March 21 2010 03:20 GMT
#57
You can tell units warping in to move before they're done warping in, and they'll move there as soon as they finish.

this doesn't work for me, does anyone have this problem?
Wintermute
Profile Joined March 2010
United States427 Posts
March 21 2010 03:45 GMT
#58
On March 21 2010 12:20 forelmashi wrote:
Show nested quote +
You can tell units warping in to move before they're done warping in, and they'll move there as soon as they finish.

this doesn't work for me, does anyone have this problem?


Have you tried shift-clicking instead of just clicking?
Don't let me say this, but you're no worse than me; it's crazy.
DeCoup
Profile Joined September 2006
Australia1933 Posts
March 21 2010 05:10 GMT
#59
On March 21 2010 12:20 forelmashi wrote:
Show nested quote +
You can tell units warping in to move before they're done warping in, and they'll move there as soon as they finish.

this doesn't work for me, does anyone have this problem?

Only works with the move command, not attack-move. That might be it.
"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
March 21 2010 05:22 GMT
#60
ctrl+f makes you green and your opponent red on screen and minimap. Very helpful if you are sick of being blue or red every game.
..and then I would, ya know, check em'. (Aka SpoR)
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