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[G] Pro Tips (UI) - Page 5

Forum Index > StarCraft 2 Strategy
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SilentCrono
Profile Blog Joined March 2010
United States1420 Posts
March 23 2010 02:45 GMT
#81
nice tips.
thanks.
♞ Your soul will forever be lost in the void of a horse. ♞
Re-Play-
Profile Blog Joined September 2007
Dominican Republic825 Posts
March 23 2010 23:09 GMT
#82
On March 23 2010 11:39 VeeSe wrote:
Show nested quote +
On March 23 2010 10:45 Re-Play- wrote:
how do u rotate camera in a replay?


insert/delete, and scroll wheel on mouse for zoom in/out. Never played wc3, eh? =P


no never played wc3 and thanks
P1: Best rank? P2:1st time iccup, P1:really? P1 looks at the account of P2 WOW B+ last season ^^
DeCoup
Profile Joined September 2006
Australia1933 Posts
March 24 2010 00:03 GMT
#83
1) Occasionally when I tell my MMM army to attack-move to an enemy base I get two 'waypoint lines' a red one indicating that the marines/marauders are on attack-move to that location and a green line indicating that the medivacs are following and healing the group of MM. Other times my Medivacs just fly ahead of my army completely. I am sure that when either happens I am going from a situation where all my units are just on stop command, and that I am performing some kind of move or attack move or patrol command to the enemies base. I just can't quite work out how to force the UI to perform either action consistently. Anyone have any advice for that?

2) I know SCVs can have auto-repair toggled on, but does anyone have a complete list of what abilities in the game can be set to auto-cast in this fashion? Does the hud clearly identify any of these abilities? When I mouse-over the SCV repair ability the dialog box does not indicate that it can be set to auto-repair at all.

3) What is the best way to easily cast spells in combat? I am struggling with both forcefields and emp. If I set my whole army to attack-move then once in combat tab to my caster hold shift and rally up some emp/force fields they don't get cast until after the attack-move command is finished and the enemies are dead. I like to waypoint up 5-6 targets with my forces before casting force field some times, so I find pressing S then waypoint casting force fields removes my waypoint targeting. At the moment I can only cast effectively by either not using shift (no waypointed casts is a pain with force fields when you generally want multiple down at once) or by selecting only my casters after my attack commands are in place. I just can't quite get the keyboard usage down to efficiently. Any advice on the correct order to press my keys?
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
B_w_S
Profile Joined March 2010
United States28 Posts
March 24 2010 03:49 GMT
#84
On March 07 2010 04:29 Twe3k wrote:
Show nested quote +
On March 07 2010 04:25 ramen247 wrote:
On March 07 2010 04:23 Twe3k wrote:
Terran: You can Call down Mules on to Minerals and they will auto mine.



too obvious.

Lol Took me a whole week to figure that out. B4 I was clicking like 10 times to get a mule on the patches.

If you send the mule to the absolute closest mineral patch it will be able to mine 9 full trips as opposed to going 8 and then dying with resources en route.

Not so obvious. . . . ^_^
B_w_S
crate
Profile Blog Joined May 2009
United States2474 Posts
March 24 2010 04:40 GMT
#85
On March 24 2010 09:03 DeCoup wrote:
1) Occasionally when I tell my MMM army to attack-move to an enemy base I get two 'waypoint lines' a red one indicating that the marines/marauders are on attack-move to that location and a green line indicating that the medivacs are following and healing the group of MM. Other times my Medivacs just fly ahead of my army completely. I am sure that when either happens I am going from a situation where all my units are just on stop command, and that I am performing some kind of move or attack move or patrol command to the enemies base. I just can't quite work out how to force the UI to perform either action consistently. Anyone have any advice for that?

A-move (this is called "scan move" in-game for units that don't have an attack if you look) your medivacs onto a marine/marauder and they'll follow that unit and heal as you go. I'd suggest keeping medivacs in a separate hotkey from your marines/marauders also.

Not sure about the specific problem you're having though.

2) I know SCVs can have auto-repair toggled on, but does anyone have a complete list of what abilities in the game can be set to auto-cast in this fashion? Does the hud clearly identify any of these abilities? When I mouse-over the SCV repair ability the dialog box does not indicate that it can be set to auto-repair at all.


Anything that you can right-click can be set to autocast. The only things I can think of right now are SCV repair, medivac heal (default on), and zealot charge (default on). There are probably some things I'm forgetting.
We did. You did. Yes we can. No. || http://crawl.akrasiac.org/scoring/players/crate.html || twitch.tv/crate3333
pRo9aMeR
Profile Blog Joined September 2008
595 Posts
March 24 2010 06:44 GMT
#86
On March 21 2010 14:22 CharlieMurphy wrote:
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.


I'm at work now, but as I remember, it's ALT+F and not CTRL+F. I could be mistaking but could someone verify which one it is? I'll do it when I get home in 7 hours either way.
In training...let's play, gg! d^..^b
goswser
Profile Blog Joined May 2009
United States3548 Posts
Last Edited: 2010-03-24 06:58:20
March 24 2010 06:57 GMT
#87
In PvP on maps without a backdoor, it is always safe to fast expand, if you follow this bo:

9 pylon(at nat)
14 gate(at nat)
16 nexus
Forge
Chrono boosted zealot
Add cannons as needed depending on his build, then do w/e, your two base eco is superior to his one base.

-Only game I have lost with this is vs a fast warpgate dt counter, but that was because I was stupid and didnt build an observer or a cannon in my main.


-If you zoom in for a second its easier to click attack on a worker building a barracks.
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
TheBB
Profile Blog Joined July 2009
Switzerland5133 Posts
March 24 2010 08:18 GMT
#88
I'd like to know how I can auto-follow a unit with the camera. Haven't been able to find this out so far.
http://aligulac.com || Barcraft Switzerland! || Zerg best race. || Stats-poster extraordinaire.
GoDannY
Profile Joined August 2006
Germany442 Posts
March 24 2010 09:00 GMT
#89
On March 24 2010 15:57 Newguy wrote:
-If you zoom in for a second its easier to click attack on a worker building a barracks.


Reminds me of another cool thing:

If you hit, if I'm not mistaken, DEL (and another button next to it, dont remember tough) you can move the camere by 30° or sth around that as long you keep the button pushed.

That might gives you the opportunity to attack a worker while he is "hidden" behind the barracks.
Team LifeStyle - it's more than a game
mel_ee
Profile Blog Joined August 2003
2450 Posts
March 24 2010 09:23 GMT
#90
PvT:

When facing a Terran repairing a building (bunker/planetary fortress/supply depot) simply put a force field on the repairing side and it pushes the SCV back, also if it is done right they can't repair, allowing you to quickly focus fire if applicable.

When getting bunker rushed, one forcefield is not enough to prevent units from entering the bunker. however 3 is (making a triangle)
Behold the bold soldier, control the globe slowly proceeds to blow swingin swords like Shinobi
Lunat!c
Profile Joined March 2010
122 Posts
March 24 2010 09:33 GMT
#91
On March 24 2010 17:18 TheBB wrote:
I'd like to know how I can auto-follow a unit with the camera. Haven't been able to find this out so far.



Just click on the picture of the unit in the interface.
Gigaudas
Profile Blog Joined December 2008
Sweden1213 Posts
Last Edited: 2010-03-24 10:13:20
March 24 2010 09:46 GMT
#92
"You can tell units warping in to move before they're done warping in, and they'll move there as soon as they finish."


Is that true? I always do that because I want them to but they never do

EDIT: Nvm, read the rest of the thread.
I
iDfyU
Profile Joined March 2010
Germany45 Posts
March 24 2010 10:45 GMT
#93
On March 21 2010 18:15 Ryuu314 wrote:
Show nested quote +
On March 21 2010 18:06 fishyjoes wrote:
On March 21 2010 14:33 Duckvillelol wrote:
On March 07 2010 05:13 mishimaBeef wrote:
Clicking 'W' selects all your warpgates (and excludes normal gateways).


pressing W on the keyboard does this?

can someone verify?


Ummm.. yes of course is works with 'w' on the keyboard - where else is there a w?

Or have I misunderstood the question?


I think this only works when you have no unit/building selected because hitting W would then trigger its respective hotkey.

Btw: The lowest button right next to the mini map deselects what have you have selected at the moment. I am not sure if it has a hotkey too. I will check when I get home from work.

I'm pretty sure it works whenever you press W, even if you have stuff selected. To my knowledge there is no Protoss hotkey besides warpgates that uses W. Correct me if I'm wrong.


yeah i wish but in the german version of the game the hotkeys are like
qwer
asdf
yxcv

which is kinda cool ( i really like it) but someone overlooked the W for warpgates so i cant use W because this could end up in producing a unit are causing my units to stop which really is not an option xD it really works only if nothing is selected at all.
RaiZ
Profile Blog Joined April 2003
2813 Posts
Last Edited: 2010-03-24 11:14:48
March 24 2010 10:46 GMT
#94
On March 09 2010 03:20 BladeRunner wrote:
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: [...]

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.


Sorry didn't read the whole thread but it's better to not use the shift. Better hit R for each hatch because otherwise the hatch may have 2 queens if one of them doesn't have enough energy for larvaes (happen more often than you think).

On March 09 2010 02:19 3nickma wrote:
Show nested quote +
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?


Why would you hit tab again ? Just type the hotkey then R then the selected hatch(es) icon(s). If you want to make units just type the hotkey then tab then SH for example to make hydras. Hitting tab again would just get back to where you were exactly like typing the hotkey.

However i love to have 2 hotkeys : one for all the hatches and their respectives queen (and only them otherwise it's just troubles), and the other for all the hatches (don't select the queens) in order to macro. I have another hotkey aswell for the new expansion so that i can be sure to make drones from this hatch only.
Man is least himself when he talks in his own person. Give him a mask, and he will tell you the truth. Oscar Wilde
niteReloaded
Profile Blog Joined February 2007
Croatia5282 Posts
March 24 2010 10:52 GMT
#95
On March 09 2010 08:17 MorroW wrote:
backspace will jump between ur cc's. might be a good way to transfer ur workers

oh shit, nice!
ShadowReaver
Profile Joined March 2010
Canada563 Posts
April 06 2010 21:17 GMT
#96
Anymore UI tips out there?

Similar to the queen+hatch hotkey, you can hotkey your nexus with your robotics and stargates and chrono by clicking the wireframes.

Also didn't know this but you {shift}# to add units to a control group enstead of reassigning with ctrl.
Arcalious
Profile Joined March 2010
United States213 Posts
Last Edited: 2010-04-09 17:34:13
April 07 2010 05:05 GMT
#97
Here are some additional tips on Rally Points (not to be confused with a units Move command).

Rally Points can be used to instruct newly created units to automatically move to specific
locations, gather minerals or gas, follow other units, load into transports, and attack enemy units, buildings or destructible objects. Rally Points can be set to the ground, units, buildings, minerals and destructible objects. Multiple Rally Points (up to 4) can be queued up. Zerg have a separate Rally Point on Hatcheries called Worker Rally Point. Hot keys are Y for Rally Point W for Worker Rally Point (Zerg Hatchery). Right mouse click will also work for setting Rally Points (Example, select a Barracks, then right mouse click on the ground to set the Rally Point to that location).

Gather (set to a mineral patch or gas harvesting building(Refinery, Assimilator, Extractor))
Set the Rally Point on a mineral patch to instruct newly created workers to automatically mine a mineral patch. Set Rally Point to a gas harvesting building to instruct newly created workers to automatically collect gas. Note that Zerg Hatcheries have 2 rally points, one for units and one of workers called Worker Rally Point.

Move (set to ground)
Set Rally Points to the ground to instruct newly created units to move to specific locations. Multiple Rally Points can be set to create way points instructing units to follow a specific path to their final location.

Follow (set to unit)
Set Rally Points to other units in order to instruct newly created units to follow those units. This works great for harassment groups like Hellions. Example: Build a Hellion, when it is done building, set the Factory Rally Point on the Hellion, then send it out to harass, queue up more Hellions and when they are done building, they will automatically move out to join the other Hellion with the Rally Point set on it. One warning about using this method. If the unit that has the Rally Point set on it dies, the Rally Point will be set to the location where that unit died and newly created units will continue to move to that location. Sometimes this will be OK, but other times the units will end up getting killed by going to a bad location. In order to minimize this, set the Rally Point to multiple units (up to 4), so that if one dies, the new units will go to one of the other units that has a Rally Point set on it.

Load (set to transport units, Nydus Worms or units to be loaded)
Rally Points can be used to instruct newly created units to automatically load into transports (including Nydus Worms) and instruct newly created transports to load units . Example: set the Factory Rally Point on a Medivac, queue up a Siege Tanks and when the Siege Tank is done building it will automatically load into the Medivac. It is also possible to set Rally Points on multiple Medivacs so that newly created units will continue to load up in the additional Medivacs until all Medivacs are full. Another Example: set the Starports Rally Point on a Marauder, build a Medivac and when the Medivac is doing building, it will automatically load the Marauder. It is also possible queue Rally Points on up to 4 units and when the Medivac is done building, it will load all 4 units. Note that once a transport is fully loaded, newly created units will follow the transport instead of loading.

Attack (set to enemy units or destructible objects)
Set Rally Points to one or more enemy units, buildings or destructible objects to instruct newly created units to automatically attack those units, buildings or objects.

Note on Zerg. Each egg has its own Rally Points making it is possible to set up different Rally Points for each egg. For example, spawn 2 Overloads, then set different Rally Points for each egg. This works great for setting up Overload scouting and other things.
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 07 2010 05:16 GMT
#98
On April 07 2010 14:05 Arcalious wrote:
Here is some additional tips on Rally Points.

Rally Points can be used to instruct newly created units to automatically move to specific locations, gather minerals or gas, follow other units, load into transports, and attack enemy units, buildings or destructible objects. Rally Points can be set to the ground, units, buildings, minerals and destructible objects. Multiple Rally Points (up to 4) can be queued up.

Gather (set to a mineral patch or gas harvesting building(Refinery, Assimilator, Extractor))
Set Worker Rally Point to a mineral patch to instruct newly constructed workers to automatically mine a mineral patch. Set Worker Rally Point to a Gas Harvesting Building to instruct newly constructed workers to automatically collect gas at the specific Gas Harvesting Building.

Move (set to ground)
Set Rally Points to the ground to instruct newly constructed units to move to specific locations. Multiple Rally Points can be set to create way points instructing units to follow a path to their final location.

Follow (set to unit)
Set Rally Points to other units in order to instruct newly created units to follow those units.
This works great for harassment groups like Hellions. Build a Hellion, when it is done building, set the Factory Rally Point on the Hellion, then send it out to harass, queue up more hellions and when they are done building, they will automatically move out to join the other Hellion with the Rally Point set on it. One warning about using this method. If the unit that has the Rally Point set on it dies, the Rally Point will be set to where that unit died and newly created units will continue to go to that location. Sometimes this will be OK, but other times the units will end up getting killed by going to that location. In order to minimize this, set the Rally Point to multiple units (up to 4), so that if one dies, the new units will go to one of the other units with the Rally Point set to it.

Load (set to transport units)
Rally Points can be used to instruct newly constructed units to automatically load into transports. This works two differnt ways. One way is to set a unit contructing buildings Rally Point on a transport unit to instruct newly constructed units to automatically load into the transport. Example, set the Factory Rally Point on a Medivac, queue up a Siege Tanks and when the Siege Tank is done building it will load into the Medivac automatically. Another way is to set the Rally Point on a transport constructing building to a unit and when the transport is done building, it will automatically load that unit. It is also possible to queue up multiple transport and units. For example, set the Rally Point using smart queueing on multiple transports and new constructed units will load into the multiple transports until they are full. Note that once a transport is fully loaded, newly cronstructed units will follow the transport instead of loading.

Attack
Set Rally Points to one or more enemy units, buildings or destructable objects to instruct newly contructed units to automatically attack those units, buildings or objects.


I can't believe I didn't know that you could rally to multiple units at once. That's so huge.
Half man, half bear, half pig.
StayFrosty
Profile Joined February 2010
Canada743 Posts
April 07 2010 06:01 GMT
#99
never thought of the dropship rally, good stuff
Ack1027
Profile Blog Joined January 2004
United States7873 Posts
April 07 2010 06:22 GMT
#100
On March 24 2010 15:57 Newguy wrote:
In PvP on maps without a backdoor, it is always safe to fast expand, if you follow this bo:

9 pylon(at nat)
14 gate(at nat)
16 nexus
Forge
Chrono boosted zealot
Add cannons as needed depending on his build, then do w/e, your two base eco is superior to his one base.

-Only game I have lost with this is vs a fast warpgate dt counter, but that was because I was stupid and didnt build an observer or a cannon in my main.


-If you zoom in for a second its easier to click attack on a worker building a barracks.


This build gets fucked so hard by so many openings...don't think it counts as a ' trick '.
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