This is some pretty sick use of this option

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GoDannY
Germany442 Posts
This is some pretty sick use of this option ![]() | ||
pRo9aMeR
595 Posts
On March 24 2010 15:44 pRo9aMeR wrote: Show nested quote + 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. So, I forgot about posting it but I was correct. Alt+F changes the player colors just like shift+tab did in sc1. Oh, and that rally-blink move is great. I'm gonna try it soon. Stalkers are now toss's semi-reapers ![]() | ||
Trollfar
Sweden22 Posts
I do this and thinks its a small difference at least ^^ and yes with the "W" hotkey as some already mentioned, its a really fast way to do this. W then D then hold shift and mass click. doesnt make that big different if you got 2 warpgates but if you have 12 warpgates to mass warp zealots or whatever i think the Shift is really usefull! Some1 maybe already mention this sry for missed it. I was gonna mentioned the "Blink-rally" tip as "GoDanny" just showed a clip on. because that is really nice! have tried it and its awesome. only 1 in a group of 20 stalker have failed for me so far so its really good. | ||
sCuMBaG
United Kingdom1144 Posts
On March 07 2010 04:11 azndsh wrote: [/list][*] Pressing 'W' selects all your warpgates (and excludes normal gateways). gotta be careful with that one. i for example play with german hotkeys and those are doxstar keys. qwer asdf yxcv (y <=> z are switched german/american) yw for example is a pylon. i noticed when i press w a couple times it selects my warpgates. but i'm not sure how exactly. i play z^^ just noticed it in a random game. you gotta see how it works on other language's hk | ||
Rabiator
Germany3948 Posts
Workers are now targeted by default by enemy units, but repeatedly hitting "S" will lower their priority if you have the workers selected. If this is true there are two possibilities: Does this mean you can lower the priority of your own workers for the attacks of your opponent OR are you able to reduce the priority of your opponents workers for your own attacks? The second one would somewhat solve the "SCV + Marine rush" problem and make your Marines shoot the opposing Marines and the first one would make your workers safer if an opponent isnt microing and uses autoattack (Obi-Wan voice: "These are not the Workers you are looking for.") More questions:
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CruS
Sweden218 Posts
On March 24 2010 18:00 GoDannY wrote: Show nested quote + 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. if you are trying to attack an scv building a barrack, if there is no other units around (for example your first probe harassing a bit) a move close to the barracks usually does the trick, if the scv is not inside the barracks. | ||
BlasiuS
United States2405 Posts
On April 08 2010 00:11 CruS wrote: Show nested quote + On March 24 2010 18:00 GoDannY wrote: 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. if you are trying to attack an scv building a barrack, if there is no other units around (for example your first probe harassing a bit) a move close to the barracks usually does the trick, if the scv is not inside the barracks. Just attack-move right next to the barracks. The SCV building has higher threat level than the building itself. | ||
muzzy
United States640 Posts
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. /QUOTE] I'd also like to note that you can rally hatcheries to load into the nydus worm. Useful once you've got a good network setup or if you're pressing a nydus attack on an enemy. | ||
CruS
Sweden218 Posts
On April 08 2010 00:16 BlasiuS wrote: Show nested quote + On April 08 2010 00:11 CruS wrote: On March 24 2010 18:00 GoDannY wrote: 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. if you are trying to attack an scv building a barrack, if there is no other units around (for example your first probe harassing a bit) a move close to the barracks usually does the trick, if the scv is not inside the barracks. Just attack-move right next to the barracks. The SCV building has higher threat level than the building itself. And what did I write? | ||
BlasiuS
United States2405 Posts
On April 08 2010 00:31 CruS wrote: Show nested quote + On April 08 2010 00:16 BlasiuS wrote: On April 08 2010 00:11 CruS wrote: On March 24 2010 18:00 GoDannY wrote: 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. if you are trying to attack an scv building a barrack, if there is no other units around (for example your first probe harassing a bit) a move close to the barracks usually does the trick, if the scv is not inside the barracks. Just attack-move right next to the barracks. The SCV building has higher threat level than the building itself. And what did I write? uh lol? you wrote move, not attack-move. They are different commands. | ||
CruS
Sweden218 Posts
![]() I meant attack-move! | ||
gin_soaked
United States18 Posts
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? I can verify this. I tried it out today. This is going to make macro just a little easier. | ||
btlyger
United States470 Posts
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Phunkapotamus
United States496 Posts
Given: The unit in the upper left of the control group is unit [0], and the bottom-right most unit is unit [N-1], where N is the number of units in the control group. 1) Select a group of unburrowed zerglings and hotkey them to a control group. 2) Click on unit [0], tell him to burrow. 3) Hit your control group hotkey 4) The burrowed unit will now be at position [N-1] in the group. 5) Repeat the process a bunch of times to individually issue burrow commands to each unit in the control group without needing to remember which unit was issued which command. The main point behind this is: Control groups re-order themselves based on unit modifiers. So anyway, the pro-tip of this post is that it's very quick to issue individual commands to a group of otherwise similar units, but with dissimilar properties. If you wanted to do this in BW, you'd have to click on each unit one by one. [0], [1], [2], ... [N-1] However, now you only need to click on [0] each time you select your control group, which can really speed things up. This works with other unit modifiers in addition to burrowed. Cloaked units sort at the end of uncloaked units. I'll have to do more testing to see if other properties work in this fashion. It's quite possible that these properties have priorities over one another. | ||
Feniqs
United States14 Posts
1)_When using shift to set up a way point, or to have a worker build multiple buildings consecutively, you can use the shift to have the same worker auto build several different types of buildings simply by toggling the shift key between each different building. e.g. To have an SCV build 3 supply, 2 eb & 1 Armory you would command it to build the lone supply, then depress shift & command it to build then next 2 sup., then lift & depress the shift & command it to build 2 eb, lift & depress shift to then command it to build the Arm. Each command will be carried out in the order you issued the commands in. Thus, you could have the SCV build them in any order (sup, eb, arm, sup, eb, sup - whatever you choose). 2)_When you toggle Tab while controlling a group to select a certain type of unit, (say 13 Marines, 5 Maraud, 3 ghost), the specific unit type can be commanded to perform any special power (emp) without causing the entire group to respond, however, the move & attack commands will still effect the entire group | ||
zomgzergrush
United States923 Posts
I actually just learned of alt + F yesterday, I was really sad for a while that the shift+tab doesnt work anymore | ||
blagoonga123
United States2068 Posts
tapping 5 twice will move your screen to the newest hatchery added to your hotkey. is there a way to chance the behavior of double tap? | ||
MeditationError
Australia60 Posts
1)grab them all 2) right click on a gas building 3) Shift-click 3 of them 4) right-click on the other gas building 5) shift-click 3 more of them 6) right click on minerals. Now you'll have 3 workers on each gas, and the rest on minerals. You can use a similar technique occasionally in combat - e.g. right click a target, shift-click a unit and then right click a new target to assign 1 unit to each fleeing building or overlord. With respect to the queens and hatcheries: Have 1 hotkey for all your hatcheries for unit production, and a seperate hotkey specifically for spawn larva with one queen per hatchery. Queens regenerate exactly enough energy to continuously spawn larva on one hatchery, and you should generally have a queen per hatchery explicitly for spawning larva on that hatchery. Every time you see 4 larva on a hatchery, it's time to spawn larva on all of them again. (This made a *massive* difference for me) The game uses proximity and energy levels as "tie-breakers", so if all your queens have enough energy, only the one that's nearby will spawn larva, but if one of your queens is too low or you don't have enough queens, there's a risk they'll go marching across the map. This means that putting all your queens and hatcheries in one control group is quicker and easier but slightly more fragile than one control group for each queen/hatchery pair. Your choice. | ||
Arcalious
United States213 Posts
I reorganized all the tips, plus added new ones. This started off as a list of not so obvious UI features, but I decided to include even the obvious ones. Still need to do a few more tweaks and add some more stuff, but here is what I have so far. NOTE: These are mainly focused on using the interface (UI) and not strategy, however there is some crossover. Selecting Units and Buildings
Unit and Building Groups
Control Groups
Commanding Units
Rally Points. Click here to view the extended Rally Point Guide.
Camera
Smart casting
Misc
Terran
Zerg
Protoss
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Exteray
United States1094 Posts
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