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Not quite. That topic is more about user interface. I thought this would be more about unit control and tactics!
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On June 14 2010 09:04 nEAnS wrote: [...][ b]Zerg [...] -To increase the chances of using a Nydus Network inside your opponent's base and for a faster flow of units, build two of them and have them build two Nydus Worms simultaneously
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I think you can built several Nydus Worms from a single Nydus Network... If I am not mistaken. Then delivering your army from both of them together should not be a problem ^^
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Terrrans - unless you're looking for invisible units, you can build a proxy barracks to scout with instead of wasting command center energy on a scan. the mule ends up being more efficient plus the barracks tends to last longer. - medivacs can carry thors, it's a great harassment tactic! - siege tanks can shoot beyond their normal sight range. scanning or using flying units can increase their shot distance by 1 or 2 range. (not sure of the exact distance)
Protoss - warp prisms can drop a pylon field. you can spawn gateway units anywhere your warp prism goes. Ever seen a dark templar insta-spawn on your enemy's mineral line? I have.
Zerg - Queen's creep tumors are additive (dropping 3 in a nearby spot will spawn creep 3 times faster than 1 normally would) - don't bunch your overlords up. send them around the map to scout, make creep highways, or even spew creep on expansions to stop terrans and protoss from... expanding.
Posted this just last week... ironic? Salty's SC2 Cast - Tips and Tricks Note, this is a YouTube video, not a link to another thread.
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you can make a hive then cancel it, it will have a small area of creep to let you put creep tumor and spinecrawler on it.
you can place creep tumor on enemy's creep to gain vision.
when mind control ghost during nuke, you need to manuel cancel nuke.
point defense drone can be mind control.
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You can make more then one nyndus worm from a nyndus canal. It's a game mechanic that a lot of zerg seem to overlook. Very useful when having ninja expansions or wanna harras enemy while still being able to defend base.
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On June 14 2010 14:47 Hikari wrote: hmmm... what if I ask my terran ally to send 15 SCVs to repair my mothership while my voidrays go to work...... Correct me if I'm wrong, but doesn't motherships cloak allied units in 2v2 as well? If you got 15 cloaked scv's repairing your mothership, then this could prove hard to deal with. Aren't scv's also off the attack priority list if they aren't joining the fight? Which means that in addition to getting detection nearby, you would have to individually target the scv's to get them killed off.
So your opponent basically will need to 1. bring detection 2. micro his attacking units to kill off the repairing scv's 3. focus fire the mothership down 4. kill off the rest of your (now decloaked) army or completely ignore it and face the wrath of the almighty indestructible mothership!
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great tips. i never thought about feedbacking a point of defense drone. can you also emp them?
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On June 14 2010 16:29 lusiel wrote:Show nested quote +On June 14 2010 09:04 nEAnS wrote: [...][ b]Zerg [...] -To increase the chances of using a Nydus Network inside your opponent's base and for a faster flow of units, build two of them and have them build two Nydus Worms simultaneously
I think you can built several Nydus Worms from a single Nydus Network... If I am not mistaken. Then delivering your army from both of them together should not be a problem ^^ [/b]
It has a que system and only one worm can be built at the time. thus make two canals for two worms.
I am very certain that this is the chase.
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On June 14 2010 16:29 lusiel wrote:Show nested quote +On June 14 2010 09:04 nEAnS wrote: [...][ b]Zerg [...] -To increase the chances of using a Nydus Network inside your opponent's base and for a faster flow of units, build two of them and have them build two Nydus Worms simultaneously
I think you can built several Nydus Worms from a single Nydus Network... If I am not mistaken. Then delivering your army from both of them together should not be a problem ^^ [/b]
better yet, make nydus networks in every one of their bases! We can't have a non-zerg player with more than 2 bases now, can we?
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On June 14 2010 21:19 Madkipz wrote:Show nested quote +On June 14 2010 16:29 lusiel wrote:On June 14 2010 09:04 nEAnS wrote: [...][ b]Zerg [...] -To increase the chances of using a Nydus Network inside your opponent's base and for a faster flow of units, build two of them and have them build two Nydus Worms simultaneously
I think you can built several Nydus Worms from a single Nydus Network... If I am not mistaken. Then delivering your army from both of them together should not be a problem ^^ It has a que system and only one worm can be built at the time. thus make two canals for two worms. I am very certain that this is the chase.
yeah, as far as i know, this is the case - each nydus network can only build one worm at a time, but can build multiple worms.
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[QUOTE]On June 14 2010 09:45 STS17 wrote: [QUOTE][B]On June 14 2010 09:33 InfiniteIce wrote: Terran Rather than use a scan for 50 energy, why not drop a MULE on your opponents minerals to scout? You can then move the mule around the base and get a wider scout radius than a scan, if you have the unit control for it. You can also steal some of thei rminerals and mine them out faster, since MULEs IGNORE other workers mining (including your own) . The missile dropping onto their minerals is sure to freak them out, too.
You are going to waste 270 minerals (per mule) x3. Do you really think he will los so many minerals from tanking his scvs? Especially if he can cast down his own mulse right after to boost his eco back till he gets scvs back. I dont think thats viable
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ETHANOL, we don't care about minerals in TvT in the mid-late game, we generally have about 5000000000000000021124 minerals and 2 gas so losing the MULEs is no big deal at all. What turns the tide of the TvT turtle fest is how much gas you can prevent your opponent from having, thus if you can make him kill his own SCVs while only losing energy yourself, you have secured quite an advantage, especially if those SCVs were mining gas.
The only problem with this is I do not know how viable it is now that the tanks only hit for 50 damage since that really hurts the splash they do. In other words, this many not even work any more post patch 15
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The Point Defense Drone WILL NOT STOP Marines, Reapers, Ghosts, Tanks, Hellions, Thors, Roaches, Broodlords, Sentries, Void Rays, and Carriers I noticed it doesn't work as well as I had orginially thought, but I didn't think the list was that big! So...completely useless against Protoss air, Terran Mech, and Zerg T1, very effective against Terran air and Zerg T2?
What about Immortals and Colossi? I don't think the PDD stops them either...
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hallucinated colossi breaks FF, this is actually really useful in pvp
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To the OP: You are right about contaminate. It will stop production, but does not stop it from attacking, see liquipedia2 on Contaminate
Not sure if this is a trick but it's kinda helpful...
When you want to nydus your enemy you should distract him by spawning infested terrans at a mineral line. This will keep the opponent busy just long enough for the nydus worm to pop up. And the infested terrans really don't cost you anything except the 100 energy and 50minerals/100gas per overseer.
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SCV's are both mechanical as biological, so they can repair eachother AND be healed by medivacs. This comes together nicely with a Thorship drop, just produce 2 medivacs from a reactor, fill one with a Thor one with SCV's, auto repair and the SCV's will repair eachother, the medivacs and the Thor. The Medivacs will heal the SCV's and can pick up the Thor when needed. The Thor deals massive damage --> win
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A fun strat I like to do as zerg, on the 2v2 maps like the twilight fortress (or is it citadel?) where the allies start with their min lines next to each other, except for a chasm between the two, I tend to send an overlord back to the corner behind their base, in order to get sight, and then later after I have a nydus entrance and an army, shortly after my lair, I like to pop up a nydus exit on one side, beat the hell out of one of the min lines, watch and laugh as both players run their army over to mine, and meanwhile after the firt exit is built I've been builinding a 2nd exit next to the other min line, still in sight of the original olord. And then I simply evac my army back into the first nydus exit, and pop them out on the other side. If the opponents haven't destroyed my original nydus exit yet, I like to play back and forth. Hopefully I've coordinated with my teammate to be smashing in the front door around the same time.
I'm thinking though, an improvement on this (perhaps in other maps,using a cliff to separate exits, eg between main and nat xpo) might be to build a 2nd/3rd/etc worm while moving the olord/seer, such that there will be more doors/exits, idk, just a thought...
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Infestor in ZvZ A neural parasited unit will use the armor/weapon upgrades you have researched not your opponents, even if your opponents are higher. They do not gain spells or abilities.
If you NP an enemies infestor then use that infestor to NP something else you keep control of that unit until the second NP is canceled. Meaning you keep control of the second unit even after the enemy gets his infestor back. (If your opponent isn't watching carefully he won't be able to cast anything with his infestor since its still channeling, or he'll assume he's NPing one of your units.)
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-You can mind control a point defense drone and get all its benefits. Or better yet, mind control a raven and throw one out yourself.
-Mind controlling an overlord morphing into an overseer and then cancelling it will cause your opponent to lose the resources he spent on it.
taken from the infestor use thread
http://www.teamliquid.net/forum/viewmessage.php?topic_id=131047
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On June 14 2010 22:54 WaveofShadow wrote:Show nested quote +The Point Defense Drone WILL NOT STOP Marines, Reapers, Ghosts, Tanks, Hellions, Thors, Roaches, Broodlords, Sentries, Void Rays, and Carriers I noticed it doesn't work as well as I had orginially thought, but I didn't think the list was that big! So...completely useless against Protoss air, Terran Mech, and Zerg T1, very effective against Terran air and Zerg T2? What about Immortals and Colossi? I don't think the PDD stops them either...
unless it's a recent patch change, they definitely stop thor shots. they're not great at it, because thors shoot four projectiles at a time, but i've seen it happen many times, and it can be worth it.
stops phoenix shots too.
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