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Dropping a dozen mules on an enemy base and running them around in 2v2 while your partner's observer gives you sight will freak them out, and in lower leagues cause them to withdraw their entire army from the field to deal with the incredible threat. That's stupid and I only did it once, but come on, it's just 2v2. You have fun in 2v2.
As for something useful that some people don't seem to know, neural parasite can be shift-casted. I've seen players far better than myself individually select their and cast np with each of their infestors. select a group of infestors spam shift E on whatever units you want to control, and the infestors will work out amongst themselves which one is going to control what.
Also, medivacs can heal basically every zerg unit. Really handy in 2v2. And I suppose if you could manage to mind control an SCV and tech all the way up to starport in 1v1 and make it economically justifiable, more power to you.
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you don't need to hold down shift, just spam e and click on enemy units and seperate infestors (actually the closest one with energy to what you clicked every time) will cast individually for a nice simultaneous NP
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On June 16 2010 16:29 osten wrote: you don't need to hold down shift, just spam e and click on enemy units and seperate infestors (actually the closest one with energy to what you clicked every time) will cast individually for a nice simultaneous NP that's the beauty of smartcast, which i can't believe people objected to when it was first shown.
on a side note the shift method works fantastically with ghost snipe if anyone ever finds themself in a situation where they actually would use it.
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Protoss:
Stalkers are still able to Blink while under the effects of Fungal Growth.
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On June 16 2010 16:38 vlaric wrote: Protoss:
Stalkers are still able to Blink while under the effects of Fungal Growth.
I didn't know that. After the blink, can they move freely? Or is the fungal growth still in effect?
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stalkers are still affected after blink
the vikings ability too is useable while fungal growthed
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the MULE trick has been cracked down in another (or several thread) already and it all comes down to that the fact it's absolutely not cost effective (in 1v1).
The best use of it would be making enemy tanks shooting his own units/scvs but with the smart targeting it's pretty useless since it only needs one or two shots to destroy the mule, so you'll have to call a lot of them if you want to get a proper result. Absolutely not cost effective you should save your energy for scans that will be more usefull.
Another tip : you can shoot at the reaper when it's jumping over a cliff, i.e you see a verry low hp running out of your base, if your queen is in range then don't be afraid to suit it, it's verry nice to see the reaper dying when he's in the air ^
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my 2 cents:
- banelings can explode when borrowed - banelings deal damage when dying, so no need to really attack move, just move where you think you'll deal more damage - you can drop a collosus - zerg can drop mucus to delay an expand ofc, and terran can build a rax and lift it at last time - ctrl-f1 select all idle worker. useful at game start - you can queue pretty much any action; for example sieging a tank - if you group all your nexus, in mid game (3 exp) you can chronoboost anything easily in without running out of energy (assuming you hate warp gates, not gateways)
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If you sneak a small number of changelings in before/with a drop or nydus, you can tell them to hold position to block chokes or ramps to impede a defending ground army moving to respond. Changelings must be manually targeted to kill them; detectors don't expose them and a-move won't cause units to attack them. Every second of confusion and delay helps.
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On June 18 2010 00:50 Umpteen wrote: If you sneak a small number of changelings in before/with a drop or nydus, you can tell them to hold position to block chokes or ramps to impede a defending ground army moving to respond. Changelings must be manually targeted to kill them; detectors don't expose them and a-move won't cause units to attack them. Every second of confusion and delay helps.
As per my post on the very first page of this thread...:
On June 14 2010 09:33 InfiniteIce wrote: [*] You cannot load a changeling into a Nydus worm.
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On June 18 2010 01:25 InfiniteIce wrote:Show nested quote +On June 18 2010 00:50 Umpteen wrote: If you sneak a small number of changelings in before/with a drop or nydus, you can tell them to hold position to block chokes or ramps to impede a defending ground army moving to respond. Changelings must be manually targeted to kill them; detectors don't expose them and a-move won't cause units to attack them. Every second of confusion and delay helps. As per my post on the very first page of this thread...: Show nested quote +On June 14 2010 09:33 InfiniteIce wrote: [*] You cannot load a changeling into a Nydus worm.
True, but he's not implying to load a changeling into a Nydus worm, only sneaking it inside their base...
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upgraded roaches regen so fast when burrowed, that storm only does half damage due to their healing. This can be very useful if your opponent is going High Temps by burrowing and if you are trapped in a situation where you cant retreat easily (say due to FF)
PvT if you warp in DTs and a HT, you can hide the HT and the feedback the overseer, works great since most people don't make more than 1 for defense and a defensive OS almost always has full energy. also dont forget you can feed back corrupters, battlecruisers and thors.
I also only recently learned that the bunker adds +1 range to units inside and allows you to stim.
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On June 14 2010 16:07 lololol wrote:Show nested quote +On June 14 2010 09:04 nEAnS wrote: -No group of units will overkill in Starcraft 2 (think Siege Tank smart kill). e.g Out of a group of 4 hellions with pre-igniter upgrade only 2 will fire when targeting a drone
False. Only units with instant hit attacks do not overkill, since the engine is linear(i.e. everything happens one after the other, even though it may seem as happening at the same time) and units can't fire on already dead targets. All units with projectile attacks can overkill and do so pretty often. Show nested quote +On June 14 2010 09:04 nEAnS wrote: -In team games SCVs can repair Protoss Armored units
Mechanical, not Armored.
So an SCV can repair everything from the robo?
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Well I think this is pretty widely known, but I haven't seen anyone mention it yet soo...
Terran > Ghost: EMP reveals cloaked units for a short duration. Useful against DT rushes or killing observer scouts. It doesn't reveal burrowed units though.
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I just remembered this one.
The nydus worm isn't exactly a unit, but... you know when you make a nydus worm and it throws itself dramatically out of the ground and slowly settles back down? You can get units out slightly faster. If you hit D when it has reached maximum height, it will quickly sink back down into the ground and start unloading units about 2 seconds earlier than it normally would.
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In placement matches, you can type "has left the game!" and often times your opponent will surrender thinking you left and the game bugged. Not really a valid build order but it sure as hell beats cheese.
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On June 18 2010 02:16 Duelist wrote:Show nested quote +On June 14 2010 16:07 lololol wrote:On June 14 2010 09:04 nEAnS wrote: -No group of units will overkill in Starcraft 2 (think Siege Tank smart kill). e.g Out of a group of 4 hellions with pre-igniter upgrade only 2 will fire when targeting a drone
False. Only units with instant hit attacks do not overkill, since the engine is linear(i.e. everything happens one after the other, even though it may seem as happening at the same time) and units can't fire on already dead targets. All units with projectile attacks can overkill and do so pretty often. On June 14 2010 09:04 nEAnS wrote: -In team games SCVs can repair Protoss Armored units
Mechanical, not Armored. So an SCV can repair everything from the robo?
Only zealots and templars aren't mechanical, every other protoss unit can be repaired.
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More abilities can be queued compared to SC BW. When placing siege tanks for example, you can order the tank to go to a location, then hold shift while giving the siege command. The tank will then move to the designated spot and go into siege mode after arrival.
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-No group of units will overkill in Starcraft 2 (think Siege Tank smart kill). e.g Out of a group of 4 hellions with pre-igniter upgrade only 2 will fire when targeting a drone
Is that true? I seem to remember groups of stalkers overkilling..
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On June 18 2010 07:02 Stoli wrote:Show nested quote +-No group of units will overkill in Starcraft 2 (think Siege Tank smart kill). e.g Out of a group of 4 hellions with pre-igniter upgrade only 2 will fire when targeting a drone Is that true? I seem to remember groups of stalkers overkilling..
This is only true if the unit has an instant attack like a tank, as opposed to one with travel time such as marauders. Unfortunately i don't have a list of which units have instant attacks, a list on this thread would be appreciated if anyone knows though.
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