This could be useful for hiding tech in general. fly to an abandoned part of the map, somewhere on a cliff and place down hidden tech. But I guess with other buildings you'll want to update, like a support bay or templar archives. So eventually you'll need a pylon near, or leave the prism there for the duration. Which sort of defeats the purpose.
^^ exactly. I can see this being quite useful. DTs are of no use if scouted. Warp the shrine in a corner of the map. Use the warp prism to drop DTs. Thats a pretty nice surprise attack.
P - You can have zealots charge your own units to move faster, like if you are running away and are slowed... Just have the zeal charge your closest unit, and he will dash towards it, outpacing the chasers. Make sure you re-move him though, because he will attack your unit.
P - You can move your Archons while they are merging... Simply surround them with units, like stalkers, and have the stalkers move to a location. The Archon in the middle will be "pushed" by them, allowing you to merge in safety but at the same time push out to a fight.
so just using my setup as reference. i hotkey all my queens to 4, so i go 4 then hold shift + v and then click on the map where each hatch is. the queen closest to the hatch you click on will do spawn larva. so obviously this will only work if each your hatches have a queen
just a warning though, if a queens has no mana, like cause it tumored or something, the next closest queen would run to the hatch.
On July 03 2010 04:05 tehemperorer wrote: P - You can have zealots charge your own units to move faster, like if you are running away and are slowed... Just have the zeal charge your closest unit, and he will dash towards it, outpacing the chasers. Make sure you re-move him though, because he will attack your unit.
P - You can move your Archons while they are merging... Simply surround them with units, like stalkers, and have the stalkers move to a location. The Archon in the middle will be "pushed" by them, allowing you to merge in safety but at the same time push out to a fight.
I noticed sometimes, when i was first experimenting with an archon zealot push PvZ, that you could..move archons on their own without this, sometimes it worked others it didnt.
Everyone probably knows this but I personally do this alot and wonder why others don't do this more often: burrowing a zergling to block an expansion. Forces terran to waste a scan which could be used for a mule, forces zerg to make an overseer, doesn't really affect toss as toss always gets an observer anyways but a delayed expansion nonetheless. In one of my games I did this against a terran but had 3 zerglings tucked away on the side to re-block his expansion once he killed off my initial burrowed ling. Forced him to scan twice (600 minerals lost), delayed his expansion and caused him to rage quite a bit xD
Something like this can also be used in lategame although it also requires more micro. Since multiple voidrays will kill the proxy pylon before they are charged you can charge them all at various buildings in your main. After they are charged you keep them charged by constantly attacking another unit (or halllucination) then quickly moving them towards the enemy base. The damage of a voidrays attack has a small delay after the graphic so if done properly they will keep their charge and not damage the other unit at all. Sorry if the explanation is hard to understand but the video shows what i mean at 1:48, and it can be done with multiple voidrays at once. + Show Spoiler +
if Ctrl + f1 selects all idle workers.. and just f1 by itself selects 1 idle worker. Sounds like it would be easier to split with f1 -> right click -> f1 -> right click and so on to send each worker to a diff mineral patch. I dont know if this is common knowledge but I had not thought of it until just now
Chronoboost affects warpgate cooldown. Stalkers can blink around destructible rocks from the side. (good on kulas ravine and blistering sands) Shift clicking blink prevents left behind stalkers, and is referred to as smart blinking. (but its incredibly awkward to reach shift and b in my opinion). Collosi can be microed in/out of a warp prisim like starcraft 1 reavers. Building sentries lets you expand earlier or increase gateway count. It takes six sentries to endlessly force field a ramp. Guardian Shield does not stack and reduces marine damage from 6 to 4, which is a pretty hefty 33%.
Banelings will damage Cloaked units like Ghosts and Dark Templar if you press X when they're nearby. I'm not sure if it will damage burrowed units. It's nice if you can't get your Overseer out, say you're missing Lair. But you need 3 Banelings to take out 1 Dark Templar, which isn't that cost effective. Might save your behind though.
He's a little trick I just thought of by playing with warp prisms.
I don't know what strategies can be evolved from this, but if you have your warp prism go into phasing mode, not only can you warp in units under it, but you can also build buildings. Once you start the building, it will keep on building even if you move your warp prism away (it'll just spawn unpowered)
Some tactics I thought about with this is getting a head start on setting up extra gateways in an area without pylons, then timing the pylons to finish right as the gateway does to shave off some time and get producing faster.
Or you could use this if an enemy destroys your pylons near your canons to keep them up. Or even do a fake-out play, building a bunch of unpowered structures near your opponants base (hoping they ignore them) and move in a warp prism for a surprize production attack (stargate, robo etc).
The first one would probably be the most viable imo.
EDIT: Sorry I just saw the page before me using this with DT drops, so I guess this is just an expansion on the idea.
On July 06 2010 07:49 Kabam0909 wrote: He's a little trick I just thought of by playing with warp prisms.
I don't know what strategies can be evolved from this, but if you have your warp prism go into phasing mode, not only can you warp in units under it, but you can also build buildings. Once you start the building, it will keep on building even if you move your warp prism away (it'll just spawn unpowered)
Some tactics I thought about with this is getting a head start on setting up extra gateways in an area without pylons, then timing the pylons to finish right as the gateway does to shave off some time and get producing faster. Or you could use this if an enemy destroys your pylons near your canons to keep them up. Or even do a fake-out play, building a bunch of unpowered structures near your opponants base (hoping they ignore them) and move in a warp prism for a surprize porduction attack (stargate, robo etc).
The first one would probably be the most viable imo.
Someone had this idea for a dark shrine. Good to hide it but requires the warp prism. However if you go for a warp prism dark templar drop then why not hide the shrine.
Something like this can also be used in lategame although it also requires more micro. Since multiple voidrays will kill the proxy pylon before they are charged you can charge them all at various buildings in your main. After they are charged you keep them charged by constantly attacking another unit (or halllucination) then quickly moving them towards the enemy base. The damage of a voidrays attack has a small delay after the graphic so if done properly they will keep their charge and not damage the other unit at all. Sorry if the explanation is hard to understand but the video shows what i mean at 1:48, and it can be done with multiple voidrays at once. + Show Spoiler +
http://www.youtube.com/watch?v=f6iAXlkYxB4
I know this can sound confusing so I'll clarify a bit: If you attack something with a fully charged void ray then quickly stop, the target won't be damaged at all. Doing this, however, retains the charge on the void ray
Here's something I have known about for a while but have strangely enough never seen mentioned anywhere. I'm actually pretty sure it's a bug that will get fixed once Blizzard learns about it. First time I saw it was on Destiny's stream a while back, when the beta was still up and running. Destiny was playing against a silly protoss who refused to get observers for basically the entire game even though Destiny kept using tunneling roaches against him. So anyway, what some of us stream watchers discovered was that colossi can't pass over burrowed roaches.
Yep, so (assuming the protoss doesn't have detection) you can make a wall of burrowed roaches that is unpassable for the colossi or, if you want to do something more useful, you can roach tunnel under a protoss army while holding a broad formation to try to separate the colossi from the rest of their army and then finish them off while they're all alone and vulnurable.
Try it for yourself in the unit tester and/or watch from 4:45 to 5:00 of this White-Ra vs BluBla replay as commented by Husky:
There are two colossi getting caught up in some tunneling roaches who are trying to get away from a losing battle and while separated, the colossi get picked off by corruptors. I don't know if BluBla did that intentionally or not. Nice trap if he did, but it might just have been luck, as both the roaches and corruptors were disengaging in that direction anyway.