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[G] Tips and Tricks with Units - Page 7

Forum Index > StarCraft 2 Strategy
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MaxField
Profile Blog Joined May 2010
United States2386 Posts
July 06 2010 05:10 GMT
#121
On July 06 2010 13:04 Murgel wrote:
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:
+ Show Spoiler +
http://www.youtube.com/watch?v=_3r22xG-2rE

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.

Wow that is amazing. i really had no clue that could be done. I realize that it would require a bunch of roaches to do , but being able to move an enemy's unit to your liking is just amazing. hope it does not get patched.
"Zerg, so bad it loses to hydras" IdrA.
cheeseztoe
Profile Joined April 2010
Canada25 Posts
July 06 2010 09:18 GMT
#122
Broodlords can continuously spawn broodlings by telling your broodlords to attack the already spawn broodlings on the ground, and Infesters can shift-queue burrow for some quick fungal growth and burrow hit and run.
Starcraft 2 IGN: Gecko
MangoTango
Profile Blog Joined June 2010
United States3670 Posts
July 06 2010 10:56 GMT
#123
On July 06 2010 07:53 InTriX wrote:
Show nested quote +
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.


I prefer to hide Spire under a hidden Ovie spawning creep. Can really throw off a player, especially if you've denied the scout and they're waiting for Obs/Scan to see your tech pattern.
"One fish, two fish, red fish, BLUE TANK!" - Artosis
InfiniteIce
Profile Blog Joined May 2010
United States794 Posts
July 06 2010 12:07 GMT
#124
On June 23 2010 08:24 Cofo wrote:
For Protoss:

You do not need pylon power to FINISH warping in a building, only to start it. I use this sometimes if I'm hiding a Dark Shrine. Warp prism with probe -> pylon mode -> Throw down Shrine -> Fly away. The Shrine will finish building but be unpowered.

On a related note, the dark shrine does not need to be powered in order for you to build DTs.


Damn, I never found a use for that before. Good tip Cofo!
i keep going back to my response to chill's fake PM and laughing, then immediately getting a feeling that i assume i'd get if i had an orgasm and the girl said "hahaha guess what i have a dick" -FakeSteve
Murgel
Profile Joined April 2010
Sweden175 Posts
July 06 2010 17:53 GMT
#125
On July 06 2010 14:10 TheKing. wrote:
Show nested quote +
On July 06 2010 13:04 Murgel wrote:
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:
+ Show Spoiler +
http://www.youtube.com/watch?v=_3r22xG-2rE

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.

Wow that is amazing. i really had no clue that could be done. I realize that it would require a bunch of roaches to do , but being able to move an enemy's unit to your liking is just amazing. hope it does not get patched.


Yeah, It's pretty neat. If you can intercept a blob of protoss with colossi and no obs as he is moving out you can halve his army and win the game right there if the P isn't careful. The colossi will stop and start dancing with the roaches while the rest of the army keeps moving.

Now we just need a name for this maneuver... How does Murgling sound to everyone?
Greggle
Profile Joined June 2010
United States1131 Posts
Last Edited: 2010-07-06 19:44:44
July 06 2010 19:28 GMT
#126
In TvT you can EMP the enemy Orbital Command. After that you can nuke freely. There will be a decent period between Ravens becoming available and nukes becoming available. Just don't stand near any turrets.

Edit: Siege tanks in tank mode do 25 damage per hit to armored units and attack nearly 3 times as fast, and therefor do 75 damage for every 50 damage a sieged tank would do. If enemy units are armored and not bunched up tank mode is therefor much more effective, especially if your unseiged tanks are up against sieged tanks and you're already in range. You may as well give up if you switch into siege mode.
Life is too short to take it seriously.
ToxNub
Profile Joined June 2010
Canada805 Posts
July 07 2010 16:53 GMT
#127
On July 07 2010 04:28 Greggle wrote:
In TvT you can EMP the enemy Orbital Command. After that you can nuke freely. There will be a decent period between Ravens becoming available and nukes becoming available. Just don't stand near any turrets.

Edit: Siege tanks in tank mode do 25 damage per hit to armored units and attack nearly 3 times as fast, and therefor do 75 damage for every 50 damage a sieged tank would do. If enemy units are armored and not bunched up tank mode is therefor much more effective, especially if your unseiged tanks are up against sieged tanks and you're already in range. You may as well give up if you switch into siege mode.


Shame you can't feedback it
prochobo
Profile Joined May 2010
United States232 Posts
July 07 2010 18:09 GMT
#128
On June 21 2010 01:29 Chronocide wrote:

If you queue up multiple attack targets with a large group of units, the units that cannot attack the first target will automatically move on to the second target. So if you had a ton of lings and your opp has 3 thors, you can queue up all three targets using shift+right click. As soon as the first thor is surrounded, the remaining lings will go after the second thor until it's surrounded. Probably faster to have multiple control groups though. it's especially helpful when taking out buildings


Wow, thanks! One of the most useful tips in this thread. I was always worried about shift-click focus firing with blobs of stalkers and zealots stuck in the middle of the blobs.

Do you know what happens at the end of the shift-click queue? Like if some zealots still can't reach a target, will they default to auto-attack mode? And any idea if this behavior is the same when simply right-clicking with no queue?
Acriphony
Profile Joined July 2010
Canada6 Posts
July 07 2010 18:50 GMT
#129
I'm surprised that no one mentioned the new 'aerial reaver' - overlords + banelings.
You can fly over light ground armies and drop banelings on them like living bombs. Or you can drop banelings on the mineral line, or on a clump of fleeing workers.
Live by the spike, die by the spike!
peckham33
Profile Joined April 2010
United States267 Posts
July 07 2010 19:13 GMT
#130
On July 08 2010 03:50 Acriphony wrote:
I'm surprised that no one mentioned the new 'aerial reaver' - overlords + banelings.
You can fly over light ground armies and drop banelings on them like living bombs. Or you can drop banelings on the mineral line, or on a clump of fleeing workers.


not quite a reaver, but about as close as we will be getting in the near future.
dead men tell no lies, and i am dead, yet i can talk so i must be alive, but i was just shot in the head five times so i must be dead, but if i am dead then all i have said must be true, so now i am dead and alive?
blagoonga123
Profile Blog Joined July 2007
United States2068 Posts
August 23 2010 21:50 GMT
#131
I've been experimenting with a little micro tip people might find helpful:

When youre getting kited, for example your mutas are getting kited by phoenix, or zerglings by hellions, you can get off some free shots pretty easily by doing the following. If theyre running away, you follow up by running away. For about .5-.7 seconds. Then you turn around and start attacking again. The idea is that they will turn around to try to attack you, and then you'll get some shots off before they can run again. The proper timing can only be learned through experience. Through a combination of lag and natural human reaction time, you'll usually be able to get off a whole volley of muta shots, or maybe even a hellion surround.
FOOL! Pain is my friend! Now let me introduce you to it!
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