This guide is to compile all the special abilities that you might not know in Starcraft 2. I am trying to educate the community on how some of the unit abilities function. Please feel free to contribute if I missed something and I will add it to the first post.
General
-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
-In team games SCVs can repair Protoss Armored units
Terran
-Ghost's EMP will cancel the Phoniex's channeling spell the Graviton Beam
-Thor's 250mm cannon will STUN the target unit for the duration of the attack
-The Point Defense Drone WILL NOT STOP Marines, Reapers, Ghosts, Tanks, Hellions, Thors, Roaches, Broodlords, Sentries, Void Rays, and Carriers
Protoss
-High Templar can Feedback Point Defense Drones
Zerg
-An Overseer's Contaminate ability WILL NOT STOP a Planetary Fortress from attacking (need confirmation)
-Banelings can explode like mines while burrowed
-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
If you would like to add anything, please post it!
Contaminate does only stop unit production, and won't stop static defense structures from attacking.
You can toggle "unburrow" to autocast, so units will pop out of the ground when the enemy walks over them to engage (useful with banelings as it can make for a more devastating "mine" since the banelings will attempt to move closer to the enemies for maximum damage)
Useful guide, though a lot of these can be gathered from simply reading the tooltips of abilities.
Unburrow can be set to auto-cast, the units will then unburrow as soon as something enters attack range. For Banelings, they will unburrow when a unit is close enough that it would be damaged by its splash should it explode where it was standing then run next to the unit and explode (maximizing effectiveness) I believe this is ~Range 1.
Repair can be set to auto cast by right clicking on it, however if an scv is mining it will not stop to repair something.
Overlord creep pooping can be set to auto cast as well.
I'll try to add some of the more obscure tips/tricks, or uncommon uses for common things that people know about but don't utilize to full exploitative effectiveness. Some of these might seem way too fleshed out, but I wanted to give actual gameplay examples as to where these things would be useful, as opposed to just posting something and saying it's good.
Zerg [*] In addition to the post above regarding burrow cast, Roaches and infestors can be ordered to move, burrow, unburrow, move, burrow again, move, unburrow, etc., with shift-commands (i.e. queueing) for a ninja sneak-attack if you have eyes on your opponents army or a rough idea of when to burrow to avoid being seen. e.g., your terran opponent has no raven but does have control of the xel'naga watch towers. You can distract his units with a little feint attack while also ordering your burrowed roach/infestors to sneak around the back. This is great with fungal growth queued up at the end, followed by a reburrow on the infestor, and an unburrow of the roaches to finish off all the workers/snipe the CC.
[*] Or say youre on Blistering Sands, and your Terran opponent is camping the Xel'naga towers.
You can queue up the following commands, which I have used to surpringly amazing success. (All queued up for max speed) Burrow, move to his rocks blocking his back entrance, unburrow, attack rocks, re-burrow, then order them to move back to your base. If he has left his back rocks unguarded, but has (for example) a supply depot there, he should see the rocks going down and start to pull back as he freaks out that you're going to take out his main.. You having reburrowed right after the rocks go down and ordered your units to pull back, will likely encounter his army in transit trying to take your roaches out. [Manually] unburrow, cast a fungal growth, pop up the roaches, and bye bye tanks! Pop some more units and move in for the kill.
[*] You cannot load a changeling into a Nydus worm.
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 their minerals and mine them out faster, since MULEs IGNORE other workers mining (including your own) . This effect is surely negligible once or twice, but used over the course of a long game can definitely have an impact on their economy if you are doing a contain/econ starve on your opponent, especially as the maps resources grow dryer. The missile dropping onto their minerals is sure to freak them out, too ^_^;
[*] Note that MULEs do not have to be cast on a mineral patch. You can cast them anywhere. (NOTE: Oops, subject to STS17's post below, it seems that I overlooked, in haste, that you need vision to cast a MULE. Doh! See what happens when Beta goes down! Sorry if I got anybody's hopes up for some craziness. Still, I can think of some very good uses for this!)
Still, you can scan/mule if you have excess energy (tsk tsk, macro macro!) and suspect your opponent has either hidden some buildings on his base edges, or want to throw down a scan on his main, scout the rest of his main, and his expo as well with your MULE.
[*] Or, say you suspect your opponent of building a Proxy Rax/Gate nearby his natural or taking a rather quick double expo. The maps I'm thinking of are Lost Temple & Kulas Ravine, where you can throw down an expo at the natural, then go for the gold (on either map). Or, say we're on Kulas Ravine. Throw a scan into your opponents NATURAL. If you scan at the choke, you should have vision of: his natural, if he expanded, the tip of his high-ground, and the area past his wall-off at the choke. You can then call down a MULE either just past his wall-off if he doesn't have units there, and scout around his main/rocks. Or, even better, throw the MULE onto the tip of his high-ground, and bring your MULE to the Xel'Naga watch tower at his high-ground! Then you can see what he's building, and where his forces are, if nearby, and might be able to catch him moving out. [SUBJECT TO CONFIRMATION: Do MULEs get the Xel'Naga?] If so, I can think of a lot of good uses for this, i.e. scanning your opponents base, and possibly catching his army if MULEs can control the Xel'Naga watch tower.
Rather than cast 3 scans (two looking at a spread-out main, one at his expo) for 150 mana (yea yea, energy, I like mana damnit! ) you can throw a scan and a MULE for 100 mana.
Not as useful as I originally thought, but one of those unique little tricks a (smart? You decide...) player might think of to save 50 energy for extra MULE resources on his own mineral lines.
I have tons more, but these are some unique ones I haven't seen posted elsewhere yet.] (End of this post duplicates my below post due to editing in!)
On June 14 2010 09:04 nEAnS wrote: Protoss
-High Templar can Feedback Point Defense Drones
Now that's what I'm talking about. Uncommon uses for commonly known abilities! I admit that even I did not know this. I hope this thread brings many more things like this, and (hopefully people agree?) the things that I posted above/in the future. <3
[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. Note that MULEs do not have to be cast on a mineral patch. You can cast them anywhere.
You need vision of an area to cast a MULE it can't be cast blindly into the dark. So this wouldn't work unless you had vision of his base already.
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. Note that MULEs do not have to be cast on a mineral patch. You can cast them anywhere.
I have tons more, but these are some unique ones I haven't seen posted elsewhere yet.
You need vision to call down a MULE, so I'm not sure how this would work as a scout.
Thanks STS17, I edited my post to reflect your info!. See what happens when Beta's down?! Still, you can scan/mule if you have excess energy (tsk tsk, macro macro!) and suspect your opponent has either hidden some buildings on his base edges, or want to throw down a scan on his main, scout the rest of his main, and his expo as well with your MULE.
Rather than cast 3 scans (two looking at a spread-out main, one at his expo) for 150 mana (yea yea, energy, I like mana damnit! ) you can throw a scan and a MULE for 100 mana.
Not as useful as I thought, but one of those unique little tricks a (smart? You decide) player might think of to save 50 energy for extra MULE resources on his own mineral lines.
But definitely, one can tell I am not the greatest Terran player ^^; Thanks STS and Alzadar.
Ok fine Infinitelce I'll add one more MULE trick in:
I did this fairly often before the -10 damage to siege tanks nerf so I'm not sure how effective it still is.
If the Terran player (TvT) has a couple of siege tanks in his base within range of his SCVs you can scan and call down a mule into his SCV line (typically takes two or three MULEs but you don't need the minerals at this stage of a TvT) and watch as the tanks blow up his own SCVs since it splashes friendlys.
I've had games where this happens to my opponent and they don't even realize for quite some time since it doesn't warn you for friendly fire.
Also, I believe you can call a MULE down on a unit and it will begin repairing it (need confirmation as I have never done it myself) so this is always useful when doing an early Thor push if you need just a little bit of extra repairing action. (Probably not the most efficient tactic though)
On June 14 2010 10:04 STS17 wrote: Ok fine Infinitelce I'll add one more MULE trick in:
I did this fairly often before the -10 damage to siege tanks nerf so I'm not sure how effective it still is.
If the Terran player (TvT) has a couple of siege tanks in his base within range of his SCVs you can scan and call down a mule into his SCV line (typically takes two or three MULEs but you don't need the minerals at this stage of a TvT) and watch as the tanks blow up his own SCVs since it splashes friendlys.
I've had games where this happens to my opponent and they don't even realize for quite some time since it doesn't warn you for friendly fire.
<3. I also added more MULE insanity into my post, above. Maybe you can confirm some question/suspicions I added onto it?
I looooove the idea of trying to snipe his SCVs with his own tanks. With the smartcast I'm not sure how great it would do, but hell, it might just be an awesomefest. Plus, if you're able to get him to snipe his own gas SCVs, this might just turn the entire course of a game, since TvT is an extremely gas-dependent matchup. Without the friendly-fire warning, if your opponent doesn't notice, he might have zero, or one SCV in one (or both, if you're super-fly) of his geysers. I also like to do this during battle, because not only do a shitload of things that look more-or-less like Nukes coming down on top of his marines scare people, if you're good/lucky with this, you can cast a wall of MULEs behind his infantry line and, with enough luck, his tanks will just splash splash splash all your mules onto his infantry. + Show Spoiler [Verification needed:] +
Additionally, you can wall in his infantry and prevent them from moving back if you have enough MULEs/unit control. So his infantry won't be able to avoid the splash. Verification needed as to whether or not MULEs actually have collision with regular army units.
On June 14 2010 10:04 STS17 wrote: Also, I believe you can call a MULE down on a unit and it will begin repairing it (need confirmation as I have never done it myself) so this is always useful when doing an early Thor push if you need just a little bit of extra repairing action. (Probably not the most efficient tactic though)
I don't think that MULEs will start repairing a mech unit if you cast onto it, but they might. I won't assert either way. Somebody else can confirm this hopefully. Either way, you CAN call down a fuckton of MULEs, say if you've been lacking macro or saving up mana, and go for a big mech-style push. Then you can simply ctrl+click your MULEs to select 'em all, and right-click on repair (it's auto castable!) to save your mighty mighty, but very expensive Thor$ and kill off those pesky Mutas with the extra repair healing the Thors, or vikings, tanks, whatever. I have done the right click auto-repair on MULEs almost every game that I get Terran (admittedly few, but very very fun and useful for that extra OOMPH in your push.)
If MULEs do start the repair automatically on the unit you cast them on, I still postulate that the auto-repair would be better, since the MULEs would simply move on to the next unit after done repairing (or repair several units simultaneously, etc etc etc).
I also believe, subject again to confirmation, that MULEs repair faster than normal SCVs do (similar to how they mine faster)? If so, this makes the repair calldown during battle even more viable, and you don't have to pull SCVs off the line to repair your units, bunkers, etc while defending your expo from a push. Either way, you'll save mining time on the SCVs, and, more importantly, won't LOSE the SCVs that you might have pulled off the line.
Mules can repair mech units, and some protoss units in 2v2, however it has to be manually activated, as in call down the mule, click repair, then click the target. This is really only useful if you have some mech stuck on high ground or something that you want back at full health.
In tvt if you're inching forward against enemy tank lines, you can get vision of their line and then click on their tanks to see what their ranges are exactly so you can place your tanks accordingly. This is also useful when doing templar/tank/whatever drops so you don't have to hope that you're not in range.
I'm sure that everyone knows that Medivacs can heal Zerg units in team games. They can be very useful if the Terran just makes a bunch of them and gives control to the Zerg player while attacking. Really gives fragile Hydras a boost.
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
General By holding S in the loading screen, then selecting the CC when the game begins, you can build a SCV right away. This works for Protoss as well, and Zerg, but only for selecting Larvae. Can save you precious few milliseconds.
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
[/b]
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 ^^
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.
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.
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!
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.
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?
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.
[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
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
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...
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.
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
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...
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.)
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.
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.
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
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.
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 ^
- 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)
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.
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.
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...:
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.
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.
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.
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.
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.
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.
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.
-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..
-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.
One thing that few people do is use infesters fungal growth like the sentries ForceField. If a roach/infester burrow push is done into a players base, the roaches can attack the mineral line and the infesters can Fungal growth the ramp to stop enemy units from saving the workers.
-No group of units will overkill in Starcraft 2 (think Siege Tank smart kill).
BZZZZT wrong!
the only reason tanks don't overkill is because their damage is dealt instantly. there is no time window between the tank shooting and the impact of the shot. this way the other tanks "notice" that the target is dead before shooting too.
with any other unit where the shot takes time to reach the target, there is overkill. when kiting zerglings with stalkers or marauders they are constantly overkilling, try it.
for your harvesters you can hit the C key (under default hotkeys) to have them return their current resources. Because mining vespane or minerals is handled differently you can actually order your plebeians to return after assigning them to a new resource. I find this most useful when rushed to put guys on vespane, just select them order them to vespane and hit C, now they will drop off any minerals they already had and then proceed to the new task.
What is the hotkey to unload your medivac while moving? I've seen this done before on streams and have never figured it out. If this is super obvious then please excuse my noobness.
-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.
There is! Look at the OP. Anything that is not effected by Point Defense Drones has an instant attack.
On June 21 2010 00:10 Fluent wrote: What is the hotkey to unload your medivac while moving? I've seen this done before on streams and have never figured it out. If this is super obvious then please excuse my noobness.
There's no hotkey that I know of. You click on their icon when the medivac is selected and it will unload that unit.
-No group of units will overkill in Starcraft 2 (think Siege Tank smart kill).
BZZZZT wrong!
the only reason tanks don't overkill is because their damage is dealt instantly. there is no time window between the tank shooting and the impact of the shot. this way the other tanks "notice" that the target is dead before shooting too.
with any other unit where the shot takes time to reach the target, there is overkill. when kiting zerglings with stalkers or marauders they are constantly overkilling, try it.
agree with this guy, most of the units that has projectile attack animation such as stalkers or marauder will overkill most of the time if you tell them to focus down 1 target.
- press alt-r when SCVs are selected for having them auto-repair - if you select a bunch of mining SCVs you can hold down shift and queue up a bunch of buildings and just the SCVs needed to build the buildings will stop mining and build (e.g. useful when you need to build multiple buildings such as refineries at an expansion). - MULEs can be called down on the field to repair - (perhaps not a unit trick but) Instead of spamming a hotkey (e.g. for having a SCV build something as soon as you have the resources for it) you can hold the key down for same effect
What is the hotkey to unload your medivac while moving? I've seen this done before on streams and have never figured it out. If this is super obvious then please excuse my noobness.
- Press d and click on medivac to have them unload while moving.
Carriers: You can right click on the interceptor icon and the carrier will automatically build interceptors when not at full capacity. Super helpful because it's a) instant, and b) never queues. Will be awesome if carriers are ever useful again.
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
-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.
There is! Look at the OP. Anything that is not effected by Point Defense Drones has an instant attack.
On June 16 2010 18:53 mamelouk wrote: - 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)
Not sure what you mean here at the end. warp gates and gateways can both be chronoboosted. CBing a warp gate reduces the cooldown period.
Holding down any command is equivalent to tapping it multiple times.
Example: Holding down E to make banelings opposed to pressing e-e-e-e-e. Example: Holding down Z to spawn zerglings out of larva instead of s-z-z-z-z-z-z-z-z.
On June 21 2010 00:10 Fluent wrote: What is the hotkey to unload your medivac while moving? I've seen this done before on streams and have never figured it out. If this is super obvious then please excuse my noobness.
It goes like this... 1) Move medivacs toward their destination 2) Click unload (hotkey "D) and select the unload spot as the medivac itself. It will continue moving while unloading units inside at its present location, leading to that spread-out dropoff you see.
noob question could someone tell me exactly how to micro stimmed marauders? I've seen alot of really pretty step, shoot, step, shoot dancing to absolutely slaughter an equal number of roaches.
Presumably you give a move to just outside of roach range, but then do you A move anywhere? hit stop? details?
Right click toward or behind them (but not on one of them) so they start moving in the general direction. Hit H to Hold Position - the units will stop in place and fire at anything in range.
Repeat this process after every attack (judge the time between attacks - it's a pretty quick alternation of right click and H in general) until every unit is in place and firing (note: this micro style may lower your dps at the beginning of the fight in order to boost it massively by the time every unit is in position - this happens because it's possible that the units in the back will not be in position to fire at the beginning of your micro).
Enemy buildings are great for practice (computer buildings yar). Try to wrap your units around the building as you move into position. This works especially well for melee units like zerglings. Right click past the building so that you get a good wrap around, and then right click on the building so all of your zerglings attack with a perfect or near perfect surround.
Can I still play matches against the computer with the beta down? if I can, assuming I use the drag the map onto the executable, but where do I get maps with cpu opponents?
On June 21 2010 13:14 shutdown_exploded wrote: Can I still play matches against the computer with the beta down? if I can, assuming I use the drag the map onto the executable, but where do I get maps with cpu opponents?
i believe the answer will lead you to "forbidden" versions of SC2 that basically existed since day 1 and shall therefore not be posted here
so the moral of this thread is.... read it before you ask questions that were already asked and answered - thats real annoying and dont listen to anything in here because at least 40% of this info is false.
- Broodlord: If you dodge the projectile then only the Broodlings will not hit you. They still spawn at the last position and walk up to your stalker. The Broodlord projectile still hits you if you dodge it (at least everytime I tested it).
- Siegetank (sieged): If you walk up right to the edge of his range then you can close the gap between the max range and the min range with a blink. it is very hard to do but its doable. In my testing I allways walked up to the tank a few pixels after the blink.
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.
I just noticed while i was playing around with the YABOT, that to do a perfect split for my workers, i can simply press F1, right click mineral, and F1 again and right click mineral 5 times on 5 different mineral patches.
On June 30 2010 16:21 Nitron wrote: I just noticed while i was playing around with the YABOT, that to do a perfect split for my workers, i can simply press F1, right click mineral, and F1 again and right click mineral 5 times on 5 different mineral patches.
Yeah. I personally find that doing this for all 6 probes is a bit too slow tho. To me selecting 3 and right-clicking 1 patch, then f1 clicking the remaining 3 seems to be a bit more efficient. (Might just be because of my lowish apm tho).
I'm sure it's been said, and I'm not sure if it still works, but TLO said that if you drop one baneling, the siege tanks will shoot it if they're in range, of course, and it'll kill a lot of SCVs.
- Broodlord: If you dodge the projectile then only the Broodlings will not hit you. They still spawn at the last position and walk up to your stalker. The Broodlord projectile still hits you if you dodge it (at least everytime I tested it).
- Siegetank (sieged): If you walk up right to the edge of his range then you can close the gap between the max range and the min range with a blink. it is very hard to do but its doable. In my testing I allways walked up to the tank a few pixels after the blink.
out of curiosity, what happens when you blink as a zealot is charging you? does it chase you or stop moving? what about up terrain?
In the late game if you are in the middle of the battle and have no SCVs around, you can drop several mules near your tanks and set them to auto-repair. It's pretty useful once you are on 3+ bases as economy is no longer that important and ability to quickly fix your mech units can sometimes change the outcome of the battle.
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.
this is pretty cool, but pretty much useless, as the only time hiding dt tech would be very important is if you are rushing it, and if you are rushing it, why would you have a robo/warp prism?
On June 30 2010 16:21 Nitron wrote: I just noticed while i was playing around with the YABOT, that to do a perfect split for my workers, i can simply press F1, right click mineral, and F1 again and right click mineral 5 times on 5 different mineral patches.
Or you can ctrl+F1 and it will select ALL workers, if you REALLY hate boxes.
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.
this is pretty cool, but pretty much useless, as the only time hiding dt tech would be very important is if you are rushing it, and if you are rushing it, why would you have a robo/warp prism?
if you have mindcontrolled a probe and made a nexus, so you play ZERG AND TOSS, you can chronoboost eggs, at least in some older versions, didn't test it now
stalker can still blink while under infestors fungal
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.
can you cancel the pylon after starting the shrine?
the pylon needs to be finished to provide energy, you could destroy it however - I mean theoretically you could hide a dark shrine a tiny bit better that way but it is probably useful in 1 out of 10000 games.
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.
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.
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.
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.
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!
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?
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.
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.
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?
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.
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.
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.