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Learning something obvious that improved your SC2 - Page 14

Forum Index > StarCraft 2 Strategy
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pyjamads
Profile Joined May 2010
Denmark33 Posts
September 26 2010 21:40 GMT
#261
On September 24 2010 23:20 GaussWaffle wrote:
That holding down a key with multiple larva queues them up really fast.

On the downside, the speed which it does this is directly related to your computer speed, so for me it starts giving me a disadvantage around mid/late game


It is actually a system setting, in windows you can just go to keyboard settings and set the "repeat rate" down, så that you can keep up, and stop in time...
Millitron
Profile Blog Joined August 2010
United States2611 Posts
September 26 2010 21:47 GMT
#262
On September 22 2010 04:02 Kindred wrote:
Pressing TAB will cycle through the stuff in your hotkey lol

This is the single most important thing I've learned. Especially since I play T and tend to bioball with ghost support.
Who called in the fleet?
Scottymc
Profile Joined August 2010
Australia134 Posts
September 26 2010 22:44 GMT
#263
That as zerg once u get ultras it seems the inbalance goes away.
If you think playing with under 100APM is noob try having a ping of 450. Welcome australians to BNET 2.0....
Certa
Profile Joined July 2010
30 Posts
September 26 2010 22:47 GMT
#264
I still have no idea how to use a nydus canal. Thankfully, I play Protoss. I played random in beta and never figured it out, though.
FroTW
Profile Joined September 2010
United States22 Posts
September 26 2010 22:53 GMT
#265
I learned that there's an option to add a grid for when you are building stuff which helps optimize building space(especially for Zerg)
s4m222
Profile Joined March 2010
United States272 Posts
September 27 2010 00:14 GMT
#266
Didn't know gas was 75 and cyber core was 150


O SHIT? cybercore is 150 min? .... no wonder sometimes it would build when i had like 190.... i NEVER thought to look at building cost... WOW.... i knew the gas but CYBERCOREEEE

this will change things.... holy shiet.... im just speechless... gaping mouth lol.... wow....
keOkatoN
Profile Joined May 2010
2 Posts
Last Edited: 2010-09-27 00:17:13
September 27 2010 00:17 GMT
#267
You can stim the units in your bunker by selecting your bunker and pressing T!
Rahlekk
Profile Joined September 2010
United States107 Posts
September 27 2010 00:18 GMT
#268
Figured out that you can select units then click on a transport to load them all fast, instead of using L on each unit.

Then again, I play Zerg, not many drops from me... But I think I'll do them more often now. >.>
viel gluck TLO ^^ | 행운을 빌어요 BoxeR
Terranist
Profile Blog Joined March 2009
United States2496 Posts
September 27 2010 00:20 GMT
#269
in beta i didnt know you could use backspace to change between your main buildings until a zerg friend showed me.
The Show of a Lifetime
mamelouk
Profile Joined April 2010
France135 Posts
October 04 2010 16:42 GMT
#270
I thought that thread was closed? no? well, bump then.

you can queue rally points (with shift). most useful for productions buildings that are in concave wall
...Uniden
Chill
Profile Blog Joined January 2005
Calgary25993 Posts
October 04 2010 16:44 GMT
#271
On September 27 2010 06:32 Pixalized wrote:
That stimming when you have selected marauders and marines stims both.

WHAT? LOL fuck my life.
Moderator
Chill
Profile Blog Joined January 2005
Calgary25993 Posts
October 04 2010 16:46 GMT
#272
On September 22 2010 04:22 Day[9] wrote:
Kind of a complicated one, but still really useful!

The background info:
If a work has money in his hand, pressing "C" (return cargo) causes the worker to return the cargo and then go back to collecting resources. This is useful if you select a worker to go build something, but it's holding some money, you press "C" and once he returns, you tell him to move towards building again.

The cool thing:
Suppose a worker is mining minerals and you want him to go mine gas. Suppose the worker is holding minerals too (ie on a return trip!). If you tell him to mine gas, then you press the "C" button, he'll return the minerals AND THEN GO MINE GAS ZOMG. It's pretty impressively awesome subtlety that makes it SO MUCH EASIER to send guys into gas in mid game. woowoo.

Yea, this one's important I use it a lot.
Moderator
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
October 04 2010 17:04 GMT
#273
when sending banelings to kill a PF, group them with 2-4 zerglings. When you move in for the kill, the zerglings will arrive first (since they're faster) and draw the fire from the PF. This lets your baneling ball reach the PF without any casualties.

Also, when you do this, detonate your banelings on the side next to the mineral line, so that you kill workers too.

It's not totally obvious, but it has helped my ZvT vs PFs.
next week on Everybody Loves HypnoToad:
Xenom73
Profile Joined October 2010
United States26 Posts
October 04 2010 18:18 GMT
#274
I always created control groups with shift - so if I accidentally hit the wrong number when adding to or creating a new group, I messed up my control group for the rest of the game. That is until I found out about alt.
Awaken my child, and embrace the glory that is your birthright.
sleepingdog
Profile Joined August 2008
Austria6145 Posts
October 04 2010 18:21 GMT
#275
hallucinated phoenixes soak up energy of the PDD even when detected from the raven

since I found this out I'm trying to incorporate hallucination vs marine/banshee/raven timing-pushes and try to hallucinate 2-3 phoenixes right before the push arrives
"You see....YOU SEE..." © 2010 Sen
Loophole
Profile Blog Joined October 2002
United States867 Posts
October 04 2010 18:55 GMT
#276
On September 22 2010 02:40 Jaeger wrote:
You can quickly create a forcefield wall by selecting your sentry group and holding f while spamming click.

Bunkers add +1 range to units.


Anyone have any tips for dealing with mass repair planetary fortress in the early midgame without splash as P (i.e. no storm or colossus) shift queuing attack commands on SCVs seems to always kill the first one so quickly that my units retarget the planetary and try to finish killing it before moving onto the next attack queued scv.


Hold shift after you hit f the first time and then you can just spam the forcefields by clicking, you don't have to keep hitting F.

When you are attacking the SCVs, click a to attack, then hold shift while you simply click on each SCV.

Same technique improves both.
"Fundamental preparation is always effective. Work on those parts of your game that are fundamentally weak." -Kareem Abdul-Jabbar
Loophole
Profile Blog Joined October 2002
United States867 Posts
October 04 2010 19:08 GMT
#277
On September 22 2010 03:41 Devolved wrote:
Show nested quote +
On September 22 2010 00:01 ChaosWielder wrote:
I learned how to shift queue Stalker blink. Needless to say, I have a new build under my belt.

What does this do? What is the point?


http://www.starcraft2videos.com/video/starcraft-2-videos-starcraft-2-cool-protoss-shift-queue-blink-trick/
"Fundamental preparation is always effective. Work on those parts of your game that are fundamentally weak." -Kareem Abdul-Jabbar
Jaeger
Profile Joined December 2009
United States1150 Posts
October 04 2010 19:10 GMT
#278
If you're transferring workers to a new expansion that already has gas up select all your workers right click the first gas, shift click 3 portraits to deselect them, right click second gas shift click 3 more portraits to deselect them, then right click the remaining workers on a mineral patch.
https://www.dotabuff.com/players/8137911
Erzz
Profile Blog Joined August 2010
Canada184 Posts
October 04 2010 19:17 GMT
#279
if zerg units are on auto-unburrow flying units make them unburrow.

Grid hotkeys makes it so much easier to learn upgrade hotkeys.
durielz
Profile Joined September 2010
United States26 Posts
October 04 2010 19:19 GMT
#280
1300~ (and bad) Z here, just learned that F1 selects idle workers from listening to Artosis's tournament commentating. After hundreds and hundreds of matches.
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