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Learning something obvious that improved your SC2 - Page 2

Forum Index > StarCraft 2 Strategy
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ChaosWielder
Profile Blog Joined April 2010
United States166 Posts
September 21 2010 15:01 GMT
#21
I learned how to shift queue Stalker blink. Needless to say, I have a new build under my belt.
TheFinalWord
Profile Joined May 2010
Australia790 Posts
September 21 2010 15:04 GMT
#22
You can hold down a hotkey instead of spamming it.
bonifaceviii
Profile Joined May 2010
Canada2890 Posts
September 21 2010 15:05 GMT
#23
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.

Ohhhh, so that's how Protoss do it.
Stay a while and listen || http://www.teamliquid.net/forum/viewmessage.php?topic_id=354018
slained
Profile Blog Joined October 2006
Canada966 Posts
September 21 2010 15:05 GMT
#24
You can press ctrl + f1 to select all you idle workers at any time.
Adeeler
Profile Blog Joined June 2009
United Kingdom764 Posts
September 21 2010 15:05 GMT
#25
On September 21 2010 23:50 figq wrote:....

I also learned that selecting larva along with a drone, hitting stop (and re-mine the drone) forces larva to move closer to the minerals if it's not. In addition, in the first seconds of the game, it may be useful to build the drone directly from a larva of your choice (click on the larva, not the hatch), so that it's the closest position to the minerals.


I've been trying to replicate this in sc2 to get the larva to move closer to the mineral patchs but it never seems to work for me at least. I remember it used to work in BW with an ovie.

Shift + # to add units to a group instead of selecting a group and shift selecting then Ctrl + # to reassigning all to the group is much faster way of reinforcing.
BigAndrew5000
Profile Joined September 2010
United States17 Posts
September 21 2010 15:06 GMT
#26
When you make a new expo, if you actually take like half your workers from the original one (supposing it's still with 8 mineral patches), then you will make your mineral income rise a lot faster then if you just made new SCVs for that expo, instead of transferring half of them...

And mules give you around 300 minerals, basically for free. So this is what the scan costs - 300 minerals, or 2 1000 hp barracks you could build to fly over and survey your opponent's base.
If you must do it... Do it with honor!
MetalSlug
Profile Joined February 2010
Germany443 Posts
September 21 2010 15:07 GMT
#27
i learned that i can drop Vikings from medivacs and repair stuff inside of them for horrendous high costs.

Also Call down mule is visible even in fog of war making it easy to spot hidden Terra expos.
MKP | Maru | Nada | Boxer | Supernova | Keen
BladeRunner
Profile Blog Joined February 2010
United States407 Posts
September 21 2010 15:09 GMT
#28
On September 22 2010 00:06 BigAndrew5000 wrote:
When you make a new expo, if you actually take like half your workers from the original one (supposing it's still with 8 mineral patches), then you will make your mineral income rise a lot faster then if you just made new SCVs for that expo, instead of transferring half of them...

And mules give you around 300 minerals, basically for free. So this is what the scan costs - 300 minerals, or 2 1000 hp barracks you could build to fly over and survey your opponent's base.



Flawed logic there friend... Mules don't cost minerals, you still have the minerals even if you don't use a mule, they just come in slower.
VirtualAlex
Profile Joined May 2010
41 Posts
September 21 2010 15:09 GMT
#29
I remember when I realized that I could have many larva at a hatch and not just 7. I would just not bother injecting because I thought 7 was the max.

I also learned that banelings could explode from burrowed position if you do it manually.
BladeRunner
Profile Blog Joined February 2010
United States407 Posts
September 21 2010 15:10 GMT
#30
Oh I'll add this to the thread..

I didn't know Mules could repair until I heard in some tournament game somebody called down a mule in the field to do emergency repairs on their army (I assume thors or bcs)...

That's a pretty hero use of mule
mololu
Profile Joined September 2010
Switzerland64 Posts
September 21 2010 15:10 GMT
#31
I've learned that spit on Z's queens has an invisible cooldown while the animation is cast. If you have 2 queens and 3 hatches and spit the main, then the hatch next to it, then a far away hatch, your queens will decide it's time for an exodus. Thus:

Spit main first, then expo, then inbase hatches.

Stops the wonky queen exodus.

Also realized creep tumor is 20 and not 25 energy... wow man that made me feel stupid.
vyyye
Profile Joined July 2010
Sweden3917 Posts
September 21 2010 15:10 GMT
#32
On September 22 2010 00:09 BladeRunner wrote:
Show nested quote +
On September 22 2010 00:06 BigAndrew5000 wrote:
When you make a new expo, if you actually take like half your workers from the original one (supposing it's still with 8 mineral patches), then you will make your mineral income rise a lot faster then if you just made new SCVs for that expo, instead of transferring half of them...

And mules give you around 300 minerals, basically for free. So this is what the scan costs - 300 minerals, or 2 1000 hp barracks you could build to fly over and survey your opponent's base.



Flawed logic there friend... Mules don't cost minerals, you still have the minerals even if you don't use a mule, they just come in slower.

Still, if you use a scan there's 300ish minerals you won't have after the mule would've finished mining. With a mule you might be able to get that extra upgrade/unit/whatever, without it you wouldn't.
BladeRunner
Profile Blog Joined February 2010
United States407 Posts
Last Edited: 2010-09-21 15:13:05
September 21 2010 15:11 GMT
#33
On September 22 2010 00:09 VirtualAlex wrote:
I remember when I realized that I could have many larva at a hatch and not just 7. I would just not bother injecting because I thought 7 was the max.

I also learned that banelings could explode from burrowed position if you do it manually.



You can also right click on burrow and they'll autocast it as soon as something comes in range if you're a noob like me who isn't quick enough to catch them manually (actually they unburrow and attack that thing so you still have to manage it if your enemy knows they're there)
BladeRunner
Profile Blog Joined February 2010
United States407 Posts
September 21 2010 15:12 GMT
#34
On September 22 2010 00:10 mololu wrote:
I've learned that spit on Z's queens has an invisible cooldown while the animation is cast. If you have 2 queens and 3 hatches and spit the main, then the hatch next to it, then a far away hatch, your queens will decide it's time for an exodus. Thus:

Spit main first, then expo, then inbase hatches.

Stops the wonky queen exodus.

Also realized creep tumor is 20 and not 25 energy... wow man that made me feel stupid.



Wait, what? I remember having to wait for 25 energy to drop a creep tumor on several occasions...

http://wiki.teamliquid.net/starcraft2/Queen
J7S
Profile Joined March 2009
Brazil179 Posts
September 21 2010 15:13 GMT
#35
I found out that you don't need to select an individual drone to make a building. You can select all of them build an extractor and only the closest drone to the extractor do build it.
"Mein Führer, I can walk!" - Dr. Strangelove
TheFinalWord
Profile Joined May 2010
Australia790 Posts
Last Edited: 2010-09-21 15:14:16
September 21 2010 15:14 GMT
#36
On September 22 2010 00:10 mololu wrote:
Also realized creep tumor is 20 and not 25 energy... wow man that made me feel stupid.

I was like this will change my life! Then I checked liquipedia and you're wrong? Are you sure?

I might as well add another thing, kiting is so much easier with stop command then attack move command.
Coufu
Profile Joined July 2010
Guam137 Posts
September 21 2010 15:14 GMT
#37
Couple things:

You can right-click burrowed banelings to make them automatically unburrow when an enemy unit comes over (although it is better to micro them)

You can right-click the interceptor button to make carriers auto-make interceptors.

TobZero
Profile Blog Joined March 2010
Germany493 Posts
Last Edited: 2010-09-21 15:15:03
September 21 2010 15:14 GMT
#38
if you expand as Z and once you ordered the drone to build an hatch you can right away add the drone to your hatchery hotkeygroup. when its done later you will have the hatch in your hotkeygroup!
-= we are the swarm =-
NukeTheBunnys
Profile Joined July 2010
United States1004 Posts
September 21 2010 15:14 GMT
#39
After Day9 last night i played around with carriers a little.

Interceptors go back to the carrier after their target is killed, unless you have a target queued up or you tell them to attack while they are en route to the carrier.

You can issue an attack order then move orders and the interceptors will continue focusing fire until the target is out of range or dead.
When you play the game of drones you win or you die.
bonifaceviii
Profile Joined May 2010
Canada2890 Posts
September 21 2010 15:15 GMT
#40
On September 22 2010 00:14 Azro wrote:
if you expand as Z and once you ordered the drone to build an hatch you can right away add the drone to your hatchery hotkeygroup. when its done later you will have the hatch in your hotkeygroup!

WEIRD

but awesome
Stay a while and listen || http://www.teamliquid.net/forum/viewmessage.php?topic_id=354018
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