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Learning something obvious that improved your SC2 - Page 24

Forum Index > StarCraft 2 Strategy
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SlapMySalami
Profile Joined August 2010
United States1060 Posts
October 27 2010 06:36 GMT
#461
On October 11 2010 12:01 Pfhor wrote:
Someone could confirm this, but I believe any unit immediately put inside a warp prism will instantly start regaining shields without the pause that usually occurs after they exit combat. This is very good for immortals.


untrue just tried it
marineking will u huk my bigtt1 ilu
SnowSC2
Profile Blog Joined September 2010
United States678 Posts
October 27 2010 07:09 GMT
#462
One thing i found on my own but havent told anyone till now is that at the loading screen, if you hold ctrl+f1 while the game starts, you will start with all drones already selected.

Idk if anyone else knew this but ive always done it.
Also ctrl+f1 at any point selects all idle workers.
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
October 27 2010 07:53 GMT
#463
You can turbo robo in PvT without building a single combat unit.
You want 20 good men, but you need a bad pussy.
Dante08
Profile Blog Joined February 2008
Singapore4138 Posts
October 27 2010 08:17 GMT
#464
Don't know if this has been posted, but I didn't know you could select more than 24 units per hotkey until a few weeks back, just that the extra units go into another tab. I used to have 3-5 hotkeys for all my units, guess its cause of playing too much bw last time haha. Since I noticed microing became much easier
k43r
Profile Joined September 2010
Poland112 Posts
October 27 2010 08:19 GMT
#465
Broodlords are imposssible strong. I mean impossible, try it for your own fellow zergs.
Lubisz to,suko!
yevoc
Profile Joined September 2010
United States93 Posts
October 27 2010 10:29 GMT
#466
If your team-mate leaves the game in a 2v2, you gain control of his units even if he didn't give you control before leaving.
"If they have some strange build going on, just go %$#ing kill them" - Day9
machination
Profile Joined September 2010
United States175 Posts
October 27 2010 16:31 GMT
#467
if someone leaves in a team game obviously you get control, but you also gain resources from their harvesters.

So If someone drops at the start of a game I always spam build their harvesters and do a tier1 / early tier2 tech push (typically timing push on +1 attack) to take advantage of the spike in early economy.
Emperor_Earth
Profile Blog Joined April 2009
United States824 Posts
October 27 2010 21:11 GMT
#468
On October 21 2010 21:45 RationalGaze wrote:
Show nested quote +
On October 21 2010 02:14 Morik wrote:
I recently learned from another thread that you can hold down a key to do certain things. I already knew this for building units (esp as zerg, select all your larva, hold down z to build a ton of zerglings), but its also useful for things like fungal growth: select your infestors, hold down f, click on each spot you want a fungal. Bam, multi-fungals, no need to do:
f click f click f click
just hold f and click click click.


This is great info, thanks! This will help me with my ghost sniping. At the moment I have to frantically press R,left-click target, R, left-click target to snipe enemy units. Now I will just hold R and click away.

The best "mechanic-discovery" I've had so far is that you can drop mules on minerals (as has been mentioned earlier in the thread). For the first few games I thought it was so annoying how I had to drop the mule next to the mineral patch, wait for his little container to drop away, then select him and tell him to mine. Eventually I saw a pro replay where the mule got dropped and straight away started mining, so now I have it locked down.

On another note (don't know if this has been mentioned), but if you destroy the pylon Protoss units are warping in on, they all die immediately (as long as they haven't finished warping obviously).


Better is to:

Right click move your infestor towards their army, press f, hold shift, spam click your fungals out, right click back to your main army, let go of shift

will start with all of them moving to your target rather than 1 by one

they will all thrown fungals as soon as in range

soon as done with fungals they will queue back to safety
@Emperor_Earth ------- "Amat Victoria Curam."
Kava
Profile Joined October 2010
Canada65 Posts
Last Edited: 2010-10-28 07:16:09
October 28 2010 07:13 GMT
#469
It's been mentioned that you can burrow banelings and detonate them while still burrowed.

What hasn't been mentioned is how to most effectively mine up an attack lane with them. It takes 8-16 banelings to wipe a terran bio-ball clean of marines, leaving only marauders at low HP and whatever mech was chilling in there.

Simply burrow them (in groups of two) with about 2 units of space between each pair of burrowed banelings. Form a grid as wide as you need to, and when the terran army walks over this attack lane.. goodbye marines. Possibly one of the most cost effective ways of killing marines as zerg.

There are positioning concerns with this, but generally there are only 1-2 viable attack paths a bio ball can take. If the heat is on, do it at the choke(s) to your natural.

It's a beautiful thing to watch 400 minerals and 200 gas wipe out 40+ supply of upgraded marines.. more so when it's all you had left for army >.<
I am bad ergo I win. ♥ this logic
Slaytesics
Profile Blog Joined August 2010
United States123 Posts
October 28 2010 07:47 GMT
#470
On September 22 2010 00:14 NukeTheBunnys wrote:
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.

That is useful, I should try a carrier rush/harrass (lol)
im currently stuck in diamond league , waiting my promotion to grandmaster - KiWiKaKi
Reborn58
Profile Joined August 2010
United States238 Posts
October 29 2010 15:26 GMT
#471
Ok so this isn't really obvious but I just found out the other day you can chrono boost a building by clicking on its vicinity on the minimap...I know for sure this works on Nexus, haven't tried it on other buildings yet...
Pretty awesome while you are microing your probe around the opponents base or doing phoenix harass, etc.
That's what she said
lundell100
Profile Joined July 2010
Sweden232 Posts
October 29 2010 16:20 GMT
#472
I learned this:
In ZvZ,
If you use the infestors Neural Parasite(Mind Control) on the enemy players larva, and build for example a drone with the Neural Parasited larva, the larva instantly dies after the Neural Parasite time runs out.
I don't really now what you can do with this, but it's good to know I guess
RationalGaze
Profile Joined October 2010
United Kingdom121 Posts
October 29 2010 16:28 GMT
#473
I just learned last night from watching Day9's Wednesday cast that there is an upgrade for the Medivac's starting energy . I completely ignored all those upgrades at the Starport tech lab except the Banshee cloak since I assumed they were for Ravens.
но ни шагу назад
Neo.NEt
Profile Joined August 2010
United States785 Posts
October 29 2010 18:15 GMT
#474
On October 08 2010 17:06 whave wrote:
I realized I need to cry after seeing all these Diamond people not even reading what's on the screen, and spreading tumors with traveling queens, AA-ing with banshees etc...

But the REAL thing is... you can see burrowed roaches moving! I didn't think that's the case, as burrowed units can't attack unlike cloaked ghosts, banshees, templars, but anyways... was watching a replay if my opponent had a map hack, as he moved on top of my burrowed roaches every single time, without detection nearby.

Turns out there is a very thin, shadow-like spot over every roach (playing on Ultra settings). It moves slowly, but if you are actually looking for it, you can't miss it. Makes a burrow-harass quite hard.

Edit: needs to be tested tough from opponent's pov. Maybe it was just the replay.


I just realized this in a custom when a guy had literally 150 roaches burrow moving, I thought I must have been crazy.
Apologize.
bobcat
Profile Joined May 2010
United States488 Posts
October 29 2010 18:18 GMT
#475
On September 21 2010 23:50 figq wrote:
I know how larva works, but never brought myself to realize this means Zerg must use all available larvae asap, in order to force hatcheries to renew them. Otherwise there's likely some waste of resources on boosting larva production. It's obvious, but so important, and I'm pretty sure not many zergs optimize their strats enough to cover that.

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 learned that you can continuously produce larva with the queen without having to use them. That way you can stack up a lot of larva.
"I just want to see bobcat wrist deep in someone's mother's anus" 165 votes
bobcat
Profile Joined May 2010
United States488 Posts
October 29 2010 18:19 GMT
#476
On October 27 2010 16:53 BluzMan wrote:
You can turbo robo in PvT without building a single combat unit.



You will die if you get scouted.
"I just want to see bobcat wrist deep in someone's mother's anus" 165 votes
bobartig
Profile Joined August 2010
40 Posts
October 29 2010 18:31 GMT
#477
On October 21 2010 02:14 Morik wrote:

I recently learned from another thread that you can hold down a key to do certain things. I already knew this for building units (esp as zerg, select all your larva, hold down z to build a ton of zerglings), but its also useful for things like fungal growth: select your infestors, hold down f, click on each spot you want a fungal. Bam, multi-fungals, no need to do:
f click f click f click
just hold f and click click click.


For future reference, this is called smartcasting. You'll see it referred to on wikis and such. Took me forever to learn this, too.
SnowSC2
Profile Blog Joined September 2010
United States678 Posts
October 30 2010 07:24 GMT
#478
On October 30 2010 03:31 bobartig wrote:
Show nested quote +
On October 21 2010 02:14 Morik wrote:

I recently learned from another thread that you can hold down a key to do certain things. I already knew this for building units (esp as zerg, select all your larva, hold down z to build a ton of zerglings), but its also useful for things like fungal growth: select your infestors, hold down f, click on each spot you want a fungal. Bam, multi-fungals, no need to do:
f click f click f click
just hold f and click click click.


For future reference, this is called smartcasting. You'll see it referred to on wikis and such. Took me forever to learn this, too.

i actually never put together that you can do that without holding shift.
I mean i would hold z to make zerglings and stuff like that but for some reason i would always hold shift for units abilities which made it unnecessarily complicated (dealing with waypoints).
papaHav
Profile Joined August 2010
Australia14 Posts
November 01 2010 03:28 GMT
#479
No-chrono warpgate, 140 seconds
+ Transform, 10seconds
= 150seconds

This finishes at the same time as Twilight council (50) + Darkshrine (100).
This makes the timing of DT rush very easy... just have proxy pylons up in time!
Low APM diamond
slmw
Profile Blog Joined October 2010
Finland233 Posts
November 01 2010 14:06 GMT
#480
You can scout Terran expansions without vision because the mule droppods are visible.

If you do a Thor drop, you can micro it so that there's no reload between shooting at the overlord and shooting at the queen. Little trick to increase your DPS.
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