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Learning something obvious that improved your SC2 - Page 25

Forum Index > StarCraft 2 Strategy
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rbx270j
Profile Joined November 2010
Canada540 Posts
November 01 2010 15:04 GMT
#481
I just found out that you could rally from a hatchery. I was having a hell of a time rallying each larva during drone production.
Fujitsi
Profile Joined April 2010
Belgium65 Posts
November 01 2010 15:10 GMT
#482


I just realized this in a custom when a guy had literally 150 roaches burrow moving, I thought I must have been crazy.


I'd love to know how he got 150 roaches
xZiGGY
Profile Joined August 2010
United Kingdom801 Posts
November 01 2010 15:11 GMT
#483
scvs can repair allied mechanical units such as stalkers and collossi \o\
Meh.
shaunnn
Profile Joined October 2010
Ireland1230 Posts
November 01 2010 15:17 GMT
#484
On October 27 2010 16:09 Reptaur wrote:
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.


wow thats huge thanks
The naniwa - Unit of protoss skill, defined as the number of gates you build off of one base
druui
Profile Joined October 2010
United States12 Posts
November 01 2010 15:38 GMT
#485
On September 22 2010 00:05 slained wrote:
You can press ctrl + f1 to select all you idle workers at any time.


thank for this tip, it is a god-send tip!
I have no quote come to mind.. yet! :p
InThayne
Profile Joined November 2010
United States2 Posts
November 01 2010 16:20 GMT
#486
What a wealth of information!
Needs a synopsis though.
About the only thing I can add is you don't have to use the keyboard at all !
There are little icon thingys on the screen and you can do everything with the mouse.
This leaves your other hand open for the all important beer or smoke.
I would suggest a bottle however, as cans tend to get crushed in the excitement...
vaahto
Profile Joined September 2010
65 Posts
November 01 2010 16:20 GMT
#487
I learnt that sensor tower's detection radius circle is visible on the enemy's minimap, even if the tower was never scouted.
Aervhorn
Profile Joined October 2010
Norway67 Posts
November 01 2010 16:28 GMT
#488
When controlling phoenixes, they will fire-on-the-run when you MOVE them. That means you want to move them around and NEVER A-move with them because then they will simply stop and come within range of the mutalisks.

I cried when I received this catharsis.
Delarchon
Profile Joined April 2010
Finland132 Posts
November 01 2010 16:37 GMT
#489
Archons are psionic.

Not armored and psionic just psionic. They dont take any bonus damage from anything. And also EMP doesn't take away all the shields just 100.
What kind of sorcery is this?
IntoTheBush
Profile Joined July 2010
United States552 Posts
November 01 2010 16:41 GMT
#490
When i first started playing SC2 it was on LT and i made my 3rd in my main so i could lift and take it to gold, but I made a planetary fortress before lifting. So I learned that if u make a planetary you cant lift
Sbrubbles
Profile Joined October 2010
Brazil5776 Posts
November 01 2010 16:44 GMT
#491
The raven's seeker missle does friendly fire!
I approached his 5 ravens with my 10 mutas (magic boxed), the missles went off then suddenly EVERYTHING was dead. Though it might take some killer micro, I can see this being abused.
Bora Pain minha porra!
JonnyCosMo
Profile Joined April 2009
United States57 Posts
November 01 2010 16:46 GMT
#492
/dance
ZZZZAARG
Delarchon
Profile Joined April 2010
Finland132 Posts
November 01 2010 16:58 GMT
#493
On October 05 2010 03:21 sleepingdog wrote:
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


This is huge!

I will most definitely start using this too but maybe its better to hallucinate stalkers since you get 2 instead of one. Maybe they will also soak the energy.

This is so going to get patched. I can feel it coming already.
What kind of sorcery is this?
zZygote
Profile Blog Joined January 2007
Canada898 Posts
November 01 2010 17:20 GMT
#494
Learning when playing as zerg stop making drones at specific timings to create a fuckton of units.

When minerals float, expand, then rally all units to expansion, spam 14 larva when harassing with mutas or attacking = profit.
Skrattybones
Profile Joined October 2010
Canada37 Posts
Last Edited: 2010-11-01 23:38:01
November 01 2010 19:30 GMT
#495
Hey guys,

I just went through this entire thread and have pulled (almost) every tip posted in here. I will now proceed to put them in here, separated by "All", "Terran", "Protoss", and "Zerg". If the OP wishes to copy this list and add it to the original post, awesome.

Also note that I attempted to only include tips which are absolutely true, but as I only play Zerg I haven't gone through and verified them.
--

All:

+ Show Spoiler +


- Playing with HP Bars makes micro way easier

- Hitting Ctrl+F1 instantly selects all Idle Workers.

- You can hold down a hotkey instead of pressing it over and over (IE: Hold down F and click everywhere you want multiple fungal growths with multiple Infestors). This stands true for practically everything, across every race.

- You can add new units to an existing control group by holding Shift and setting them to the group you want.

- Transferring some harvesters to a new expansion is better for your economy than simply saturating from scratch.

- MULEs can be spotted dropping by everybody, even in fog of war.

- 'Alt' shows/hides health bars, depending on whether you have them turned on or off.

- Spacebar will center you on your base.

- Backspace will cycle you through multiple bases.

- Tab will cycle through multiple things on the same control group.

- pressing 'C' on a worker with resources in his hand will send him back to deliver the resources automatically.

- You can target fire with any form of static defense (IE: bunkers, spine crawlers, photon cannons)

- Holding shift allows you to set multiple waypoints, making it easier to scout multiple bases automatically.

- By selecting units and right-clicking on another unit you order them to follow that particular unit. This is helpful for ordering faster units to follow behind slower units.

- workers pinned/trapped by enemy units can be rescued by ordering them to a mineral patch. They will phase through their obstacle to get there. This also works for scouting an enemy base walled-off with a unit guarding the path.

- Massive units (Thors/Colossus/Ultralisk) will break forcefields.

- You can turn on a Flier Helper option to help accurately target flying units with spells.

- You can move the camera by holding the middle mouse button, as opposed to dragging your cursor to the edge of the screen and/or using the arrow keys.

- If you are under attack at your mineral line by lings or zealots early on, and have fewer units to defend, grab all of your probes and select attack, then mine, then attack, then mine, with a few game seconds in between each command. What you are doing is changing their priorities so that unless your opponent has queued attacked every single one of your workers, their attacking units will face your probes, then switch to your units, then to the probes, then to your units, effectively making them only hit your actual attackers about half the time. You can also trap units between the probes because they will ignore pathing to mine, then attack, then ignore pathing, then attack.


- You can start production on units even when supply blocked. Once you remedy the situation the units will begin production automatically.

- You can have more than 24 units bound to a control group. It will open up a new page within that control group to display those units.


Terran:

+ Show Spoiler +

- You can call MULEs down directly on to mineral patches.

- SCVs can attack.

- Tech Labs/ Reactors are universal. You can swap buildings around to make use of them without needing to build more add-ons.

- You can drop Vikings and Thors from Medivacs.

- MULEs can repair mechs. Calling them down in battle is a fast way to get repairs done.

- You can use Medivacs to quickly load up your army and fly away from a battle, instead of just using them for healing.

- SCVs can repair Protoss mechanical units as well. (great for team games.)

- Medivacs can heal all biological units of any race on the same team (also great for team games.)

- If you have multiples of the same production building selected (IE: Four Barracks) the game will automatically spread the production of that unit evenly across all the selected buildings.

- Hellions can target and effectively damage/destroy zerg larva.

- Pressing 'D' and clicking a Medivac while loaded with units will begin dropping units while the Medivac is moving.

- SCVs can be set to auto-repair.

- The Hunter Seeker Missile will destroy zerg larva in one shot.

- Splash damage will hit burrowed units if unburrowed units are being targeted.

- Marines and Marauders can be stimmed inside bunkers.

- EMP temporarily uncovers cloaked units.

- You can que up movement and re-sieging your tanks while they are un-sieging.

- You can drop MULEs anywhere you have vision. You can drop MULEs on the enemy base after a scan to force sieged tanks to attack them, damaging buildings by the splash.

- SCVs on auto-repair loaded into a Medivac will repair everything they can inside the Medivac (possibly at a higher resource cost).


Protoss:

+ Show Spoiler +

- Chronoboost reduces Warpgate cooldown.

- Hallucinated units can scout for you.

- Stalker's Blink can be qued with Shift to ensure none get left behind.

- You can set autocast on Carriers to automatically replenish lost Interceptors.

- You can que up targets for Interceptors so they don't return to their Carrier after a target is destroyed.

- Psionic Storm doesn't stack. Make sure to spread multiple casts out.

- Guardian Shield doesn't stack. Spread them out across all your units instead of trying to over-shield your heavy hitters.

- If you have multiple Nexus' hotkeyed using Chronoboost will automatically use the first Nexus' energy, even if other Nexus' have more.

- If a pylon goes down while units are warping in all the units will be canceled.

- You can feedback ANYTHING with energy. This includes Thors, Banshees, and Queens.

- on Scrap Station (with vision) you can blink to and from the island, and past rocks.

- Warp Gate units don't share the same cooldowns.

- Void Rays can stand up to eleven shots from a Thor.

- Cybernetics Core only costs 150 minerals as opposed to 200.

- You can Chronoboost from the minimap.

- Hallucinated Phoenixes soak up Point Defense Drone energy.


Zerg:

+ Show Spoiler +

- If you have a Lair you can research Lair upgrades at other Hatcheries.

- Overlords can spew creep on buildings to keep them safe if your hatchery gets destroyed.

- You can bind all Queens to a single hotkey, then select all and inject larva to a hatchery. The closest Queen will inject.

- Nydus Canals can spawn multiple entrances.

- You can rally units directly into a Nydus Canal.

- Nydus Worms can spawn anywhere, and generate Creep when they successfully form.

- Banelings can be detonated manually while burrowed.

- Burrowed units can have Burrow set to autocast. They will unburrow when an enemy is in range and attack.

- Inject Larva has a slight cooldown during the animation. If you try to inject multiple Hatcheries side-by-side, the Queen might skip the second and move straight to the third.

- Hatcheries still being morphed can be added to a control group, regardless of whether they are finished morphing or not.

- Having multiple Queens at a base makes for a good defense against early aggression.

- You can select multiple drones and command them to make a building. Only the closest drone will make the building.

- You can select multiple drones and que up multiple buildings. Only one drone for each building will leave the mineral patches.

- You still need to research Burrow to make use of the Tunneling Claws upgrade for Roaches.

- Creep Tumors can clone themselves to continue the spread of creep.

- Multiple creep tumors in the same area will speed the spread of creep exponentially.

- Queens can spawn larva through the minimap.

- Infestor's Fungal Growth works on/ reveals cloaked units.

- Infestor's Neural Parasite will instantly kill a zerg egg.

- Infestor's Neural Parasite works on Motherships. You can use the enemy Mothership to Vortex his own army.

- Infestors can spawn Infested Terrans while burrowed.

- A well placed burrowed unit can stop a building from being built on that spot.

- The Overlord Speed upgrade affects morphed Overseers as well.

- You can cancel a cloned Creep Tumor before it finishes to return it to the tumor you cloned it from.

- Overlords are no longer a detector. They have to morph to Overseer, which is available once you have a Lair.

- You can Shift-add eggs to a control group. (IE: If you have mutas bound to '1', and you make more you can use Shift to add them to '1'.)

- Hatcheries larva cap extends past seven, but caps in the high teens/early twenties.

- Burrowed roaches are slightly visible while moving.

Still learning/ First you get the zerglings. Then you get the power. THEN you get the women.
GrassEater
Profile Joined July 2010
Sweden417 Posts
November 01 2010 20:11 GMT
#496
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.


I guess you dont have to shift click. Only klick a without the shifth then. An other way is to forcefield the pf so scv:S cant repair. I guess it requires 4 forcefileds or something to be effective
Crystal368
Profile Joined September 2010
Sweden161 Posts
November 01 2010 20:24 GMT
#497
- Blink works even through Fungal Growth.


Not anymore, right?
|MKP|MMA|ThorZaIN|SjoW|SeleCT|
Skrattybones
Profile Joined October 2010
Canada37 Posts
November 01 2010 21:22 GMT
#498
On November 02 2010 05:24 Crystal368 wrote:
Show nested quote +
- Blink works even through Fungal Growth.


Not anymore, right?


Not sure. If someone can confirm/deny it I'll change that.
Still learning/ First you get the zerglings. Then you get the power. THEN you get the women.
Doso
Profile Joined March 2008
Germany769 Posts
November 01 2010 21:28 GMT
#499
Oh wow, creep tumours can actually plant another creep tumour. I always had an extra queen for that.
CurLy[]
Profile Joined August 2010
United States759 Posts
November 01 2010 21:34 GMT
#500
On November 02 2010 06:22 Skrattybones wrote:
Show nested quote +
On November 02 2010 05:24 Crystal368 wrote:
- Blink works even through Fungal Growth.


Not anymore, right?


Not sure. If someone can confirm/deny it I'll change that.


Yeah you cannot blink with fungal anymore since the last patch.
Great pasta mom, very Korean. Even my crown leans to the side. Gangsta. --------->
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