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Learning something obvious that improved your SC2 - Page 27

Forum Index > StarCraft 2 Strategy
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Super_bricklayer
Profile Joined May 2010
France104 Posts
November 03 2010 12:26 GMT
#521
On November 02 2010 04:30 Skrattybones wrote:
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.


Could we place that post on the OP so we don't get another 30 pages of the same tips ?

I mean, i really like this thread, don't want to be too rude here, but i don't think we saw something new since this post for example.

I don't want to force anyone to read the all thread, but as Skrattybones made this ( by the way, thanks a lot dude ! ) now it would be a shame to see that thread go on as it was before. Don't ya think ?
DamageInq
Profile Joined April 2010
United States283 Posts
Last Edited: 2010-11-03 12:30:56
November 03 2010 12:28 GMT
#522
Zealot charge increases movespeed of zealots by .5. This makes them faster than unupgraded roaches and hydras off creep and faster than the entire un-stimmed terran army execpt hellions and reapers. Even when charge is on CD.

Also, With chargelots and blink stalkers, you can manually charge at a blink stalker then quickly blink up a cliff and the zealots will charge all the way around to the stalker.
"Scissors are OP. Rock is fine." -Paper
BlacKcuD
Profile Joined October 2010
Germany107 Posts
November 03 2010 13:29 GMT
#523
A ghost may EMP an enemy's Command Center to drain all its energy (denying scans if you are nuking early etc)
Avid map maker and e-sport enthusiast.
HungShark
Profile Joined June 2010
United States134 Posts
November 03 2010 13:58 GMT
#524
~1500 Platinum Zerg player with over 300 games played (since beta). I RECENTLY discovered that creep tumors can produce MORE creep tumors. I've been using nothing but queens before that.
Die again in good health!
teh_longinator
Profile Joined March 2010
Canada725 Posts
November 03 2010 14:22 GMT
#525
Recently saw/found out that Overlords can drop Banelings while moving. This means that the Baneling splash/damage is evenly distributed through the mineral line, instead of just blowing up a few SCV/Drones and auto-targeting the main building.
FirstQT
Profile Joined October 2010
United States115 Posts
Last Edited: 2010-11-03 14:39:20
November 03 2010 14:25 GMT
#526
if you neural parasite a probe and build a nexus with it, you can chrono boost your zerg buildings. /thread

edit-just double checked it and it'll speed up lair->hive as well as upgrades/queens. not too sure about it speeding up larva inject though. animation for chronoboosted hive morphing is pretty silly
inFeZa
Profile Blog Joined June 2009
Australia556 Posts
November 03 2010 14:35 GMT
#527
that hallucination to PDD is soo good! but yeah i think its gonna be LOLPATCHED. i hope not.
Starcraft 2 in-game Observer. Follow me twitter.com/infeza
Jeffbelittle
Profile Joined August 2010
United States468 Posts
November 03 2010 14:38 GMT
#528
First: That is freaking sweet.

Does anyone know if whether or not mass-recalling units with a mothership grabs the protoss or the zergs units? It'd take forever for me to test this.
chokke
Profile Joined August 2010
Norway228 Posts
November 03 2010 15:41 GMT
#529
The esc (escape)-button cancels units. Took me a while, and was pretty annoying producing an extra queen (queue) and have click the hatch, then click the queen to cancel it. Now it's a dream if stuff is queued since it cancels the unbuilt stuff first :D . Allthough not as crucial for zergs compared to terran (and to some degree, protoss).
Clamps
Profile Joined May 2010
66 Posts
November 03 2010 16:00 GMT
#530
I missed this thread when it first started and I too picked up a few tips.

Props to Super_bricklayer for consolidating it all. I did notice a few that I beleive to be incorrect.

You can't feedback Thors anymore, you have that as a feedback example.

Spacebar doesn't center you on your base, it centers you on the last notification (The ones on the left of the screen). Since most things that happen happen at your base, space USUALLY brings you to your base, but not always. If your units engage the enemy in the field and the game says that your forces are under attack, space bar will bring you to the battle. If you're macroing and your scouting prob gets hit, space will bring you to the probe so long as it gave you the probe attack notification. Hitting space again will bring you to the notification that happened second from last, hitting again goes to the one before that and so on. Since, as I said, most things that happen, happen in your base you can usually get your base within 1-3 taps of the space bar, giving the illusion that space brings you to your base.

You can't blink to islands anymore, I don't think the scrap station tip works now.

Might be worth mentioning that EMP even reveals cloaked units that don't use energy, like observers and dark templar. The effect only lasts a few seconds, but is often enough to kill those low hp units.

And here's a contribution of my own:
Nydus exits from the same source automatically queue even without holding shift. So you can tell the network to build multiple exits all at once and it will start working on them in series.

Units retreat into a nydus network twice as fast with two exits (at the cost of 100/100). While your nydus is building, queue a second exit. When reinforcements arrive you can retreat back into the two worms twice as fast and suffer fewer losses. You have to manually send half to one worm and half to the other.

You can build two or more worm exits at once if you build two or more nydus entrances at your base. (Useful late game when you're close or at max and money is building up and you want to move a HUGE army through a network quickly.

Fantastic thread.


Clamps
Profile Joined May 2010
66 Posts
November 03 2010 16:05 GMT
#531
Oh one more (I love nydus worms).

You can hit stop on a nydus worm to stop it from unloading. This is useful if the enemy shows up right when you start unloading a large force, so you can abort the attack and don't unload your units one by one into a bloodbath.
iPBioOrMech
Profile Joined May 2010
Turkey297 Posts
November 03 2010 16:13 GMT
#532
Terran players can steal their enemy's tech labs + reactors.
i created scan BM, MvP created mule drop.
ashaman771
Profile Joined April 2010
Canada114 Posts
November 03 2010 16:56 GMT
#533
Couple pretty noob questions, so be gentle

I noticed while watching the GSL (totally worth the $20 without a doubt) that some players at the beginning of the game get a single worker on each hot key super quick, almost instantaneously. How are they doing this? They can't just be select each worker individually and assigning them their own hot key that quickly...?

Second, you have a pack of drop ships, and a pack of M&M, how do you get them in the pack of drop ships super fast? I select both packs together then have to keep clicking on the drop ships, but there's a better way I suspect.
The Dead Room Podcast, check it out!
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
November 03 2010 17:20 GMT
#534
On November 04 2010 01:56 ashaman771 wrote:


Second, you have a pack of drop ships, and a pack of M&M, how do you get them in the pack of drop ships super fast? I select both packs together then have to keep clicking on the drop ships, but there's a better way I suspect.

Select M&M, hold shift, click on the drop ships.
Head Coach Park: "They should buff tanks!"
Jira
Profile Joined May 2010
Germany27 Posts
Last Edited: 2010-11-03 17:21:26
November 03 2010 17:20 GMT
#535
On November 04 2010 01:56 ashaman771 wrote:
Couple pretty noob questions, so be gentle

I noticed while watching the GSL (totally worth the $20 without a doubt) that some players at the beginning of the game get a single worker on each hot key super quick, almost instantaneously. How are they doing this? They can't just be select each worker individually and assigning them their own hot key that quickly...?

Second, you have a pack of drop ships, and a pack of M&M, how do you get them in the pack of drop ships super fast? I select both packs together then have to keep clicking on the drop ships, but there's a better way I suspect.


I'm not entirely sure what you mean about the workers, but I'd guess it's just one worker on multiple hotkeys. People tend to hotkey stuff to more then one butten at the beginning (I use to hotkey my first scout on 1-3, dunno why honestly... just a habit)

Edit: Nevermind, missunterstood the second question.
ashaman771
Profile Joined April 2010
Canada114 Posts
November 03 2010 17:28 GMT
#536
On November 04 2010 02:20 Jira wrote:
Show nested quote +
On November 04 2010 01:56 ashaman771 wrote:
Couple pretty noob questions, so be gentle

I noticed while watching the GSL (totally worth the $20 without a doubt) that some players at the beginning of the game get a single worker on each hot key super quick, almost instantaneously. How are they doing this? They can't just be select each worker individually and assigning them their own hot key that quickly...?

Second, you have a pack of drop ships, and a pack of M&M, how do you get them in the pack of drop ships super fast? I select both packs together then have to keep clicking on the drop ships, but there's a better way I suspect.


I'm not entirely sure what you mean about the workers, but I'd guess it's just one worker on multiple hotkeys. People tend to hotkey stuff to more then one butten at the beginning (I use to hotkey my first scout on 1-3, dunno why honestly... just a habit)

Edit: Nevermind, missunterstood the second question.


this has to be it. it's the same worker on different keys, it's done too fast to be anything else i suspect.
The Dead Room Podcast, check it out!
ashaman771
Profile Joined April 2010
Canada114 Posts
November 03 2010 17:28 GMT
#537
On November 04 2010 02:20 Sapphire.lux wrote:
Show nested quote +
On November 04 2010 01:56 ashaman771 wrote:


Second, you have a pack of drop ships, and a pack of M&M, how do you get them in the pack of drop ships super fast? I select both packs together then have to keep clicking on the drop ships, but there's a better way I suspect.

Select M&M, hold shift, click on the drop ships.


thanks!
The Dead Room Podcast, check it out!
Jtn
Profile Blog Joined October 2010
444 Posts
November 03 2010 17:29 GMT
#538
On November 04 2010 01:56 ashaman771 wrote:
I noticed while watching the GSL (totally worth the $20 without a doubt) that some players at the beginning of the game get a single worker on each hot key super quick, almost instantaneously. How are they doing this? They can't just be select each worker individually and assigning them their own hot key that quickly...?


I think you're just talking about sending each worker to its own patch correct? They're just hitting F1 to select an idle worker and sending it to a patch.
ashaman771
Profile Joined April 2010
Canada114 Posts
November 03 2010 18:10 GMT
#539
On November 04 2010 02:29 Jtn wrote:
Show nested quote +
On November 04 2010 01:56 ashaman771 wrote:
I noticed while watching the GSL (totally worth the $20 without a doubt) that some players at the beginning of the game get a single worker on each hot key super quick, almost instantaneously. How are they doing this? They can't just be select each worker individually and assigning them their own hot key that quickly...?


I think you're just talking about sending each worker to its own patch correct? They're just hitting F1 to select an idle worker and sending it to a patch.


Nope, i know that F1 'trick'.

I forget which match i was watching, but all of a sudden SCVs were on each hotkey in a second. thanks to the post above, i know it's all the same SCV. I thought maybe I was missing something
The Dead Room Podcast, check it out!
Clamps
Profile Joined May 2010
66 Posts
November 03 2010 18:40 GMT
#540
F1 to split your workers at the start is a neat trick and would have been awesome in BW, but I fear that it will take me almost exactly the same amount of time to hit F1 and click six times as it does for the game to auto-split them when you tell them to all mine the same patch.

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