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[D] 1000 tips - Page 11

Forum Index > StarCraft 2 Strategy
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Turo
Profile Blog Joined October 2010
Canada333 Posts
April 22 2011 04:35 GMT
#201
the OP needs some serious editing to make it readable IMO.

maybe separating tips with a space, and bolding the numbers?
DevlinDarkforge
Profile Joined November 2010
United States30 Posts
April 22 2011 06:00 GMT
#202
Protoss - Guardian shield surrounding an Immortal will cause its shields to take 8 damage from any strength ranged attacks instead of 10.
"I need to remember NOT to forget to hotkey my HTs on 2. Crap wait, what I was supposed to remember again?"
DevlinDarkforge
Profile Joined November 2010
United States30 Posts
April 22 2011 07:23 GMT
#203
On April 22 2011 07:20 r3tsa wrote:
Great topic, i made account specially for it.

169. (T) U can EMP protoss buildings and buildings with energy to suck up shields/energy.
.


WTF, then why can't High Templars feedback buildings with energy? I can't remember the last pro replay where high templars were used
"I need to remember NOT to forget to hotkey my HTs on 2. Crap wait, what I was supposed to remember again?"
Blasterion
Profile Blog Joined October 2010
China10272 Posts
Last Edited: 2011-04-22 07:59:33
April 22 2011 07:59 GMT
#204
On April 22 2011 16:23 DevlinDarkforge wrote:
Show nested quote +
On April 22 2011 07:20 r3tsa wrote:
Great topic, i made account specially for it.

169. (T) U can EMP protoss buildings and buildings with energy to suck up shields/energy.
.


WTF, then why can't High Templars feedback buildings with energy? I can't remember the last pro replay where high templars were used

because Feedback does hull damage, EMP will never "kill" anything
[TLNY]Mahjong Club Thread
mlgbx
Profile Joined October 2010
United States73 Posts
Last Edited: 2011-04-22 08:12:20
April 22 2011 08:12 GMT
#205
On April 22 2011 16:23 DevlinDarkforge wrote:
Show nested quote +
On April 22 2011 07:20 r3tsa wrote:
Great topic, i made account specially for it.

169. (T) U can EMP protoss buildings and buildings with energy to suck up shields/energy.
.


WTF, then why can't High Templars feedback buildings with energy? I can't remember the last pro replay where high templars were used


I am pretty sure Alicia used some last night against MKP in Code S of the GSL. It was a good game. You should check it out.
lachy89
Profile Joined November 2010
Australia264 Posts
April 22 2011 08:28 GMT
#206
4 Infestors can fit inside an overlord. 4 Infestors with 200 energy means 32 Infested marines. 1 OL drop of infestors can do A LOT of dmg.
Incognoto
Profile Blog Joined May 2010
France10239 Posts
Last Edited: 2011-04-22 08:39:37
April 22 2011 08:38 GMT
#207
195. If you use a Warp Prism in the Pylon mode, you can start building cannons without a pylon. That means you can start building a cannon before the pylon instead of having to wait for the pylon to finish. Not sure if it's actually useful but it's kinda neat.
maru lover forever
r3tsa
Profile Joined April 2011
Poland94 Posts
Last Edited: 2011-04-22 09:29:32
April 22 2011 09:24 GMT
#208
196. (T) It is possible to out micro a zealot with 2 marines.

197. (P) While playing a very FE always pay attention if T is not making any bunkers.

198. (P) Zealot+stalker poke can be very powerful against Terrans relying on marines without bunker to defend, it is also possible pressure a 14/15 Hatch with this kinda of poke very effectively.

199. (P) Forcefields can be placed on buildings and mineral patches, also they prevent units form unburrowing.

200. U can block ramps/buildings with units to help prevent early DT attempts.

201. (P) Probes can be used as shields for stalkers to fight off zealots, unless u dont a-move with probes, u can surround your stalker and force opponent to either focus workers 1st or retreat. I beliee it is possible for Terrans too.
No pain, no gain.
Ineffability~
Profile Joined February 2011
84 Posts
April 22 2011 09:36 GMT
#209
@193
They take 20 damage tho
Arn
Profile Joined November 2010
Sweden118 Posts
April 22 2011 09:48 GMT
#210
On April 22 2011 13:35 Turo wrote:
the OP needs some serious editing to make it readable IMO.

maybe separating tips with a space, and bolding the numbers?


Added bold to the numbers (RegExReplace ftw.), and it became much better. Trust me, separatic the tips with a linebreak wouldn't make it more readable. It's a bit problematic that the TL forums are just 620px wide, if you read it on the Property-clan forums (where it's crossposted regularly) most tips are on one line, making it very readable.

If you have another suggestion feel free too.
Property fightiiing! (Swe SC2 clan) | http://property-clan.com | FOR THE SWARM!
FreshDumbledore
Profile Joined January 2011
Austria57 Posts
April 22 2011 09:49 GMT
#211
E158 holding ctrl+ alt+ f4 lets a little boy's face appear
im rich biaaaatch :D
Joschka29
Profile Joined March 2011
Germany26 Posts
Last Edited: 2011-04-22 09:58:02
April 22 2011 09:56 GMT
#212
Team 159 Two Motherships to not cloak each Other
Z 160 You cannot put Spore-/Spinecrawler into Nydus or Overlord
P 161 Warp-Prism can Power a Protoss Building
Arn
Profile Joined November 2010
Sweden118 Posts
April 22 2011 10:13 GMT
#213
On April 22 2011 18:49 FreshDumbledore wrote:
E158 holding ctrl+ alt+ f4 lets a little boy's face appear


On April 22 2011 18:56 Joschka29 wrote:
Team 159 Two Motherships to not cloak each Other
Z 160 You cannot put Spore-/Spinecrawler into Nydus or Overlord
P 161 Warp-Prism can Power a Protoss Building


A) Wrong count.
B) Those are hardly "interesting"/good advice (except for maybe 159) so I won't add them.

Next tip is 202!

Gonna edit first post now.

Property fightiiing! (Swe SC2 clan) | http://property-clan.com | FOR THE SWARM!
Kornholi0
Profile Joined November 2010
Canada634 Posts
April 22 2011 10:35 GMT
#214
#32, it takes 1 fungal to kill lings depending on how you hit their regen timing, it is completely random but there is a really low chance that one fungal will kill some of the lings (lings have 35 fungal has 35 damage, if you can catch them on their off regen it is pretty effective).

I am actually not 100% sure on this, as there is no real way to test it, I was watching Destiny's stream and they were talking about it. Maybe worth investigating?
More notes on Fungals, it takes 4 fungals to kill a roach, it takes 2 fungals to kill an infestor, and infested marines do better against ultras than FG (based on the fact that you can use them as walls).
it takes 4 fungals to kill a mutalisk, but if you use 1 fungal and throw down (depending on the flock of mutas, about 2 infested marines per muta capped at 10 infested) then throw down another fungal you can successfully pick off all the mutalisk with decent micro.
You cannot fungal buildings but you can fungal burrowed units underneath escaping spines =D
Team Channel: VTeX Team Co-leader: AGGhost 223 Stream: http://www.twitch.tv/agghost
Kornholi0
Profile Joined November 2010
Canada634 Posts
April 22 2011 10:40 GMT
#215
#202, +1 armour for zealots + gaurdian shields makes it a 50 shot just to get rid of shield against marines.
Team Channel: VTeX Team Co-leader: AGGhost 223 Stream: http://www.twitch.tv/agghost
Arn
Profile Joined November 2010
Sweden118 Posts
April 22 2011 11:02 GMT
#216
[image loading]

Good job, we're now over 20% to a thousand I think we can do this. Regarding the other advice-thread, I think this one is better - of course I might be biased.
Property fightiiing! (Swe SC2 clan) | http://property-clan.com | FOR THE SWARM!
MrTortoise
Profile Joined January 2011
1388 Posts
Last Edited: 2011-04-22 11:13:21
April 22 2011 11:08 GMT
#217
how about restating the alleged '161' like this then?

203: cant get a probe into enemy base to place cannons? Use a warp prism and build cannons behind his mineral line!


On April 22 2011 16:59 Blasterion wrote:
Show nested quote +
On April 22 2011 16:23 DevlinDarkforge wrote:
On April 22 2011 07:20 r3tsa wrote:
Great topic, i made account specially for it.

169. (T) U can EMP protoss buildings and buildings with energy to suck up shields/energy.
.


WTF, then why can't High Templars feedback buildings with energy? I can't remember the last pro replay where high templars were used

because Feedback does hull damage, EMP will never "kill" anything


You are right, but i dont think that is the reason. Also if you emp a unit that can only cast spells, then for all intents and purposes you are removing it from the game for a period of time which is somewhat analogous to killing it temporarily.

EMP works on BOTH energy and shields
Feedback only works on Energy ... buildings have shields but not energy so there is nothing to feedback. Moreover there is no reason for infestors / ghosts and HT to work the same so its not unfair unless you have some preconceived notion of fair (which will only lead to blandness).

One of these many overlooked (or at least under considered) points in emotional rants leading up to the removal of KA (instead of simply nerfing some combination of storm / HT / KA).

Please don't get into a KA argument with me (as i wont respond but someone else will and thread will get ruined), I am not questioning 'balance' or 'the need for change' just the/any decision to remove before tweaking - as in i think the the most imbalanced thing in the game is the game balance team. They seem to respond by reducing diversity because it is the easy route which *imo* just removes utility.

MrTortoise
Profile Joined January 2011
1388 Posts
Last Edited: 2011-04-22 11:11:46
April 22 2011 11:11 GMT
#218
[please delete i refactored into previous post]
pandaminion
Profile Joined October 2010
United States270 Posts
Last Edited: 2011-04-22 12:01:20
April 22 2011 11:20 GMT
#219
#204. You can Contaminate buildings that are under construction (doesn't stop the building from being constructed though, so it's only useful if the building is JUST about to finish :D)

#205. Contaminated buildings can still build add-ons, and turn into Planetaries/Orbitals or turn into Warp Gates (and back).

#206. Feedback dispels Yamato Gun charge (energy is deducted as the projectile fires, not during the firing cycle)

#207. You can set rally points for units in Cocoons (Broods and Banelings) to go to after they hatch.

#208. Overlords don't have a separate rally point. Bear this in mind when rallying your units to the front of an enemy's base.

#209. After an enemy's push fails, send your men after his -- you may catch some either retreating units or units on their way to your base that he failed to reset the rally for (applies mostly to Zerg)

#210, Killing both sides of a Nydus Network (Network and Worm(s)) will kill all of the units inside :D (You can save your units by building another Worm or Network before it's killed, even said Worm/Network has just started building)

#211. You can push Archons when they are merging.

#212. Spawning Pools, Roach Warrens, and Evolution Pools, placed correctly, can prevent hellions from running behind your mineral line (the best position for them) and roasting your workers. Just make sure you don't get Thor dropped afterwards.

#213. Burrowed Banelings at choke points are useful versus all races (Sentries, Marines, Hydralisks)

#214. Ultralisks cost efficiency increases greatly with upgrades (+2/4 per upgrade)

#215. If your chronoboosts are stacking up, upgrades are a good Chrono sink.

#216. Banshees deal more DPS to Colossi than Vikings.

#217. Against a Protoss, detection at every base will save you grief in the late game (versus Dark Templars) as well as shoo away any observers.

#218. Nydus worms are most often spawned behind line-of-sight blockers and mineral lines. Check there first if you hear a scream.

#219. You can see cloaked units by the ripples in the terrain (how has this not been said yet?)

#91 Update. "Cloaked" units also include Creep Tumors.

Joruto
Profile Joined October 2010
Germany39 Posts
April 22 2011 11:48 GMT
#220
#217
If you load an SCV which has autorepair on into an Medivac, it can repair other damaged mechanical units ,like tanks or hellions inside the Medivac.
But beware, it costs much more Minerals and Gas as if you would repair it outside.

Source
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