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[D] 1000 tips - Page 13

Forum Index > StarCraft 2 Strategy
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TGxXill
Profile Joined April 2011
Netherlands1 Post
April 22 2011 21:18 GMT
#241
@ 170, a ghost can't snipe a probe, because probes are mechanical units
TheAngryZergling
Profile Joined January 2011
United States387 Posts
April 22 2011 21:40 GMT
#242
175. (P) Carriers and DTs are the only Protoss units that can't be hallucinated.


I'm pretty sure motherships are not hallucinable.

Everything in life is most clearly explained through a Starcraft analogy.
Arn
Profile Joined November 2010
Sweden118 Posts
April 22 2011 21:53 GMT
#243
Thanks for all corrections, I edited most stuff and put links & credits in some places (not all though). If you want a tip to be rephrased or edited, don't hesitate to say so. In some cases I put an empty tip in and declare why I didn't bring it in, this is usually just a placeholder because there was no other tip to put in that place. If you want to back up or adjust your statement, I will edit it in.

Updated up to 229 now, so Next tip is 230.

Regarding the drop-technique: A movedropping dropship (overlord/medivac/warp prism) will be in "move-drop-mode" until it is empty or a stop command is issued to it. Thus, if you want it to move another way (or like in your example, start moving), that's fine - but if you want it to start standing still while dropping, press H instead of S. I advice every zerg to practise dropping and use it more often, dropladders and drop-runbys can be really effective, as can baneling carpets, mineral-line drops, et cetera. It all requires knowledge and micro though - and some practise.

PS. I'm also happy for the people that pop in to the thread just to say they like it, it's great hearing that
Property fightiiing! (Swe SC2 clan) | http://property-clan.com | FOR THE SWARM!
Oboeman
Profile Joined January 2011
Canada3980 Posts
Last Edited: 2011-04-22 22:22:41
April 22 2011 22:10 GMT
#244
230. As zerg, you can minimize damage from melee units (mainly zerglings and zealots) by using drones as walls instead of fighting. Right click on your queen, spine, roach or place them in a choke and hit hold position.

231. If you overdroned and your opponent attacks you - pull some drones for the fight. If possible take advantage of mineral-walk to get an advantageous position, but in general treat them like additional lings.

Battlescore
Profile Joined August 2010
United States61 Posts
April 22 2011 22:19 GMT
#245
232. In TvP, you can end the game early with some good Banshee harass. Mineral line should be the primary target, but waste no time chasing probes when he pulls them off. Immediately start taking out their pylons to shut down their buildings. Time your cloak upgrade so it completes right around the time you arrive in their base. Destroyed/abandoned mineral line + destroyed pylons will completely shut down P.
r3tsa
Profile Joined April 2011
Poland94 Posts
Last Edited: 2011-04-22 22:33:53
April 22 2011 22:20 GMT
#246
233. (Z) The most popular followup after FFE is stargate play.

234. Cheese strategies are most powerful in mirror matchups.

235. (P) Low ground pylons can be used as a power source for structures placed on high ground. On specific maps like Xelnaga Caverns and Metalopolis it is possible to attack opponents mineral line with 1-2 cannons. I think it wasn't mentioned before.

236. Ultralisk wins a 1on1 fight with immortal.

237. (P) Voidrays can shoot while moving, similar as phoenixes.

238. (P) Forciefields can prevent SCVs/MULEs form reparing bunkers.

239. (Z) From my own protoss expierience 3RR is the most powerful zerg rush.

240. Tier 1/1.5 units are unable to out dps medivac healing rate.

241. (T) Proxy raxes can be built in some spot difficult to scout, and then lifted off to another location.

242. (T) Banshee wins a fight with a queen.
No pain, no gain.
r3tsa
Profile Joined April 2011
Poland94 Posts
April 22 2011 22:22 GMT
#247
243. In PvP 10 pylon 10 gate opening means korean 4 warpgate rush allin for the 99% of situations.
No pain, no gain.
Oboeman
Profile Joined January 2011
Canada3980 Posts
Last Edited: 2011-04-22 22:23:08
April 22 2011 22:22 GMT
#248
244. Contaminating an infestation pit will delay pathogen glands and very likely cause your opponents first round of infestors to spawn with only 50 energy, widening the timing window where he has invested money in infestors but does not have any fungal growths available.
r3tsa
Profile Joined April 2011
Poland94 Posts
April 22 2011 22:32 GMT
#249
245. (Z) 6 Zerglings are able to kill zealot in a wall (i don't remember if it is possible with 5 though, it can be ramp dependent)

246. (Z) Late drone scout is still possible against walled-off protoss, just click on minerals in his base. I think this one was mentioned but I'm not sure.
No pain, no gain.
ZenGraffix
Profile Joined April 2011
United States96 Posts
Last Edited: 2011-04-22 23:21:39
April 22 2011 23:20 GMT
#250
247. (PvT) Use workers to prevent a planetary fortress drop on scrap station

248. (P) Double click your workers and control group them to and you can see exactly how many you have/need(the number of units is listed on the control group bar. Add and extra 2 for the workers that are likely inside the assimilator at that instant.
Time is the fire in which we all burn
SilverJohnny
Profile Blog Joined October 2010
United States885 Posts
April 22 2011 23:36 GMT
#251
249. Fungal growth prevents tanks from sieging up.
also i think you should be able to combine like 5 archons to make a really really shitty oliver stone film - Keanu_Reaver, bw balance genius
Arn
Profile Joined November 2010
Sweden118 Posts
April 22 2011 23:41 GMT
#252
On April 23 2011 07:32 r3tsa wrote:
245. (Z) 6 Zerglings are able to kill zealot in a wall (i don't remember if it is possible with 5 though, it can be ramp dependent)

246. (Z) Late drone scout is still possible against walled-off protoss, just click on minerals in his base. I think this one was mentioned but I'm not sure.


For your first tip, I think 4 lings can kill 1 zealot if they meet 2v1 in the opening. Are you saying that 6 can beat 1 if they meet 1v1 all the time? How is it microd?

About your first tip, I don't think I recognize it being before. It's generic though, so I will add it as such. And it's awesome
Property fightiiing! (Swe SC2 clan) | http://property-clan.com | FOR THE SWARM!
Wintertime
Profile Joined November 2010
Canada64 Posts
Last Edited: 2011-04-23 05:53:05
April 23 2011 04:31 GMT
#253
Edit on tip 87. The creep left behind is actually 3x3, hence proxy evo chamber. Also, if you have a queen handy, you can creep tumor on the creep left by the hatch, to start proxy creep spread

Also, I didn't see this tip posted, which is good because it's not true, but I wanted to clarify the myth that you can change the default unit selected in a control group by tabbing to the desired unit and redefining the control group (Ctrl+X). This doesn't work. There is no way to change the default unit in a control group (Other than making it it's own control group). Source

Tip 242 is 50% wrong. Whoever shoots the other first wins in Banshee vs Queen.

Tip 249 (AKA Tip 4) expansion:
Fungal stops Tanks and Vikings from switching modes. It stops Stalkers from blinking. It stops all Zerg units from burrowing/unburrowing. It reveals cloaked units. Doesn't root Ultralisks due to their Frenzied passive. Drops that have been fungal'd can still pick up/drop units.
I'm testing right now if fungal'ing after a vortex will still apply the root, despite not doing damage, and if the units will spread despite being rooted.
FreshDumbledore
Profile Joined January 2011
Austria57 Posts
April 23 2011 07:30 GMT
#254
E158 holding ctrl+ alt+ f4 lets a little boy's face appear
im rich biaaaatch :D
Tiazi
Profile Joined February 2010
Netherlands761 Posts
Last Edited: 2011-04-23 09:06:41
April 23 2011 09:02 GMT
#255
250. When a engineering bay, forge or a evolution chamber is destroyed while upgrading - the upgrade progress is lost BUT the money is refunded.
"A brilliant yet deluded man once said, 'Introduce a little anarchy. Upset the established order, and everything becomes chaos.' Gumiho is that agent of chaos." -monk
Kornholi0
Profile Joined November 2010
Canada634 Posts
Last Edited: 2011-04-23 10:00:06
April 23 2011 09:56 GMT
#256
251: You can hold position Zerglings in mineral fields to kill the workers without having all your lings go after the same worker, it also helps with run bys as your lings will target units over workers.


252: It is easier to take bases when you are aggressive opposed to being defensive, if a defensive player is caught out of their good position it is game ending, however if an aggressive player loses their units it is very rare that it will lose them the game.
Team Channel: VTeX Team Co-leader: AGGhost 223 Stream: http://www.twitch.tv/agghost
Humbuuzio
Profile Joined August 2010
Finland78 Posts
Last Edited: 2011-04-23 10:52:19
April 23 2011 10:08 GMT
#257
#253: You can cancel a building creep tumor and build a new one later. This is especially useful in the early game, if the opponent is about to kill a tumor that isn't cloaked yet.

#254: If a Terran has a wall-in with a barracks and factory with no add-ons and especially if there is a bunker there, Terran is most likely building cloaked banshees, maybe even with 2 starports.
iPBioOrMech
Profile Joined May 2010
Turkey297 Posts
April 23 2011 10:21 GMT
#258
"196. (T) It is possible to outmicro a Zealot with two Marines." iti s possible....
i created scan BM, MvP created mule drop.
papapanda
Profile Joined April 2010
Taiwan326 Posts
April 23 2011 12:07 GMT
#259
#255: When you can tell you lost press: enter, g, g, enter, f10, n
try to do this as little as possible though;p
wonderwall
Profile Blog Joined September 2010
New Zealand695 Posts
Last Edited: 2011-04-23 12:17:34
April 23 2011 12:17 GMT
#260
#256 The Warp Prism's power field can be used to place buildings even without a pylon nearby

#257 You can warp in dark templars even when your dark shrine is unpowered.

As many terrans have found out on the ladder playing against me these two go hand in hand.

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