[D] 1000 tips - Page 15
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BushidoSnipr
United States910 Posts
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HwangjaeTerran
Finland5967 Posts
280. Use patrol when going for drops, if there is anti air, your pilot chooses to live on his own instead of trying to force way through. Also if you are preoccupied somewhere else the dropship wont hang aroung in your enemies place like an easy target but head right back home so you can still make the drop another time. Enjoy you 0.1% higher winrate | ||
ZeroTalent
United States297 Posts
281. Put zealots with charge on [H]old position if you want avoid having them waste their charge. 282. Shift queue ghosts away from the battlefield after firing their EMPs. | ||
Slurgi
United States117 Posts
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P00RKID
United States424 Posts
284. Get in the habit of setting individual rally points when morphing in Overlords every time so that they don't wander off and die. 285. Delaying injects by 5-6 seconds gives you better larvae per minute by reducing larvae waste and results in extra queen energy over time as a bonus. Reasoning: Hatcheries produce a larvae every 15 seconds, up to 3 total. Spawn larvae takes 40 seconds. After spawn larvae ends, and if you wait 5 seconds after the hatchery's normal larvae timer starts and then inject again, you end up getting 3 larvae from the hatchery during that inject cycle, before the 4 larvae drop off, which normally interrupts the hatcheries 3rd larvae from spawning(it will be at 10 of 15 seconds, then 4 larva spawn, canceling the timer). This net gain in larvae is small, about 1 larvae per 6.42 seconds vs 1 larvae per 6.66 seconds. But it is a slight gain, and you end up netting more queen energy. http://www.teamliquid.net/forum/viewmessage.php?topic_id=167278 an old thread about the spawn larvae delay. | ||
XDJuicebox
United States593 Posts
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Godstorm
Romania845 Posts
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Everize
Poland176 Posts
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Deleted User 123474
292 Posts
289 : When going mech as T (vs Z) in the late game, get ghosts to kill Broodlords. It takes 5 snipes to kill a Broodlord, or roughly 2 just-spawned ghosts with Moebius reactor upgrade. 290 : When going mech as T (vs Z) in the late game and facing Broodlords, it's possible to buy time by spamming "S" on your seige tanks or spamming attack on other enemy units on the ground. Otherwise your seige tanks splash each other. 291 : To combat seige tanks as any race, lead your army with a few units spread out well to draw tank fire. This way it is often possible to reach the seige tanks with marauders, roaches, etc. before tanks have damaged the majority of them. ***This is SUPER effective, always do this.*** | ||
Charn
Denmark6 Posts
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FatalRuin
United States45 Posts
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Yoav
United States1874 Posts
Ranged units can kill one another 'simultaneously' only if they have projectile attacks. Melee units and ranged units with instant attack animations (eg. Marines, Tanks, Immortals) cannot do this due to the linear game engine phenomenon that is behind Tanks (and other instant-shot units) not overkilling in SC2. | ||
Barca
United States418 Posts
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AngryPanda
21 Posts
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Softboing
United States68 Posts
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zeonax
8 Posts
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Danglars
United States12133 Posts
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Arn
Sweden118 Posts
On April 25 2011 02:50 P00RKID wrote:.... Delaying injects by 5-6 seconds gives you better larvae per minute by reducing larvae waste and results in extra queen energy over time as a bonus. Reasoning: Hatcheries produce a larvae every 15 seconds, up to 3 total. Spawn larvae takes 40 seconds. After spawn larvae ends, and if you wait 5 seconds after the hatchery's normal larvae timer starts and then inject again, you end up getting 3 larvae from the hatchery during that inject cycle, before the 4 larvae drop off, which normally interrupts the hatcheries 3rd larvae from spawning(it will be at 10 of 15 seconds, then 4 larva spawn, canceling the timer). This net gain in larvae is small, about 1 larvae per 6.42 seconds vs 1 larvae per 6.66 seconds. But it is a slight gain, and you end up netting more queen energy. http://www.teamliquid.net/forum/viewmessage.php?topic_id=167278 an old thread about the spawn larvae delay. Wow! If that is true it has great implications. But then again, it requires optimal macro if I understand it correctly. I'll rephrase it to not trick noobs into thinking "Saving energy on Queens = GOOD!". | ||
Roblin
Sweden948 Posts
edit: fixed the tip number | ||
P00RKID
United States424 Posts
On April 25 2011 21:10 Arn wrote: Wow! If that is true it has great implications. But then again, it requires optimal macro if I understand it correctly. I'll rephrase it to not trick noobs into thinking "Saving energy on Queens = GOOD!". It is pretty hard to do consistently. Hell, it is hard to even inject immediately each time consistently as it is, so trying to delay it is something you would have to practice doing a lot. But I can see this being possible early game. If you do the delay injects roughly 4-5 cycles worth then you will have earned a couple extra larvae and saved 25 extra energy on a queen. Another reason it is hard is because it is only worth it if you are spending the larvae from Spawn Larvae injects immediately so that the hatchery starts producing larvae again. Otherwise you are still creating larvae waste and the delay is further larvae waste. You would have to be very accurate and do this technique consistently to see practacle results. | ||
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