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[D] 1000 tips - Page 15

Forum Index > StarCraft 2 Strategy
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BushidoSnipr
Profile Joined November 2010
United States910 Posts
April 24 2011 14:44 GMT
#281
TIP 277- The sentry's attack damage comes a split second before the attack animation.
HwangjaeTerran
Profile Blog Joined October 2009
Finland5967 Posts
April 24 2011 15:19 GMT
#282
I skimmed through and didn't see the oldest of all BW-tricks.

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
https://steamcommunity.com/id/*tlusernamehere*/
ZeroTalent
Profile Joined December 2010
United States297 Posts
April 24 2011 16:10 GMT
#283
280. You can enable/disable auto cast abilities with alt + ability hotkey. For example alt+r sets an scv to auto repair; alt +c disables zealot charge auto cast, etc.
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.
Can we get an official definition of "all-in"? Please?
Slurgi
Profile Joined March 2010
United States118 Posts
April 24 2011 17:31 GMT
#284
#161 is incorrect - damage is dealt to *ground* units below the baneling when it is destroyed by a lifted phoenix.
P00RKID
Profile Joined December 2009
United States424 Posts
April 24 2011 17:50 GMT
#285
283. Use Shift+# to add morphing larvae eggs into a control group. F.ex adding extra mutalisks into your muta control group.

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.
"Does your butt hurt? 'cause you fell from heaven once the cast was over?" Artosis
XDJuicebox
Profile Blog Joined January 2011
United States593 Posts
April 24 2011 18:31 GMT
#286
You should study your keyboard, and where you want buttons to be, then reconfigure your hotkey setup to suit your own needs. While it may sound simple, a surprisingly large number of people don't make full use of their hotkeys.
And then you know what happened all of a sudden?
Godstorm
Profile Blog Joined May 2010
Romania845 Posts
Last Edited: 2011-04-24 18:53:58
April 24 2011 18:53 GMT
#287
286: Ultralisk make for great tanks, even 1or 2 put in the front of the army can take all the initial tank volleys and give your lings and blings time to get in the middle of his army.
"It's not that he's dumb, he's just neural parasited by a retarded infestor"-Day 9
Everize
Profile Joined September 2010
Poland176 Posts
April 24 2011 19:09 GMT
#288
You can camera save hotkeys such as F3, F4, F5 which will instantly move your camera to where you have made a save on specific hotkey.
You're going supernova, all of our thoughts become just one. I fly million miles only to crash into the sun.
Deleted User 123474
Profile Joined November 2010
292 Posts
April 24 2011 23:23 GMT
#289
288 : Shift-clicking can be used with any ability, including psi storm and fungal growth on workers and Nukes on key points.

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
Profile Joined September 2010
Denmark6 Posts
April 24 2011 23:49 GMT
#290
292 : You can make banelings auto-target buildings by setting "attack building" to autocast (Rightclick).
FatalRuin
Profile Joined March 2011
United States45 Posts
April 25 2011 00:42 GMT
#291
293. You CANNOT Fungal Growth moving spine crawlers. (From a game between FXOSheth and Sen)
Yoav
Profile Joined March 2011
United States1874 Posts
April 25 2011 00:45 GMT
#292
Correction to 268:
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
Profile Blog Joined October 2010
United States418 Posts
April 25 2011 01:19 GMT
#293
294. If you have vision, Phoenixes can lift burrowed units. Once the Graviton Beam wears out, the unit is returned unburrowed.
- I hate threads that end with "Thoughts?" -
AngryPanda
Profile Joined April 2010
21 Posts
April 25 2011 01:55 GMT
#294
295. If an overlord is dropping creep on a desired expo and its to maximum spread it takes approx 1 minute 10 seconds for it to disappear before you can drop your expo in that area.
Never underestimate the power of wandering where you are most interested.
Softboing
Profile Joined October 2010
United States68 Posts
Last Edited: 2011-04-25 01:57:54
April 25 2011 01:57 GMT
#295
296. When transports (Warp prism, Medivac, researched overlords) are moving at full speed and you use 'Unload all' on them, the units will be dropped and spaced to avoid splash damage. (Unsure if useful. :X )
zeonax
Profile Joined April 2011
8 Posts
Last Edited: 2011-04-25 02:19:35
April 25 2011 02:18 GMT
#296
Danglars
Profile Blog Joined August 2010
United States12133 Posts
April 25 2011 03:19 GMT
#297
277: For any position forcefield (single forcefield) on any ramp, it is possible to warp in units above the forcefield by using a proxy pylon near the ramp and vision from units below the forcefield. Use this tactic if you are seeking to overwhelm an opponent utilizing sentries to try to prevent you from moving up the ramp and into the base. Source
Great armies come from happy zealots, and happy zealots come from California!
TL+ Member
Arn
Profile Joined November 2010
Sweden118 Posts
April 25 2011 12:10 GMT
#298
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!".
Property fightiiing! (Swe SC2 clan) | http://property-clan.com | FOR THE SWARM!
Roblin
Profile Joined April 2010
Sweden948 Posts
Last Edited: 2011-04-25 12:41:00
April 25 2011 12:39 GMT
#299
E 297. if there is/are an/y enemy pylon/s, spinecrawler/s or nydus worm/s building in your base and you do not have any units other than workers, you need to pull 4 workers for each building from your mineral line to "out-dps" the constructing building, given that all 4 of said workers can attack at the same time and that said workers start attacking early enough.

edit: fixed the tip number
I'm better today than I was yesterday!
P00RKID
Profile Joined December 2009
United States424 Posts
April 25 2011 14:59 GMT
#300
On April 25 2011 21:10 Arn wrote:
Show nested quote +
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!".


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.
"Does your butt hurt? 'cause you fell from heaven once the cast was over?" Artosis
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