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[D] 1000 tips - Page 17

Forum Index > StarCraft 2 Strategy
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Hamlet
Profile Joined May 2010
United States27 Posts
April 26 2011 03:48 GMT
#321
311. When upgrading off of 2 Forges, get weapons 3 and shields 1 (instead of weapons 3 and armor 3) in the third cycle. Then you can get armor 3 and shields 2 when they finish.
Cyaxis
Profile Joined March 2011
7 Posts
April 26 2011 05:47 GMT
#322
312. Thors have more range than a colossus with thermal lance.
SnowSC2
Profile Blog Joined September 2010
United States678 Posts
Last Edited: 2011-04-26 05:56:05
April 26 2011 05:55 GMT
#323
313. Setting your keyboards repeat delay and repeat speed will help macro more quickly when building large amounts of units simultaneously
mikulus
Profile Joined May 2010
Poland3 Posts
Last Edited: 2011-04-26 10:33:08
April 26 2011 10:32 GMT
#324
314. I would like to bring one fact to the attention of oh so many terran players that you can select some of your medievacs and click M + and choosen unit and then they will follow your units and heal them from time to time when they are moving and what is more important - while you are kiting them.

You can split medievacs to heal different parts of army and thereby provide yourself a full healing coverage.
Do or die
Arn
Profile Joined November 2010
Sweden118 Posts
April 26 2011 14:25 GMT
#325
On April 26 2011 10:30 HardCorey wrote:
This is looking more like a list of random facts than actual useful tips. There are plenty of silly things already here: http://wiki.teamliquid.net/starcraft2/Oddities


+ Show Spoiler +
Read it all and you will see it's mostly tips. You are however right, so I removed atleast the first few oddities, since the first tips usually sets the "tone" for the remaining. I also added an encouragemen & definition of "tip" in the first post.


Anyway, I added up to 314 now (ALOT OF TIPS! Nice going, some fresh ones still coming and just a few duplicates, which is nice. I have pretty good track of the duplicates, I think, but I appreciate it when someone corrects a duplicate, number is easier then too). Next tip is 315.

[image loading]

Also, I am considering making a top-50 (or so?) list with the most useful of these tips. If anyone feels like they wanna list or comment on the "Aha! NICE!" tips from here, feel free to do so, and it will also make my work easier. List the tips by numbers and I'll be able to find them easely.

Shall we say, top-50 when we're at 500, or can you wait that long? :-)
Property fightiiing! (Swe SC2 clan) | http://property-clan.com | FOR THE SWARM!
goswser
Profile Blog Joined May 2009
United States3548 Posts
April 26 2011 14:45 GMT
#326
ZvZ if you proxy hatch in the opponents main the creep won't be seen by the opponent if the hatchery is placed in the right spot.

ZvT always neural parasite thors before siege tanks
say you were born into a jungle indian tribe where food was scarce...would you run around from teepee to teepee stealing meat scraps after a day lazying around doing nothing except warming urself by a fire that you didn't even make yourself? -rekrul
goswser
Profile Blog Joined May 2009
United States3548 Posts
April 26 2011 14:55 GMT
#327
Someone might have mentioned this but I didn't see it.
(Z) you can cancel a creep tumor made by a creep tumor while it is building if it is going to die, then the original creep tumor regains its ability to spawn new creep tumors.
(Z) your never done creep spreading! even if you have them almost at the opponents base, spread them backwards, so if the ones in front die, you can respawn them without a queen.
say you were born into a jungle indian tribe where food was scarce...would you run around from teepee to teepee stealing meat scraps after a day lazying around doing nothing except warming urself by a fire that you didn't even make yourself? -rekrul
Ineffability~
Profile Joined February 2011
84 Posts
April 26 2011 14:56 GMT
#328
(P) With 6 sentries you can infinite block a ramp
Arn
Profile Joined November 2010
Sweden118 Posts
Last Edited: 2011-04-26 15:15:08
April 26 2011 15:09 GMT
#329
On April 26 2011 23:45 Newguy wrote:
ZvZ if you proxy hatch in the opponents main the creep won't be seen by the opponent if the hatchery is placed in the right spot.

ZvT always neural parasite thors before siege tanks


In what situation is this useful?

And could you describe the reasoning of why "always"? In general, yes, but why always?

Edit: I realised I sounded cocky. This was not my intention. I simply wonder, so that I can add the tips if they are useful

On April 26 2011 23:55 Newguy wrote:
Someone might have mentioned this but I didn't see it.
(Z) you can cancel a creep tumor made by a creep tumor while it is building if it is going to die, then the original creep tumor regains its ability to spawn new creep tumors.
(Z) your never done creep spreading! even if you have them almost at the opponents base, spread them backwards, so if the ones in front die, you can respawn them without a queen.


First one is mentioned I think. Second one is good enough for me.
Property fightiiing! (Swe SC2 clan) | http://property-clan.com | FOR THE SWARM!
Scrubington
Profile Joined June 2010
Canada475 Posts
April 26 2011 15:23 GMT
#330
On April 22 2011 07:35 Loophole wrote:
183. Some P units have a psychological effect on your opponent. Colossi and Void Rays are seen as OP and frustrate or scare players. Hallucinate them in large numbers to turn back attacks or get your opponent to ragequit.


I see what you did there.
nick00bot
Profile Joined November 2010
326 Posts
Last Edited: 2011-04-26 15:53:52
April 26 2011 15:49 GMT
#331
315: even thouhg hyras are aa and pheonixes are light air, phoenixes can easily take them out in small numbers (or when phoenixes go into the 15+ range)

P and maybe T : on scrap station, don't wall off against zerg immediately, as your ramp is too wide to be closed off by a 6 pool. create chokepoints by your mineral line with your buildings, as itll be much quicker to pull probes and you won't get your pylon sniped easily by zerglings
SoO~Speed~Serral~$o$~Dark~Myungsik~TY~Byun~Classic
graNite
Profile Blog Joined December 2010
Germany4434 Posts
April 26 2011 17:19 GMT
#332
316 (?): (T) Hunter Seeker Missles even hits when target unit cloakes/burrows and you have no detection to spot it.
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
goswser
Profile Blog Joined May 2009
United States3548 Posts
April 26 2011 17:55 GMT
#333
On April 27 2011 00:09 Arn wrote:
Show nested quote +
On April 26 2011 23:45 Newguy wrote:
ZvZ if you proxy hatch in the opponents main the creep won't be seen by the opponent if the hatchery is placed in the right spot.

ZvT always neural parasite thors before siege tanks


In what situation is this useful?

And could you describe the reasoning of why "always"? In general, yes, but why always?

Edit: I realised I sounded cocky. This was not my intention. I simply wonder, so that I can add the tips if they are useful

Show nested quote +
On April 26 2011 23:55 Newguy wrote:
Someone might have mentioned this but I didn't see it.
(Z) you can cancel a creep tumor made by a creep tumor while it is building if it is going to die, then the original creep tumor regains its ability to spawn new creep tumors.
(Z) your never done creep spreading! even if you have them almost at the opponents base, spread them backwards, so if the ones in front die, you can respawn them without a queen.


First one is mentioned I think. Second one is good enough for me.

ZvZ the proxy hatchery is useful because you can time it so it gives you 4 banelings in his min line very early in the game, if the opponent opens roach warren and walls with 3 roaches on the ramp, 4-6 banes walking into his min line will instantly win you the game. Its very cheesy, but useful in many tournament situations in ZvZ.

ZvT always neural parasite thors first because:
      1. Thors deal more damage to your units than siege tanks
      2. If targeted on the tanks a neural parasited thor can kill many (not sure the exact number) tanks in the time the neural lasts/and/or deal a lot of damage to his other thors
      3. If you don't neural the thors and there are thors and tanks, your units will take a really long time to kill them, all the while soaking up tons of damage from terran units.
say you were born into a jungle indian tribe where food was scarce...would you run around from teepee to teepee stealing meat scraps after a day lazying around doing nothing except warming urself by a fire that you didn't even make yourself? -rekrul
Genesis128
Profile Joined April 2010
Norway103 Posts
April 26 2011 18:08 GMT
#334
317: Issuing a move-command with your changeling on an enemy army unit will make the changeling follow that army once it starts to move, making the changeling much harder to spot (and giving you exact scouting on the enemy army movement).
I would rather have a bottle in front of me than a frontal lobotomy
57 Corvette
Profile Blog Joined July 2010
Canada5941 Posts
Last Edited: 2011-04-26 19:00:27
April 26 2011 18:59 GMT
#335
On April 26 2011 07:05 57 Corvette wrote:
303: (P) When scouting the Terran player, a bunker at his main ramp usually indicates heavy tech builds (stargate, banshees)


For clarification, the terran will be spending most of his money on teching, and will not have a lot of gas to pump into defence (marauders, possibly tanks). The bunker with 4 marines is a 200 mineral investment (+100 for the bunker which is salvagable), and since gas is the main thing limiting teching, the terran will probably have some extra minerals for defence while waiting for gas.

And unless the opponent is just bad, what other reason would there be for a bunker atop their MAIN ramp?
Survival is winning, everything else is bullshit.
Cyber_Cheese
Profile Blog Joined July 2010
Australia3615 Posts
April 26 2011 19:45 GMT
#336
why does the format change at 40? its the start of a new paragraph instead of ending the old one, 31-39 is the only shorter paragraph too
The moment you lose confidence in yourself, is the moment the world loses it's confidence in you.
Arn
Profile Joined November 2010
Sweden118 Posts
Last Edited: 2011-04-26 19:55:12
April 26 2011 19:53 GMT
#337
318. (Z) Burrowed Units with movement (Roaches & Infestors) can move under forcefields. (Thanks to Ponyo)


On April 27 2011 04:45 Cyber_Cheese wrote:
why does the format change at 40? its the start of a new paragraph instead of ending the old one, 31-39 is the only shorter paragraph too


Good point! Changing that instantly! (Should start at even 10-numbers, for easier reading.
Property fightiiing! (Swe SC2 clan) | http://property-clan.com | FOR THE SWARM!
rsvp
Profile Blog Joined January 2006
United States2266 Posts
April 26 2011 20:01 GMT
#338
A few comments on some of the entries:

29. A Toss going Stargate->Expand in PvZ uses max 1 CB on his Cybernetics Core. If you haven't scouted his CBs, you can scout for when the Warp Gate upgrade is finished. If the Core has stopped spinning before 5.55 he has not planted a Stargate yet. He can of course still put down a Stargate after expanding.
30. You can "see" a slightly delayed Stargate build by looking at the number of Gateway units. If he goes for stargate, he should have 5-7 units by 7:30, if he goes for ground units he should have atleast eight.

These are way too specific and not always accurate.

234. Cheese strategies are most powerful in mirror matchups.

There is no basis for this. I remember someone posted a thread about doing nothing but 6 pools to master league, and he had a far higher success rate 6 pooling in ZvP than ZvZ.

235. (P) Low ground pylons can be used as a power source for structures placed on high ground (& vice versa). On specific maps like Xelnaga Caverns and Metalopolis it is possible to attack opponents mineral line with 1-2 cannons.

True on metal, but you cannot hit minerals from a low ground cannon on xel naga.

243.(PvP) 10 pylon->10 gate opening usually means korean 4 warpgate allin/rush.

Yes it could mean K4G, but it could also mean other variations of 3 gate or 4 gate that involve stalkers. The tell-tale sign of K4G is pulling probes off gas, not the 10 gate.

311. (P) When upgrading off two forges, get Weapons 3 & Shields 1 in the third cycle, so that you can "finish" more upgrades by upgrading Armor 3 & Shields 2 afterwards.

Why would you want shield upgrades though? Armor 3 is so much better than shields 1.

312. (TvP) Thors have longer antiair range than a Colossus with Thermal Lance.

Why does this matter? Thors can't use their AA attack on colossus.
Arn
Profile Joined November 2010
Sweden118 Posts
Last Edited: 2011-04-26 21:54:37
April 26 2011 21:49 GMT
#339
On April 27 2011 05:01 Anihc wrote:
A few comments on some of the entries:

[..text]


Thanks alot for the corrections - I edited them in directly since adding new stuff is not as acute as correcting potentially faulty information.

+ Show Spoiler [The edits] +
29 & 30 are from a really good strategist, which is why I dared including them. Edited to generalize slightly, shorten it and not make the claims too bold.

234 removed. I hesitated alot before adding this, but the fact is that's an opinion and not at all supported by evidence.

235. I think he refered to lowground pylon -> highground cannon -> hit mineral line, which is admittedly pretty good. I shortened the post, leaving out map specifics.

243. Change the logic from "10gate means K4G" to "K4G is signified by pulling guys off gas & (ev.) 10gate", which is also more useful.

311. Need more protoss input. Added a parenthesis of the counterclaim.

312. Really? Didn't know (but then again I am Zerg). If it's true it should be clarified. Source or more voices on it? Added a parenthesis.


+ Show Spoiler [More of the reply] +
Some items were removed, but most were edited and the issue was pointed out and linked to your post.

More comments on other tips is always nice, if we are to keep this as high quality as possible. Of course I try to be strict on the quality, but I can't test everything or instantly discard everything, so I let some "hmm..." things through, admittedly.

Property fightiiing! (Swe SC2 clan) | http://property-clan.com | FOR THE SWARM!
Kyou_
Profile Joined April 2011
United States6 Posts
April 26 2011 22:03 GMT
#340
319)
A zealot with +1 upgrades can 2 shot a zergling
i <3 you idra!
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