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[D] 1000 tips - Page 19

Forum Index > StarCraft 2 Strategy
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Prev 1 17 18 19 20 21 63 Next
artee
Profile Joined October 2010
Czech Republic9 Posts
April 27 2011 10:44 GMT
#361
would be great if someone could create a fortune file out of these tips... would be very useful for me
Br3ezy
Profile Blog Joined September 2010
United States720 Posts
April 27 2011 10:53 GMT
#362
314: you canot mineral walk when clicking on a vespene gas geyser
Check out my guide to mechanics http://www.teamliquid.net/forum/viewmessage.php?topic_id=319876
myti
Profile Joined August 2010
Finland43 Posts
April 27 2011 12:57 GMT
#363
240. Tier 1/1.5 units are unable to outdps medivac healing rate, which is at ~9 hp/s (in-game time).

false, zealot has 13dps, stalker has 9,7dps against armored, stimmed marine has 10,5dps, stimmed marauder has 10dps, reaper has 16,4dps vs light, zerglings with +2 attack has 10dps...
57 Corvette
Profile Blog Joined July 2010
Canada5941 Posts
Last Edited: 2011-04-27 14:12:20
April 27 2011 13:01 GMT
#364
334: (PvZ) A Zealot can beat 4-5 Zerglings if it is unable to be surrounded, but it only kills 2-3 when 6 zerglings get a surround.

335: (PvP) It takes 8 shots for an immortal to kill a colossus, while it takes a colossus 12-13 hits to kill an immortal. Unmicroed, an immortal beats a Colossus in a 1v1.
Survival is winning, everything else is bullshit.
Cano
Profile Joined July 2010
Poland200 Posts
April 27 2011 13:01 GMT
#365
I'm surprised it hasn't been mentioned already (or I failed to find it):

Zealots with upgrade advantage (Protoss Ground Weapons vs Zerg Carapace) can kill zerglings with 2 attacks instead of 3.
Arn
Profile Joined November 2010
Sweden118 Posts
April 27 2011 13:14 GMT
#366
On April 27 2011 22:01 57 Corvette wrote:
(PvZ) A Zealot can beat 4-5 Zerglings if it is unable to be surrounded, but it only kills 2-3 when 6 zerglings get a surround.

(PvP) It takes 8 shots for an immortal to kill a colossus, while it takes a colossus 12-13 hits to kill an immortal. Unmicroed, an immortal will win in a 1v1.


I want a source for the above statement. I can micro 6 lings to kill a zealot in a 1v1 opening without any loss (taking 2hits per ling), I think it's called the TLO style. Surrounded, 4 lings can beat one zealot afaik, I think also lossless.

How does the micro change the Immortal/Colossus matchup? Kiting I bet? I may change it to "Unmicroed, an immortal beats a Colossus in 1v1." or "Immortals are good against Colossi", but I'm not toss. Would everyone agree this is a basic and useful tip?
Property fightiiing! (Swe SC2 clan) | http://property-clan.com | FOR THE SWARM!
57 Corvette
Profile Blog Joined July 2010
Canada5941 Posts
Last Edited: 2011-04-27 14:01:51
April 27 2011 14:00 GMT
#367
On April 27 2011 22:14 Arn wrote:
Show nested quote +
On April 27 2011 22:01 57 Corvette wrote:
(PvZ) A Zealot can beat 4-5 Zerglings if it is unable to be surrounded, but it only kills 2-3 when 6 zerglings get a surround.

(PvP) It takes 8 shots for an immortal to kill a colossus, while it takes a colossus 12-13 hits to kill an immortal. Unmicroed, an immortal will win in a 1v1.


I want a source for the above statement. I can micro 6 lings to kill a zealot in a 1v1 opening without any loss (taking 2hits per ling), I think it's called the TLO style. Surrounded, 4 lings can beat one zealot afaik, I think also lossless.

How does the micro change the Immortal/Colossus matchup? Kiting I bet? I may change it to "Unmicroed, an immortal beats a Colossus in 1v1." or "Immortals are good against Colossi", but I'm not toss. Would everyone agree this is a basic and useful tip?


Both of the tips I gave are assuming no micro, zealot on hold position and zerglings attack-moving. The collosi will get 1 or 2 extra shots off depending on if it is range upgraded or not, but the immortal still wins in a 1v1 with no micro (Kiting, cliffwalking etc). Normally though there will be zealots/stalkers in front of the collosi, so in a normal battle immortals are usually not as good as collosi.
Survival is winning, everything else is bullshit.
Kuhva
Profile Joined September 2010
United Kingdom183 Posts
April 27 2011 14:10 GMT
#368
On April 26 2011 05:09 TheAwesomeTemplar wrote:
About #41... I spent my time improving my macro instead of micro and now I can crush platinum players (I'm silver) in macro, but I lose because my micro is now horrible.


If your crushing them in macro then you should have so much more stuff that micro doesn't matter. If you not then don't rest on your laurels yourmacro can still be improved.

For example having a 100 drones on 2 base isn't good macro, 56 of those drones aren't being used optimality. So learn good third base timings and which 3rd to take on each map depending on your potions and you overall game plan and good army positioning to hold those 3 bases.

The other think to work on is just general army portioning and movement in my eyes this still comes under macro (though most people seem to think macro = economy, it doesn't necessarily you can use micro to improve you economy like doubling up patches on less than 10 supply) as it big sweeping movements of lots of units rather than the precise positioning of 1 or 2 units.

Having your 200/200 army tucked in the back of your base isn't a good positioning or macro you want to be proactive feinting aggression to pull your opponent out of position so you can get a good engagement and keep your lead. If your even it might come down to micro but if your ahead you should just roll.
Brotoss Fighting!!!!
btway
Profile Blog Joined March 2010
United States879 Posts
Last Edited: 2011-04-27 17:16:47
April 27 2011 17:12 GMT
#369
315. (TvZ) It takes 2 blue flame hellions to one shot larva. With the right positioning, you can take out a Zerg's larva stacks in one hit.

(Blue flame does 24 damage per hit to light units. Larva have 10 armor + 25 life. Each flame hit effectively does 14 damage.)
Starcraft and I met in February 2010<3
7four
Profile Joined March 2011
7 Posts
April 27 2011 17:59 GMT
#370
> If you connect the ends of a patrol path, the patrolling unit will make an infinite loop without changing direction at the end. This can prevent scouts from being killed by zealots and other workers if the loop is large enough.

> Spam clicking on a mineral patch with a worker will force the worker to mine from that mineral patch even if another worker is already mining from it. Useful for making sure you have two workers on the closest mineral patches and to negate mining harassment(?)
asdf
flaxeater
Profile Joined April 2011
United States2 Posts
April 27 2011 19:02 GMT
#371
You can autocast creation of interceptors on Carriers by right clicking on the build button.
There are 10 kinds of people, those who understand binary and those that don't
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
April 27 2011 19:04 GMT
#372
316. It takes 4 workers to surround another worker. This is great for quickly killing enemy scouts early game that cross through your mineral line, and also useful to know against cannon rushes and the like.
Leetley
Profile Joined October 2010
1796 Posts
Last Edited: 2011-04-27 20:12:11
April 27 2011 20:04 GMT
#373
Super amazing thread!!

317: Use hallucinated phoenixes for very effective scouting of your opponent.
SeLpHy
Profile Joined January 2011
Germany73 Posts
April 27 2011 20:32 GMT
#374
318: If you see a Phoenix in your Main quickly lift up one of your Buildings to see if the Phoenix causes damage or not. Then you can see if the phoenix is hallucinated or not.
Vuistgevecht
Profile Joined August 2010
Netherlands77 Posts
April 27 2011 20:33 GMT
#375
319: Cannons build faster than spine crawlers, keep this in mind when you're getting cannon rushed
Kaitlin
Profile Joined December 2010
United States2958 Posts
Last Edited: 2011-04-27 20:35:49
April 27 2011 20:34 GMT
#376
320: Command Centers and Nexuses use "Smart Casting" to spend their energy, (assuming more than one is selected) so the closest building with available energy performs the MULE calldown, Scanner Sweep, Extra Supplies, or Chronoboost.
Haegr9599
Profile Joined April 2011
United States210 Posts
April 27 2011 23:05 GMT
#377
315: If you 250mm Strike Cannon a Thor that is already using 250m Strike Cannon, that Thor will stop using it, negating all damage that has yet to be dealt, and still triggers the cooldown on that said Thor
I choose my friends for their good looks, my acquaintances for their good characters, and my enemies for their intellects. A man cannot be too careful in the choice of his enemies
Kornholi0
Profile Joined November 2010
Canada634 Posts
April 28 2011 00:45 GMT
#378
On April 28 2011 05:34 Kaitlin wrote:
320: Command Centers and Nexuses use "Smart Casting" to spend their energy, (assuming more than one is selected) so the closest building with available energy performs the MULE calldown, Scanner Sweep, Extra Supplies, or Chronoboost.

For a second I thought you meant you could alt+e the command center and it would auto cast mules... I was like OMG xD
Team Channel: VTeX Team Co-leader: AGGhost 223 Stream: http://www.twitch.tv/agghost
Xeanrot
Profile Joined December 2010
Finland138 Posts
April 28 2011 06:24 GMT
#379
315: (Z) If opponents worker has harrassed your drone, and your drone is almost dead, u can make a good use of it making it a building, like pool or extractor.

316: (ZvP) You can see if opponents Phoenix is real or not by checking ur overlords which were on Phoenixes way, if damaged->real, if not, hallucination.

317: (PvP) If your opponent is Cannonrushing from lowground, and has not yet vision to highground, it is wise to save up to 300 minerals and biuld 3 Pylons to block the ramp. Your opponents cannonrush fails if he does not get vision in highground. (Might work in TvP though)

probablywrong
Profile Blog Joined March 2011
Philippines209 Posts
Last Edited: 2011-04-28 07:37:41
April 28 2011 07:36 GMT
#380
318. You can shift activate stim after a move or attack-move command. This allows you to focus your attention towards areas with immediate defenses when attempting multi-pronged attacks (assuming you've scanned ahead).
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