[D] 1000 tips - Page 24
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Allred
United States352 Posts
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Probe1
United States17920 Posts
On May 04 2011 07:13 Ryrmidon wrote: 315.you can emp using the minimap. u can cast most spells via mini map I'm sorry but why would you want to do that? I have no solid contributions so next time your opponent types gg type /cheer | ||
Whitewing
United States7483 Posts
On May 04 2011 01:42 Kaitlin wrote: This has been posted again, and again, and again. It's not listed on the front page, the one listed on the front was that scv's repair the medivac itself, not other mechanical units inside of it. So... yeah. | ||
FabledIntegral
United States9232 Posts
On May 04 2011 07:22 Allred wrote: possible 317 (can't test because i am at work) but someone the other day was telling me if you have templar say 5 or 6 of them with lots of energy you can push f and click the enemies army on the minimap (just spam it) and it will autotarget medivacs and ghosts etc anything with energy (much easier than trying to find the damn ghost in the enemies bio army)- if anyone can test this just to make sure would be great Unfortunately, that's not useful though T_T. Why would you ever WANT to blindly send your templar en mass towards an enemy army?! | ||
thurst0n
United States611 Posts
This inparticular seems to need an asterisk 216. (T) Banshees deal more DPS to Colossi than Vikings. *Vikings Range = 9 vs Air (collosus can be hit by air attack or ground (minus thors)) *Banshees Range = 6 vs ground Your banshees will be much more suceptible to stalkers/sentry etc while the vikings can stay safely behind your bio ball. There were more I had thought about while reading but didn't remember to write them down. Would you prefer I edit this post or make another one with additional things? I also wanted to add a couple of mechanic things I didn't see specifically stated. I feel a lot of these can be consolidated but maybe that's not the approach you want to take. 318 - Ctrl+Click a unit OR structure - Will select all units of the same type in view (on screen) This is very useful for setting your control groups. (E.G. getting your banelings ONLY and your lings seperately. Also useful for microing (E.G. pull back units that dont shoot air while letting AA units attack up) This can also be used by ctrl clicking unit on screen, or ctrl clicking a unit that you've selected after boxing your entire army (sometimes it's easier to pick the sentries out of your list than finding them under a collosis (getting probes that snuck off with your army is nice too) 319 - Shift + Click will queue any command in the game. I am not aware of any commands that cannot be shift clicked, except commands that are currently not available for that unit. (E.G. you can't tell a morphing ling, to transform to a baneling because a larvae doesn't have the ability to be a bling) Most useful for toss/terran when building buildings and setting your units to mine again immediately. Can also be used for queue or rally, shift a few locations to have your unit take a differant path than the "shortest route" (around watch towers vision or have marines spawn IN your base then move towards the ramp for better attack angle) | ||
thurst0n
United States611 Posts
On May 04 2011 09:36 FabledIntegral wrote: Unfortunately, that's not useful though T_T. Why would you ever WANT to blindly send your templar en mass towards an enemy army?! I doubt you use this to ONLY send your templar, but imagine hitting hotkey for templar while the rest of your army is attacking, and just clicking minimap rather than trying to micro and find that pesky ghost.. seems good to me! | ||
FabledIntegral
United States9232 Posts
On May 04 2011 11:29 thurst0n wrote: I doubt you use this to ONLY send your templar, but imagine hitting hotkey for templar while the rest of your army is attacking, and just clicking minimap rather than trying to micro and find that pesky ghost.. seems good to me! Not at all... honestly sounds awful and can't possibly fathom wanting to do that even under extremely particular scenarios, especially since all the templar would probably try to feedback the same ghost. | ||
thurst0n
United States611 Posts
On May 04 2011 13:17 FabledIntegral wrote: Not at all... honestly sounds awful and can't possibly fathom wanting to do that even under extremely particular scenarios, especially since all the templar would probably try to feedback the same ghost. Well the point is you have to test it before you should so readily discard it. | ||
Drascus
United States100 Posts
A nasty surprise when you try to cancel a hatchery under attack, only to find out you'll lose it entirely. | ||
mamelouk
France135 Posts
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Kaleidos
Italy172 Posts
Tip A: 1) rally your hatches to the ground 2) shift queue to the rocks 3) shift queue back to the ground rally point. This way spawning units will go straight to the rocks and back "home" after job is done, and units spawning after rocks have been taken down will not stand near the hatches but go to the rally point. Tip B: If both sides of the rocks are attackable you can: 1) move your units to the rocks 2) shift queue a move command to the ground on the other side of the rocks (the one not being attacked) 3) shift queue to the rocks again 4) shift queue home. This way units (best with zerglings) will get a fast surround. Tip C: Combine A+B! | ||
Sbrubbles
Brazil5774 Posts
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MethodSC
United States928 Posts
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Tenebra
Germany19 Posts
I Tested this in a Unittester map and saw it on day 9 in the Terran special Funday Monday episode where someone loaded 4 scvs and 2 tanks in 2 medivacs and dropped a zerg base | ||
Killerbot
United States106 Posts
On May 05 2011 23:37 Tenebra wrote: If you put SCVs on autorepair into a Medivac and load up damaged mechanical units, the Medivacs will repair the Units inside the Medivac. I Tested this in a Unittester map and saw it on day 9 in the Terran special Funday Monday episode where someone loaded 4 scvs and 2 tanks in 2 medivacs and dropped a zerg base This has seriously been repeated like fifteen times. Read! Before posting. | ||
Kaitlin
United States2958 Posts
On May 04 2011 17:58 Drascus wrote: Not sure if this one has been posted, but a Thor's strike cannon stuns buildings, to the extent that they cannot be cancelled. A nasty surprise when you try to cancel a hatchery under attack, only to find out you'll lose it entirely. In the voice of Crocodile Dundee, "Now THAT"S a tip." edit: Tip: A sensor tower shows units ( hallucinated or real ) as blobs on the map. Protoss can hallucinate 4 probes per cast. Hallucinating a fairly large quantity of probes and sending them into sensor tower range and toward an expansion can pull the Terran army out of position for DT harass elsewhere. At a minimum, it could simply force a scan. | ||
Ineffability~
84 Posts
363.A Reaper beats a Hellion 1v1 | ||
NickMP
United States46 Posts
^i guass this counts? | ||
Whitewing
United States7483 Posts
On May 06 2011 08:01 NickMP wrote: 364.Dark Templars are the biggest source of DPS per Supply in the game. ^i guass this counts? I thought that was the baneling vs. light. 1/2 supply? Cracklings also beat DT's in terms of DPS per supply: 8.5 per crackling, 1/2 supply, *4 = 34 DPS for 2 supply. Hell, even zerglings without adrenal glands beat the DT, with 28.8 DPS at 2 supply worth. DT's have 26.6 DPS for 2 supply. At +3 attack upgrades, the 4 cracklings are doing 40.8, the DT is doing 35.6. Cracklings beat DT's in terms of DPS per supply, and regular zerglings do too. So both the baneling and the zergling beat the DT in terms of DPS for supply. 2 reapers outdps the dark templar against buildings and light as well, and 2 reapers is the same supply cost as one dark templar. I suppose you can choose to ignore banelings since they only get to attempt to attack once, but the zergling still wins hands down, as does the reaper against light/buildings. If you count spells, HT's and Infestors beat the DT as well. So no, DT's are nowhere near being the best DPS per supply. | ||
Tenebra
Germany19 Posts
On May 04 2011 01:42 Kaitlin wrote: This has been posted again, and again, and again. if you read carefully u will see that what i posted is not the same as 114. A SCV on auto-repair inside a bunker can repair itself. (Source?) or 163. An scv on autorepair will repair a bunker (or medivac) from within. [false?] because those are both false. a lonly scv can't repair it self but they can repair each other and they don't repair the transport if i recall correctly. what i wrote said they can repair other mecanical units such as other scvs and Tanks/Helions/vikings/other SCVs if transported inside the same medivac. edit: | ||
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