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[D] 1000 tips - Page 27

Forum Index > StarCraft 2 Strategy
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101toss
Profile Blog Joined April 2010
3232 Posts
Last Edited: 2011-05-08 16:23:48
May 08 2011 16:23 GMT
#521
364. Use of corruption makes corruptors cost-effective against void rays and allows them to melt colossi even faster, two things zerg complain is OP (sad thing is that even pro's don't use this spell as often as they should).
Math doesn't kill champions and neither do wards
WniO
Profile Blog Joined April 2010
United States2706 Posts
May 08 2011 16:29 GMT
#522
you can inject your allies hatchery, land your rax/fact/port on enemies/allies building addons and get the tech.
Probe1
Profile Blog Joined August 2010
United States17920 Posts
May 08 2011 16:55 GMT
#523
I'm lifting this directly from Kaitllins thread on customized hotkeys. I did not come up with this brilliant tip. http://www.teamliquid.net/forum/viewmessage.php?topic_id=220164

Clandestine Scouting
+ Show Spoiler +

I have one more tip, that you may or may not find useful, but I think it's kinda neat-o.

The Zero APM Perpetual Harass

I've invented a unit. It's a really smart unit. It's stealthy, and it knows when to hold 'em and knows when to fold 'em. It scouts the map for you, attacking anything it comes across, but it's smart enough to run away before detection arrives. Then it harasses somewhere else, and again, flees before detection can arrive, constantly keeping your opponent on his heels, while you invest 0 APM whatsoever. Cool unit ?

Tip: Introducing the Dark Templar following the Patrolling Observer. Observer is set to patrol the map for expansions. A (small group of) Dark Templar is set to follow that observer. If they come across a base, the DT goes to work, while the Observer continues on its patrol route. At the point where the observer gets far enough away from the DT, the DT's priority command of following the Observer takes over and it disengages from future hostilities. It will finish off what it's attacking, but will leave the rest alone, to resume following the observer. From your opponent's perspective, he has to hustle to get detection, possibly cancel a new expansion, or he moves enough of his army to that position that it could offer you a tactical advantage. Ideally, the DT and observer will be long gone before they arrive. Then they strike again at the next base they find, and the process repeats. The observer stops for nothing, so it's a perpetual stick and move strategy, which requires ZERO APM of yours. Never let that hidden expo beat you again...
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
Ssoulle
Profile Blog Joined September 2010
United Kingdom149 Posts
May 08 2011 17:01 GMT
#524
Changlings cannot travel in Nydus Networks in any form
Infestors can neutrel parasite changlings
If you cast Contaminate on a Nydus Network with an Overseer, it can still make Nydus Worms
You can cast Contaminate on an uprooted Spine/Spore crawler and it will walk around with the contaminate on and still be able to root.
You can contaminate a creep tumour and it will do nothing.
A spore crawler beats a Charged Void Ray in a 1v1
A stalker and hydralisk are evenly matched in a 1v1, their last respective shots will kill each other

Use whichever ones you like

O.o
TheLOLas
Profile Joined May 2011
United States646 Posts
May 08 2011 18:08 GMT
#525
Fungal growth with uncloak cloaked units and damage them
Kaitlin
Profile Joined December 2010
United States2958 Posts
Last Edited: 2011-05-08 18:41:24
May 08 2011 18:40 GMT
#526
On May 09 2011 01:55 Probe1 wrote:
I'm lifting this directly from Kaitllins thread on customized hotkeys. I did not come up with this brilliant tip. http://www.teamliquid.net/forum/viewmessage.php?topic_id=220164

Clandestine Scouting


Glad somebody liked it lol. Here's another couple that are based on some well-known tips, but I'm not sure they've been combined. We already know:

1. A drop ship can drop only part of its load by clicking the wireframe of the units to be dropped.
2. A drop ship can drop units "on the move" by clicking 'D' and clicking the drop ship as the target.
3. A drop ship can have its route queued up by shift-queueing move commands.
4. A drop ship can have its drop queued up by shift-queueing the 'D' and clicking the location of the drop, even followed by subsequent move commands queued for after the drop.

Perhaps you didn't realize, however, that you can do the following:

Tip: You can queue up "on the move" drops ahead of time, which can look to your opponent like you're just flying around (if you're dropping DTs) by queueing the move commands, as normal, to the location you wish to drop, then click 'D' and click the drop ship at its current location, followed by further queued move commands. Even though you've clicked 'D' and clicked your drop ship, the drop ship won't drop the units until it gets to that point in the shift+queue list of commands. It's important to remember that if your drop ship is flying over an area that is invalid to drop, then you can't shift+queue the drop until it gets over droppable terrain.

Tip: You can queue up partial drops in the same manner as above, by clicking the wireframe of the unit to be dropped, instead of the drop ship, so it drops only that particular unit at that location, and continues with remaining units to subsequent locations. This could be used, especially with warp prism speed, to spread harass units around the map quickly, as upgraded warp prisms are very fast.
DuncanIdaho
Profile Blog Joined April 2010
United States465 Posts
Last Edited: 2011-05-09 01:57:56
May 09 2011 01:57 GMT
#527
In addition to 361, although players can't "see" an olord that can see a building at the edge if its sight radius, I do believe he still casts a visible shadow, and depending upon the lighting angle for a map, an opponent may be able to see its shadow... (not confirmed, though suspected...)
The spice must flow... Grammar lesson: "than" is used for quantity comparisons, "then" is used for chronological statements. The next forum user who says, "I'd do such and such, THAN I'd do such and such else," is gonna make me cry...
Whitewing
Profile Joined October 2010
United States7483 Posts
May 09 2011 02:12 GMT
#528
On May 08 2011 15:14 Fir3fly wrote:
Show nested quote +
On May 08 2011 10:41 Kornholi0 wrote:
Immortals beats a planetary fortress 1 on 1 if the planetary is not repaired.



are you serious? im going to have to see this for myself.
>.>


Well, you can micro the immortal away from the fortress and let the shields recharge, and the fortress goes down eventually, but it's not exactly a straight up win.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Dredds
Profile Joined December 2010
Denmark1 Post
May 09 2011 16:56 GMT
#529
362: As zerg you don't get supply if you neural parasit a enemy Overlord!
djdoodoo
Profile Blog Joined August 2010
United Kingdom192 Posts
May 09 2011 18:33 GMT
#530
dredds that is awesome do they lose supply if you neural parasite it?
ZeroTalent
Profile Joined December 2010
United States297 Posts
May 09 2011 19:29 GMT
#531
355. "Space" is the default hotkey for "jump to last event", you can hit it to tab through last events


I <3 whoever wrote this. I didn't know you could keep tapping space bar until you got to "your forces are under attack"/"base is under attack" map pings. Such a lifesaver!
Can we get an official definition of "all-in"? Please?
roflcopter420
Profile Joined July 2009
Sweden168 Posts
May 10 2011 13:49 GMT
#532
On May 09 2011 01:09 L3g3nd_ wrote:
Show nested quote +
On May 09 2011 00:57 roflcopter420 wrote:
On May 08 2011 21:53 L3g3nd_ wrote:
On May 08 2011 19:13 nostrils wrote:
On May 08 2011 15:29 L3g3nd_ wrote:
On May 08 2011 10:41 Kornholi0 wrote:
Immortals beats a planetary fortress 1 on 1 if the planetary is not repaired.

surely not...immortal does 50dmagae not upgraded, the PF has 1500 HP and 3 armour, so thats 1500/47 = 31.9 (32) attacks.

At a cooldown of 1.45 thats 46.4 seconds.

a PF does 40 dmg. a immortal has 10attacks + 200HP and 1armour.

so to get rid of shield will take 10attacks =20 seconds at a cooldown of 2.

the 200 HP will go at 39hp a hit, so 5.1 attacks (6)

at a cooldown of 2 thats 12 seconds.

20+12 = 32 seconds to kill an immortal, 46 to kill a PF.

So youre wrong for a non upgraded immortal.

If we take into account full upgrades

i think it gets +5 per upgrade? 2 normal attack and +3 vs armoured? not 100% but lets go with 5. so 15 thats 65 dmg (sounds right)

PF has 5 armour now, so 60 dmg. 1500/60 = 25.*1.45 = 36.25 seconds.

A PF does same dmg, but immortal gets +3 armour.

So 20 seconds for shields, then at 36 dmg it takes 5.5555 attacks, or 6.

which is the same as before, so it will take 32 seconds.

So even fully upgraded the immortal won't win. unless you arent taking into accouint PF armour.

which would make thor dmg = 62 1500/62 = 24.19, or 25*1.45= the exact same.


So no, an immortal will not kill a PF one on one, no matter what the upgrades are.

A 0/0/0 immortal will actually kill a PF it isn't repaired but ONLY IF the immortal attacks from a direction opposite of the PF's cannons.

The cannons will have to turn full 180 degrees so the immortal gets 2 "free" shots.
If everything goes according to plan, the PF will have 460hp left, and just caught fire. So when the immortal dies, the fortress will burn down unless repaired.

even with 2 free shots a immortal will not win.

I did the math to back it up, show where my math is wrong. its simply not so


EDIT: oh you mean the planatary will burn to death? that hardly counts... its going to take a long long time for it to burn down. hardly counts..


LOL, it sure does count. You got pwnd.

I tested 163, it is false.

114 is true, I tested it plunx.

My own tip, didnt see it in the list: If you have a SCV with auto-repair in a dropship and pick up a tank, the tank will be repaired!

i dont think you will EVER have a situation where a PF on 450 hp is left till it dies.

Also its very misleading and isnt a helpful tip


It is very useful when protoss starts whining about imbalance
Its much the same as milking a cow
Arn
Profile Joined November 2010
Sweden118 Posts
May 10 2011 14:47 GMT
#533
1. I am gonna be much harder on tips that are generally neither useful or actually good or "aha!" to know (like /dance, for example). So even if the fact that an immortal beats a PF in 1v1 is interesting, I might not include it. Like roflcopter said, it's such a thing that can be helpful to streamers, maybe.

2. Expect an update this evening. Just for the record, we are way above 400 now, the numbers are off, but I'll adjust manually.
Property fightiiing! (Swe SC2 clan) | http://property-clan.com | FOR THE SWARM!
Chinesewonder
Profile Joined November 2010
Canada354 Posts
May 10 2011 16:47 GMT
#534
This is one that I dont think I've ever seen used. This is for zergs who hate bunk rushes, even with the overlord placed at your expo, the T can still hide from its vision and bunk rush you. To counter this cue your overlord or patrol him to move back and forth so that the vision it gains covers they key points to your expo.
Shalaiyn
Profile Joined October 2010
Netherlands2735 Posts
May 10 2011 18:04 GMT
#535
EMP your own Thors and Battlecruisers to nullify high templars
Ineffability~
Profile Joined February 2011
84 Posts
May 10 2011 20:04 GMT
#536
About the dudes arguing about the Immortal PF.

A stalker wins vs a PF in a 1v1 if not repaired. Shoot->Get out of range->Regen shields -> Repeat. After 15 minutes you have a full health stalker and a dead PF!
Arn
Profile Joined November 2010
Sweden118 Posts
May 11 2011 10:30 GMT
#537
On May 11 2011 05:04 Ineffability~ wrote:
About the dudes arguing about the Immortal PF.

A stalker wins vs a PF in a 1v1 if not repaired. Shoot->Get out of range->Regen shields -> Repeat. After 15 minutes you have a full health stalker and a dead PF!


A Speedling also wins, since it can (ackording to a previous tip) run too fast for the PF to shoot it. Or maybe it takes a ling and a roach, the ling drawing the attention of the PF.

Anyway, no situation is realistic, so yeah... silly
Property fightiiing! (Swe SC2 clan) | http://property-clan.com | FOR THE SWARM!
Kaitlin
Profile Joined December 2010
United States2958 Posts
May 11 2011 15:58 GMT
#538
On May 11 2011 19:30 Arn wrote:
Show nested quote +
On May 11 2011 05:04 Ineffability~ wrote:
About the dudes arguing about the Immortal PF.

A stalker wins vs a PF in a 1v1 if not repaired. Shoot->Get out of range->Regen shields -> Repeat. After 15 minutes you have a full health stalker and a dead PF!


A Speedling also wins, since it can (ackording to a previous tip) run too fast for the PF to shoot it. Or maybe it takes a ling and a roach, the ling drawing the attention of the PF.

Anyway, no situation is realistic, so yeah... silly


The ling is the unit running the PF's gun in a circle while the hydra, in this case, attacks and eventually kills the PF, there's a Youtube video about it, but you're right, it's never gonna happen in game, completely useless information, just entertaining to watch.

Here's a tip, but I can't be sure what number we're on. (Man, I'm giving up all my best tips)

Tip: Using the Alt modifier, especially if you have it assigned to a mouse button, you can essentially cut the number of different keys you have to use in half. For example, 1 can be used for a control group while Alt + 1 can be used for another. 'A' can be used for Attack, while Alt + A can be used for idle worker. 'S' can be used for Stop, while Alt + S can be used for Last Alert. F can be used for whatever it's used for, while Alt + F can be used for Center on Selection. And on and on.
Ender79
Profile Joined December 2010
United States8 Posts
May 11 2011 17:17 GMT
#539
365. When setting a new rally for production facilities (e.g. after adding a new facility to a hotkey), be careful to click an empty space, NOT a unit (unless that's what you really want). I've lost games where I accidentally rallied the production to a unit that was already at that rally and that unit died, and so even though I had produced enough army units to defend the attack, they were all split up in equal parts sitting just outside each hatchery.
Exiiile
Profile Joined October 2010
United States20 Posts
May 11 2011 17:23 GMT
#540
<Insert number here>. For Protoss, when you tell a probe to make an Assimilator, do NOT shift quene it back to a mineral field. If you do, the probe will get trapped inside the Assimilator for a few seconds, wasting some mining time. Manually tell it to build the Assimilator, then manually tell it to go back to a field.
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