|
Extractor build time: 30 Drone morph time: 17
366. Using the above info a Z player can queue up a full extractor without messing with mineral saturation because of drones pulled off minerals. grab a drone, Build Extractor. Morph 3 drones and rally them to the building extractor. When the drones finish, they'll head to the extractor. When the extractor finishes, they'll start harvesting gas.
I like this technique because it lets you increase gas income with one sequence, instead of building, then having to remember to go back and saturate the geyser. However if you're saturating a geyser from a local hatchery, it is slightly more efficient to queue the drones up a bit after the geyser starts. If using remote larva, like saturating a geyser at the natural with larva from the main, you can build the drones immediately, since there's travel time as well.
On a related note:
367. When executing a "Maynard" transfer to a newly placed hatchery, wait til the building progress turns green, then send drones to mine (don't forget to hit C to return any minerals mined at home first). Because of travel + mining time, drones will return their minerals to the new hatchery.
|
On May 12 2011 02:23 Exiiile wrote: <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.
... Going out on a limb here, but I'd say most players want that task done as quickly as possible and can live with the short delay before returning to minerals, so while it may be less efficient as far as that probe's mining time is concerned, it's more efficient for the player to shift+queue back to minerals as normal.
One of the key reasons for early game scouting is to see when / if your opponent takes gas. For those with difficulty microing a worker around the enemy base, without letting macro slip back home, you can do this:
Tip: If your worker is patrolling in a circle around the enemy base, passing by the gas geysers, you can see from the minimap when the geysers are taken, without moving the main screen camera from your base.
|
Terran - against zerg, you can proxy 2 rax on xel naga caverns between the rocks and the gold mins. Even if they scout it, it is very hard for the drones to kill the scv building the raxes. Idea taken from hincram (namchir) on his stream
|
370. After patch 1.3.3 Void Rays are the only unit in game making bonus damage to archons.
|
On May 07 2011 04:56 giblaz wrote: Hey Arn,
I know this is going to sound like a lot of work, but that list would be much clearer if you had ALL of the tips correctly marked. For example, many of the tips for the races (Terran, Protoss, Zerg) have no indicator. If I only care about Zerg posts, I will skim through for only posts marked with (Z), even though a large number of the tips for Zerg do not have any indicator whatsoever (until you read through them.). Would you mind updating it when you have a chance? That would be so helpful.
Also, a large number of the tips are general tips on how to beat a certain race. Could you mark those with (XvP) (for versus Protoss), (XvZ) (for versus Zerg), and (XvT) (for versus Terran). That would also be great to know, so you could find what strategies are effective against your race and come up with a counter strategy. The list itself has some fantastic tips, but reading it is difficult.
One more thing - you have some inconsistent formatting. I'm thinking of pulling this in with a script for easy reading, but right now I'd have to do a lot of it manually since the formatting is too inconsistent to be reliably parsed with a script/program. If you could fix it, that would be AWESOME.
I'm adding posts first now (I'm at 424!), but I'm deffo gonna add races to the tips. (XvZ) is a good idea too, I've been lazy about that. As for parsing with a script, yeah, that is gonna help so much when I later make race-lists etc. At the moment, I use a macro to add the bold to numbers (after having written ~50 items I can bold all numbers) aswell as an app I made to paste URL with nicer formatting.
The only thing I'm a bit unsure of is whether or not to parse the "Generic" tips, I opt towards not doing so though, since it'll be more readable.
|
On May 13 2011 00:23 r3tsa wrote: 370. After patch 1.3.3 Void Rays are the only unit in game making bonus damage to archons.
not sure how you figure that---Archons are not an armored unit, they are massive + psionic.
*VRs do bonus to armored.
|
And Void Rays do 20% bonus against massive.
|
On May 14 2011 08:27 r3tsa wrote: And Void Rays do 20% bonus against massive.
Maybe it's a custom game where they do for you; here's a screen shot* of the dmg dealt by a VR:
*picture taken from current patch (1.3.3).
Most massive units are also armored; however, not the archon.
edit:spelling
|
Updated up til 447!
So: Start numbering a bit close to the real numbers now. Next number is #448.
|
448: [T] If you set a few SCVs in each mineral line onto autorepair, they will repair Missile Turrets / Command Centers when they get attacked, helping you survive against harassment if your awareness isn't good.
|
383. simply isnt true, try it in a unit test map. theres not even any reason that would be the case, why would terran randomly get an extra armor on their workers? :/
|
Fun Fact: If you get an ovie to 1 shot away from a queen, -like 1 hp- if you attack the overlord and load it into the overlord it will kill both the queen and the overlord. Fun way to kill queens if you want to get to 0 food as zerg.
|
449: [Z] If you don't have to, do not let your Queen fight. Getting a Queen killed will put you at a great disadvantage against a competent player. Better yet, build an extra Queen if you can afford it mid-game, to bring with your main army to spread creep.
|
On May 14 2011 08:35 cfestival wrote:Show nested quote +On May 14 2011 08:27 r3tsa wrote: And Void Rays do 20% bonus against massive. Maybe it's a custom game where they do for you; here's a screen shot* of the dmg dealt by a VR: *picture taken from current patch (1.3.3). Most massive units are also armored; however, not the archon. edit:spelling
http://wiki.teamliquid.net/starcraft2/Void_Ray
Patch 1.2.0 Void Rays were patched to do 20% additional damage to massive when they took away Flux Vanes.
Patch 1.2.0
* Flux Vanes upgrade removed. * Damage vs massive units increased by 20%.
And technically, that's not a screenshot of the damage done by the Void Ray, it's a Screenshot of a tooltip, that Blizzard neglected to include the buff against massive.
|
tip 450. when you go on a big losing streak you go on tilt, tilt is what poker players use to express how their state of mind is not where it should be, causing them to lost more (even when doing nothing different then they think the last game and still lose) to avoid this after 3 or more loses quit the game for a few hours so you will end the tilt progress and not get even more tilt which can last up for weeks if the case is severe enough.. so when you rage just QUIT so you dont get tilt!!! for more information please go to this thread here The theory of sc2 tilting
|
On May 14 2011 16:42 Kaitlin wrote:Show nested quote +On May 14 2011 08:35 cfestival wrote:On May 14 2011 08:27 r3tsa wrote: And Void Rays do 20% bonus against massive. Maybe it's a custom game where they do for you; here's a screen shot* of the dmg dealt by a VR: *picture taken from current patch (1.3.3). Most massive units are also armored; however, not the archon. edit:spelling http://wiki.teamliquid.net/starcraft2/Void_RayPatch 1.2.0 Void Rays were patched to do 20% additional damage to massive when they took away Flux Vanes. Patch 1.2.0 * Flux Vanes upgrade removed. * Damage vs massive units increased by 20%. And technically, that's not a screenshot of the damage done by the Void Ray, it's a Screenshot of a tooltip, that Blizzard neglected to include the buff against massive.
Look at the right bottom corner, at the little lazer beam icon, if you hover over it you will see something like "the void ray makes 20% mroe dmg against massive"
|
Honestly a lot of these tips are useless
(TvZ) Nukes aswell, can be used to kill larvae, potentially shutting a zerg down for quite some time. A lot of these such as 1 Immortal vs 1 Colossus are straight up facts, not tips for improving gameplay.
If you are scouted by a (potentially) hallucinated phoenix: See if the Phoenix causes damage or not, to see if the phoenix is real or hallucinated. To improve this thread tips like these need to be put in a more general format, e.g. all Hallucinated units, I do not see why just Phoenix, it makes the OP look more official.
|
411. Ctrl+clicking a unit(/structure) selects all your units of that type currently on-screen. To select, you can either ctrl+click a unit on the map or on the wireframe. This is really useful to select controlgroups, and ctrl can be combined with shift to add/remove units from your selection.
It's probably faster and more efficient for some people to simply double-click on a unit since that has the same effect (of selecting all similar units on the screen) as hitting Ctrl+clicking on a unit.. I would suggest that this fact should at least be an addendum to tip 411.
|
On May 14 2011 17:42 iTzAnglory wrote:Honestly a lot of these tips are useless Show nested quote +(TvZ) Nukes aswell, can be used to kill larvae, potentially shutting a zerg down for quite some time. A lot of these such as 1 Immortal vs 1 Colossus are straight up facts, not tips for improving gameplay. Show nested quote +If you are scouted by a (potentially) hallucinated phoenix: See if the Phoenix causes damage or not, to see if the phoenix is real or hallucinated. To improve this thread tips like these need to be put in a more general format, e.g. all Hallucinated units, I do not see why just Phoenix, it makes the OP look more official.
I admit there's a pattern of alot of "X kills larvae" or similar tips, I almost find it funny. However, in the case of larvae killing, they emphasise something important: Killing larvae is like shutting down pylons, it can really hamper that current production of the zerg.
I do tend to generalize tips as much as possible, but in the case of Phoenix the reasoning is something like this: Protosses like to use Phoenix to scout, and as a zerg you "have to" react with more antiair if you see real a Phoenix.
As for fun facts, as I've stated before - I'm gonna be much more picky on that. The Immortal one wasn't included, while f.ex. the "It takes 27 zerglings to surround a Nexus" is actually useful to know, starting to think about maximizing surface area and whatnot.
|
Can't we put all tips in Liquipedia so everybody can edit them?
|
|
|
|