[D] 1000 tips - Page 34
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IM_Megan
Netherlands744 Posts
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ZergOwaR
Norway280 Posts
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enemy2010
Germany1972 Posts
On May 25 2011 18:38 Geiko wrote: The testing is a bit biaised though. The first time you attac the PDD from a distance but all of your stalkers shoot at different times, whereas when you attack it from underneath, they shoot at the same time. It would be interesting to see the results from stalkers shooting at a distance but at the same time. I have the feeling that the PDD just can't handle too many simultaneous missile attack. Hmm, I don't really think so I tested it a few more times, and I tried to let the Stalkers attack all at the same time (from distance and at close position, and the results were the same. But you might be right that the PDD can't handle too many shots at the same time. Cause even when I let them fire at the same time, their shots get kinda "lost" over their attack time (when they shoot from distance) and so the laser beams hit the PDD at different times. When in close position, there is literally not enough time for the shots to get lost, cause the drone dies so fast. So there the lasers hit the drone all at the same time. So it might be either way better to kill a PDD from a close position rather than from distance Edit: I updated the Stalker video with a scene, where all Stalkers try to attack at the same time. | ||
Recty
United States5 Posts
That would satisfy the questions that the other people are posting. | ||
pepkin88
Poland69 Posts
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IzieBoy
United States865 Posts
does it reset the warp cooldown? | ||
BlindSC2
United Kingdom435 Posts
On May 29 2011 01:00 IzieBoy wrote: has anyone tried to morph warpgate to gateway right after using the warp? does it reset the warp cooldown? No it doesn't (unfortunately ) | ||
JDeathmetal
Netherlands81 Posts
Don't know if this has been said. | ||
rawrjaaaaay
United States426 Posts
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IM_Megan
Netherlands744 Posts
On May 31 2011 14:30 rawrjaaaaay wrote: When you cast Psi-Storm or Fungal Growth on air units, cast it UNDER, not right on top of them. The 3D graphics will make you miss. Also, there should be help lines that show where the units actually are. That is correct, there shall be a small red line that ends in a small circle on the ground. Always AIM for that, also note that when you aim correctly the MUTA will have a small color chance before you cast the fungel. | ||
FlaminGinjaNinja
United Kingdom879 Posts
On May 31 2011 21:05 MeganEU wrote: That is correct, there shall be a small red line that ends in a small circle on the ground. Always AIM for that, also note that when you aim correctly the MUTA will have a small color chance before you cast the fungel. I believe you have to turn the 'help flyer' on in the options to see the line and dot under flying units, it definatly helps when using fungal/ storm and also EMP | ||
Comlock
Norway17 Posts
(Notice you're only using your left hand while doing this) | ||
hirsha
Czech Republic9 Posts
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Scrubington
Canada475 Posts
460: (PvZ) It is critical to harass/pressure a third base from Zerg. Either fast teching to DT; 1 Void ray reinforced by Pheonix, or a well executed warp prism drop at around the 9-10 minute mark off of two base is usually effective. 461: (PvT) A 3 Warp Gate sentry heavy contain against a Terran player that's expanded inside your base can buy you enough time to get your own nexus up giving you a slight economic advantage. This is very effective against any level of player. 462: (PvZ) When harassing a Zerg palyer with pheonix always be sure to lift the queen with the most energy if you can only afford to lift once. This is to reduce the chance of transfuse going off. | ||
TheGiz
Canada708 Posts
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Superouman
France2195 Posts
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rsvp
United States2266 Posts
On June 01 2011 23:25 Scrubington wrote: 459: (PvZ) Opening 12 Forge 16 Nexus against Zerg players on maps that have a choke at your natural is always a safe opening. It allows you to be on even economy with the Zerg player (essentially putting you ahead) and pressure/deny a 15 hatch simultaneously. 460: (PvZ) It is critical to harass/pressure a third base from Zerg. Either fast teching to DT; 1 Void ray reinforced by Pheonix, or a well executed warp prism drop at around the 9-10 minute mark off of two base is usually effective. 461: (PvT) A 3 Warp Gate sentry heavy contain against a Terran player that's expanded inside your base can buy you enough time to get your own nexus up giving you a slight economic advantage. This is very effective against any level of player. 462: (PvZ) When harassing a Zerg palyer with pheonix always be sure to lift the queen with the most energy if you can only afford to lift once. This is to reduce the chance of transfuse going off. I'd stay away from "build order" tips, since those are just subjective build order preferences and not really "tips." For example, I find that opening nexus first against zergs even on maps without chokes at the natural to always be a safe opening. And while 3 gate expand PvT is generally good against 1 or 2 rax in base FE from the terran, it's still a build order preference that some people may not feel comfortable with. Especially at low levels, keeping your eye on the ramp to force field can be really difficult. Also, an in-base expansion should not be scouted by the protoss, and if the terran went for a 2 rax tech expand build and gets medivacs pretty fast (ex. select), you're in big trouble. Harassing/pressuring a zerg's 3rd base is nice, but depending on your strategy it's not critical or even necessary. If instead of pressuring the zerg's 3rd you just take your own 3rd faster and go for the 200/200 deathball you'll still be in perfectly good shape (ex. cruncher vs idra in TSL). | ||
Mahtasooma
Germany475 Posts
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Halcyondaze
United States509 Posts
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.Mthex-
United States168 Posts
Seriously though, I'm at like tip 100 and I've learned a ton. | ||
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