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[D] 1000 tips - Page 34

Forum Index > StarCraft 2 Strategy
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IM_Megan
Profile Joined October 2010
Netherlands744 Posts
May 25 2011 11:41 GMT
#661
Tip 456: The human eye is very bad at spotting small difrences at already seen before picture's. Never put your observer on follow but let it hang on a crucial point you want to view.
Please follow me on http://www.justin.tv/meganeu Thanks alot! <3
ZergOwaR
Profile Joined March 2010
Norway280 Posts
May 25 2011 12:26 GMT
#662
vortex on a ghost will cancel the nuke
dig dig dig dig dig dig die!
enemy2010
Profile Blog Joined October 2010
Germany1972 Posts
Last Edited: 2011-05-25 13:33:13
May 25 2011 13:27 GMT
#663
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.

1on1 auf azze no he no flash no awp only holztor. | Ja, da meint der ich hätt' abgeschmatzt, aber dat is Quatsch, verstehste?
Recty
Profile Joined May 2011
United States5 Posts
May 25 2011 23:50 GMT
#664
I would think the best way for you to test this and post a video is have your stalkers all attack the PDD like you are, then leave them in their perfect arc they form. Then what you do is spawn another PDD in the exact same spot, so that all the stalkers will automatically attack it but from their max range possible and all at the same time. The attack moving is making the attacks come too far apart.

That would satisfy the questions that the other people are posting.
pepkin88
Profile Joined September 2009
Poland69 Posts
May 27 2011 16:51 GMT
#665
PPDs have a small cooldown between shots so they miss some of them. When Stalkers are far from object the projectiles have longer distance to travel therefore PPD have more time to shoot all the missiles. But Stalkers/Hydras/Mutas still have to shoot simultaneously.
IzieBoy
Profile Blog Joined November 2010
United States865 Posts
May 28 2011 16:00 GMT
#666
has anyone tried to morph warpgate to gateway right after using the warp?
does it reset the warp cooldown?
Let's Do This! Leeeeeeeeeeeeeroy Jenkins!
BlindSC2
Profile Joined January 2011
United Kingdom435 Posts
Last Edited: 2011-05-28 16:45:48
May 28 2011 16:45 GMT
#667
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 )
Wise men speak because they have something to say, fools; because they have to say something - Plato
JDeathmetal
Profile Joined May 2010
Netherlands81 Posts
May 29 2011 15:14 GMT
#668
(z) When unburrowing spine or spore crawlers they dont get damage of creep. This can be good if your hatch was sniped you dont have to lose your crawlers.

Don't know if this has been said.
Some people don't like metal ............... FUCK THEM!
rawrjaaaaay
Profile Joined March 2011
United States426 Posts
May 31 2011 05:30 GMT
#669
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.
¯\_(ツ)_/¯
IM_Megan
Profile Joined October 2010
Netherlands744 Posts
May 31 2011 12:05 GMT
#670
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.
Please follow me on http://www.justin.tv/meganeu Thanks alot! <3
FlaminGinjaNinja
Profile Blog Joined January 2011
United Kingdom879 Posts
May 31 2011 14:57 GMT
#671
On May 31 2011 21:05 MeganEU wrote:
Show nested quote +
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.



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
GinjaNinja.661 EU I'd like to thank my sh*t keyyboard for always messing up my 'Y's
Comlock
Profile Joined May 2011
Norway17 Posts
Last Edited: 2011-06-01 09:41:52
June 01 2011 09:41 GMT
#672
Tip 457: One way to warm up your left hand is to write "starcraft" several times as fast as you can.
(Notice you're only using your left hand while doing this)
Heihei
hirsha
Profile Joined March 2011
Czech Republic9 Posts
Last Edited: 2011-06-01 14:18:16
June 01 2011 14:12 GMT
#673
458: (TvZ) Sensor tower displays broodlords as a group of 3 marks (1 broodlord, 2 accompanying broodlings) instead of standard 1. Considering their slow speed and typical broodlord - broodling formation, this can help you recognize them right on the spot of the tower.
Scrubington
Profile Joined June 2010
Canada475 Posts
Last Edited: 2011-06-01 15:37:19
June 01 2011 14:25 GMT
#674
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.
TheGiz
Profile Blog Joined October 2010
Canada708 Posts
June 01 2011 16:57 GMT
#675
463: If you spot a Protoss trying to cannon rush you from the low ground, do everything you can to control his vision so the Cannons cannot see up the cliff. If in a team game the vision is assisted by an Overlord, try to kill the Overlord as opposed to the Pylons or Cannons on the low ground.
Life is not about making due with what you have; it's about finding out just how much you can achieve. Never settle for anything less than the best. - - - Read my blog!
Superouman
Profile Blog Joined August 2007
France2195 Posts
June 01 2011 17:00 GMT
#676
464: In a TvT, you can click on enemy siege tank to see its radius and position yourself accordingly to this information. On the radius line if you want to hit tanks, behind radius line to keep position.
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
rsvp
Profile Blog Joined January 2006
United States2266 Posts
Last Edited: 2011-06-01 17:22:12
June 01 2011 17:21 GMT
#677
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
Profile Joined November 2010
Germany475 Posts
June 02 2011 00:15 GMT
#678
A worker will return a mineral advantage 92(±2) seconds after the initial investment is made (when it is put in the build queue), as long as there are less than 2 workers per mineral patch once it finishes. After partial saturation (in this case, 2 workers per patch), each worker will return on it's initial investment 153(±4) seconds after the initial investment.
http://twitch.tv/mahtasooma
Halcyondaze
Profile Joined January 2011
United States509 Posts
June 02 2011 01:01 GMT
#679
Great Post, Much love
.Mthex-
Profile Joined May 2011
United States168 Posts
June 02 2011 03:02 GMT
#680
This is absolutely amazing.. I MUST READ IT ALL..

Seriously though, I'm at like tip 100 and I've learned a ton.
"If you tricked him, then he is tricked" - Artosis
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