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[D] 1000 tips - Page 35

Forum Index > StarCraft 2 Strategy
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Conquerer67
Profile Joined May 2011
United States605 Posts
June 02 2011 03:23 GMT
#681
Burrowed Roaches with tunneling claws heal faster than sentries, marines, stalkers, hellions, auto-turrets, ghosts, reapers, zerglings, broodlings, infested terrans, mutalisks
I hate when people compare SC2 and rochambeu. One race isn't fucking supposed to counter another one. | Protoss isn't OP. Their units on the other hand....
closey
Profile Joined October 2010
Hong Kong272 Posts
June 02 2011 07:13 GMT
#682
On June 01 2011 18:41 Comlock wrote:
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)


Amazing!

As a player with a semi-crippled right hand and a perfectly fine left hand, I find this the -most- interesting and helpful tip. Wow.
Rock, Paper, Scissors
Omer
Profile Blog Joined May 2010
Israel442 Posts
June 03 2011 07:39 GMT
#683
a zergling with +1 armor will not die to one siege tank shot and instead will take two to get killed
Kaitlin
Profile Joined December 2010
United States2958 Posts
June 03 2011 10:25 GMT
#684
I'm not sure if this is obvious, but I haven't seen it in this thread. When you break down destructible rocks, for example on Xel'naga, attack move your units to the ground directly in front of the rocks, then shift+queue attack them to the rocks, then shift+queue them back to wherever you want them positioned. This is better than attacking the rocks directly, especially if coming from a distance, because the units will attack anything along their path to the rocks, while otherwise, they wouldn't.
Scrubington
Profile Joined June 2010
Canada475 Posts
Last Edited: 2011-06-03 13:48:26
June 03 2011 13:47 GMT
#685
On June 03 2011 16:39 Omer wrote:
a zergling with +1 armor will not die to one siege tank shot and instead will take two to get killed


That's already on there.

On June 03 2011 19:25 Kaitlin wrote:
I'm not sure if this is obvious, but I haven't seen it in this thread. When you break down destructible rocks, for example on Xel'naga, attack move your units to the ground directly in front of the rocks, then shift+queue attack them to the rocks, then shift+queue them back to wherever you want them positioned. This is better than attacking the rocks directly, especially if coming from a distance, because the units will attack anything along their path to the rocks, while otherwise, they wouldn't.


Pretty sure that's just painfully obvious, sorry.
Deltoro
Profile Joined November 2009
United States6 Posts
June 03 2011 15:16 GMT
#686
465: (P) To play mind games with your opponent, Hide your buildings at the back of your base and type "./r lol im proxy 2gating this guy!" (the ./r is used to look like a typo)

466: (Z) Rebind the base camera hotkey (from backspace) to something easier to click and have all your queens on a single hotkey, so when you inject larva you can very quickly toggle all of your bases. (I have my base camera hotkey on W and my inject hotkey on Y so when I inject I simple press W, 5, Y, click, W, Y, click...)

467: (Z) When scouting the opponents base with overlords bring 3-5 overlords and fly it for there mineral line. 90% of the time they will pull workers thinking banelings are coming.

468: (Z) Building extra queens to spread creep, transfuse, and live against harass/attacks is always a good decision.

469: (ZvZ) When fighting banelings with zerglings, have groups of 2 zerglings hotkeyed on control groups you are not currently using, so if you want to quickly send 2 zerglings to a baneling that is coming you just need to move your army away then select each control group and sent it to a baneling. I find this much faster than using the shift deselect method and more precise then trying to box two in battle.
Kaitlin
Profile Joined December 2010
United States2958 Posts
June 04 2011 23:25 GMT
#687
I've never actually seen this implemented in a game, nor do I play Zerg, so take it with a grain of salt, but I just had this idea.

We all know about burrowing banelings at likely opponent expansion sites so you can kill workers, but what about defensively ?

Tip (ZvT) To defend against drop harass (mainly ZvT, but also Zealots), burrow some banelings at strategic locations around your own mineral lines to explode marine drops and force future scans before subsequent drop play.
mamelouk
Profile Joined April 2010
France135 Posts
Last Edited: 2011-06-04 23:31:21
June 04 2011 23:27 GMT
#688
469 : move with your spellcasters to get in range, then use their spell, not the other way around. This way, you can cast multiple spell instantly, instead of waiting for the next caster to arrive in battle (best example is battlecruisers with yamato: attack move then use yamato, not yamato all units, then attack move.)

470 : after spellcasting with a weak unit (infestor ?), shift-move to the back to get the spellcaster safe

471: you can shift-make archon (e.g. after a move). and this is not general to all units, for example you can't shift-make a baneling (it morph instantly)
...Uniden
JunC
Profile Joined August 2010
Canada80 Posts
June 05 2011 01:25 GMT
#689
472 : Having a base at high yield minerals only gives you only a slight mineral per minute advantage. The advantage of a high yield base is that you use less workers to mine a bit more minerals than a normal base.
kekekeke
Kaitlin
Profile Joined December 2010
United States2958 Posts
June 05 2011 02:13 GMT
#690
On June 05 2011 10:25 JunC wrote:
472 : Having a base at high yield minerals only gives you only a slight mineral per minute advantage. The advantage of a high yield base is that you use less workers to mine a bit more minerals than a normal base.


Unless you're Terran, then it's a HUGE advantage.
ZioForce
Profile Joined June 2011
Turkey1 Post
Last Edited: 2011-06-06 12:55:48
June 06 2011 12:55 GMT
#691
473. (Z) If you send a changeling near to a Xel'naga tower, which provides vision to enemy opponent, it will be deactivated and vision will be lost for enemy till your changeling continues to stand still near it.

PS. This topic is a great project, thanks to everyone who adds a tip!
for Adun!
Deadpoetic0077
Profile Joined September 2010
United States63 Posts
June 06 2011 19:11 GMT
#692
448. A Burrowed unit (Roach, Infester) that is moving can be seen without detection. Its very hard to notice but you will see a slight dark streak where the units are. If a unit burrows around you, watch for the streaks to see where they are moving. (Much easier on lighter ground maps like tan or white maps)
Failure is only an opportunity to learn
.Mthex-
Profile Joined May 2011
United States168 Posts
June 06 2011 21:09 GMT
#693
I just finished reading up to 200, god do I love these tips.
"If you tricked him, then he is tricked" - Artosis
IM_Megan
Profile Joined October 2010
Netherlands744 Posts
June 08 2011 09:45 GMT
#694
Last edit: 2011-05-23 03:35:50

Can we get an update of the list?
Please follow me on http://www.justin.tv/meganeu Thanks alot! <3
FlaminGinjaNinja
Profile Blog Joined January 2011
United Kingdom879 Posts
June 08 2011 10:03 GMT
#695
On June 07 2011 04:11 Deadpoetic0077 wrote:
448. A Burrowed unit (Roach, Infester) that is moving can be seen without detection. Its very hard to notice but you will see a slight dark streak where the units are. If a unit burrows around you, watch for the streaks to see where they are moving. (Much easier on lighter ground maps like tan or white maps)


This is a nice tip for players. Especially good if you have infestors as they can fungal the burrowed units preventing then from moving or unburrowing and makes then visible for your army to kill.
The only player i know that actively looks for the dark patches of burrowed units is ROOTDestiny, can't remember who it was against but he basically won a game because of it
GinjaNinja.661 EU I'd like to thank my sh*t keyyboard for always messing up my 'Y's
Ineffability~
Profile Joined February 2011
84 Posts
June 08 2011 13:02 GMT
#696
Dont know if it's been said but:

Zerg can go way over 200 supply. When at 200/200 build a bunch of hatcheries, morph 10 roaches or so and cancel the hatches => profit?
enemy2010
Profile Blog Joined October 2010
Germany1972 Posts
June 08 2011 13:11 GMT
#697
On June 08 2011 22:02 Ineffability~ wrote:
Dont know if it's been said but:

Zerg can go way over 200 supply. When at 200/200 build a bunch of hatcheries, morph 10 roaches or so and cancel the hatches => profit?

Man, I totally want to remember this myself in every late game situation, but i never do it actually :D

Thx for reminding
1on1 auf azze no he no flash no awp only holztor. | Ja, da meint der ich hätt' abgeschmatzt, aber dat is Quatsch, verstehste?
Larsin
Profile Joined April 2011
Netherlands162 Posts
June 08 2011 14:04 GMT
#698
On June 08 2011 22:02 Ineffability~ wrote:
Dont know if it's been said but:

Zerg can go way over 200 supply. When at 200/200 build a bunch of hatcheries, morph 10 roaches or so and cancel the hatches => profit?


hatches take to much space. make spines. Hotkey all the drones wich u morph in spines so u can spam esc to cancel them.
Ineffability~
Profile Joined February 2011
84 Posts
June 08 2011 14:18 GMT
#699
^
You're right, but on the other hand spines make too fast, but yeah a nice building for the purpose can be found.
Strykerz
Profile Joined June 2011
United States85 Posts
June 08 2011 20:41 GMT
#700
(Insert number here) (P) If you're looking for good ways to harass, dts + warp prism = amazing, but not for what you think. Proxy pylon dt's closer to the base, warp prism on the other end of the base. The enemy will have two sides of the base to defend but not know which to attack.
#MKPHwaiting #xOGaming
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