[D] 1000 tips - Page 35
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Conquerer67
United States605 Posts
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closey
Hong Kong272 Posts
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. | ||
Omer
Israel442 Posts
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Kaitlin
United States2958 Posts
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Scrubington
Canada475 Posts
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
United States6 Posts
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
United States2958 Posts
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
France135 Posts
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) | ||
JunC
Canada80 Posts
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Kaitlin
United States2958 Posts
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
Turkey1 Post
PS. This topic is a great project, thanks to everyone who adds a tip! | ||
Deadpoetic0077
United States63 Posts
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.Mthex-
United States168 Posts
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IM_Megan
Netherlands744 Posts
Can we get an update of the list? | ||
FlaminGinjaNinja
United Kingdom879 Posts
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 | ||
Ineffability~
84 Posts
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
Germany1972 Posts
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 ![]() | ||
Larsin
Netherlands162 Posts
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~
84 Posts
You're right, but on the other hand spines make too fast, but yeah a nice building for the purpose can be found. | ||
Strykerz
United States85 Posts
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