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[D] 1000 tips - Page 43

Forum Index > StarCraft 2 Strategy
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Saicam
Profile Joined July 2011
262 Posts
July 18 2011 08:25 GMT
#841
always look both ways before crossing the street
graNite
Profile Blog Joined December 2010
Germany4434 Posts
July 18 2011 17:56 GMT
#842
TvZ
When you harass with Hellions and your opponent burrows his drones, don't scan but drive behind the minerals and attack the hatchery. The splash damage will kill the drones
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
StrikeNova
Profile Joined December 2010
Canada47 Posts
Last Edited: 2011-07-19 02:51:06
July 19 2011 02:50 GMT
#843
Spawning pool has a ripple animation when researching an upgrade. Handy to know when scouting a Zerg base in the early game if they are going for ling speed or not.
(seriously don't know what tip number it is, who is the official poster(s) that confirms what is an appropriate/unique tip)
Speed of stupid is faster than speed of thought, which is proven when people type dumb stuff in chat
HellGreen
Profile Joined September 2010
Denmark1146 Posts
July 20 2011 01:33 GMT
#844
The concept of "Concave blinking" needs to be in this guide: http://www.teamliquid.net/forum/viewmessage.php?topic_id=245596

All credits goes to Anachromy for finding this.
Free to do whatever I want!
Deezl
Profile Blog Joined November 2010
United States355 Posts
July 20 2011 08:09 GMT
#845
Tip #517: If you want to fight on your terms, always use your scouting units and scans to find his army and see when he moves out!

Credit to Minigun <3
Three hundred lives of men I have walked this world, and now I have no time.
Sicky
Profile Joined August 2010
United Kingdom121 Posts
July 20 2011 10:59 GMT
#846
On July 19 2011 11:50 StrikeNova wrote:
Spawning pool has a ripple animation when researching an upgrade. Handy to know when scouting a Zerg base in the early game if they are going for ling speed or not.
(seriously don't know what tip number it is, who is the official poster(s) that confirms what is an appropriate/unique tip)


All buildings have a animation when they're building something or upgrading something.
Flix
Profile Joined June 2011
Belgium114 Posts
Last Edited: 2011-07-20 13:07:34
July 20 2011 13:01 GMT
#847
On July 08 2011 13:31 BioTech wrote:
Show nested quote +
On July 07 2011 18:05 Arn wrote:
On July 07 2011 17:53 FoFo wrote:
On July 07 2011 12:02 BioTech wrote:
#525. (T) Occasionally getting Infantry Armor is wiser vs zerg. Consider how a zergling damage drops from 5 to 4 - that's 20%. While if a marine has the weapons upgrade his damage increases from 6 to 7 which is only a 16.7% increase.

Marines vs queens. Armor upgrade on marine causes queen damage to drop from 4 (x2) to 3 (x2) which is a 25% drop. Queen armor of 1 means the marine damage is 5, with the upgrade its 6 or a 20% increase. Again, in this situation you want armor first.


i think weapon ups are still better because marines have stim and can attack with more at a time than zerglings...
also what zerg is ever gonna make queens to fight your marines.



Yeah, the logic behind attack before armor in TvZ is that "let's kill them before they can attack us", something that reduces damage taken even more than armor.

Similarly, it is often worth it for zergs in ZvT to take armor upgrade for ground units (lings etc.), although that's a more interesting point to debate. Armor helps very much against siege splash, but also against fast-firing marines. However, +attack is awesome for banelings that connect. On the other hand, banelings that connect are awesome anyway.

Oh, and +attack for Mutas is a given, since mutas should optimally not take damage - either you harass or you tank with ground units. Mutas should rarely or never fight straight-up.


Another set of numbers, marine vs ling:

zergling damage is 5. marine HPs 45. so a zergling takes 9 strikes to kill a marine
zergling damage vs marine with 1 armor = 4. So 12x4 = 48. so thats 12 strikes to kill a marine. marines are 33.3% tougher with armor of 1.


Not that i want to nitpick but 1 armor Marines are 33% tougher against units that do 5 damage, only. 1 armor for example means 0% strionger against units that can still 2 shot them. Thought it should be specified.

Edit: NM you did specify this was ling vs rine.
The drone became an extractor !
imbecile
Profile Joined October 2009
563 Posts
July 20 2011 23:06 GMT
#848
I just wanna extend on an earlier tip from me and wanna explain why nukes against Zerg are so powerful.

First of all, this of course depends on the Zerg neglecting detection. But that is petty much guaranteed in ZvT, even more so when they scout the starport with reactor and you hunt the overlords and overseers around the map.

The earlier you start with the nuking, the better. You want the zerg to have 3-4 hatcheries by the time you strike.

The ideal situation is 2 simultaneous nukes on 2 different hatcheries centered on the larva while you move out.

What happens then? In reaction to seeing you move out, the zerg will probably start a huge batch of units. If he does, they will all die before hatching. If he was on 3 bases, you basically reduced his production to a third.
And not only for the time the nuke is in the air. Even for a long time afterwards. All the larva and most likely the queens are dead, even if he saved the drones. That means afterwards he can't really produce until the next spawn larva pops, if the queen died, until the next queen is produced and then injected and then the spawn larva dropped.

So, when you plant a nuke on a hatchery, even if reacted perfectly, you will take those hatcheries out of production for about 1minute at least and prevented mining for 10-15 seconds at least. All this while an army is approaching towards his bases.

But fact is, I rarely see anyone reacting perfectly. Drones die, queens die, overlords die, extractors and spine crawlers die, units die at at least one of the targeted bases. Often drones are rallied back to mine while the ghost is still there, and ghosts are very good a killing drones.

And all this happens with very little need to pay attention to the ghosts, allowing you to fully concentrate on the push against an opponent that has his hands full saving his bases.

Even if the mineral lines are protected by spores, his tech is often not, and usually clumped together. A very good secondary target, since 2 nukes kill all zerg tech buildings.
roflcopter420
Profile Joined July 2009
Sweden168 Posts
July 21 2011 01:19 GMT
#849
Tip #518: If you do not attack or expand, try to build units or tech.
Its much the same as milking a cow
BioTech
Profile Joined March 2011
Australia264 Posts
July 21 2011 01:35 GMT
#850
Tip #519: If a marauder has level 1 armor upgrade his armor is 2. This means it takes 42 strikes from a standard ling to kill him. 42!
I actually played the original WarCraft - Orcs v Humans back in 1995!
LAN-f34r
Profile Joined December 2010
New Zealand2099 Posts
July 21 2011 07:21 GMT
#851
(TvT) place depos around your mineral lines to stop hellion harass. If they get in, run your scvs and raise the depos, trapping the hellions temporarily.
The only barrier to truth is the presumption that you already have it. It's through our pane (pain) we window (win though).
JoeAWESOME
Profile Joined February 2011
Sweden1080 Posts
Last Edited: 2011-07-21 07:37:01
July 21 2011 07:36 GMT
#852
520. If you blink using the minimap you will maintain the formation you had. Meaning that the units wont clump up when they blink. [Video]
Simply Awesome! - Liquid'Ret - NSHoSeo_Seal - coLMVP_DRG - EG_Idra - Fnatic.NightEnd
Aterons_toss
Profile Joined February 2011
Romania1275 Posts
July 21 2011 07:42 GMT
#853
521 Stimed marines are the 2nd best dps unit in sc2 ( idk if its been said already, so if it has been im sry I )
A good strategy means leaving your opponent room to make mistakes
Intricate1
Profile Joined May 2011
169 Posts
July 24 2011 09:28 GMT
#854
522.

Regarding any downloaded custom maps you currently launch by dragging the file to the Starcraft2 Shortcut - LogOn To BNet and play with this method.

1)Open map in editor, File->Test Doc
2)Menu->Quit
3)LogOn To BNet
4)Minimize + Test Doc, Done.
BlackGecko
Profile Joined December 2010
Israel25 Posts
July 24 2011 14:03 GMT
#855
Psystorms can hit burrowed units
same as nukes...
"One day ill also be in GrandMaster, till then I must pay the rent go to work and shove in between some SC2 gameing...""
Sennap
Profile Joined December 2010
Iceland88 Posts
July 24 2011 21:52 GMT
#856
523: Using Patrol to attack instead of a-attack makes it impossible to accidentally make your entire army attack a single unit/shoot your own unit. See more here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=246885
ToastieNL
Profile Blog Joined July 2010
Netherlands845 Posts
July 24 2011 21:55 GMT
#857
On July 21 2011 16:21 LAN-f34r wrote:
(TvT) place depos around your mineral lines to stop hellion harass. If they get in, run your scvs and raise the depos, trapping the hellions temporarily.

Don't. At least not until you have vikings/thors. (cloacked) banshees can pick all of these depots off for free.
Zerg lategame is imbalanced as shit. Also: "Protoss is really strong recently. Perhaps, it's time for there to be some changes for Terran." -MMA. Even MMA asks for buffs. Srsly Blizzard. Srsly.
Spam4119
Profile Joined July 2011
United States32 Posts
July 25 2011 09:47 GMT
#858
#524: (T) A marine in a bunker has the same range as a cannon. A marauder in a bunker out-ranges a cannon. Bunkered marines can stop a cannon rush from progressing further, bunkered marauders can push a cannon rush back.
Betty White is a total babe.
BioTech
Profile Joined March 2011
Australia264 Posts
July 25 2011 10:02 GMT
#859
On July 25 2011 18:47 Spam4119 wrote:
#524: (T) A marine in a bunker has the same range as a cannon. A marauder in a bunker out-ranges a cannon. Bunkered marines can stop a cannon rush from progressing further, bunkered marauders can push a cannon rush back.


Alas youre 1 off. A cannon range is 7, not 6. A marine in a bunker is range 6. Marauder in there too is range 7 = to cannon. :^)
I actually played the original WarCraft - Orcs v Humans back in 1995!
AmericanUmlaut
Profile Blog Joined November 2010
Germany2594 Posts
July 25 2011 10:07 GMT
#860
On July 25 2011 06:55 ToastieNL wrote:
Show nested quote +
On July 21 2011 16:21 LAN-f34r wrote:
(TvT) place depos around your mineral lines to stop hellion harass. If they get in, run your scvs and raise the depos, trapping the hellions temporarily.

Don't. At least not until you have vikings/thors. (cloacked) banshees can pick all of these depots off for free.

This argument doesn't make sense. Depots can be picked off by cloaked Banshees, but there's nothing about their being close to your mineral lines that's going to make them easier to target.
The frumious Bandersnatch
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