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[D] 1000 tips - Page 44

Forum Index > StarCraft 2 Strategy
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Prev 1 42 43 44 45 46 63 Next
FatBat
Profile Joined May 2011
Germany326 Posts
July 25 2011 10:31 GMT
#861
525: (ZvZ) Dropping changelings on banelings will make them explode.
"This game went full retard"- Totalbiscuit
roflcopter420
Profile Joined July 2009
Sweden168 Posts
July 25 2011 11:02 GMT
#862
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.


plox edit this since it is completely untrue and quite a lie.
Its much the same as milking a cow
jornass
Profile Joined July 2011
Belgium7 Posts
July 25 2011 11:27 GMT
#863
9. (Z) Broodlords get +attack from +air attack, Broodlings from +melee attack & Infested Terrans from +ranged attack.

so broodlords must be upgraded with a melee attack and not with air attack???
FlaminGinjaNinja
Profile Blog Joined January 2011
United Kingdom879 Posts
July 25 2011 11:36 GMT
#864
On July 25 2011 20:02 roflcopter420 wrote:
Show nested quote +
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.


plox edit this since it is completely untrue and quite a lie.


Marine range is 5 marauder range is 6, cannon range is 7. When units go into the bunker they get +1 range putting a marine bunker at range 6 and marauder bunker at range 7. So marauders can stop a cannon push but do not out range a cannon, in this situation you can either put the bunker closer and repair it with marauders inside or tech to tanks to clear them
GinjaNinja.661 EU I'd like to thank my sh*t keyyboard for always messing up my 'Y's
TheMerryDwarf
Profile Joined June 2011
United Kingdom12 Posts
July 25 2011 11:45 GMT
#865
526(?) TVT

Click on your opponents tanks to see their range - then move your tanks just inside their range line if you have vision or scans. (Obviously don't do this if you know that THEY have vision). Particularly useful in the early game if you have got an air unit out before your opponent.
I love cheese (dairy)
FlaminGinjaNinja
Profile Blog Joined January 2011
United Kingdom879 Posts
July 25 2011 11:49 GMT
#866
On July 25 2011 20:27 jornass wrote:
9. (Z) Broodlords get +attack from +air attack, Broodlings from +melee attack & Infested Terrans from +ranged attack.

so broodlords must be upgraded with a melee attack and not with air attack???


Broolords benifit from the air upgrades, broodlords benifit from the ground upgrades.

When the broodling is fired and first hits, that is an air attack so air attack upgrades are in effect, after that point when the broodling is on the ground it benifits from ground melee and armor upgrades
GinjaNinja.661 EU I'd like to thank my sh*t keyyboard for always messing up my 'Y's
groove(eu)
Profile Joined July 2011
France1 Post
July 25 2011 15:01 GMT
#867
Tip 468 correction : (Z) All zerg ground combat units have a creep speed multiplier of 1.3, except for hydralisks which have a speed multiplier of 1.5. (additional info: Queens have a speed multiplier of 2.65).
platinium zerg - eu: groove#236 - na: groove#753
Spam4119
Profile Joined July 2011
United States32 Posts
July 25 2011 18:24 GMT
#868
On July 25 2011 19:02 BioTech wrote:
Show nested quote +
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. :^)


Huh... really? because i remember in a game i would put marines in a bunker that couldn't shoot cannons, but every time a new one was being built it would shoot that one. While I would put a marauder in that same bunker and it could start shooting cannons the marines couldnt (without the cannons shooting at them)
Betty White is a total babe.
CookieMaker
Profile Blog Joined November 2010
Canada880 Posts
Last Edited: 2011-07-27 11:33:16
July 27 2011 11:06 GMT
#869
#527(?) ZvX - An 11overpool build overtakes a standard 14pool build in drone count at the 4:20 mark but at that point is approximately 85 minerals behind (this deficit will be made up over hte course of the game by the increased drone count). This also factors in an extractor being built at 1:40 and fully mined by three drones upon completion (at 14 supply before a 14 pool, i.e. 14gas/14pool). By skipping gas initially you can easily overcome a pool/gas build
The economics of an 11overpool18hatch vs 14pool/(X)Hatch have not yet been tested.

#528(?) ZvX - An 11overpool build into 18hatch will never cannon blocked by a protoss because you can have the capacity to have 6 lings out before your nat hatch (or none if so choose). In the same regard, the 11overpool build makes you much safer against 2rax pressure and any early zvz cheese.

editSorry, Source: http://www.teamliquid.net/forum/viewmessage.php?topic_id=202464
Micro your Macro
AveSharia
Profile Joined April 2011
United States62 Posts
July 27 2011 15:40 GMT
#870
On July 08 2011 23:27 Rannasha wrote:
+ Show Spoiler +
#528 (T) A-move your Medivacs to a unit in your bio-ball. Your Medivacs will automatically follow your bio and heal whenever there is someone in range. Since Medivacs move faster than bio, this means they'll heal while your bio-ball is moving around. Be careful though, since once the unit you A-moved your Medivacs on is killed, the Medivacs won't follow anymore.

Untested: Shift-A-move your Medivacs to a bunch of units in your ball to overcome the problem mentioned above.


The untested is false, and for some reason keeps getting repeated as a solution to the "medivac follow" problem, usually by folks who don't play Terran.

I've tested it a thousand times: The medivac will simply move through the entire queue list and end up following the last unit you shift-clicked. The best solution is to have each medivac follow a different unit, and cleanup the stragglers when the unit a medivac follows dies. Marauders are better to follow than marines, and thor are better than anything, so long as you can keep your bio close by. I usually have some medivacs following bio, some following tanks, for diversification purposes.

And, while it's probably been said before in this thread, don't rally your starport to a unit; the medivacs will pick the unit up. Rally them to other medivacs.
Channel Pressure
Profile Joined July 2011
United States62 Posts
Last Edited: 2011-07-27 23:50:53
July 27 2011 23:49 GMT
#871
(P) #529: Colossi can be loaded into warp prisms. This could lead to interesting strategies if coupled with the extremely underrated Gravitic Drive upgrade.

(T) #530: If you are using a nuke to drive away an army and buy time (and they indeed flee) its often better to cancel the nuke. Players will generally return after hearing the "boom". If their is no boom, they may be overcautious and return much later.
"A pastor I was listening to was talking about Job and referenced that his belongings had been burned down by marauders -- and heres where I blew it -- I immediately and arbitrarily replied aloud, "Were they stimmed?"
acrimoneyius
Profile Blog Joined June 2010
United States983 Posts
Last Edited: 2011-07-28 01:21:05
July 28 2011 01:20 GMT
#872
531. Mules called down on close mineral patches mine 30 extra minerals but dont return them before death. Mules called down on far mineral patches do not overmine.

Also for: "415. (TvT) A Reaper beats a Hellion in 1v1, even if it has blueflame"

This is only true if the helion is not microed.
docvoc
Profile Blog Joined July 2011
United States5491 Posts
August 03 2011 05:44 GMT
#873
P55. remember the warp prism, it has been said on the thread that the warp prism is great for dropping and developing gosu micro, but also remember that it can take the place of a proxy pylon along with its laddering ability, its is great for multiple harrassment with only 1 warp prism, if you que up its movements you can have multiple harrassment points along with a reinforcement channel when needed all at the same time.
User was warned for too many mimes.
DusTerr
Profile Blog Joined January 2011
2520 Posts
August 11 2011 08:35 GMT
#874
(as terran) when pulling workers to defend (or attack), instead of boxing (and selecting mules) just control click SCVs. + Show Spoiler +
even pros don't seem to notice this much - they pull mules off the line with SCVs unnecessarily. (yes there are times that mules can be used to block enemy melee units too, but most of the time it's better to just take SCVs)

It's debatable to pull mules when running from hellions (if you're going to lose mining time anyway, might as well let them absorb hits and save some scvs).
Bixs
Profile Joined September 2010
Denmark66 Posts
August 12 2011 15:08 GMT
#875
Because of the recent mech TvT, there has been alot discussion about siege tank splash. Where I am pretty sure even my favorit caster Artosis (Yes, I know, it breaks my heart) said thors didn't take splash damage from siege tanks as ultralisk does.

This is however wrong -.-

If Thors are clumped up, they will take splash (Clumping up happens pretty easily).
Thors take splash, (alot) I think it is just outside of the 100% area, in something like the 75% area. While ultralisk takes it at the 25% range, when clumped up (oddly not that consistently).

+ Show Spoiler +
Wow it takes alot of effort to write a single post, I "hope" this myth hasn't been debunked already as it would make this effort redundent ^^
AveSharia
Profile Joined April 2011
United States62 Posts
August 12 2011 19:45 GMT
#876
532ish. While hold-positioning a medivac, it can "elevator" units up and down cliffs, the same way a warp prism could in tip #156, and can funnel units through similarly to #152. Video. I am 98% sure this did not work when I submitted tip #152, so I suspect something changed with the "self-unload can be cancelled" patch fix in 1.3.

[Note: Video is super jumpy. Somebody with a better computer should tackle this one.]

The only plausible use I have found for this is funneling through like 6 SCVs on auto-repair, then as many marines, as many as 30 (!) as you can queue through. When the SCVs unload, they prevent the medivac from dying while the marines pop through.
Ebos
Profile Joined November 2010
United States44 Posts
August 12 2011 19:49 GMT
#877
Edit the windows registry to map caps lock to ctrl for more quicker and more comfortable binding of units to control groups..
Existor
Profile Joined July 2010
Russian Federation4295 Posts
August 12 2011 20:32 GMT
#878
533: You can play without creep animation, but with maximal graphical settings. Creep without animation allows to see Protoss Observer faster, than on creep without animation.

Also, here are 4 ways, how to make creep without animation or in SC1:BW "bricks-blocks" animation style. And you can raise a bit your FPW by deleting any animation from creep with having max graphical settings. It can be useful for peoples, who prefect to play on low settings, because only creep,

http://www.teamliquid.net/forum/viewmessage.php?topic_id=241083#1
Joni_
Profile Joined April 2011
Germany355 Posts
August 12 2011 20:46 GMT
#879
494. (ZvP) Getting +attack upgrades as Zerg vs Protoss is super effective! Not only are ranged zerg upgrades giving +2 damage to Roaches/Hydralisks, but Protoss armor upgrades also do not affect shields. [more data]

Ranged Zerg Upgrades only grant +1 damage to Hydralisks. Roaches do get +2 tho.
Still +atk is worth it for Hydras against Toss for the obvious reason of Shield/Health disparity.
AveSharia
Profile Joined April 2011
United States62 Posts
August 18 2011 15:23 GMT
#880
534. Similar to 394 (you can hide scouts behind map features,) you can hide scouts behind enemy structures. See, e.g., HongUnPrime.WE v oGsSuperNova (Code S Ro32 Group G, Match 4 @ ~6:20; 8/17/11, VOD, season pass required, click match #4).

Screenshots:
+ Show Spoiler +
What he sees:
[image loading]

What you see:
[image loading]


Also: This is another reason to have health bars set to "Always On."
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