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#(E) Playing random helps your game sense for all races. #(T) Banshees can outrange marines; however they float one more square forward when they attack, thus bringing them within attack range. Use cliffs to circumvent that happening #(P)Stargate builds make zergs wary of building mutalisks. #(P) Stargate builds give temperary map control vs Zerg until zerg gets a lot of anti air. #(P) Abuse shield regeneration to its maximum degree by constantly poking with protoss units before terran gets stim/concshell or zerg gets metabolic boost #(P)Draw tank fire with immortals before rushing in with gateway units #(P)Use forcefields to cut the army in half. move back with your melee units after a forcefield if you clean up your side of it.
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#(Z) Position a ling outside of the enemies base to tell when he is moving out #(ZvP) Position your army in several different places when you know where the protoss army is (unless you want to engage). This means that they won't get a full read on your unit comp unless they build more than one observer. #(T) Abuse map control gotten by hellions, by playing greedy and tech heavy.
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On November 20 2011 23:32 Cyro wrote: "For ergonomics (important!), position your mouse in a comfortable position, and try to use only your hand to move it, for precision and comfort."
That is ENTIRELY opinion, low sens players move their whole arm, it is mostly a FPS crowd but its good for sc2 etc as well...
I can reach level 27 on Marine Split Challenge using 400dpi, and ~22 using 800 on a 1920x1080 screen.
Also pretty sure i read in the zowie thread that all of Slayers use 800dpi, at that sensitivity setting, you cant go screen edge to screen edge with moving JUST your hand, unless you curve the mouse to right or left which will murder accuracy and precision.
Also, the muta tip, 1 armor does remove 1 damage from each bounce, yes, but bounces do (8?)-3-1 damage, there is a cap on minimum damage, with 3 armor vs 0 attack the second and third bounce would both do 0.5 damage.
Where is this Zowie thread ? Am interested in checking it out. Thanks :D
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Scouting workers almost always make a path behind your mineral line-- get a surround by chasing him with one of your own workers and cutting him off with three or four more.
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Burrowed units on hold position can prevent other burrowed zerg units from going past them
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#(T) On Antiga Shipyard, a Marine in the gap next to the ramp to your main will kill a rallying harvester without micro.
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#(E) When running into a tank line, or any long distance splash line, put a few units in front to take the first hits while closing the distance. This is good to get down or up ramps. #(R) Keep production facilities on the same hotkeys as to simplify having multiple different hotkeys.
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#(T) An intitial stalker push generally comes around 5:00. This means, either have a marauder, or bunker by 5:00 to be safe. #(P) Earlygame, forcefields are very important. Remember not to use FFs too liberally.
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#(E) When you commit to an engage, stop building supply buildings. That extra 10 food won't help you much when you are rebuilding.
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#(P) Before attacking lategame, build a bunch of gateways, and bring a warp prism. You'll have plenty of minerals, and the warp prism will allow you to warp in as many as 15 stalkers in the middle of the battle.
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*(T) Make controlling creep one of your priorities in the TvZ Matchup.
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#(T) In TvP, stimming a single marauder ahead of your army towards the Protoss can force all of the zealots at the front of the army to burn their charge and still only be halfway there, as well as serving as a forward scout.
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On December 19 2011 07:31 coriamon wrote: #(T) In TvP, dropping an autoturret ahead of your army towards the protoss fore can force all of the zealots at the front of the army to burn their charge and still only be half of the way to your army. Why don't you post a link to the thread started today while you're at it? Edit it in, as a source :-)!
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Late Game ZvX, get overlords with pneumatised carapace, and use them to make a 'creep-highway', if you dont have creep tumors there: This will make for much easier and faster reinforcing.
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560: XvZ You can scout where the expo of the zerg would be instead of scouting the main and getting your scouting worker killed. And if you dont scout a expo they are going for an all-in or its a 14/14 build
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#(Z) Maximize the capabilities and effectiveness of drops by researching burrow. When the enemy units come back, burrow. It forces detection, which means that it forces the enemy to be out of position for a longer time. #(T) Throw down a scan before attacking.
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#(ZvT)Exploit lack of tanks with banelings. Exploit lack of marines with Mutalisks. #(TvZ) Exploit lack of banelings with marines. Exploit lack of mutalisks with tanks.
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Added a few 20-or-so tips, currently at page 43. The list is getting very long, so I'll look into making a database out of this so that people can include a random tip-of-the-day on their website and stuffs
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(z) When harassing. Always drop zerglings, they come out too slowly with nydus. Only use nydus for larger units in supply such as ultras.
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