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#(Z) use two different control groups for lings, and keep them on different flanks so you can surround armies more efficiently.
#(ZvZ) small groups of roaches (5-6) can be used for harassment, even against muta/ling/baneling. Roaches are difficult to kill especially with +1 armor, so it typically keeps his entire army pinned back trying to deal with harassment. The best things to target down are extractors and queens, then go for drones.
#(Z) if you have a gaming mouse, you can bind the backspace key to an extra mouse button, which makes injects and base management very easy.
#(ZvP, ZvT) instead of going for tier 3 units, consider remaxing with a completely different army - i.e. from muta/ling into roach/hydra or roach/infestor, and vice versa. Especially after big engagements, terran players will still remax with the same composition, so hide your army until you're ready to push.
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On December 02 2011 20:18 coriamon wrote: #(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
If you micro a banshee correctly it doesn't get hit by marines.
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ZvZ: On certain maps, in close air positions you can keep on overlord in airspace near your opponent's gas to scout, while being able to run away from queen fire. If an enemy zerg player goes for an early speed build (14/14 most commonly) and continues to mine gas with three drones (maybe with 2) after the 100 for fast zergling speed he is almost certainly going to all-in you (probably with banelings). These maps include:
Metalopolis (close air, both gas) Shattered temple (close air, both gas) Shakuras Plateau (close air, both gas) Antiga Shipyard (close air, close gas...so rarely)
Remember, geysers start with 2500 gas, so you can click to check. The easiest map to utilize this on is Metalopolis. This, combined with the ease of scouting on Metal makes hatch first a strong choice.
Edit: Holy shit: 560. You can disable the ability to click the menu items in game so that it does not happen accidentally. How do you do this?! I click those things all the time!
Edit 2: figured it out. Go to options -> gameplay -> menu bar mode: unclickable. Maybe add this to the OP?
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574: In ZvX, if wanting to initiate an attack post lair, you can spread out overlords in a row opponents base, creating a "creep highway", you'll be able to attack and retreat faster.
575: In ZvZ, if trying to do a creep highway attack, cancel creep spread if worried about counter attack once you get to opponents base.
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576: In a simple 1v1 fight, a drone will kill a probe (as the drone will have slow heath regen during a battle), but a SCV will kill a drone (as SCV's have 45 hit points).
577: There is a positional imbalance on Metalopolis that allows Zerg players to hide an overlord behind the opponents natural in empty space, but only if the opponent spawns in the Northernmost location.
578: (PvZ) Hallucinated phoenix will shoot overlords as they fly past. They do no damage, but they will cause the overlord to stop dropping creep.
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579: You can dodge a broodlord's attacks by loading up the targeted unit into a transport and releasing him after the broodlings come down.
580. To test the age of an expansion, look at the mineral patches. If all of them are still full-size, your opponent hasn't been there that long. The more are smaller/gone, the longer he's been mining out of that base.
581. (P) A Hallucinated Immortal's Hardened Shield reduces damage to 20 instead of 10.
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582. (P) If you change the hallucinate phoenix hotkey to "c", you can double tap c for a very quick hallucinated phoenix scout
might be helpful for some people. I've always messed with my hotkeys to be more efficient.
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(TZ) You can rally your stargate or your starport to your already flying army. i.e. rally your stargate to one pheonix in your control group so that each aditional pheonix that pops out will quickly join the army.
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On December 30 2011 09:35 Epishade wrote: 582. (P) If you change the hallucinate phoenix hotkey to "c", you can double tap c for a very quick hallucinated phoenix scout
might be helpful for some people. I've always messed with my hotkeys to be more efficient.
Thank you for this, it actually is very helpful lmao
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583. (P) Feedback at full energy will kill any unit except for BC, Thor, and Mothership.
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Many people may know this but it's worth bringing up. [P] Dark Templar make very good xel'naga tower holders when there isn't much you can use them for at the time, if people do not realize they may constantly send units to the xel'naga towers to get slaughtered.
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On January 02 2012 14:57 Reptile-Rome wrote: (TZ) You can rally your stargate or your starport to your already flying army. i.e. rally your stargate to one pheonix in your control group so that each aditional pheonix that pops out will quickly join the army.
With Phoenix, this isn't burdened with the problem of 'moving' across the map without fighting, as Phoenix automatically engage while 'moving'. I'd suggest queueing the rally to several units, however, in case the initial rally unit is killed, resulting in units remaining at the Stargate.
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Tip 569 needs to be changed to "Hit the (S)top command so the queens don't move across the entire map." Hitting hold position might fuck things up.
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(Z) If the Terran opponent is going for a reactor hellion opening you can hide 1-2 of your initial zerglings around the map and scout with them later if the hellions are keeping you in your base.
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(T) Here's a Tip: If you're one of those fools who tries that "fake disconnect error trick and floats your command center to make your opponent think you're no longer in the game so they leave, either:
1) Get a decent computer, or 2) Run on low graphics.
Somebody just tried this on me, and as I teched to make a Void Ray, I got the message that my opponent was slowing down the game lol.
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I don't think anyone has mentioned this yet.
[Z] When using overseers against Protoss, spend all of your energy on changelings before each battle. This will prevent the Protoss from killing your overseers with Feedback.
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Supply Depot placement
[TvZ] Spread supply depots around your bases rather than bunching them. Why? Because muta splash will hit adjacent depots for free which you want to avoid. Skirmishes are far less likely to pop depots on the edge of your base in this MU.
[TvT, TvP] Bunch most of them close to your CC so that they dont become the victims to siege or banshees or other skirmishes.
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#(Z) Kiting with broodlords only requires a microsecond of attacking.
On December 28 2011 04:10 thezanursic wrote:Show nested quote +On December 02 2011 20:18 coriamon wrote: #(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
If you micro a banshee correctly it doesn't get hit by marines.
Can you show me this in action? I have never seen this actually work; at least one attack always goes off in my experience. Even watching pro-replays, always have I seen a single attack from a marine go off.
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Love this thread; here's some of mine:
[TvP] Splash damage hits cloaked/burrowed units. This can be abused especially by hellions. When attacked by DTs, you can micro hellions to kill them without detection by targeting your own buildings, doing light damage to yourself, but hitting the DTs.
[TvZ] Similarly, if a Zerg burrows their drones to save them during a hellion attack, maneuver your hellions behind the mineral line, and attack the hatchery. You will likely be rewarded with burning drones popping out of the ground. If you see a creep tumor finish before you can kill it, you can have hellions attack each other over it to save a scan.
[TvX] Hellions 3-shot drones and probes, and 4-shot SCVs. With +1 attack, however, this is changed to 2- and 3-shots respectively, even if the opponent has +1 armor.
[TvX] You can "aim" hellion shots when attacking mineral lines, angling shots to hit multiple patches, clearing out a well-saturated mineral line.
[TvX] When the mineral line of a Command Center or Planetary fortress is under attack, you can save at least 5 SCVs by quickly using the "Load" command. If you get the NeoSteel Frame (Bunker Capacity) upgrade, you can save 10.
[TvX] If you have to pull SCVs to fight off an attack, use Ctrl+Click rather than boxing to avoid bringing any attack-less MULEs.
[TvZ] Despite doing 500 damage, 250mm Strike Cannons will fail to kill an Ultralisk in 1 shot because of Zerg regeneration.
[TvP] To defend against Feedback, you can quickly command several Thors to initiate Strike Cannons on a spare marine, destructible rocks, etc., since energy is used upon starting, even if no damage is dealt. Similarly, you can spam Cloak/Decloak on Banshees to burn excess energy.
[Team] Many abilities can be used on your allies in team games; in addition to the well known ones of healing/repairing with medivacs/SCVs, you can also transfuse all biological units and inject your allies' hatcheries with queens.
[XvZ] If you think you may have a changeling in your army... you could always check by dancing your marines/zealots/zerglings.
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[XvZ] If your worker is being chased by slow zerglings, only click the location you want the worker to go once and you will get away 99% of the time for 2 or less zerglings. If the zerg player has 3 or more lings, your worker will end up dieing reasonably quickly as the lings in the back of the group will push the lings in the front of the group forward, in this situation it can be better to try and get any extra scouting information inside or around the zerg base rather than running home.
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