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PvT: - Never place pylons on the edge of your ramp vs bio as they can be easily sniped by units at the low ground with a medivac to provide vision. - You can actually use hallucinated units to scare away drops. Leave some stalker at the edge of your base and the medivac should retreat as a response.
T and P: - If you have enough resources and are not sure if you are going to build some unit due to inefficient scouting, you can start building the unit and cancel it if you see a reason to do so.
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59. Despite what Day[9] has said in a previous Daily, never let a bunker finish.
This is probably the worst piece of adivce I have ever heard. Why are you not allowed to finish a bunker? This really needs explanation.
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On January 11 2012 22:26 AceTenRyu wrote:Show nested quote +59. Despite what Day[9] has said in a previous Daily, never let a bunker finish. This is probably the worst piece of adivce I have ever heard. Why are you not allowed to finish a bunker? This really needs explanation.
It is refering to bunker-rushes. Day9 said that you (as the opponent) can and should let a bunker finish.
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Planting a hatchery puts creep on the map, even if the hatchery is cancelled. This can be used for the Hatchery->cancel->Evolution Chamber block at an opposing expansion. It can also be used to slightly accelerate creep spread, since a creep tumor pushes creep out from all creep existing within its radius. It also allows for creep spreading across a cliff before lair tech kicks in. For example on TDA, southeast spawn, a creep tumor up and left from the top geyser, followed by a hatchery->cancel adjacent to the cliff once the tumor finishes allows creep on the speedbump in 2 hops, making a creep connection to the unblocked 4th a lot quicker than starting out pushing down the main ramp.
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#(X) Always watch your dropship when going in for the drop. Watch for thing like enemy units, defences, and if they are warping in as soon as they have vision.
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Regarding fast larva assassinations - they die after one storm and one fungal.
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^PDD can no longer shoot down broodlings. This was unintended and fixed in patch 1.3.3.
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I have three tips I can think of that have not been included yet.
**If you cannot kill a unit before nutral parisite wares off, select the unit and send a "/dance" or "/cheer" chat message right before the unit is released. If it is a danceable unit, it will continue dancing (and not attacking) long after the spell is over.
**You can put supply depos (and any other buildings) in places where you dont want to get dropped.
**An Orbital with 100 energy can, in thoery, maintain control of any (blocked, like in that 3v3 map on ladder) watch tower on the map for any amount of time. First, scan the tower, then drop a mule. Once you reach 50 energy again you will have about 2 seconds of game time to drop another mule on the watch tower before the last mule dies and you lose vision.,
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You can keep a unit infront of your amry vs protoss and run it into their army before you attack. Charged zealots will charge that 1 unit and then charge will be on cooldown. This also works great for kiting charge zealots (when you first start to kite).
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On January 16 2012 09:53 Jadoreoov wrote: ^PDD can no longer shoot down broodlings. This was unintended and fixed in patch 1.3.3. whoops
that was a ninja change then xD
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#(P) Only use blink defensively. An offensive blink usually gets your units out of position (IE too close to enemies to back up) Instead, engage normally, and blink units back. Alternatively, blink SOME of your stalkers forward to pick off retreating opponents (if they turn around, great; the rest of your army can reach them).
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PvT
Place your tech buildings, robo, forges, council etc INBETWEEN your natural and your main nexus to allow for easier drop defense. Don't put them in the back of your base, its better for them to get scanned than to get sniped.
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I love the tip where you can find If you have Changelings by just pushing / dance command.
tip 150-200 ? read too many tips
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Don't clutter up the area near your ramp to minimize the probe rally distance.
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ZvZ
If you neural parasite an enemy egg. It instantly dies.
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On January 17 2012 22:36 Wheeze201 wrote: ZvZ
If you neural parasite an enemy egg. It instantly dies.
But you would never want to do this, as you could fungal more than one at a time, unless I'm mistaken.
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#(PvP) Use Archons to absorb colossus fire.
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(ZvP) You cant fungal interceptors.
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