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[D] 1000 tips - Page 52

Forum Index > StarCraft 2 Strategy
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BioTech
Profile Joined March 2011
Australia264 Posts
January 19 2012 00:03 GMT
#1021
(TvP)

If you intend to go 2/3rax aggressive vs the P you absolutely should get the +1 weapons upgrade as soon as possible. The maths are awesome.

A marine damage is 6 while most protoss units have 1 armor on their health which is half the unit for stalkers (eg 80h, 80sh) and sentries and 67% for immortals and zealots. So the marine damage is effectively 5...but throw in the +1 weapon and thats a 20% increase in damage. Although still a 16.7% increase vs the shields. And if you combine stim to the equation then +1 weapons is even deadlier.
I actually played the original WarCraft - Orcs v Humans back in 1995!
BioTech
Profile Joined March 2011
Australia264 Posts
Last Edited: 2012-01-19 22:34:10
January 19 2012 22:29 GMT
#1022
(TvZ)

Micro your thors! The maths here is critical too. A thor damage is 30x2 so if youre facing a mixed Z force you must micro the thors v the roaches because they 3-shot them, while if they are hitting lings they are using 60 damage to kill a 35hp unit - a massive waste. Similarly micro vs mutas as opposed to lings for the same reason.
I actually played the original WarCraft - Orcs v Humans back in 1995!
codesad
Profile Joined January 2012
7 Posts
January 19 2012 22:43 GMT
#1023
On January 19 2012 07:17 Corsica wrote:
(ZvP) You cant fungal interceptors.


i'm pretty sure i've seen interceptors fungaled
Convert your replays to youtube @ GGREPLAYZ.COM
Epishade
Profile Blog Joined November 2011
United States2267 Posts
January 19 2012 23:49 GMT
#1024
On January 20 2012 07:43 codesad wrote:
Show nested quote +
On January 19 2012 07:17 Corsica wrote:
(ZvP) You cant fungal interceptors.


i'm pretty sure i've seen interceptors fungaled


I've seen TLO use fungal on WhiteRa's interceptors as well when they all came out just clumped up in one big bundle.
So you actually can fungal interceptors.
Pinhead Larry in the streets, Dirty Dan in the sheets.
MrCash
Profile Joined October 2011
United States1504 Posts
Last Edited: 2012-01-20 00:24:21
January 20 2012 00:05 GMT
#1025
Couple of things to update:

PDD does no longer block broodlings.
Spamming stop on siege tanks vs broodlords (or any other unit) does not stop siege tanks from firing, at all.
SCVs cannot repair themselves while loaded into anything.
528 doesn't make any sense and doesn't work the way it's described, shift queued snipe works the same way on or off hold fire.
chestnutcc
Profile Joined July 2011
India429 Posts
January 20 2012 00:21 GMT
#1026
Nukes can be zoned out by listening to the wail of the incoming missile, which grows louder the closer the nuke is. In emergencies, you can pan about the min map, and find the general location of the nuke when you hear this sound.
OPnitemare
Profile Joined September 2011
United States23 Posts
January 20 2012 01:13 GMT
#1027
On July 18 2011 08:36 Philip2110 wrote:
#533 (PvT) When trying to kill an scv while it is building a structure with pheonix, press g and then on the actual structure that is being built. It will lift the scv building it


This is false. You'll just get the message "cannot target structures".
Arn
Profile Joined November 2010
Sweden118 Posts
Last Edited: 2012-01-25 18:26:52
January 25 2012 18:26 GMT
#1028
Hey all! Three happy news!

[image loading]


1) The first post has been updated to post 605 (which was on page 48).
2) UrinalPoop has shared with use a Google Doc Spreadsheet, which may be useful for data extraction, or sorting tips by race!
3) I intend to make a web service (hosted on http://teamproperty.net, probably) where the tips can be viewed individually in order, by race, randomly, etc - aswell as marked and rated.
Property fightiiing! (Swe SC2 clan) | http://property-clan.com | FOR THE SWARM!
SoulWager
Profile Joined August 2010
United States464 Posts
January 25 2012 19:32 GMT
#1029
When putting workers on gas, press "C" after right clicking the geyser, so that any worker still carrying minerals will return that cargo before gathering gas.
Corsica
Profile Joined February 2011
Ukraine1854 Posts
January 27 2012 02:39 GMT
#1030
On January 20 2012 07:43 codesad wrote:
Show nested quote +
On January 19 2012 07:17 Corsica wrote:
(ZvP) You cant fungal interceptors.


i'm pretty sure i've seen interceptors fungaled


!!!!! True , pardon me, I meant:

ZvT You cant fungal Hunter Seeker Missle (as seen in Thorzain vs Stephano)
Chrono000
Profile Blog Joined September 2011
Korea (South)358 Posts
January 27 2012 10:07 GMT
#1031
(Z) When attacking turrets with muta, take note of the most forward position muta that will take the hits and pull that muta back as soon as it is in range of the turret. This will save that muta and tank 1-2 hit if done well, plus kill the turret. Alternatively if you have less micro or if the mutas are to clumped to tell the individual just make a mini box around the frontal mutas and pull them back.

Elp
Profile Joined September 2010
Netherlands86 Posts
January 27 2012 16:02 GMT
#1032
I'm gonna combine tip #133 and #430 into a new one:

(TvZ)
In theory it takes 19 banelings to destroy a planetary fortress, but in reality the planetary fortress will fire one or two shots before all the banelings are gone. As was stated in tip #430, the cannons of the PF need to turn in order to fire. If the cannons are 'out of position' and will not fire a single shot at the banelings, it will take 19 banelings to kill it.

However, when the the cannons are pre-aimed at the incoming bane's, it takes 24 banes to take down a planetary due to the fact it can fire two shots before the last baneling explodes.
So depending on the attack direction and the position of the cannons, there's a ~25% difference in the amount of banelings needed.

This can be either helpful for zerg in choosing a proper attack direction, or for terran by pre-aiming the cannons by targeting a friendly unit. Obviously in practice there are many other variables that come in to play, the formation of the banelings, other units in the area, previous damage on the PF or the banes, etc. But i guess it can make that little bit of difference.
AveSharia
Profile Joined April 2011
United States62 Posts
January 27 2012 18:02 GMT
#1033
On January 20 2012 09:05 MrCash wrote:
Couple of things to update:

PDD does no longer block broodlings.
Spamming stop on siege tanks vs broodlords (or any other unit) does not stop siege tanks from firing, at all.
SCVs cannot repair themselves while loaded into anything.
528 doesn't make any sense and doesn't work the way it's described, shift queued snipe works the same way on or off hold fire.



All good updates, except the last one. If a ghost is attacking a unit or building, it won't stop by shift-queuing snipe, until that unit or building is dead, or hold fire is toggled.

So if you attack+move to within the range of a unit, then shift-queue snipe, the ghost will attack the unit normally; then, if you toggle hold fire, the ghost will immediately snipe. With multiple ghosts, they will snipe simultaneously, which is useful is attacking, e.g. an infestor, to keep it from regenerating 1 health between snipes.
coriamon
Profile Joined August 2011
244 Posts
January 31 2012 00:46 GMT
#1034
#(XvZ) Get armor upgrades if you see your opponent is going for muta-ling. Each armor upgrade will prevent 3 damage from a mutalisk attack, making it better than the 1 attack that each of your forces will get.
coriamon
Profile Joined August 2011
244 Posts
February 03 2012 00:05 GMT
#1035
#(ZvZ) Glaive wurms do not prioritize units that attack the mutalisk over other units. It just hits anything. Utilize this in ZvZ by placing zerglings under your mutas when they battle other mutas to absorb glaive damage.
SCTips
Profile Joined February 2012
3 Posts
February 05 2012 12:11 GMT
#1036
hi OP,

i have a website dedicated for Starcraft Tips and would like to help on organizing these tips.

http://sctips.com

some of the site features are ongoing. ty
Gendi2545
Profile Joined February 2012
South Africa50 Posts
February 05 2012 14:02 GMT
#1037
If you're a zerg and you get ling rushed you can protect your queen by ordering your drones to move to (surround) the queen. The drones aren't attacking so won't be automatically targeted, and the lings won't be able to hit the queen, they'll just swarm around it. I find this useful but im noob so don't know if it's really good or not.
There is something strange in the Starcraft engine - liquipedia
coriamon
Profile Joined August 2011
244 Posts
February 05 2012 17:00 GMT
#1038
On February 05 2012 23:02 Gendi2545 wrote:
If you're a zerg and you get ling rushed you can protect your queen by ordering your drones to move to (surround) the queen. The drones aren't attacking so won't be automatically targeted, and the lings won't be able to hit the queen, they'll just swarm around it. I find this useful but im noob so don't know if it's really good or not.


The way you stop this from being useful is by attacking the queen, and holding position (on your lings) when they are right next to the drones. Your lings will deal damage to all the workers. While they aren't attacking the queen, you will kill many drones.
Elp
Profile Joined September 2010
Netherlands86 Posts
February 18 2012 16:10 GMT
#1039
Ok, this is a very simple one, it's almost stupid but i don't see it in the list so here goes.

You can rebind the GRAVE (`) key to act as one of the 10 control groups through the hotkeys menu in SC2.

Basically this means you have an extra control group that has a very good position on the keyboard (left to 1) . The grave key is normally the voice chat button, which isn't used that much anyway.
coriamon
Profile Joined August 2011
244 Posts
February 20 2012 05:22 GMT
#1040
Forum needs some love.


#<TvP> Scanning and picking off observers is a great way to set up EMPs with your ghosts in lategame TvP; they would then have the freedom to cloak and EMP what you want to EMP. This is incredibly useful due to most protosses not making a lot of observers all game (generally 1-3)
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