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[D] 1000 tips - Page 54

Forum Index > StarCraft 2 Strategy
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Prev 1 52 53 54 55 56 63 Next
Kaitlin
Profile Joined December 2010
United States2958 Posts
February 25 2012 18:59 GMT
#1061
On February 26 2012 02:12 straitjacket wrote:
Not sure if its been posted or not, but you can actually block a gas geyser beeing built by putting an scv/probe/drone right next to it stopping thoes pesky zerg kill/rebuild geyser techniques


This has been mentioned, and it's also been mentioned how to counter it, which is to place the gas geyser while it's in the fog of war, in which case the building worker will ignore the blocking worker.
InfernoStarcraft
Profile Joined May 2011
Australia136 Posts
February 27 2012 02:47 GMT
#1062
copy and pasted out of simple Q&A that I posed in

So I guess mine is a bit of a tip or something that doesn't really deserve a thread, but I never seem to see any pros or anything doing this sooooo

Do people not know that you can focus fire a target and then a-move in any direction so that your units will auto attack anything with threat?

Example: you send marines to kill rocks, you a-click anywhere, zerglings run up to kill marines, marines kill zerglings instead of just dying.

I see even pro players often lose units that are focus firing a specific target and its often to a smaller force, so i thought this would be worth mentioning if it's not widely known.

Also note after units kill the target they carry out the a-move, so don't click somewhere stupid.
I like Hello Panda's
Kaitlin
Profile Joined December 2010
United States2958 Posts
February 27 2012 02:53 GMT
#1063
On February 27 2012 11:47 InfernoStarcraft wrote:
copy and pasted out of simple Q&A that I posed in

So I guess mine is a bit of a tip or something that doesn't really deserve a thread, but I never seem to see any pros or anything doing this sooooo

Do people not know that you can focus fire a target and then a-move in any direction so that your units will auto attack anything with threat?

Example: you send marines to kill rocks, you a-click anywhere, zerglings run up to kill marines, marines kill zerglings instead of just dying.

I see even pro players often lose units that are focus firing a specific target and its often to a smaller force, so i thought this would be worth mentioning if it's not widely known.

Also note after units kill the target they carry out the a-move, so don't click somewhere stupid.


It doesn't matter what commands were queued before or after the command for the marines to attack rocks. As they are attacking rocks, they are vulnerable to attack and won't attack back until they are commanded to do so. If they are still alive after finishing off the rocks, then they will being to attack the units, whether they have an attack command queued or not. Just as long as they don't have a queued move-command after the rocks.

Also, pretty much everybody attack moves to a point in front of the rocks, with a shift-queue command to kill rocks already. This not only takes care of being attacked on the way there, but gets units closer to the rocks so the concave is better.
InfernoStarcraft
Profile Joined May 2011
Australia136 Posts
Last Edited: 2012-02-27 03:23:01
February 27 2012 03:15 GMT
#1064
+ Show Spoiler +
On February 27 2012 11:53 Kaitlin wrote:
Show nested quote +
On February 27 2012 11:47 InfernoStarcraft wrote:
copy and pasted out of simple Q&A that I posed in

So I guess mine is a bit of a tip or something that doesn't really deserve a thread, but I never seem to see any pros or anything doing this sooooo

Do people not know that you can focus fire a target and then a-move in any direction so that your units will auto attack anything with threat?

Example: you send marines to kill rocks, you a-click anywhere, zerglings run up to kill marines, marines kill zerglings instead of just dying.

I see even pro players often lose units that are focus firing a specific target and its often to a smaller force, so i thought this would be worth mentioning if it's not widely known.

Also note after units kill the target they carry out the a-move, so don't click somewhere stupid.


It doesn't matter what commands were queued before or after the command for the marines to attack rocks. As they are attacking rocks, they are vulnerable to attack and won't attack back until they are commanded to do so. If they are still alive after finishing off the rocks, then they will being to attack the units, whether they have an attack command queued or not. Just as long as they don't have a queued move-command after the rocks.

Also, pretty much everybody attack moves to a point in front of the rocks, with a shift-queue command to kill rocks already. This not only takes care of being attacked on the way there, but gets units closer to the rocks so the concave is better.



try it out and you'll see. you don't queue an attack command after the rocks btw, and my little list thingy didn't say to queue, you a-move to an arbitrary spot after your units are attacking something and they will stop attacking that target and attack units if there are any

edit: nope sorry your right, only works with buildings and not rocks, guess i got confused there :/
I like Hello Panda's
Phoenixed
Profile Joined February 2012
11 Posts
Last Edited: 2012-02-28 16:37:02
February 27 2012 09:50 GMT
#1065
(Z)
1. If you want to destroy path rocks with lots of zerglings more quickly: attack the rocks, then shift-move behind them and then shift-attack the rocks again. The lings that won't be able to reach rocks from one side will run around and attack them from other side.
2. When you harass FFE protoss buildings with lings early game and probes keep distractring your lings: attack the building, then press Hold – zergling that will be attacked by probe will automatically respond to it. Saves you both APM and lings.
Account252508
Profile Joined February 2012
3454 Posts
February 27 2012 10:53 GMT
#1066
--- Nuked ---
Arn
Profile Joined November 2010
Sweden118 Posts
February 27 2012 17:52 GMT
#1067
On February 27 2012 19:53 monkybone wrote:
Is OP refreshing his list?

Maybe we should add some map-dependent tricks. I think it was MvP who showed us that Entombed valley have a neat spot to place a bunker under the ramp to the natural of the zerg. You can hide a marine in there, being completely guarded by the bunker. I think it's the only map that allows for a complete wall-off like this.


Last refresh was a month ago, when I find time I update, and I'm slowly "catching up".

Regarding map-dependant tips, I prefer not to, since they may be "temporary" and non-generic. The same usually goes for builds.
Property fightiiing! (Swe SC2 clan) | http://property-clan.com | FOR THE SWARM!
Kaitlin
Profile Joined December 2010
United States2958 Posts
February 27 2012 23:41 GMT
#1068
On February 27 2012 18:50 Phoenixed wrote:
(Z)
1. If you want to destroy path rocks with lots of zerglings more quickly: attack the rocks, when shift-move behind them and then shift-attack the rocks again. The lings that won't be able to reach rocks from one side will run around and attack them from other side.
2. When you harass FFE protoss buildings with lings early game and probes keep distractring your lings: attack the building, then press Hold – zergling that will be attacked by probe will automatically respond to it. Saves you both APM and lings.


#2 is a good tip, but it seems it would be good for any unit (I was originally thinking just melee, but ranged would seem to work as well), would it not ? Any time you target a building, grab the attackers and put them on hold position so they attack if they get attacked, but continue with the building, if they are not ? Not exactly that "team" spirit, but seems useful.
SojT
Profile Joined February 2004
United States789 Posts
February 29 2012 04:33 GMT
#1069
Given the new patch, #170 probably needs to be revised.
=]
lwwkicker
Profile Blog Joined February 2012
United States140 Posts
March 12 2012 18:22 GMT
#1070
I sadly don't have anything to contribute to the tips in this thread (yet), but I would like to see other people add to it, and maybe the OP can update the list? Pretty please
Always here to help.
coriamon
Profile Joined August 2011
244 Posts
March 25 2012 17:03 GMT
#1071
Boy, it has been a while. Um...
#(E) Make sure you consider all compositions when building units. For example, don't build marauder tank all game; a banshee transition from your opponent can hurt you too much.
Chinesewonder
Profile Joined November 2010
Canada354 Posts
March 25 2012 18:19 GMT
#1072
Best way to defend drops as a zerg is to leave ~16 lings in your outer most expansions, morph ~5-6 of them into banelings and get 3 spines. Negates drops like nothing.
loginn
Profile Blog Joined January 2011
France815 Posts
Last Edited: 2012-03-29 19:46:47
March 29 2012 19:45 GMT
#1073
#(T) If your reactor is destroyed during a marine production cycle, the marines will be queued up and the second marine will start its production where it stopped (ie it wont start the whole marine production time over again). Works with any reactored unit too
Stephano, Taking skill to the bank since IPL3. Also Lucifron and FBH
soccercasanova
Profile Joined July 2011
Argentina21 Posts
April 10 2012 16:25 GMT
#1074
(Z)Gas stealing vs Terran after being blocked in during scouting requires minimum 2 marines to kill during morph cycle. you can cancel and remake 2-3 times before your drone dies to marine fire. This works well to deny a gas.
(Z)Morphing a low health Overlord into an Overseer can save it from being killed by a small force of units. When the morph completes, the Overseer will be full health and faster to get away.(Can even drop changeling to draw fire)
Account252508
Profile Joined February 2012
3454 Posts
April 14 2012 10:31 GMT
#1075
--- Nuked ---
graNite
Profile Blog Joined December 2010
Germany4434 Posts
April 14 2012 10:55 GMT
#1076
On March 30 2012 04:45 loginn wrote:
#(T) If your reactor is destroyed during a marine production cycle, the marines will be queued up and the second marine will start its production where it stopped (ie it wont start the whole marine production time over again). Works with any reactored unit too


that is no tip, that is just information on how the gamem works...
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
Account252508
Profile Joined February 2012
3454 Posts
April 14 2012 11:16 GMT
#1077
--- Nuked ---
YekaFeka
Profile Joined September 2011
United Kingdom7 Posts
Last Edited: 2012-04-14 12:08:24
April 14 2012 11:55 GMT
#1078
Can neural parasite be used on an allied unit??? i.e. probe, scv
No
BioTech
Profile Joined March 2011
Australia264 Posts
May 01 2012 03:07 GMT
#1079
(T) DO NOT continually MULE the same mineral cluster! This will cause it to expire too soon thus dropping your income, i.e youre no longer mining 8 clusters - just 7. Spread the MULEs out and those clusters will expire much later thus keeping income at max for as long as possible per base.

Similarly, as soon as your exp is up drop ALL your MULEs there to keep your main base on 8 clusters for as long as possible.
I actually played the original WarCraft - Orcs v Humans back in 1995!
t0b4cc0
Profile Joined May 2012
Austria12 Posts
May 08 2012 15:45 GMT
#1080
606 (stolen from the topic related to 605)
you can gassteal even a blocked gas if you tell you worker to build the gas in the fog of war (with no vision on the enemy unit blocking it)
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