[D] 1000 tips - Page 55
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Kaitlin
United States2958 Posts
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Account252508
3454 Posts
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Suitup
Germany53 Posts
This is because the energy regeneration is 0,5625 per second and it takes 40 seconds for larvae to spawn which means that it takes 44.44 seconds to actually get 25 energy to vomit larvae. | ||
Kukaracha
France1954 Posts
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Account252508
3454 Posts
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Kukaracha
France1954 Posts
On May 09 2012 05:42 monkybone wrote: This isn't realistic at all. This basically assumes your opponent doesnt know how to defend agaisnt banshees. I play Sky Terran in TvP at Diamond/Masters and this happens very, very often. | ||
bmoneyAK
81 Posts
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t0b4cc0
Austria12 Posts
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t0b4cc0
Austria12 Posts
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Kaitlin
United States2958 Posts
On May 09 2012 02:02 monkybone wrote: Most players mineral boost. Forcing your workers to mine on the close patches and forcing them to mine the same patch as another. This will optimize the mineral income much more than simply rallying to a close patch, and is very common. Most players mineral boost throughout the game ? I think not. I wasn't talking about just the main base, at the beginning of the game. It's every expo. | ||
genius_man16
United States749 Posts
If you have say 3 ghosts, they will fire in groups of three, but if you queued more than 3 the cooldown will come into effect. | ||
Account252508
3454 Posts
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Kaitlin
United States2958 Posts
This will require some background, and I have to refer to my layout to set the stage. Most of us are aware of what has become known as "layering", which is using the same keys for multiple uses, simply by adding a modifier to "double up" on the usage. For example, you can have one control group assigned as 1 while at the same time another control group assigned as Alt+1. You can also layer a camera location with a control group by adding the modifier. With 'Base J', I make heavy use of this technique. However, until recently I hadn't taken it to the next level. Here is the next level. Assume the following: In 'Base J', the Alt modifier is bound to the Mouse Back button, which I can simply hold with my thumb. For demonstration, I'll use ASDF layout just to make it easier to understand, even though these are not the actual keys I personally use. Control groups: - all activated with middle finger, while holding mouse thumb on mouse back button Alt+E Drop #1 Alt+D Drop #2 Alt+C Drop #3 Camera locations: - all activated with ring finger, while holding mouse thumb on mouse back button Alt+W Opponent's Main Alt+S Opponent's Natural Alt+X Opponent's Third Bonus: By holding your mouse thumb down for Alt, you can activate Alt+E control group and Alt+W camera location at the same time, and quite easily, by simply clicking WE together with those two fingers. Same thing for DS and XC. Dropship Unload: G Assuming fingers resting on ASDF, and with dropships waiting for your command, I do the following: Take a second now, and with your ring and middle fingers, click WE, then DS, then XC. Once you see how easy that is, add an index finger clicking G and a simple mouse click in between. With about two minutes of practice, you can execute that within about a second, but definitely no more than two seconds. That is exactly how quickly you can triple drop your opponent, while you're engaging his army, or doing something else. In addition, since the combination is so easy, you can execute it repeatedly to cycle through each of the drops to monitor when you want to stim, target structures, load up and leave, etc. All while repositioning, expanding, whatever else you need to get done. This also works for Protoss. In my current evolution of 'Base J', I have Warpgates and a Camera location, layered using Alt, to two adjacent keys, so if I want to warp in at a particular location, I simply press (in my case) Mouse Back button + ZX. So, to put that long-winded explanation into short - tip form, Tip: You can use hotkey customization to find convenient actions that can be combined by finger combinations clicked simultaneously. For example, a control group and camera location activated with adjacent keys (or any easy to execute combination) and make drops and warp ins child's play. | ||
ProfSc
United States51 Posts
170. (T) Ghosts can one-shots (with snipe) drones/scvs/marines(without shield)/zerglings/banelings. This needs to be updated to reflect Patch 1.4.3. Liquipedia: Patch 1.4.3 170. (T) Ghosts cannot one-shot (with snipe) drones/scvs/marines (without shield)/zerglings/banelings. However, they can two-shot (with snipe) high templar and infestors. (updated per Patch 1.4.3) | ||
[AG]AggressionGaming
Canada43 Posts
"XX Do this and this will happen" "if in XX, if you do this, this will counter what should happen" #606 If you burrow banelings just outside range of a constructing building and put the unburrow on autocast, the banelings will destroy the building as it is constructing making it unable to cancel. | ||
Archen
United States79 Posts
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TheRabidDeer
United States3806 Posts
If you have burrowed infestors and unburrowed infestors in the same control group, you have to tab through to cast spells depending on which are burrowed and which are not. I never knew burrowed units could be tab focused. -.- | ||
Kaitlin
United States2958 Posts
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herbie
140 Posts
On May 15 2012 09:23 ProfSc wrote: This needs to be updated to reflect Patch 1.4.3. Liquipedia: Patch 1.4.3 170. (T) Ghosts cannot one-shot (with snipe) drones/scvs/marines (without shield)/zerglings/banelings. However, they can two-shot (with snipe) high templar and infestors. (updated per Patch 1.4.3) Related 289. (TvZ) When going mech in the late game, get Ghosts to kill Broodlords. It takes 5 snipes to kill a Broodlord, or roughly 2 just-spawned ghosts with Moebius reactor upgrade. [opinion] It now takes 11 I believe. It isn't really a useful counter, only use for ghosts is to emp/snipe infestors. | ||
zyce
United States649 Posts
530. You get the best "total income rate" for having roughly 3 workers in a mineral patch/vespene collector (24 per expansion), but the best "income per gatherer ratio" is 3 for gas, 2 for minerals (16 per expansion). The best "income per gatherer ratio" is TWO for gas (4 per expansion), 2 for minerals (16) per expansion. The third worker on gas has a lower return than the inital two. This is confusing and should be removed. | ||
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