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[D] 1000 tips - Page 55

Forum Index > StarCraft 2 Strategy
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Kaitlin
Profile Joined December 2010
United States2958 Posts
May 08 2012 16:45 GMT
#1081
(Z) When setting your worker rally, consider the location of the larva and rally to a close mineral patch. I saw a game on NASL where Ret had the rally set to the worst possible mineral patch, and worker after worker took the long path to that mineral patch, then since it was already being mined, moved back to any of the closer patches. Small tip, but caught my eye immediately nonetheless.
Account252508
Profile Joined February 2012
3454 Posts
May 08 2012 17:02 GMT
#1082
--- Nuked ---
Suitup
Profile Joined July 2011
Germany53 Posts
Last Edited: 2012-05-08 18:36:41
May 08 2012 17:21 GMT
#1083
(Z) If you are using sc2gears as a zerg you should know that the spawn larvae ratio never gets higher than 90 percent if you have one queen per base! Also you will always have an average gap of 4,5 seconds with perfect execution.
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.
New is always better!
Kukaracha
Profile Blog Joined February 2011
France1954 Posts
May 08 2012 17:50 GMT
#1084
(T)Banshees overkill. This means that if you have more than 2 of them harassing the same patch, it becomes inefficient because they will often target the same workers. To avoid this, use only 2 per expansion and magic box them.
Le long pour l'un pour l'autre est court (le mot-à-mot du mot "amour").
Account252508
Profile Joined February 2012
3454 Posts
May 08 2012 20:42 GMT
#1085
--- Nuked ---
Kukaracha
Profile Blog Joined February 2011
France1954 Posts
May 08 2012 23:19 GMT
#1086
On May 09 2012 05:42 monkybone wrote:
Show nested quote +
On May 09 2012 02:50 Kukaracha wrote:
(T)Banshees overkill. This means that if you have more than 2 of them harassing the same patch, it becomes inefficient because they will often target the same workers. To avoid this, use only 2 per expansion and magic box them.


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.
Le long pour l'un pour l'autre est court (le mot-à-mot du mot "amour").
bmoneyAK
Profile Joined September 2010
81 Posts
May 09 2012 00:51 GMT
#1087
(XvP) When playing against protoss and keeping an eye out for observers, zoom in and out using the mouse wheel or rotate the camera left and right. The angle between the ground and the observer will change, making the observer appear to be moving even if it is not. This makes the observer much easier to see
t0b4cc0
Profile Joined May 2012
Austria12 Posts
Last Edited: 2012-05-09 05:11:27
May 09 2012 02:59 GMT
#1088
607 (General) - TAKE A BREAK! - if you trying to figure out a strategy, trying to hit a certain timing, or trying to get on the next stage at the marine vs baneling challenge - consider taking a break, or even go to bed and try tomorrow. Due to an effect called the REMINISCENCE EFFECT you will figure out the timings/micro w/e in your brain..... so tomorrow you will most likely come closer to, or on top to your goal. (pros use that too)
t0b4cc0
Profile Joined May 2012
Austria12 Posts
May 09 2012 03:06 GMT
#1089
608 (General) Watch Day9 (http://day9.tv/) not only you will learn much(!!!) theory about the game, he is also very entertaining.
Kaitlin
Profile Joined December 2010
United States2958 Posts
May 09 2012 05:12 GMT
#1090
On May 09 2012 02:02 monkybone wrote:
Show nested quote +
On May 09 2012 01:45 Kaitlin wrote:
(Z) When setting your worker rally, consider the location of the larva and rally to a close mineral patch. I saw a game on NASL where Ret had the rally set to the worst possible mineral patch, and worker after worker took the long path to that mineral patch, then since it was already being mined, moved back to any of the closer patches. Small tip, but caught my eye immediately nonetheless.


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
Profile Joined February 2011
United States749 Posts
May 09 2012 05:22 GMT
#1091
#528 Is not true, at least not anymore. There will still be the cooldown between snipes instead of being cast instantly.

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.
Dyrus | Vooby | Balls | Meteos | WildTurtle | Bjergsen | Cop | sexPeke | Xpecial | Aphromoo | Scarra |
Account252508
Profile Joined February 2012
3454 Posts
May 09 2012 18:54 GMT
#1092
--- Nuked ---
Kaitlin
Profile Joined December 2010
United States2958 Posts
May 14 2012 20:55 GMT
#1093
Last year, after the patch enabling hotkey customization, I wrote up a guide on 'Bravotango's Base J Customized Hotkeys', in which I drastically changed the layout. I've made numerous changes, and adapted it for all 3 races, since then, but haven't had the time to write a followup guide for the improvements. One of the improvements, I think is so good that I wanted to put it out there for you guys to ponder. Whether you use Base J, or your own setup, this tip will open your mind to some new possibilities.

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
Profile Joined April 2012
United States51 Posts
May 15 2012 00:23 GMT
#1094
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)
"War is a matter of vital importance to the state."
[AG]AggressionGaming
Profile Joined December 2011
Canada43 Posts
May 15 2012 00:28 GMT
#1095
anyone else notice that 99% of these are like
"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.
Team Channel: AG Team Owner: AGGhost 223 Stream: http://www.twitch.tv/agghost
Archen
Profile Joined April 2012
United States79 Posts
Last Edited: 2012-05-15 01:07:44
May 15 2012 01:05 GMT
#1096
If you build a pylon as a probe when being chased by another unit directly behind you, you will hop over the pylon. Its helpful for escaping drones/SCVs when cannon rushing. This is because the probe has nowhere to go after you place the pylon, so the AI pops it over.
"Your soul will forever be lost in the void of a horse." - Liquid.Nony
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
Last Edited: 2012-05-15 01:57:01
May 15 2012 01:56 GMT
#1097
Something I just figured out in a very painful manner:
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
Profile Joined December 2010
United States2958 Posts
May 26 2012 16:52 GMT
#1098
Contrary to popular belief, there is actually a good use for the 'Gather' hotkey on workers. Anytime you have to pull workers for a fight, whether it's for SCVs to fight or repair, or other units just to fight, if they are boxed with fighting units, you can return them to worker faster by casting 'Gather' and clicking on minerals, instead of Ctrl+clicking them out of the selection and right clicking minerals, which I assume most people currently do. Also, it's important to know that workers are always the last unit in a selection with other units, so a Shift+Tab will always activate the workers, no matter how many types of units are in the selection. So, Shift+Tab, followed by G + click on minerals and all workers in the group go back to work, while the army stays put. It's mechanically faster than having to use the mouse to Ctrl+click the workers.
herbie
Profile Blog Joined September 2011
140 Posts
May 26 2012 17:13 GMT
#1099
On May 15 2012 09:23 ProfSc wrote:
Show nested quote +
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)

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
Profile Blog Joined March 2011
United States649 Posts
May 28 2012 02:54 GMT
#1100
The below, #530, is incorrect.

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.
Beauty is not the goal of competitive sports, but high-level sports are a prime venue for the expression of human beauty. The relation is roughly that of courage to war.
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