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[D] 1000 tips - Page 61

Forum Index > StarCraft 2 Strategy
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Prev 1 59 60 61 62 63 Next
legoathorus
Profile Joined September 2012
United States1 Post
Last Edited: 2012-10-05 17:26:03
October 05 2012 17:25 GMT
#1201
#615 In a ZvZ matchup, mid to late game, if you send a queen to heal your units, try placing a creep tumor next to your army on his creep before the attack. This is exellent if he doesn't see you do it. And it can be perfect for scouting unit movement over that area.
"Any man who reads too much and uses his own brain too little falls into lazy habits of thinking."
Kaitlin
Profile Joined December 2010
United States2958 Posts
October 05 2012 21:13 GMT
#1202
On October 06 2012 02:25 legoathorus wrote:
#615 In a ZvZ matchup, mid to late game, if you send a queen to heal your units, try placing a creep tumor next to your army on his creep before the attack. This is exellent if he doesn't see you do it. And it can be perfect for scouting unit movement over that area.


An overseer with your opponent's army would render this a quick waste of energy.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
October 19 2012 13:05 GMT
#1203
Please fix 583th tip

Now you can just change Terrain graphic option to Low in game settings to make creep static
Existor
Profile Joined July 2010
Russian Federation4295 Posts
December 23 2012 16:34 GMT
#1204
I've started small thread about HOTS

http://www.teamliquid.net/forum/viewmessage.php?topic_id=389830
AMadWalrus
Profile Joined December 2012
United States1 Post
January 12 2013 15:38 GMT
#1205
At tip #189, the DT rush time is wrong. It can hit at 5:57 for me. I've heard of someone hitting at 5:55
I Like Turtles
KingAlphard
Profile Blog Joined August 2012
Italy1705 Posts
January 13 2013 11:53 GMT
#1206
On January 13 2013 00:38 AMadWalrus wrote:
At tip #189, the DT rush time is wrong. It can hit at 5:57 for me. I've heard of someone hitting at 5:55


It wouldn't work above the lowest levels of play anyway. You build really few probes, which means if you don't kill 3/4 of his workers you lose, and it's very hard since you don't get a stalker and he can scout forever.
I think that that tip should be remove or replaced with a timing of a dt expand with initial stalker, which is usually viable.
Bahku
Profile Joined August 2012
United States182 Posts
Last Edited: 2013-01-14 07:37:49
January 14 2013 07:25 GMT
#1207
Been reading quite a few of these, I find many quite useful. But one of them is incorrect unless I'm missing something.

"543. (PvZ) Archons are cost efficient against Broodlings, since they can soak up broodling damage, deal AoE damage etc. [original]"

Since broodlings cost 0-0, I'm pretty sure they're cost-efficient vs everything.

My own contribution:

In a situation where you have a lot of excess orbital command energy, mules can be used as forcefields to limit enemy movement. In TvT, you can call down a mule adjacent to an enemy tank line to cause friendly fire. You can also use a scan to gain vision of their tanks, to destroy tanks for free in an otherwise inaccessible location.
Grayboosh
Profile Joined March 2011
United States68 Posts
January 22 2013 14:12 GMT
#1208
Changelings can hold a watchtower
You're goin down gray bush.
kyllinghest
Profile Joined December 2011
Norway1607 Posts
January 22 2013 14:15 GMT
#1209
If you as a terran are contained it can often be smart to call down suply and not mules. In the long run its more cost efficient and more of your overall minerals go into units.
"NO" -Has
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
January 22 2013 14:36 GMT
#1210
When you call down a MULE, a tiny area around its landing zone (usually a mineral patch) will be blocked for movement until briefly after it lands.
If you give an SCV a build or move order that crosses that area right after calling down the MULE, the SCV will give you a warning/error message and will skip to its next task.

This will occur most often when calling down a MULE and then ordering an SCV next to where it will land to build a depot behind the mineral line.
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
Rassy
Profile Joined August 2010
Netherlands2308 Posts
January 22 2013 14:45 GMT
#1211
Tip for mostly protoss:spread out your buildings along the edge of your main so there is no room to drop a nydus
halpimcat
Profile Joined September 2011
215 Posts
January 22 2013 15:27 GMT
#1212
Can't believe I didn't know until today: when mass muling a mineral patch (either because it's late game, you've been saving it up, just forgot about all that orbital energy, etc), you can just hold down "e" after selecting your orbital commands and spam click the mineral patch you're calling down to. I used to, since beta, press "e" then click, press "e" then click, press "e" then click, once for every mule I had the energy for.
Poilon
Profile Joined December 2010
France139 Posts
January 22 2013 16:13 GMT
#1213
On January 23 2013 00:27 halpimcat wrote:
Can't believe I didn't know until today: when mass muling a mineral patch (either because it's late game, you've been saving it up, just forgot about all that orbital energy, etc), you can just hold down "e" after selecting your orbital commands and spam click the mineral patch you're calling down to. I used to, since beta, press "e" then click, press "e" then click, press "e" then click, once for every mule I had the energy for.

It's the same for forcefields, storms, fungle, scans, you can just holddown the keyboardkeys and then click where you want to cast the spell. It's way faster and easier that way
Des rats des rats
ElPeque.fogata
Profile Joined May 2010
Uruguay462 Posts
January 22 2013 16:49 GMT
#1214
when going mutas, research overlord speed and add an overseer to your muta pack. it will let you stack them to snipe cannons, etc, and kill the observers the protoss puts around his bases to be able to defend your mutas in time.
GribStream.com - Historical Weather Forecast API - https://gribstream.com/
llIH
Profile Joined June 2011
Norway2147 Posts
January 22 2013 17:02 GMT
#1215
I really liked #316. 6 sentries to infinitely block a ramp
Considering the ramp needs only 1 ff right?
Maxamix
Profile Joined January 2012
Canada165 Posts
January 22 2013 17:11 GMT
#1216
On January 23 2013 02:02 KAB00000000M wrote:
I really liked #316. 6 sentries to infinitely block a ramp
Considering the ramp needs only 1 ff right?


Yes that is for a 1 ff wide ramp, make the ratio for larger ramps
llIH
Profile Joined June 2011
Norway2147 Posts
January 22 2013 17:28 GMT
#1217
On January 23 2013 02:11 Maxamix wrote:
Show nested quote +
On January 23 2013 02:02 KAB00000000M wrote:
I really liked #316. 6 sentries to infinitely block a ramp
Considering the ramp needs only 1 ff right?


Yes that is for a 1 ff wide ramp, make the ratio for larger ramps


Thanks
Apollys
Profile Joined July 2010
United States278 Posts
Last Edited: 2013-01-23 06:06:37
January 23 2013 06:04 GMT
#1218
Started reading through this, my favorite so far is EMP your own cattlebruisers in TvP, that's really creative, even though I'm .

#71 has a typo: "version" should be "vision."
When you're feeling down, I'll be there to feel you up!
halpimcat
Profile Joined September 2011
215 Posts
January 23 2013 07:05 GMT
#1219
On January 23 2013 01:13 Poilon wrote:
Show nested quote +
On January 23 2013 00:27 halpimcat wrote:
Can't believe I didn't know until today: when mass muling a mineral patch (either because it's late game, you've been saving it up, just forgot about all that orbital energy, etc), you can just hold down "e" after selecting your orbital commands and spam click the mineral patch you're calling down to. I used to, since beta, press "e" then click, press "e" then click, press "e" then click, once for every mule I had the energy for.

It's the same for forcefields, storms, fungle, scans, you can just holddown the keyboardkeys and then click where you want to cast the spell. It's way faster and easier that way

Does it also work for ghost spells, emp and snipe?
Grubbegrabbn
Profile Joined November 2010
Sweden174 Posts
January 23 2013 08:10 GMT
#1220
On January 13 2013 20:53 KingAlphard wrote:
Show nested quote +
On January 13 2013 00:38 AMadWalrus wrote:
At tip #189, the DT rush time is wrong. It can hit at 5:57 for me. I've heard of someone hitting at 5:55


It wouldn't work above the lowest levels of play anyway. You build really few probes, which means if you don't kill 3/4 of his workers you lose, and it's very hard since you don't get a stalker and he can scout forever.
I think that that tip should be remove or replaced with a timing of a dt expand with initial stalker, which is usually viable.


But hey, once in a while there are people playing team games. This build/tip could be perfectly viable in a team game. Build order?
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