[D] 1000 tips - Page 61
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legoathorus
United States1 Post
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Kaitlin
United States2958 Posts
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
Russian Federation4295 Posts
Now you can just change Terrain graphic option to Low in game settings to make creep static | ||
Existor
Russian Federation4295 Posts
http://www.teamliquid.net/forum/viewmessage.php?topic_id=389830 | ||
AMadWalrus
United States1 Post
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KingAlphard
Italy1705 Posts
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
United States182 Posts
"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
United States68 Posts
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kyllinghest
Norway1607 Posts
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Thezzy
Netherlands2117 Posts
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. | ||
Rassy
Netherlands2308 Posts
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halpimcat
215 Posts
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Poilon
France139 Posts
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 | ||
ElPeque.fogata
Uruguay460 Posts
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llIH
Norway2137 Posts
Considering the ramp needs only 1 ff right? | ||
Maxamix
Canada165 Posts
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
Norway2137 Posts
On January 23 2013 02:11 Maxamix wrote: Yes that is for a 1 ff wide ramp, make the ratio for larger ramps Thanks | ||
Apollys
United States278 Posts
#71 has a typo: "version" should be "vision." | ||
halpimcat
215 Posts
On January 23 2013 01:13 Poilon wrote: 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
Sweden174 Posts
On January 13 2013 20:53 KingAlphard wrote: 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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