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[D] 1000 tips - Page 62

Forum Index > StarCraft 2 Strategy
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Hot_Ice
Profile Joined January 2013
139 Posts
Last Edited: 2013-01-24 03:46:03
January 24 2013 02:40 GMT
#1221
--- Nuked ---
Apollys
Profile Joined July 2010
United States278 Posts
January 30 2013 01:06 GMT
#1222
T/P: Hold down the build worker hotkey during the loading screen and spam click the locations on your screen (a bit off center) where your Nexus/CC could spawn once the game starts (depends on the map's spawns). This will insta-build your first worker.
When you're feeling down, I'll be there to feel you up!
Lobotomist
Profile Joined May 2010
United States1541 Posts
February 06 2013 23:39 GMT
#1223
On January 30 2013 10:06 Apollys wrote:
T/P: Hold down the build worker hotkey during the loading screen and spam click the locations on your screen (a bit off center) where your Nexus/CC could spawn once the game starts (depends on the map's spawns). This will insta-build your first worker.

works for zerg too, if you have select larva and build drone on the same hotkey.
Teching to hive too quickly isn't just a risk: it's an ultrarisk
Apollys
Profile Joined July 2010
United States278 Posts
February 13 2013 07:13 GMT
#1224
On February 07 2013 08:39 Lobotomist wrote:
Show nested quote +
On January 30 2013 10:06 Apollys wrote:
T/P: Hold down the build worker hotkey during the loading screen and spam click the locations on your screen (a bit off center) where your Nexus/CC could spawn once the game starts (depends on the map's spawns). This will insta-build your first worker.

works for zerg too, if you have select larva and build drone on the same hotkey.


Ooo yeah, sick idea.
When you're feeling down, I'll be there to feel you up!
Oaky
Profile Joined August 2012
United States95 Posts
Last Edited: 2013-02-14 20:29:18
February 14 2013 20:28 GMT
#1225
(Z) You can burrow 2-3 banelines NEXT to where your enemys third will go up and AS SOON as he puts it up blow them to kill it.

edit: 2-3
SOOOOOOO MANY BANELINGS!
Apollys
Profile Joined July 2010
United States278 Posts
February 17 2013 05:06 GMT
#1226
On February 15 2013 05:28 Oaky wrote:
(Z) You can burrow 2-3 banelines NEXT to where your enemys third will go up and AS SOON as he puts it up blow them to kill it.

edit: 2-3


Also, burrow a couple in the mineral line and watch for the probe/scv train!
When you're feeling down, I'll be there to feel you up!
Gene(S)is
Profile Joined May 2010
Sweden419 Posts
February 23 2013 14:06 GMT
#1227
#623 If you upgrade carapace in ZvZ the lings will require 2 banelings to die.

#624 If you land your damage vikings and load them into a medivac with 2 scv's on autorepair then they will repair them even during flight
For the swarm
Terorking1
Profile Blog Joined February 2013
United States5 Posts
February 23 2013 19:09 GMT
#1228
(570) (T) the gas information is very helpful for all races. ex zerg needs to git speed up it takes 30 sec for extractor to build
50 sec to mine 100 gas, and 110 to upgrade speed. so it takes 3 mints and 10 sec from start of extractor to finished speed.
"glory and honer"
AveSharia
Profile Joined April 2011
United States62 Posts
Last Edited: 2013-02-27 14:56:59
February 27 2013 01:51 GMT
#1229
Alright, I think I discovered a legitimately new tip while messing around with medivac micro. I'm actually really surprised I've never heard of it before. Actually, a search for medivac leads me to believe that this could be a couple of tips, all rolled into one.

623ish. A medivac's ability to heal is a spell that spends energy, and is, by default, auto-cast. You can direct a medivac to heal a specific unit by clicking your "heal spell" hotkey (by default, E), and then left-clicking the unit.

624ish. In certain situations, by spreading a single medivac's healing around (for example, 1 medivac with four marauders,) your units can live significantly longer if they are all taking small amounts of damage.

625ish. Like all autocast spells, healing can be turned off with a right-click, or by pressing ctrl+ your heal hotkey (again, by default, E).

Why would you ever want a medivac to not heal? To be honest, I'm not sure it's ever better, but I can theorycraft a scenario. Imagine you have several medivacs and an army of marine/marauder running up against another army. To get a slight advantage, you might want to "blink" back damaged units by lifting them up with a medivac, queuing a drop to the back of your army, then queuing the medivac back to another damaged unit.

With heal autocast on, this is absurdly difficult. If you have the medivac selected, right click on a damaged marauder, and try to shift+right click back behind the army, the medivac will reach the injured unit, pick it up, and then proceed to heal the most damaged unit in its range* prior to returning the marauder to the rear of the army. By turning autocast off, just on the medivacs you intend to use to micro, you can queue pick-up-and-move commands to your heart's delight. Well... almost. You still can't shift queue a drop unless the medivac has a unit in it; but that's at least understandable.

TL;DR Alt+E one of your medivacs and use it to micro injured units. It makes it much easier because the medivac won't derp and heal something when it's supposed to mooooooove.

*I actually think that this must be a bug, because it doesn't make any sense to me that a queued drop and move command should be interrupted by unintended healing. Moving alone interrupts an autocasted heal, why shouldn't a queued move? Either way, it sucks.
crbox
Profile Joined August 2010
Canada1180 Posts
February 27 2013 01:57 GMT
#1230
9 is outdated
Kaitlin
Profile Joined December 2010
United States2958 Posts
March 01 2013 20:01 GMT
#1231

XvX: The new Select Army hotkey can be used not only as an alternative to binding a camera location to a rally point, but also to straighten out your control groups if you get them screwed up. Activating the hotkey selects your entire fighting army, which you can then Ctrl+click in the wireframes to select all of a particular unit type. You can use this without changing your camera location for adding newly created units, mutas for example, and for regaining control of units without having to search the map for them.
Kaitlin
Profile Joined December 2010
United States2958 Posts
Last Edited: 2013-03-02 01:26:29
March 02 2013 01:26 GMT
#1232
ZvX, TvX: Another use of the new Select Army hotkey applies to long distance reinforcements. Previously, setting a forward rally point resulted in units 'moving' to that destination, without attacking, even if being attacked, unless the player made the effort to track them down and control them accordingly. Now, you can simply activate the hotkey and issue an 'attack' command to your location. Just be aware of having multiple army portions attacking in different places. Secondary armies would need to be reassigned to their original duties.
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
Last Edited: 2013-03-06 21:22:13
March 06 2013 21:21 GMT
#1233
PvX: Faster warp-ins by rebinding your mousewheel (only while SC2 is active and has focus) to left click: http://www.teamliquid.net/forum/viewmessage.php?topic_id=309344
PvX: Build your probe at 0:00! Rebind your mousewheel as above, hold "e" at loading screen, and move your mouse pointer in a circle and just scroll that mousewheel
PvT: Get good surrounds with charge Zealots... You can keep autocast on: Vs Bio: Zealots will charge and terran bio ball will micro back, that is when you don't chase. Move back until charge is back from cooldown (a measly 10 seconds), then tab to zealots (right click still issues move command to all in ctrl group), hit "c" and click on a middle or far member of the bio ball. Your Zealots will all dash around the ball to get to that one member; when they are in a good position, issue an attack-move command as normal. Quick video of it in action:



PvT: Using High Templar? If you have more than 3 high templar, they should be off your HT ctrl group and staggered. For instance, when advancing on Terran territory, bring 3 with your main army, leave two near front edge of your territory, and leave 2+ back at your natural... if they run out of energy (EMPed, died, cast storms and are depleted) you can bring the two "staggered" HTs forward and move your 3 spent ones back to base, putting the new ones on the HT ctrl group. Move new ones up in the "staggered" position. Depending on the map and how the game is going you can stagger 2-4 groups of HT this way. It cures the "all my HT got EMP'ed" problem, and also makes it so you cannot lose all of your HT in one mistake.
Knowing is half the battle... the other half is lasers.
Gamma4
Profile Joined March 2011
Australia75 Posts
April 11 2013 13:29 GMT
#1234
61 no longer works btw in HotS. Edit req'd.
Just Huking around ;)
Aervhorn
Profile Joined October 2010
Norway67 Posts
Last Edited: 2013-04-11 15:31:23
April 11 2013 14:30 GMT
#1235
Great thread! My 5 cents for HoTS

[Protoss] When ordering an Oracle to sneak along the skirts of the map and into enemy mineral lines, shift-queue the move commands as usual and then (still holding in shift) press C (activate pulsar beam default hotkey) followed by A (attack). The Oracle will by itself start killing enemy workers while your attention can be elsewhere without losing the element of surprise.

[Protoss] Mothership Core mass recall ability can be used by clicking on one of your Nexuses on the minimap. Usually you want to get home ASAP before losing the units. However, you need to click very close to the nexus (nothing like WC3 TP). Ergo only do this if your mouse accuracy is good

[General] When an enemy Widow Mine somehow buries in your mineral line, evacuate all workers and simultaneously command ONE worker to the exact spot where the mine buried. This noble worker will usually draw the fire and keep the others safe from splash damage. Familiarize yourself with the WM cooldown; you can actually mine for some time before the next blast goes off. Furthermore, workers can quickly surround and kill off a WM trying to relocate, but be careful.

[General] The newest patch made it so you cannot right-click destructible debris; now it must be A-clicked to be removed.
omegablackmage
Profile Joined June 2011
United States4 Posts
April 11 2013 19:13 GMT
#1236
tip 61 out of date (no longer can warp up to high ground)
tip 70 out of date (spines can make full walls)
tip 136 out of date (vr charge mechanic)
tip 155 out of date (ms no longer has vortex)
tip 235 out of date (pylon do not power the high ground)
tip 300 out of date (cannot warp into high ground)
tip 376 out of date (ms no longer has vortex)
tip 419 out of date (ms no longer has vortex)
tip 431 out of date (ms no longer has vortex)
tip 439 may no longer be true (needs testing)
tips 479/480 need to reworded/removed (vr charge mechanics)
tip 507/508 out of date (no high ground power granted)

looking quickly through the list (protoss tips mainly), this is what looks outdated from the expansion
Kaitlin
Profile Joined December 2010
United States2958 Posts
April 12 2013 08:44 GMT
#1237
XvX: The easiest way to find out what a particular key or key combination is bound to is to assign that combination to a Control Group. Whatever it is bound to will become unbound. Depending on your goal, just cancel out to undo changes or rebind your control group to what it was if you want a particular key's bindings cleared to resolve conflicts.
Kaitlin
Profile Joined December 2010
United States2958 Posts
April 12 2013 23:53 GMT
#1238
Usually when I'm the last to post in a thread, I'd just edit to add to my last, this, I think, deserves a thread refresh.

The Bravotango Swarm Host Rally: (If you like this technique, I'd really appreciate if you'd be so kind as to reference Bravotango when referring it to others)

aka. Therapy for the Suicidal Swarm Host

ZvX: To prevent Swarm Hosts from Suiciding, running headlong into the enemy army because a Rally command was issued before they were burrowed, change the Rally hotkey for Swarm Hosts to whatever you use to 'Stop' your units. No longer right-click to rally your locusts, simply execute a 'Stop' command and LEFT click the rally point. This will absolutely eliminate the Suicidal Swarm Host Problem.

This works for the same reason that causes the problem, the Swarm Host has 2 different command cards depending on their burrowed status. Therefore, you can't shift+queue the rally command because it doesn't show up until the unit is borrowed. However, the benefit to that is that a burrowed Swarm Host no longer has 'Stop' in the command card, so that key can be used to Rally Locusts. Even better Blizzard detached this Rally command from the others, so your other Rally hotkeys will be unaffected.

Using this technique, if the Borrowed command card is active, then you will set the rally for locusts for the burrowed Swarm Hosts, and any unborrowed Swarm Hosts will be unaffected. There will be no stop command issued to them because it's not on the Command Card. If the Unburrowed command card is active, then your unborrowed Swarm Hosts will Stop, which is probably what they were doing anyways, and the borrowed Swarm Hosts will be unaffected. One additional benefit is that you will have immediate feedback because you either get the cross-hair to place the rally or you don't. If you get the cross-hair, you've issued a Rally command. If you don't, you issued a stop command. Either way, you know that your Swarm Hosts are not Suiciding.

One additional point. I guess I'll just make it another tip, although I won't name it.

ZvX:

The hotkeys you use to Burrow and Unborrow Swarm Hosts can be completely different than the rest of the Zerg army. Many hotkey are linked across many units, such as Load / Unload are shared by Warp Prisms / Medivacs, etc. Most of the Zerg army must use the same hotkey for Burrow and for Unburrow, however Swarm Host is detached from this requirement. So, whether you choose to use different keys for Swarm Hosts, is up to you, but it's available, especially for those of us using heavily customized hotkey layouts.
FMPChaz
Profile Joined July 2012
United States4 Posts
April 13 2013 00:38 GMT
#1239
TvT: Seige Tanks automatically target an opposing Planetary Forteress when in range. In order to attack other units, you have to manually target your tanks. Thus, these tanks are vulnerable to getting sniped by marines.

Credit goes to CMStormPolt!
Nothing is impossible, given a sufficient amount of dedication
WiggyB
Profile Joined April 2013
United Kingdom103 Posts
April 13 2013 00:51 GMT
#1240
TVT. If you do an early widow mine drop and you find no missile turrets, you can punish this by doing one of two things.
Either, drop one widow mine in the natural and one in the main (With speedivacs and good Stop micro this can be done seemlessly). Or place one in the main and move back. Let it get taken out with a scan and then place the second one.
The chances of him having two scans early on remote (And if he does, he wastes two scans. A win either way)
This should give you more denied mining time and/or more dead workers.
Ever noticed you can type "Starcraft" with just your keyboard hand?
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