[D] 1000 tips - Page 8
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graeco
United States8 Posts
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salehonasi
United States87 Posts
#150 Once carriers launch the interceptors, they can retreat back to the point where they "outrange" seige tanks. #151 It takes 7 neural parasites to have an SCV build a command center. | ||
gavinashun
101 Posts
107. Destroying a building that was building/researching something will refund its full building/research cost back to its owner. I was under the impression that unless they cancel it, if the building is destroyed while researching the upgrade or while it itself is building that they lose this money unless they push cancel. Pretty sure on that, so unless there is a source (or everyone agrees I'm wrong!) I think 107 is incorrect. | ||
adelise
85 Posts
On April 21 2011 20:43 adelise wrote: I'm not at home right now, but I will upload a screenshot/replay tonight. Use it with 1 spine crawler that has range to the ramp so they cant just shoot the 1 queen blocking them. http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=204587 | ||
HTODethklok
United States221 Posts
On April 21 2011 22:59 NeuroNiky wrote: 130 As Zerg, if you have several drones selected, you can hold shift and chain build different buildings, and one single drone will go and build each single building Thats not correct. If you select multiple workers and hold shit while telling a worker to make a building it will allow you to make multiple buildings of the same type. IE I select 7 drones and want to make 7 spine crawlers I would hold shift and hit B C I can then place down several spine crawlers without reissuing the build command to the other drones. However if you want to build different buildings all you need to do is select several drones then hit B for the build command followed by the hot key for the building you want to make to start your second building hit B again followed by the hotkey of the next building you want to make. Hitting the build command will not deselect the group of drones you have selected. For example if I wanted to make 2 evo chambers 1 spine and 1 spore I would select 4 or more drones and hit B V (place the building) BV BC BA | ||
HTODethklok
United States221 Posts
On April 21 2011 22:41 onmach wrote: 126 Nyduses operate on first in, first out principle. This has several implications. If you have large units like ultras, put those in before the zerglings, so that they can tank and do damage while your zerglings unload safely. If you put in a couple of queens with energy in, they can immediately transfuse the nydus exit if necessary, or each other to delay a small force. If you select the nydus and press D to unload it will unload based on the first in first out principal however if you click on the nydus you can click on the units inside of the nydus that you want to exit first. The order in which the units were put into the nydus no longer matters if you use this method however you need to click every single unit that you want to exit the nydus. | ||
Resistentialism
Canada688 Posts
On April 22 2011 01:35 gavinashun wrote: Is 107 really true? 107. Destroying a building that was building/researching something will refund its full building/research cost back to its owner. Well damn, 107 is right. I was wrong. It's 100%, too. Guess I won't bother cancelling things in buildings about to be destroyed. | ||
Exiiile
United States20 Posts
On a sidenote tip #58 is terribly wrong. Carriers benefit much more from air attack as their DPS increases by ALOT. Most units are only effective at countering carriers by attacking the carrier itself anyway The main issue with Carriers is the fact that they cost so much money. They cost 350 minerals and 250 Gas and they spawn with 4 Interceptors. Building 4 more Interceptors costs 100 more minerals, so the actual cost of a fully functional Carrier is 450 minerals, 250 gas. The + Air Armor upgrade makes Carriers more cost effective (IE, In smaller numbers, Carriers with + Air Armor are better than carriers with + Air Attack) as Interceptors die less, meaning you have to spend less money re-making Interceptors. Obviously in some situations cost-effectiveness isn't actually the best way to go (Which is intellectually pleasing and an oddity, especially in an econ focused RTS). But I suppose in general you're more correct than I am. Marines are the biggest threat to a Protoss using Carriers. Not because the Marines will kill the Carrier, but enough stimmed marines will instantly kill all 8 Interceptors, putting you 200 minerals in the hole and having Carriers that can't actually do any damage. (Guardian Shield + 3 Air Armor Interceptors vs Marines is quite comical though) tl;dr You're right, I'm wrong, keep the current tip about Carriers on the official list, not the one I originally posted. | ||
AveSharia
United States62 Posts
To get marauders through, queue up several to moves to and away from the bunker, otherwise they will clog up. Video here. This is mostly useful if you, for some reason, don't want to break your wall-off, or want to feign a turtle strat. | ||
whatthefat
United States918 Posts
On April 22 2011 01:35 gavinashun wrote: Is 107 really true? 107. Destroying a building that was building/researching something will refund its full building/research cost back to its owner. I was under the impression that unless they cancel it, if the building is destroyed while researching the upgrade or while it itself is building that they lose this money unless they push cancel. Pretty sure on that, so unless there is a source (or everyone agrees I'm wrong!) I think 107 is incorrect. This is a common misconception. You do get the full cost back for upgrades and units if the producing structure is destroyed. See http://www.teamliquid.net/forum/viewmessage.php?topic_id=187808¤tpage=18#347 for example. | ||
RoachyRoach
81 Posts
Im pretty sure you get the money back. When wa the last time you saw a pro cancel un upgrade as the building is going down. Im 99,99% sure you get the cash back | ||
pburns
United States12 Posts
On April 22 2011 00:52 Hairy wrote: #144: Creep tumours can spread creep up and down cliffs providing that a "seed" of creep is created in range first (by using either overlord spit or by starting and cancelling a hatchery). This should read: #144: Creep tumours can spread creep up and down cliffs providing that you have vision and a "seed" of creep is created in range first (by using either overlord spit or by starting and cancelling a hatchery) | ||
NrG.ZaM
United States267 Posts
On April 22 2011 03:23 RoachyRoach wrote: Im pretty sure you get the money back. When wa the last time you saw a pro cancel un upgrade as the building is going down. Im 99,99% sure you get the cash back Correct, you get all the money back. | ||
Hairy
United Kingdom1169 Posts
On April 22 2011 03:26 pburns wrote: This should read: #144: Creep tumours can spread creep up and down cliffs providing that you have vision and a "seed" of creep is created in range first (by using either overlord spit or by starting and cancelling a hatchery) When I talked about going up/down a cliff with creep, I didn't mean to spawn an additional creep tumour - I simply meant that the creep would spread there providing that a "seed" of creep was made. Creep tumours do not need vision to extend their creep, as can be seen by tumours extending creep past LOS blockers and up ramps. This means an overlord could spawn a tiny amount of creep and then leave immediately, and the creep will spread without further action. | ||
gavinashun
101 Posts
Ah, wow ok. So it sounds like this is what happens: * Building a unit: Get back 100% * Building an upgrade: Get back 100% * Building the building itself: Get back 75% ... So you still should cancel a building that is in construction if it is about to get killed (especially for something like a command center where losing 25% would be 100 min) ... But even here you only lose 25%. Thanks guys - definitely learned something today! | ||
pburns
United States12 Posts
On April 22 2011 03:41 Hairy wrote: When I talked about going up/down a cliff with creep, I didn't mean to spawn an additional creep tumour - I simply meant that the creep would spread there providing that a "seed" of creep was made. Creep tumours do not need vision to extend their creep, as can be seen by tumours extending creep past LOS blockers and up ramps. This means an overlord could spawn a tiny amount of creep and then leave immediately, and the creep will spread without further action. Oh is this true? I thought it extended up/down cliffs without needing a "seed" like you say. Interesting... | ||
CompanionQue
United States59 Posts
145) /dance your army, if any changlings are in the army, they wil not dance 146)You can take control over Enemy addons (tvt) !47)You can lift (Graviton beam) Protoss units while they are warping in, and the warp in time will be extended by the time they are lifted. 148)You can chronoboost ally buildings, say, reactor Rax? 149)you can mine From friendly Gas geysers, given share control is on. 150)Along with units, force builds can prevent a CC from landing. 151)Some numbers zerg and terran May want to keep in mind.(Really, who doesn't love reapers?) Reapers need 2 hits to kill Zerglings. Reapers need 3 hits to kill Drones. Reapers need 19 hits to kill Queens. Reapers need 20 hits to kill Roaches. Reapers need 10 hits to kill a Spine Crawler. Reapers need 42 hits to kill a Hatchery. 152)If you Bring a queen in a Nydus work, you can spawn a creep tumor on the Creep generated from the worm. Just to note, this has afew worth looking over as well :p | ||
ensign_lee
United States1178 Posts
On April 22 2011 00:22 Jack103 wrote: 134: You can insantly kill Protoss gateway units that are warping in by destroying the pylon that is powering the area that they are warping in to. But the Protoss will get a refund on all those units and be able to warp the in elsewhere immediately (with no cooldown) | ||
ensign_lee
United States1178 Posts
On April 22 2011 04:01 CompanionQue wrote: You can chronoboost ally buildings, say, reactor Rax? Are you sure about that? I'm pretty sure they removed that back in beta | ||
Curu
Canada2817 Posts
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