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[D] 1000 tips - Page 9

Forum Index > StarCraft 2 Strategy
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Prev 1 7 8 9 10 11 63 Next
CompanionQue
Profile Joined July 2010
United States59 Posts
April 21 2011 19:17 GMT
#161
On April 22 2011 04:12 ensign_lee wrote:
Show nested quote +
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



Actually, i'm not sure if that still true, I'll test it with a friend as soon as one logs on to verify if it was patched or not. :D
I'm making a note here: HUGE SUCCESS. It's hard to overstate my satisfaction.
Ryrmidon
Profile Blog Joined April 2011
Canada371 Posts
April 21 2011 19:25 GMT
#162
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.


you dont kill them Protoss gets money back
"He can't beat me in a real game" IdrA
xsevR
Profile Joined January 2011
United States324 Posts
April 21 2011 19:36 GMT
#163
152(?) SCV's can repair mechanical protoss units, but only their HP value. SCV's CANNOT repair protoss buildings. Additionally, Medivacs can heal HP of allied biological units.

Really curious about chronoboost on terran buildings... sounds like some sick strategies could come out of that.
Loophole
Profile Blog Joined October 2002
United States867 Posts
April 21 2011 19:38 GMT
#164
On April 21 2011 22:59 NeuroNiky wrote:
129 Holding the alt key shows the health and energy bars of all the units on screen. Use this to transfuse the unit(s) taking damage with you supporting queens.

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


For 129, you should always have health bars turned on in the options, eliminating the need for this.

For 130, you don't need to hold shift for this. Just select a group of workers (for any race) and start building buildings. Only one worker will go to build each.
"Fundamental preparation is always effective. Work on those parts of your game that are fundamentally weak." -Kareem Abdul-Jabbar
Gixxasaurus
Profile Joined January 2011
United States17 Posts
April 21 2011 19:38 GMT
#165
#153
Changeling sight = 8
Siege tank sight = 11
Colossus range = 9

A changeling scout can be denied by siege tanks. Changelings are killed by siege tanks in siege mode because a changeling transforms at 8 range. At 9, 10, and 11 range a siege tank kills the untransformed changeling.

(Brood lords should kill changelings with range 9.5 and sight 12, but they DO NOT probably due to low movement speed of brood lords. Colossus kill enemy changelings, as expected. Carriers do not kill enemy changelings with range 8 and sight 12, as expected.)
Binabik
Profile Joined January 2011
Germany686 Posts
Last Edited: 2011-04-21 20:16:50
April 21 2011 19:42 GMT
#166
-154 The Stargate and the Nexus are the only two buildings showing the unit under construction. Always check which unit is inside of the Stargate and respond accordingly. You don't need to defend an all-in in TvP if he's going for Phoenix Harass, a fast Void-Ray means something like 3-Gate Stargate All-In.
The Nexus has a blue beam on top of it when there's a mothership being created.

-155 You can cast Neural Parasite on a Mothership, which is going to cloak your own army and give you the ability to cast the Vortex on your opponent's army.

-156 The Carrier's ability to reproduce defeated Interceptors can be set on autocast by right-clicking it. Interceptors will be remade as soon as possible.

PS:
You can't chronoboost allied buildings, 100% sure (Diamond 2on2/3on3/4on4 Random player).
Loophole
Profile Blog Joined October 2002
United States867 Posts
April 21 2011 19:59 GMT
#167
@Binabik: number your tips.

157. Units can be loaded into a Warp Prism even if it is above a cliff, even if it is in Phase Mode. This allows you to use the warp prism as a ladder of sorts. If you rally say, a Robo, to a phase prism placed above the wall of you ropponents main, Immortals being created will automatically load into the Warp Prism, which you can then unload into the main without moving the Warp Prism. This allows for easy reinforcement of your army with both gateway units being warped in and Robo units.
"Fundamental preparation is always effective. Work on those parts of your game that are fundamentally weak." -Kareem Abdul-Jabbar
CompanionQue
Profile Joined July 2010
United States59 Posts
April 21 2011 20:22 GMT
#168
Just went to check the chronoboosting, yeah It doesn't seem to work in 2v2 anymore, maybe in a 3v3 if you play zerg then neural the two other races? lol
I'm making a note here: HUGE SUCCESS. It's hard to overstate my satisfaction.
Arn
Profile Joined November 2010
Sweden118 Posts
April 21 2011 20:31 GMT
#169
Main post updated up til 157, next tip is 158. Great going everyone, I learn alot from this, and I hope others do too

[image loading]

I would appreciate if you'd glance at the first 157 tips (use search function if you want) before posting. If you don't it's okay though.
Property fightiiing! (Swe SC2 clan) | http://property-clan.com | FOR THE SWARM!
Binabik
Profile Joined January 2011
Germany686 Posts
April 21 2011 20:32 GMT
#170
#156 and #145 are identical, sorry about that, didn't read the previous posts which weren't uptadet yet ^^"
Nisani201
Profile Joined September 2010
United States1400 Posts
April 21 2011 20:40 GMT
#171
158. In ZvZ, if your opponent is massing lings you can wall off with an evolution chamber and two spine crawlers (like a Terran wall off) to prevent being overrun. You can leave the wall by uprooting a spine crawler.
Enjoy your day.
1Lamb1Rice
Profile Joined August 2010
United States435 Posts
April 21 2011 20:40 GMT
#172
159. Creep tumors are what provide vision, not the creep itself.
twitch.tv/lambnrice @LambNRice
Arn
Profile Joined November 2010
Sweden118 Posts
April 21 2011 20:47 GMT
#173
On April 22 2011 05:32 Binabik wrote:
#156 and #145 are identical, sorry about that, didn't read the previous posts which weren't uptadet yet ^^"


No probs, I just skipped it (^_^)

On April 22 2011 05:40 Sinani201 wrote:
158. In ZvZ, if your opponent is massing lings you can wall off with an evolution chamber and two spine crawlers (like a Terran wall off) to prevent being overrun. You can leave the wall by uprooting a spine crawler.


Can you provide a replay or source for this? Because I think someone once said that spine crawlers cannot ever be used as wall. I might be mistaken though.
Property fightiiing! (Swe SC2 clan) | http://property-clan.com | FOR THE SWARM!
Endorsed
Profile Joined May 2010
Netherlands1221 Posts
Last Edited: 2011-04-21 20:49:40
April 21 2011 20:49 GMT
#174
160. Marines without combat shield but with stim(And stim used) die to 1 fungal or 1 baneling. Wich makes it one of the most crucial upgrades in TvZ.

1Lamb1Rice
Profile Joined August 2010
United States435 Posts
Last Edited: 2011-04-21 20:51:26
April 21 2011 20:51 GMT
#175
161. Banelings that are lifted by phoenixes and killed deal damage to nearby air units.
twitch.tv/lambnrice @LambNRice
Ineffability~
Profile Joined February 2011
84 Posts
April 21 2011 20:51 GMT
#176
162. You can have max 19 larvae at a hatch
1Lamb1Rice
Profile Joined August 2010
United States435 Posts
Last Edited: 2011-04-21 20:55:14
April 21 2011 20:53 GMT
#177
163. An scv on autorepair will repair a bunker from within.

164. In team games when you share control you can mine gas from your ally's refinery/assimilator/extractor.
twitch.tv/lambnrice @LambNRice
dicedicerevolution
Profile Joined October 2009
United States245 Posts
April 21 2011 20:56 GMT
#178
For tip #74: I was able to test this with a Nexus, but it takes 3 Banelings to be able to "insta-kill" a Nexus warping in. Also, note that a Baneling with auto-explode on buildings cast and auto-unburrow cast will unburrow when a unit walks over it (or if a building is built in proximity) but ignore any units and hit any buildings that are nearby.

For tip #86 Repeatable abilities; lowering your keyboard repeater rate (2 settings on Windows: delay before repeating and how fast it will repeat) will help a lot in doing it. If the settings aren't optimized, shift clicking may actually be "faster."

I want to add that this thread has been very, very helpful, but if it's going all the way to 1000 there might be some repeats (people not reading all of the previous tips). While I know personally how pain in the butt it is to (re)organize information, I think it'll be worthwhile to try and organize it topically (race-based maybe for starters?).

I already appreciate that you've added in parenthesis the scenario tips are applicable in (ex. (ZvZ)) and hope the thread stays alive!
Mad_Mardigon
Profile Joined January 2011
United States52 Posts
April 21 2011 21:04 GMT
#179
like the hints on using burrowed blings in enemy's natural to kill either a recently built expansion or transfered workers:D
RoachyRoach
Profile Joined February 2011
81 Posts
April 21 2011 21:14 GMT
#180
On April 22 2011 04:42 Binabik wrote:
-154 The Stargate and the Nexus are the only two buildings showing the unit under construction. Always check which unit is inside of the Stargate and respond accordingly. You don't need to defend an all-in in TvP if he's going for Phoenix Harass, a fast Void-Ray means something like 3-Gate Stargate All-In.
The Nexus has a blue beam on top of it when there's a mothership being created.

-155 You can cast Neural Parasite on a Mothership, which is going to cloak your own army and give you the ability to cast the Vortex on your opponent's army.

-156 The Carrier's ability to reproduce defeated Interceptors can be set on autocast by right-clicking it. Interceptors will be remade as soon as possible.

PS:
You can't chronoboost allied buildings, 100% sure (Diamond 2on2/3on3/4on4 Random player).


most of this has already been said.
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