[D][Craft]The Creative Plays/Ideas Thread. - Page 4
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Eluadyl
Turkey364 Posts
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7mk
Germany10157 Posts
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lamamitasche
Germany11 Posts
Can you actually NP a probe and build a nexus with it? I always wanted to know and never got around to testing it cause I'm lazy. works. fun but useless for sure :D | ||
cryu
37 Posts
If there is an MMM ball for example, with 20 marines, 12 marauders and some medivacs for kicks, then 9 banelings burrowed all together and detonated manually at the right spot will kill almost everything (except of the medivacs). If you scatter them and autocast unburrow, then you will kill just a few, because banelings will unburrow just infront of the ball and when they explode they will only hit the front. So if you wait for them to go over your burrowed banelings, the aoe of the explosion will hit the core of the ball, thus dealing more damage. It's also better to have them clumped up and not spread out (If the target is a bio ball). | ||
TLOBrian
United States453 Posts
PvZ. You're equally matched and its a long macro game, you had sent a probe out to one of your expansions. All of a sudden you see an infestor shoot out its tentacle at the probe. 2 minutes later, theres an army of zealot/roach/hydra knocking down your door. SCARY. On August 31 2010 23:26 cryu wrote: I really disagree with the way you use burrowed banelings. If there is an MMM ball for example, with 20 marines, 12 marauders and some medivacs for kicks, then 9 banelings burrowed all together and detonated manually at the right spot will kill almost everything (except of the medivacs). If you scatter them and autocast unburrow, then you will kill just a few, because banelings will unburrow just infront of the ball and when they explode they will only hit the front. So if you wait for them to go over your burrowed banelings, the aoe of the explosion will hit the core of the ball, thus dealing more damage. It's also better to have them clumped up and not spread out (If the target is a bio ball). See how large the baneling splash radius is? Theres a ton of overkill when not spreading out and manually detonating them. | ||
ztoa03
Philippines181 Posts
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TLOBrian
United States453 Posts
On August 31 2010 23:39 ztoa03 wrote: wow...MULE bombing... 1MULE < "many" tanks/marinesandmarauders killed Potentially...its expensive but late game TvT you have so many minerals lol | ||
7mk
Germany10157 Posts
On August 31 2010 23:26 TLOBrian wrote: PvZ. You're equally matched and its a long macro game, you had sent a probe out to one of your expansions. All of a sudden you see an infestor shoot out its tentacle at the probe. 2 minutes later, theres an army of zealot/roach/hydra knocking down your door. SCARY. ^^ I'd rather have more of those upgraded roaches and hydras (and higher tech units) than 0-0 Zealots. | ||
TLOBrian
United States453 Posts
On September 01 2010 00:15 7mk wrote: ^^ I'd rather have more of those upgraded roaches and hydras (and higher tech units) than 0-0 Zealots. Well zealots are stronger than zerglings and are only minerals to build the buildings for them AND make. All races are starved for gas and I think Zealots are better than zerglings so late game it could work. | ||
NB
Netherlands12045 Posts
use at low level play only :< | ||
Draconicfire
Canada2562 Posts
You can also unburrow at the mineral line, Fungal growth, reburrow and then throw up a couple Infested Terrans and leave. The workers will die to the terrans cause they cant run away, and if they try to scan you'll be gone. | ||
QuanticHawk
United States32058 Posts
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DizzyDrone
Netherlands629 Posts
On September 01 2010 00:19 TLOBrian wrote: Well zealots are stronger than zerglings and are only minerals to build the buildings for them AND make. All races are starved for gas and I think Zealots are better than zerglings so late game it could work. more importantly though, you could sac all your drones and use probes for macro instead, allowing you to mass a 200/200 zerg army with purely combat units edit: that is assuming they still count supply seperately for each race as they did in broodwar | ||
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GMarshal
United States22154 Posts
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jambam
United States324 Posts
On September 01 2010 02:02 DizzyDrone wrote: more importantly though, you could sac all your drones and use probes for macro instead, allowing you to mass a 200/200 zerg army with purely combat units edit: that is assuming they still count supply seperately for each race as they did in broodwar they dont. cries* | ||
Deindar
United States302 Posts
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Pholon
Netherlands6142 Posts
On that note what might be doable is get drop as zerg, load up some Queens (you can fit 5 in an ovie!), drop his main, puke creep, place tumors. If you do it in some nook of his base it'll be a bitch to clean up I guess. | ||
Kpyolysis32
553 Posts
On August 31 2010 10:15 ltortoise wrote: This one isn't a new idea, but it's something I'd like to see more of: When doing a strong early timing push as Terran, proxy one barracks and float it up the ramp for vision. Furthermore, upon busting the ramp, build the bunker directly beneath the barracks so they cannot see it. Finish the wall-off with the barracks, and start producing some more marines. Wham! They can rotate their camera to make this not work, sadly. On August 31 2010 09:39 vica wrote: With two fully energized Infestors and good micro, you can cast enough Infested Terrans that they block every retreat path of workers in the mineral line. if you Hold Position them. They can just drill out the workers by right-clicking a mineral patch. Here's a couple that aren't majorly useful, but might come up: Carriers have to get within 8 range to shoot out their interceptors. However, once the interceptors have been shot out, you can back up to range 11 and they'll still keep attacking. This allows you to harass with Carriers without leaving them as vulnerable. You can Charge-move Zealots if you order them to charge at something, then quickly C-click somewhere on the map (or is it just right-click?). This allows you to more easily flank and get surrounds with them, run by wall-ins to attack a mineral line, and get the jump on kiting Marines and Marauders by sending some of your Zealots behind them. | ||
alexanderzero
United States659 Posts
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Klive5ive
United Kingdom6056 Posts
Core concepts Using infestors like lurkers in BroodWar. Keep stalling the Terran by fungal growthing him so it's difficult for him to move out. Use this to stall for fast Ultras. Early game Keep making Queens, get a 3rd Hatchery up in your maen and use that to make more Queens. Get roaches/banelings to aid fending off early harass. Start +1 armor as soon as possible. Mid game Once you get your Lair up get a fast spire and build a small number of mutas. Use these to get some map control, see what the Terran has and buy time. Immediately get an infestor pit once you've got your small muta force. Get Hive as soon as possible and make as many infestors as you can to stall. Late game Get that +3 armor going fast once Hive finishes, get your ultra cavern up and then the +ultra armor. With the spare minerals keep making Queens from all your hatcheries! Now attack as soon as you have full Ultra armor. Bring all your queens and spam heal on your now virtually invincible Ultras. Use fungal growth to lock the enemy in place and take control of tanks/thors with NP. | ||
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