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[June] SC2 General Discussion - Page 11
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leveller
Sweden1840 Posts
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Complete
United States1864 Posts
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Xaldarian
Netherlands65 Posts
I find it hard to deal with when and where the zerg produces what. If he makes a round of extra units or 2 or pure drones. Mass roach spam kills me because I can't trade well. If I go immortals blindly they go muta ling on me... Any good advice on a flexible BO? I know a lot of stargate openers, the 2 gate after forge fe the fourgate after ffe and other gate builds as well. | ||
MeyerA
Sweden120 Posts
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Noruxas
Netherlands129 Posts
On June 17 2012 22:26 enemy2010 wrote: Let me re-ask my question ![]() Which key do you press/which move do you make as zerg, when you encounter the following: You wanna attack a mining base from a terran with many lings. He has many SVCs and a planetary there. You attack the PF and the SCVs try to repair it. Now you wanna attack the SCV to at least do some economical damage to him. How do you do it? I mean, when you just a-move, the lings try to attack the PF as their primary target (don't they?) but when you individually click and attack each SCV it becomes inefficient, cause most of the lings will run around not attacking anything. So how can you make them lings attack many SCVs as possible? Dont attack a planetairy with lings. You could use banelings maybe since they do dmg instantly. But I think to take down a PF you need Ultra or BL. And seeing how PF is usually the 4th base, try to take down the other 3 xD | ||
Myolden
Finland83 Posts
On June 18 2012 17:46 ysnake wrote: I usually do so for the positioning. Especially with Colossi and Vikings/Corrupters out, as I tried to stutter-step with Colossi because they will eventually get taken out, and it is actually 4 control groups. Zealots and Sentries are always in the same control group, spell casters are always on 4 for me and harassing is Caps Lock. Even the pros don't use so many controlgroups for units. Positioning is done by boxselecting and moving the units, not by control groups. | ||
ysnake
Bosnia-Herzegovina261 Posts
On June 19 2012 19:38 Myolden wrote: Even the pros don't use so many controlgroups for units. Positioning is done by boxselecting and moving the units, not by control groups. Aye, but we all know if there are ~15 Vikings out, your Colossi are going down sooner or later, I like to have them on a control group in case I have to FF/move Zealots etc. Flash uses that many :p, I'm not Flash though ![]() | ||
Sala87
Germany2 Posts
![]() So, i discovered an interesting bug yesterday, where a probe could pass through a complete wall-off by building a pylon next to it in a corner. I also posted this in the BNet forums, but so far nobody seems interested. BNet Forum link I tested this bug more today, and it can be reproduced and even used in standard wall-ins for PvZ, for example if your scouting probe is killed on Metropolis: Screenshots: http://imageshack.us/f/3/sc2bug1.jpg/ http://imageshack.us/f/41/sc2bug2.jpg/ So, this only works for 2x2 buildings, the probe cannot go through a gateway, and sometimes you have to build a gateway in order for the probe to get through, somtimes a pylon is enough. Is this a known bug or am i the first to find this? | ||
pOnarreT
155 Posts
On June 19 2012 23:12 Sala87 wrote: Hi everyone, first post ![]() So, i discovered an interesting bug yesterday, where a probe could pass through a complete wall-off by building a pylon next to it in a corner. I also posted this in the BNet forums, but so far nobody seems interested. BNet Forum link I tested this bug more today, and it can be reproduced and even used in standard wall-ins for PvZ, for example if your scouting probe is killed on Metropolis: Screenshots: http://imageshack.us/f/3/sc2bug1.jpg/ http://imageshack.us/f/41/sc2bug2.jpg/ So, this only works for 2x2 buildings, the probe cannot go through a gateway, and sometimes you have to build a gateway in order for the probe to get through, somtimes a pylon is enough. Is this a known bug or am i the first to find this? If I understand correctly, this has been known for a while and even used as a strategy back when you could block ramps with 2 pylons: | ||
Sala87
Germany2 Posts
Also this works on flat terrain, it doesnt need a feature like a ramp. but the principle is the same, i suspect there are more pathing glitches in the game considering how complex it is. | ||
FinBenton
Finland870 Posts
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Deleted User 183001
2939 Posts
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Immersion_
United Kingdom794 Posts
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Probe1
United States17920 Posts
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sLBoGoRoH
Netherlands126 Posts
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FinBenton
Finland870 Posts
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DW-Unrec
492 Posts
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WcSeoLithic
Guatemala5 Posts
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ysnake
Bosnia-Herzegovina261 Posts
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Requiem-
Uruguay162 Posts
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