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HOTS Tips - lets look at Swarm facts - Page 3

Forum Index > SC2 General
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belgid
Profile Joined December 2012
Israel13 Posts
December 25 2012 11:50 GMT
#41
Cool stuff, thanks(:
Aetherial
Profile Joined August 2010
Australia917 Posts
Last Edited: 2012-12-25 12:16:54
December 25 2012 12:16 GMT
#42
The new music is quite disappointing
Existor
Profile Joined July 2010
Russian Federation4295 Posts
December 25 2012 12:26 GMT
#43
On December 25 2012 21:16 Aetherial wrote:
The new music is quite disappointing

For me, all Zerus themes aren't that bad. Nice addition to my zerg playlist
Cyberblaster
Profile Joined November 2012
Russian Federation7 Posts
December 26 2012 00:50 GMT
#44
[image loading]
Sorry for my bad english
Hiwashi
Profile Joined August 2010
United States43 Posts
December 26 2012 13:40 GMT
#45
I have a question regarding mineral worker saturation. In WoL, the recommendation was to go have 16 in minerals per base, more if you plan to expand. But in HotS, the worker count over the Nexus show 24/24. Why is that? Did they improve worker AI/Speed, making 24/24 the better saturation point per base?
Orangeremi
Profile Joined July 2011
United States94 Posts
December 26 2012 13:46 GMT
#46
On December 26 2012 22:40 Hiwashi wrote:
I have a question regarding mineral worker saturation. In WoL, the recommendation was to go have 16 in minerals per base, more if you plan to expand. But in HotS, the worker count over the Nexus show 24/24. Why is that? Did they improve worker AI/Speed, making 24/24 the better saturation point per base?

16/24 has always been optimal, whereas 24/24 is full saturation. Each probe you add before 16 will increase your income a certain amount, but after you reach 16 that amount drops and after you reach 24 that amount becomes zero.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2012-12-26 13:59:27
December 26 2012 13:57 GMT
#47
On December 26 2012 22:40 Hiwashi wrote:
I have a question regarding mineral worker saturation. In WoL, the recommendation was to go have 16 in minerals per base, more if you plan to expand. But in HotS, the worker count over the Nexus show 24/24. Why is that? Did they improve worker AI/Speed, making 24/24 the better saturation point per base?

1-16th workers are 100% effective.

17-24th workers are effective only for 50%. It's better to transfer them to a new base.

Cyberblaster
Что ты хотел этим показать? Это у тебя трюк какой-то или что? Напиши хоть что-нибудь
What you wanted to show with these screenshots? Maybe add some information about your trick or something like this.
Bagi
Profile Joined August 2010
Germany6799 Posts
Last Edited: 2012-12-26 14:25:38
December 26 2012 14:24 GMT
#48
I'm guessing hes showing that a proxy nexus + well placed recall can be used to teleport units up a cliff.

Cant think of many practical uses but its cool nonetheless. Maybe for those offensive nexus pushes in PvP?
iKill
Profile Blog Joined May 2011
Denmark861 Posts
December 26 2012 14:30 GMT
#49
On December 26 2012 23:24 Bagi wrote:
I'm guessing hes showing that a proxy nexus + well placed recall can be used to teleport units up a cliff.

Cant think of many practical uses but its cool nonetheless. Maybe for those offensive nexus pushes in PvP?


What he's showing is that units will keep their original position relative to the mothership core when it recalls. Not extremely useful in practice, but it's a neat fact.
thepuppyassassin: "My god... the deathball's grown wings!"
Hoon
Profile Joined December 2010
Brazil891 Posts
December 26 2012 14:30 GMT
#50
On December 26 2012 22:57 Existor wrote:
Show nested quote +
On December 26 2012 22:40 Hiwashi wrote:
I have a question regarding mineral worker saturation. In WoL, the recommendation was to go have 16 in minerals per base, more if you plan to expand. But in HotS, the worker count over the Nexus show 24/24. Why is that? Did they improve worker AI/Speed, making 24/24 the better saturation point per base?

1-16th workers are 100% effective.

17-24th workers are effective only for 50%. It's better to transfer them to a new base.

Cyberblaster
Что ты хотел этим показать? Это у тебя трюк какой-то или что? Напиши хоть что-нибудь
What you wanted to show with these screenshots? Maybe add some information about your trick or something like this.

He's showing that you can recall units to a high ground if the Nexus is right next to it.
Looks like a cool way to do a proxy Nexus instead of Blink. :D
SEn Fanclub: http://www.teamliquid.net/forum/viewmessage.php?topic_id=170834
Existor
Profile Joined July 2010
Russian Federation4295 Posts
December 26 2012 14:34 GMT
#51
Hm, I now understand what the feature of it. Units will save their placement after recall!
Existor
Profile Joined July 2010
Russian Federation4295 Posts
December 27 2012 13:30 GMT
#52
One more fact about Changelings vs Widow Mines
If not masked, Changeling can drain Widow Mine Charges. But if there is a visible enemy unit nearby, Widow Mine will not trigger to Fakerine. So for Zerg side, against mass Widow Mines you can try to use mass Overseers and send Changelings one-by-one to drain WM charges. For Terran side, to prevent that, try to place something visible near Widow Mines, so it will not trigger to Changelings.
Scrubwave
Profile Joined July 2010
Poland1786 Posts
December 27 2012 16:49 GMT
#53
--- Nuked ---
shizaep
Profile Blog Joined January 2011
Canada2920 Posts
December 27 2012 17:04 GMT
#54
This thread can turn out to be the HotS version of 1000 tips. Interesting stuff.
You mean I just write stuff here and other people can see it?
iKill
Profile Blog Joined May 2011
Denmark861 Posts
December 27 2012 18:41 GMT
#55
Try to make Oracle hallucinations to force enemy spend resources on anti-air, especially against Zerg try to fly near some of his Overlords. Oracles are more dangerous than Phoenixes, so it can cause a bit more panic for the enemy, than Phoenixes



Also effective because unlike phoenixes, oracles do not autodamage overlords, so they do not get revealed to be hallucinated as easily.
thepuppyassassin: "My god... the deathball's grown wings!"
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2012-12-27 20:42:08
December 27 2012 19:15 GMT
#56
On December 28 2012 03:41 iKill wrote:
Show nested quote +
Try to make Oracle hallucinations to force enemy spend resources on anti-air, especially against Zerg try to fly near some of his Overlords. Oracles are more dangerous than Phoenixes, so it can cause a bit more panic for the enemy, than Phoenixes



Also effective because unlike phoenixes, oracles do not autodamage overlords, so they do not get revealed to be hallucinated as easily.

Hm, true, I'll add it too. Thank you

Try to make Oracle hallucinations to force enemy spend resources on anti-air, especially against Zerg try to fly near some of his Overlords. Oracles are more dangerous than Phoenixes, so it can cause a bit more panic for the enemy, than Phoenixes. Another reason why Oracle hallucinations are better than Phoenix hallucination is that fake-Oracle will not autoattack Overlords, so enemy will not know are Oracles real or hallucinated. Also try to combine 1-2 Oracles and 4-5 their hallucinations. You will be able to kill something like Zergling on Xel'Naga tower and force enemy to react quickly, because he will think that you're coming with mass of Oracles. You're not wasting a lot vespene gas (just energy for Sentries), but he will waste a lot minerals and drones on spores and queens. I think, his reaction will be similar to this
VelRa_G
Profile Blog Joined March 2010
Canada304 Posts
December 28 2012 15:59 GMT
#57
Been using carrier/mothership/archon/oracle as my pvz lategame now that carriers are microable. They are really feeling powerful now.
Nuda Veritas
sweetbabyjesus
Profile Joined September 2010
Denmark168 Posts
December 28 2012 22:51 GMT
#58
I must say I agree with you about the nydus/swarmhost combo. It almost feels like the nydus finally is complete with swarmhosts. Before you pretty much only used nydus as gimmick, hoping that he didn't see the worm in his base. Now you can assault multiple bases with all your hosts at the same time with nydus, releasing one wave of locusts at one location and set up in a new location while his army is off dealing with the locusts. When all the angles have been set up you can start to make worms inside the his base as well. I haven't been doing anything but host/nydus in the beta, it's so much fun!
Crabs
Duncaaaaaan
Profile Joined May 2012
United Kingdom101 Posts
December 29 2012 11:33 GMT
#59
Fungal, being a projectile, is not blocked by PDD.

I really think it would be cool if it did though, would make the raven insanely useful in TvZ, seeing as the game is kind of balanced around the infestor.
Iron_
Profile Joined April 2010
United States389 Posts
January 02 2013 05:59 GMT
#60
On December 29 2012 20:33 Duncaaaaaan wrote:
Fungal, being a projectile, is not blocked by PDD.

I really think it would be cool if it did though, would make the raven insanely useful in TvZ, seeing as the game is kind of balanced around the infestor.


This is the only thing I've ever seen suggested for the raven that would actually make me want to build ravens.
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