HOTS Tips - lets look at Swarm facts - Page 4
Forum Index > SC2 General |
Chrono000
Korea (South)358 Posts
| ||
Greendotz
United Kingdom2053 Posts
| ||
thepuppyassassin
900 Posts
| ||
KobayshiMaru
United States30 Posts
![]() | ||
Everready
United States42 Posts
| ||
Existor
Russian Federation4295 Posts
| ||
Existor
Russian Federation4295 Posts
• Reaper DPS against targets with 1 armor - 5.45 • Marine DPS against targets with 1 armor - 5.81 • Who will faster reach enemy? Marine which builds 25 seconds and have 2.25 speed, or Reaper with 3.75 speed and 45 seconds build time? Well, the answer is... Marine. It will reach enemy faster due to 25 seconds of build time. | ||
Existor
Russian Federation4295 Posts
• Try to get Overlord speed upgrade and use them to tank Widow Mine missiles when harassing enemy base with Mutalisks • Overseer can tank Widow Mine charge too, but this unit is more valuable than Overlord • You can avoid Widow Mine shot on your Mutalisks. Just be more carefully control your Mutalisks, especially when flying into enemy base. • Not need to morph any of your Overlords to Overseer at home base. Better to do it with an Overlord that is staying near enemy base to save your time • You can bring back High models at low Shaders in Heart of the Swarm by opening variables.txt and editing these parameters (It's fully legit because technical support sometimes suggests to modify variables.txt to solve some occuring problems). Just find these parameters below and edit them to looks like here: GraphicsOptionModelQuality=2 lowqualitymodels=0 useLowqualitymodels=0 Well, it will not give you more visible Force Fields, but you will have better Pylon power radius, and detalized models of warping units instead • You still can turn off alternative low textures, but it's not recommended to do, because based on some tests, these special low textures require less memory from your PC. And they're looking better than default low textures. • As in good old times in WoL, highly recommend you to add these 2 parameters to increase stability of your game via limiting maximum FPS frameratecap=90 frameratecapGlue=60 | ||
danl9rm
United States3111 Posts
On December 24 2012 00:54 Existor wrote: Maybe yes, because right now every terran unit needs 2+ actions, like a-moves and ability usages. From zerg side I think it's ok, because it's already strong with fungal combo Maybe, but it seems weird to me. I don't want my units doing anything I didn't tell them to. Just doesn't seem like it belongs in starcraft. I guess it's akin to a BW healer being attacked. They just auto-run. | ||
Existor
Russian Federation4295 Posts
Creep Tumor scouting trick. Heart of the Swarm expansion introduced one nice cosmetical upgrade to Creep Tumors. Instead instant tumor spawn, you can see snake-animation, which lasts 3 ingame seconds, after which Tumor will be placed. During this time you can cancel it. But the trick is about small vision range around future placement of Creep Tumors. Even if it's not placed, you still will be able to see around at 3,5 range. It means that you can do some scouting at the edge of your creep zone by placing tumors and cancelling them during 3 ingame seconds. + Show Spoiler + ![]() | ||
Chrono000
Korea (South)358 Posts
| ||
gawk
Germany310 Posts
1. Set first waypoint with move command 2. Press shift+Afterburner 3. Set next move-command waypoint to a far enough distance that the cooldown on afterburner is finished 4. Press shift+Afterburner 5. Repeat step 3. The medivac will then use afterburners at waypoint 2,4,.... When you give the waypoint commands afterburner may not be on cooldown. | ||
![]()
Zelniq
United States7166 Posts
* Mass Recall is a spell that comes from the Mothership Core, a 100/100 unit that builds from Nexus in 30 ingame seconds, requires Cybernetics Core, and comes with all 3 of its spells by default. * It costs 100 energy, and teleports the Mothership Core and all (both air/ground) nearby units owned by the player to the Nexus that you targeted. * The radius is very large. Maxed ground armies, as long as they're bunched up around the MSC, will all be recalled. * Unlike the Town Portal from WC3, the player cannot choose specifically where around the nexus they want to Recall to, it always is directly on top of the nexus. Stuff you may not know: * Even if the MSC dies while Recalling, the surrounding units are still transported. * It has a cast time of 2 ingame seconds, during which the MC and the nearby units being recalled are all stunned and cannot receive any commands (they turn blue while they are stunned) but can still take damage. * After the Recall, they're stunned for an additional ***5*** ingame seconds and can take damage. * You can use the minimap to target the Nexus you want to Mass Recall to. * If the Nexus dies during the 2 second cast time of Mass Recall, the units are still magically teleported to the ashy, rubble of the nexus's corpse. * If you use Mothership's recall, the stunned time after recall is 2-3 seconds shorter than Mothership Core's. (Try larsevss for this tip) * From FractalPrison@reddit: Any units within the radius of Recall who are currently controlled by Neural Parasite, will not recall. Neural Parasite can be cast on units while Recall is being cast, whereas Abduct cannot be cast on Recalling Units. If you Neural Parasite when an opponent casts Recall but right as Recall is finishing, your Infestors will run across the map to the Nexus Recalled to, in an attempt to cast Neural Parasite. When you Neural Parasite an enemy Mothership/core, you can cast Recall / Photon Overcharge, if you have a Nexus. Some of this stuff may be useful to know in base-race scenarios, where the protoss player when maxed energy on the MSC can recall to 2 nexuses, but their army is extremely vulnerable since 5 in-game seconds is a long time to be taking damage while stunned. Or, a more likely use of their maxed energy is to Mass Recall once, then Photon Overcharge (turns nexus into a giant cannon) with their remaining 100 energy after the 5 second stun is over to help defend. So you probably want to target their MSC while it's stunned. FYI, MSC has about the same HP as a Phoenix (10 hp more), and is Armored, and since it has less HP than max energy (combined total of 190 HP), when maxed energy a single Feedback will kill it. Also moves the same speed as the High Templar, though, it has to accelerate to that 1.88 speed over about 1 in-game second, whereas the HT does not. | ||
llIH
Norway2142 Posts
| ||
dicedicerevolution
United States245 Posts
| ||
Existor
Russian Federation4295 Posts
On February 19 2013 17:58 dicedicerevolution wrote: Locusts cannot be loaded up into OLs or nydus worms. We already know that, because any time-based (aka temporary) units can't be loaded to nydus/overlords | ||
TeslasPigeon
464 Posts
| ||
Existor
Russian Federation4295 Posts
On February 19 2013 23:09 TeslasPigeon wrote: Units auto leave blinding cloud? What the bloody hell, what is the point of adding mico abilities when the game does it for you? When you storm units do they auto leave as well? This is terrible. Units will auto-leave storm, if they're not attacking or on Hold mode. Blinding cloud just makes units melee. But what all melee units will do always? Try to reach target to attack it at melee range. Nothing special here | ||
Stingart
122 Posts
A patch made WM 1shot zealots and stalkers, this can be deleted. | ||
DeCoup
Australia1933 Posts
- Allows you to set up ambushes with 'hold hosts' - Allows you to attempt to hide your tech choice from your opponent until you are ready to reveal it by having no Hosts or Locusts on the board. - Allows you to more easily sync the summon timing of your locusts by disabling them until all are ready then reenabling them. (This can be especially useful on the field where unburrowing to sync the summons could result in Swarm Host losses). | ||
| ||