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Russian Federation4295 Posts
![[image loading]](http://i.imgur.com/LO36HJj.png)
Well, it's not 1000 tips (or any amount of tips), because we have an expansion instead a completely new game, but I think some facts must be listed, because from what I saw in replays and streams, sometimes people don't know some small facts about new units and how they work.
- Have problems with selecting enemy units and buildings? Options -> Gameplay -> Enable enemy unit selection. Also I highly recommend you to open game settings and read descriptions before start your first match in Heart of the Swarm.
- Two Queens can kill one oracle, 1v1 Queen dies. Similar to duels vs Void Rays and Banshees.
- Spore Crawler will die vs two Oracles. If not microed, one oracle will die too.
- Spore + Queen will die to 3 Oracles. See 3 oracles? Make 2 spores immediately! Or add more Queens
- Vipers and Oracles are Psionical units. You can snipe Vipers (4 snipes required), but not Oracles - they are not biological
- Blinding Cloud does not reduces radius of Widow Mines
- PDD blocks Tempest shots, but does not blocks Widow Mine shots, Fungal Growth projectile and Seeker Missle
- Protoss air weapons also affect Mothership Core weapon. After all upgrades M-Core will have 11 damage every 0.85 seconds, giving in result 12,95 DPS
- You can customize HP-Bars displaying and be able to see only HP-bars for damaged units. With ALT you can see all health bars.
- You can toggle HP-bars viewing by rebinding "Show HP Bars" to a double hotkey, like ALT+Q (for example). To toggle HP-bars, press ALT, press Q (still holding ALT), release ALT and then release Q. Same toggle-trick can be used for rotating camera. More info about this trick you can read here
- Widow Mine attack ignores armor and Hardened Shields (it can 3 shot Immortal), does not detects to cloaked/burrowed units and reacts to time-based units, like Locusts, Broodlings and Infested terrans. It also will kill Changeling if not morphed to Marine skin
- 2 corruptors can kill one Tempest. But in all scenarios even with corruption ability, one corruptor will die.
- Viper will not abduct enemy or your units, if there is unpassable terrain/space under Viper
- Viper can not abduct Larva
- Viper can abduct your own units, allowing to pull Ultralisks to enemy cliff or drones to islands.
- The best building to consume is Extractor, then Evolution Chamber, the worst - Spine/Spore Crawlers. Hatchery is a compromise between buildability, building time and cost. You should read more about Viper here
- Nexus Photon Overload can attack air at very big range. Mothership Core itself can't attack air units.
- Nexus Photon Overload can't detect cloaked/burrowed units
- Don't forget about new dances for Oracle, Roach, MULE and Stalker!
- "Players nearby you" is a semi-LAN function. It shows players who are in your network and logged to Battle.Net too. You can toggle on/off this function in the Battle.net options
- You can't run with small units through Spine Crawlers, even with zerglings. But you can do that through Spores
- You can turn off experience points ingame by going to Options -> Gameplay -> Display Experience Points (latest in a 2nd column)
- Quick access hotkeys have returned in some of latest patches. When game has finished, you can press F5 on Score Screen and open Replay menu immediately, without going to main Kerrigan/Battlecruiser menu. Also don't forget about useful orange button "Play again" on score screen, by pressing it, you will start searching for a next player.
F1 - campaign F2 - Matchmaking F3 - Custom Games F4 - Arcade F5 - Replays
- There are new music themes for all races! You can listen these music tracks by opening YouTube-spoilers below
+ Show Spoiler + + Show Spoiler +
- You can decrease amount of flying dead bodies on your screen by changing Physics option in Graphic Settings.
Off / Medium - standard deaths (like in WoL), High / Ultra / Extreme - expect a rain of dead zergling corpses when defending with Siege Tanks or Banelings
- Blinding Cloud does not prevents from using abilities.
- Tempests still can do anti-massive damage to Colossuses.
- Oracle's Pulsar Beam can oneshot Larva, because it ignores armor and have anti-light bonus damage. Larva is light unit. On Attack-move it will not work, you should manually target Oracles on enemy Larvas
- Oracle's Pulsar Beam can't attack air
- Warp Field (Mothership Core and Mothership itself) does not affects air and will not slow Ultralisks as it should be because of Frenzy effect
- 2 Queens can kill one Tempests with one Transfusion, but one queen will die in all scenarios. Same for 3 Queens vs one Tempest - without transfusion one queen will die always.
- 1v1 Queen and Mothership Core, both can die. But if one of those units started attack later, other will have opportunity to win small fight. Queen can kite M-Core, so microed Queen can kill M-Core with low hp left.
- Widow Mine will not trigger to Larvas, but they can kill eggs.
- Collapsible Rock Towers can deal 500 damage to all buildings under it and kill all units, who was blocked here. Blocked means burrowed, deployed, Force Fielded and Fungaled units. Also with Warp Field (Oracle's ability) there is a chance, that some units will not leave Rock Tower debris and die quickly.
- AI controlled allies are voiced by Kerrigan, Executor and Adjutant. Every move they will reply with quotes like "Swarm needs that expansion!" when expanding, "The Swarm coming" when attacking enemy, etc
- Locusts are second unit after Hydralisks, who have biggest speed bonus on creep. Use Speed-Overlords to spread creep and speed up your swarms of Locusts
Locust speed off-creep - 1.88 Locust speed on-creep - 2.65 (40% faster)
- Hydralisks got speed upgrade off-creep, that allows Hydralisks to move at 2.81 speed off-creep. Speed on creep always stays same - 3.38.
- Try to combine Nydus Network and Swarm Hosts. This is the only composition, that allows to safely spawn units at enemy bases. Just spawn nydus, unload Swarm Hosts, spawn locusts and go back to Nydus and wait for another Nydus Worm spawn to create small chaos in other place.
- Siege Tanks against Swarm Hosts (both in big numbers) always results with zero damage to Siege Tanks. But Blinding Cloud can change that scenario completely.
- Mutalisks can quickly reach at 4 speed enemy Medivacs (their speed is 2.5). But for 8 seconds Medivacs can fly at 4.25 speed
- For now units will always auto-leave Blinding Cloud (excluding deployed Siege Tanks). Try to block enemy movement with fungals or mass-zerglings to make Blinding Cloud more effective
- Have problems with similar icons of WoL and HotS? Here are alternative HOTS-icons for your desktop
- I saw many thread in HOTS bug-reports forums, that players had problems with pinging on map with Alt-G hotkey. You should know that you can place pings with just Ctrl-Alt-clicks
- You can customize creep graphics on all settings, from Medium to Ultras. Read more about creep sharpness and animation here
- Chrono Boost does not gives any buffs to Nexus Photon Overcharge
- Ultralisks can one-shot Larvas, but one-by-one, because splash not works here normally due to heavy Larva armor.
- PDD does not blocks Thor's High Impact Payload, because it's not a projectile or missile attack
- Blinding Cloud affects Planetary Fortress, all static defences (Spine/Spore Crawlers, Missile Turrets, Photons) and Overcharged Nexus. But not affects bunker
- Revelation used on drone lets to see a building which this drone morphs to.
- Cloak when the widow mine missle is launched let's unit to take only splash damage (40).
- Abducted massive units destroys forcefields on their path.
- Abducted units will land at place where Viper started cast Abduct. During Abduct process Viper can fly away. Graphically abduct tentacle can be larger, when Viper flying away from place where abduct process initiated.
- Try to have as many buildings, as many Vipers you have. Try to consume buildings with full health. Only then average passive regeneration will be higher in long macro games. See the picture below to better understand this idea. More information about Vipers you can find in specific thread about this unit
+ Show Spoiler +
- Only 6 Marines can kill Oracle. 5 Marines will die to one oracle. But the more marines you have, the less effective Oracles become. 10 marines can kill 2 Oracles. But two Widow Mines can make this scenario better for Terran.
- Try to drop Widow Mines, especially with faster burrow. It can be a new Terran answer to Protoss Storm Drop. Splash damage is shared between air and ground units. it means if you damage enemy overlords, you can kill drones underneath it. Same as against Storm Drops, one of the best solutions is fast reaction from opponent. If he moves all workers quickly away from storms (came to your base on upgraded Speed Prizms) or mines (on Speedivacs), then he can save some workers. Even if there some static defence, Widow Mines are 90HP unit, so they can hold some damage to inflict maximum damage with rocket charges.
+ Show Spoiler +
- 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
- Force Field does not blocks Widow Mine attack. It can fire missile when it's placed under Force Field
- You can't abduct units that are in warping process
- You can abduct deployed Warp Prizm. It will stay in deployed mode, like abducted deployed Siege Tank.
- You can abduct enemy SCV that building something. Of course building process will be stoped
- Blinding Cloud is very effective against mass of Infested Terrans, because they're very slow and can't quickly leave cloud
- You can abduct some enemy Ultralisks away from your army allowing some time to kill other Ultralisks. But it's not that effective
- Blinding Cloud also works on Ultralisks, because they have 1 weapon attack range. Not much will be changed, just Ultralisks will stuck more around your units, also they can leave cloud quickly, so it's not that effective
- Abducting Ghost cancels Nuclear Missile spotting
- Splitting or spreading Swarm Hosts and adding creep spread from Overlords or Creep Tumors will significally buff Locusts against Siege Tanks. Locusts can reach enemy tanks quicker and when splitted, they're getting less splash damage.
- When you're relocating your Swarm Hosts after spawning Locusts, half of your Locusts will try "move away" your Swarm Hosts in different direction. Try to use Hold-mode on Swarm Hosts, so they will stay at position untill all Locusts leave Swarm Hosts. On picture, highlighted with green Locusts moving to the left, Swarm Hosts - to the right, when red colors means, that some Swarm Hosts will stuck with Locusts, both going in different directions. Hold-mode on Swarm Hosts will allow them stay at place normally, without walking with Locusts.
+ Show Spoiler +
- Highly recommend you to view these videos with nice demonstration of how Swarm Hosts can be powerfull with Infestors and Hydra/Viper
+ Show Spoiler +
- You can bind 3 hotkeys on one button. Can be useful for Grid users, especially for Zergs, because their Grid layout was changed since WoL. For example burrow and cancel button were merged into one, unlike WoL where burrow was on G and Cancel worked well as Escape button. More info about it here
- After Mass Recall, units will stay at same places as before. If there is a high ground nearby Nexus, after Recall units will be placed on that high ground
+ Show Spoiler +
- 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.
- After Burrow research is completed, Roaches become very useful against current Widow Mines with 125 damage and 40 dmg splash. Because you will not lose every roach to every Widow Mine charge, but you'll also be able to heal Roaches quickly from WM splash damage.
- You can turn on/off auto-cast via hotkey. Just press ALT+hotkey to toggle autocast mode. Works in WoL, but can become more useful in HotS due to Locust autospawn ability.
- Carrier Micro has arrived. In HotS you can switch targets for Interceptors and at same time stay with the Carrier at bigger interceptor distance, than official one. More info in this video
- Reaper's Combat Drugs heals after 10 seconds of no combat actions.
- Reapers can regenerate health when starting attack enemy after healing process started.
- If enemy attacks Reapers, their healing will be interrupted.
- 4 Reapers can double-shot Sentry.
- 3 Reapers can deal with Queen or Stalker, if microed with moving away damaged Reapers.
- 3 Reapers can double-shot Drone (even with regeneration), SCV (24x2 versus 45 hp), Probe. Marine & Zergling.
- 2 Reapers can double-shot Baneling.
- Reaper vs Marine: Reaper wins with low amount of health. In small fights with multiple Reapers vs multiple Marines you should micro Reapers to save them.
- Hellbat damage against all targets now is 18 per 2 seconds (9 DPS). It means that it's more similar to Roach (8 DPS), except small splash, smaller range (2 against 4 for roach), a bit lesser HP (135) and flat 30 damage to all Light units, but only for 100 minerals.
- Unmicroed Roaches without kiting can die to same amount of Hellbats. But Hellbats must be microed a bit too, under Hellbat micro I mean walk closer to Roaches for a better effect from splash.
- Due to Light armor type of Hellbats, they're still weak against Banelings.
- Hellbats are Light and non-Armored, meaning that they can tank more damage than any other Terran unit. Especially when splitted and not on a-move. Walk with them directly to Siege Tanks into a melee radius and burn them with flames!
- Because of better splash, Hellbats can clear Larvaes quicker, than Helions. Current Hellbats can double-shot all larva.
- 2 Hellbats can kill a Queen.
- 3 Hellbats can kill Spine Crawler. If microed with moving away damaged Hellbats, all 3 of them can survive. Without micro one Hellbat will die.
- Hellbat versus Stalker. Both dies at same time, but microed Stalker can win.
- Hellbat versus Zealot. Hellbat wins with low amount of health.
- Hellbats also can tank Widow Mine charges and can be healed/repaired after that.
- Due to Light-armor of Widow Mines, Hellbats can be a soft-counter against Widow Mines.
- 2 Hellbats can kill one Widow Mine without detection. But don't overkill! You can't do that with standard Hellions, due to 90 HP against 125 damage of Widow Mine.
+ Show Spoiler +
- Oracle is very good in PvP to deal with Dark Templars. Oracles are faster than DT, have anti-light damage bonus (DT are light units), Oracles also can detect with Envision.
- If you have troubles with mass Zealots, try Oracles too, if you don't have other tools to deal with them at time.
- Oracles are also good at clearing future expands from burrowed zerglings. Envision + Pulsar may help you do that, so it's not need to pre-build Pylon+Photon or grab slow Observer.
- Against Widow Mines Oracles can fight too. One Oracle can kill one Widow mine, because it has Envision and Pulsar Beam which is good against light targets (Widow Mines are light too). But if you turn on Envision/Pulsar and then just move onto Widow Mine field, you will probably lose all Oracles. But if try to tank Widow charges (if Widow Mines are spreaded and not clumped) by every Oracle, one-by-one (first oracle, then 2nd oracle, then 3rd one, etc), and all Oracles will survive one Widow Mine shot. So after that you can clear mines with pulsars and envision.
- Widow Mine can trigger to Interceptors and kill some of them.
- If Graviton Catapult (Carrier upgrade) is researched, WIdow Mines can kill more Interceptors per shot. Why? Because faster launched Interceptors means that there will be more Interceptors over widow mines at the moment, when they launching widow-rocket. Without that Graviton Catapult upgrade widow mine can hit less Interceptors per shot.
- There is an interesting trick, that allows WIdow Mines to deal damage against Carriers at bigger range. When Interceptors returning back to Carriers, and at same time Widow Mine charge was launched at those returning Interceptors, splash of widow-rocket can damage Carriers at 6-8 distance. Widow Mine designed to if it launched a missile, it will reach target no matter how far it is, even if it's located at bigger distance than Widow Mine default attack range.
- This tip is good for Protoss, but again about Widow Mines. Splash-damage from them is shared between air and ground. It means that if Widow Mine launched a rocket at Interceptors above, it can also kill or damage your units with that splash.
- Reapers can heal themselfs even in Bunker. When someone started attack bunker or Reapers are attacking from bunker, healing process will not be interrupted
- Reaper DPS against targets with 1 armor - 5.45
Marine DPS against targets with 1 armor - 5.81
- 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. This tip can help you a bit when you need to save time. For example you have some Mutalisks near enemy Terran base, but you know that he have burrowed Widow Mines. So best choice will be morph Overseer from nearest Overlord rather than use Overlord from home base and fly with newly created Overseer through the map.
- 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
- There is a big guide about Swarm Hosts. If you love this unit, recommend you to read it
http://www.teamliquid.net/forum/viewmessage.php?topic_id=394256
- 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. During this time you can cancel it. But the trick is about small range scouting around future placement for 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 +
- Abduct can unburrow enemy units, if you have detector. Works well against enemy Swarm Hosts, Widow Mines and burrowed Infestors.
- 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.
- 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.
- Widow Mine splash damage can't damage your and enemy buildings. In early beta versions it was possible to damage enemy buildings when attacking enemy units near those buildings, but later that was fixed, so Widow Mines can't splash-damage enemy or your buildings.
- Sometimes some of your Swarm Hosts will want to be a Locust, walking with their minions and trying to do something. But on serious note, it can be a problem for you, because you can lose that single Swarm Host. Solution is simply - just use Set Rally Point more often. Also if you don't have Grid hotkey scheme, highly recommend you to rebind "Set Rally Point" hotkey to something which is easier and more comfort to reach for your fingers..
+ Show Spoiler +
- ... More - later. PM me, if you found something cool, I will add it.
Original russian article http://pr3d.ru/existor/120-hots-tips
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Learned a lot Thanks!
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Widow mine damage also ignores hardened shields, making them a decent counter to immortals.
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Nice summary. Been playing hots quite a bit and still didn't know some of these.
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Also, you might want to add that hellbats attack ignores armor on larva eggs so you can murder the eggs super quickly.
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Russian Federation4295 Posts
On December 23 2012 22:15 Mirosuu wrote: Also, you might want to add that hellbats attack ignores armor on larva eggs so you can murder the eggs super quickly. Nothing new from WoL, where helions with blue flame upgrade. Just a bit better splash. But I've added that too, thanks
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Russian Federation4295 Posts
On December 23 2012 22:28 MoonCricket wrote: A Queen beats an Oracle 1v1 by design, something is seriously wrong with your playtesting otherwise. You should test again. 1v1 Oracle wins against Queen with ~70 hp left.
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On December 23 2012 22:30 Existor wrote:Show nested quote +On December 23 2012 22:28 MoonCricket wrote: A Queen beats an Oracle 1v1 by design, something is seriously wrong with your playtesting otherwise. You should test again. 1v1 Oracle wins against Queen with ~70 hp left. Tested. You are right.
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On December 23 2012 22:30 Existor wrote:Show nested quote +On December 23 2012 22:28 MoonCricket wrote: A Queen beats an Oracle 1v1 by design, something is seriously wrong with your playtesting otherwise. You should test again. 1v1 Oracle wins against Queen with ~70 hp left.
You're right, I some how spaced out and read "mothership core," time for bed lol.
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Russian Federation4295 Posts
What about M-Core, as I said, 1v1 they both die, but microed Queen can win, if kiting M-Core, because Queen 2.5 speed is bigger than M-Core 1.88 speed
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PDD does not block Thor's new attack.
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Russian Federation4295 Posts
On December 23 2012 23:09 Breach_hu wrote: PDD does not block Thor's new attack. Because it's not a missile or projectile. It's just an anti-air tank attack.
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On December 23 2012 23:16 Existor wrote:Show nested quote +On December 23 2012 23:09 Breach_hu wrote: PDD does not block Thor's new attack. Because it's not a missile or projectile. It's just an anti-air tank attack.
I know, but it wasnt clear from the patch log. And it makes Raven a lot less effective in mech vs mech.
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On December 23 2012 21:46 Existor wrote:- You can turn off experience points ingame by going to Options -> Controls -> Display Experience Points (latest in a 2nd column)
Wrong, it's under "Options -> Gameplay".
But overall pretty neat summary Thank you!
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For number 16, notice the "enemy" units. I saw CatZ use it to get Ultra's into the opponents base on Cloud Kingdom from the 6th base, lol.
Good tips for people with or without the beta, I'll be book marking this for when I finially get it
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On December 23 2012 21:46 Existor wrote:
[*] For now units will always auto-leave Blinding Cloud (excluding deployed Siege Tanks). Try to block enemy movement with fungals or mass-zerglings to make Blinding Cloud more effective
Wow, really? But I guess that's justified since it's so hard to do by yourself.
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Russian Federation4295 Posts
Wow, really? But I guess that's justified since it's so hard to do by yourself. 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
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On December 23 2012 22:07 Bagi wrote: Widow mine damage also ignores hardened shields, making them a decent counter to immortals.
Perhaps you might want to re-check the definition of a counter. The Widow Mine does not counter the immortal; it does 125 damage every 40 seconds and the unit it hits is pure chance at best, and at "worst" calculated by the Protoss player once obs are out.
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I learned some nice things. thanks for this. Ill try and notice some more things to possibly add
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Russian Federation4295 Posts
On December 24 2012 00:56 DemigodcelpH wrote:Show nested quote +On December 23 2012 22:07 Bagi wrote: Widow mine damage also ignores hardened shields, making them a decent counter to immortals. Perhaps you might want to re-check the definition of a counter. The Widow Mine does not counter the immortal; it does 125 damage every 40 seconds and the unit it hits is pure chance at best, and at "worst" calculated by the Protoss player once obs are out. But it still can do a lot damage to Immortals, like clear those super-shields.
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Russian Federation7 Posts
Blinding cloud affects planetary fortress and overcharged nexus.
Revelation used on drone lets to see a building which this drone morphs to.
Cloak when the widow mine missle is launched let's unit to take only splash damage (40).
Abducted massive units destroys forcefields on their path.
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Russian Federation4295 Posts
Cyberblaster Thank you, adding it now
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Russian Federation4295 Posts
more added
- Abducted units will land at place where Viper started cast Abduct. During Abduct process Viper can fly away. Graphically abduct tentacle can be larger, when Viper flying away from place where abduct process initiated.
- Try to have as many buildings, as many Vipers you have. Try to consume buildings with full health. Only then average passive regeneration will be higher in long macro games. See the picture below to better understand this idea. More information about Vipers you can find in specific thread about this unit
+ Show Spoiler +
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On December 24 2012 00:56 DemigodcelpH wrote:Show nested quote +On December 23 2012 22:07 Bagi wrote: Widow mine damage also ignores hardened shields, making them a decent counter to immortals. Perhaps you might want to re-check the definition of a counter. The Widow Mine does not counter the immortal; it does 125 damage every 40 seconds and the unit it hits is pure chance at best, and at "worst" calculated by the Protoss player once obs are out. Ehh, its still the best unit against immortals to come out of the factory, hence "decent" counter.
You can't just say the widow mine does 125 damage and is negated by the observer either, the better way to use them anyway is to bumrush the protoss army at the start of an engagement. With some good hits + splash, immortal shields will be depleted and your mech army will have a much better fighting chance.
But if you really wanna get technical I guess they aren't a literal counter.
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Nice list! Queen + Spore vs. Oracle is useful to know.
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Thanks! some very handy tips here.
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Russian Federation4295 Posts
Some more facts and tips were added
- Only 6 Marines can kill Oracle. 5 Marines will die to one oracle. But the more marines you have, the less effective Oracles become. 10 marines can kill 2 Oracles. But two Widow Mines can make this scenario better for Terran.
- Try to drop Widow Mines, especially with faster burrow. It can be a new Terran answer to Protoss Storm Drop.
- 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
- Force Field does not blocks Widow Mine attack. It can fire missile when it's placed under Force Field
- Try to experiment with Widow Mine and Siege Tank placing.
- If Widow Mine range is not near Siege Tank, probably it will not trigger on Zerglings, so they will destroy Siege Tank
- If Widow Mine range is closer to Siege Tank (it placed at 5-6 range from Siege Tank), it will trigger on zerglings, but with some splash damage on tanks
- One zergling can't drain Widow Mine charge, Widow Mine is placed in Siege Tank radius. Even if Widow Mine placed at maxium radius from Siege Tank
- Widow Mine have small delay before attack. As I said, try to experiment with WM and ST weapon ranges to reach better effect at defending specific location
- You can't abduct units that are in warping process
- You can abduct deployed Warp Prizm. It will stay in deployed mode, like abducted deployed Siege Tank.
- You can abduct enemy SCV that building something. Of course building process will be stoped
- Blinding Cloud is very effective against mass of Infested Terrans, because they're very slow and can't quickly leave cloud
- You can abduct some enemy Ultralisks away from your army allowing some time to kill other Ultralisks. But it's not that effective
- Blinding Cloud also works on Ultralisks, because they have 1 weapon attack range. Not much will be changed, just Ultralisks will stuck more around your units, also they can leave cloud quickly, so it's not that effective
- Abducting Ghost cancels Nuclear Missile spotting
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Siege Tanks against Swarm Hosts (both in big numbers) always results with zero damage to Siege Tanks. But Blinding Cloud can change that scenario completely.
Even with locust splittung? They have a lot health so their splitting can be worth.
PDD blocks Tempest shots
This alongside with the new HSM make the Raven very attractive to Mech compositions. Can one-shot immortals and negate tempest attack (with the slow attack speed of its attack PDD can megate the damage for a long time).
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Even with locust splittung? They have a lot health so their splitting can be worth. Splitting gives a bit different results, but not that better. Also creep spread highly boost Locusts speed so they have chance to reach siege tanks quicker. It can be better, especially against Widow Mines.
Swarm Host splitting + creep spead will make them more dangerous against siege tanks, but not that much.
![[image loading]](http://i.imgur.com/m6SHz.jpg)
But this scenario will never happen, we always will have less hosts or less tanks, also with some support like widow mines, or vipers, or festors, or ling banes/muta
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oh wow o__O i didn't know collapsible rock towers did damage. thanks thanks for all the tips! :D
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the new music is really nice
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Can someone explain #73 to me? I love using swarm hosts in zvp and zvt but don't really understand it.
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On December 25 2012 04:01 darish wrote: Can someone explain #73 to me? I love using swarm hosts in zvp and zvt but don't really understand it. Spawn locusts and then instantly unburrow all swarm hosts. Half of your swarm hosts will be stucked with locusts, that will move your hosts closer to enemy. Use hold mode on hosts and locusts will walk around Swarm Hosts, not moving them.
Just try to launch unit tester, create 20 swarm hosts, spawn locusts and instantly unburrow them. Locusts will try to leave swarm hosts and reach their rally point, slowly moving some of your Swarm Hosts in wrong direction.
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My first day on the beta and all I can say is...
OMG THANK YOU OP!!!
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Updated tip-suggestion about widow mine drops
Try to drop Widow Mines, especially with faster burrow. It can be a new Terran answer to Protoss Storm Drop. Splash damage is shared between air and ground units. it means if you damage enemy overlords, you can kill drones underneath it. Same as against Storm Drops, one of the best solutions is fast reaction from opponent. If he moves all workers quickly away from storms (came to your base on upgraded Speed Prizms) or mines (on Speedivacs), then he can save some workers. Even if there some static defence, Widow Mines are 90HP unit, so they can hold some damage to inflict maximum damage with rocket charges. http://www.youtube.com/watch?v=Bo6KI4mpOBM
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Wow, cool Learned quite a few things I had no idea about. Wonder how many will be changed 
I definitely want to try to abuse Oracles one shotting larva, but I don't know how practical that is. Hallucinating Oracles to force stronger air defenses also sounds incredibly useful.
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I'm now switching to Zerg solely to pull ultras up cliffs
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The new music is quite disappointing
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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
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Russian Federation7 Posts
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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?
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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.
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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.
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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?
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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.
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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
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Hm, I now understand what the feature of it. Units will save their placement after recall!
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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.
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This thread can turn out to be the HotS version of 1000 tips. Interesting stuff.
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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.
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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
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Been using carrier/mothership/archon/oracle as my pvz lategame now that carriers are microable. They are really feeling powerful now.
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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!
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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.
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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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existor you are providing more and more resource to teamliquid.
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Cool list, keep forgetting Hallucination is much better in HotS.
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I made it to 15... can't... go.. any.. further..
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Thanks! great read
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Pretty nice write up. I learned quite a bit, thanks.
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Russian Federation4295 Posts
Here are new facts about Widow Mines, Reapers, Hellbats and Interceptors. Some old tips were updated too.
- Reaper's Combat Drugs heals after 10 seconds of no combat actions.
- Reapers can regenerate health when starting attack enemy after healing process started.
- If enemy atacks Reapers, their healing will be interrupted.
- 4 Reapers can double-shot Sentry.
- 3 Reapers can deal with Queen or Stalker, if microed with moving away damaged Reapers.
- 3 Reapers can double-shot Drone (even with regeneration), SCV (24x2 versus 45 hp), Probe. Marine & Zergling.
- 2 Reapers can double-shot Baneling.
- Reaper vs Marine: Reaper wins with low amount of health (~4-8). In small fights with multiple Reapers vs multiple Marines you should micro Reapers to save them.
- Hellbat damage against all targets now is 18 per 2 seconds (9 DPS). It means that it's more similar to Roach (8 DPS), except small splash, smaller range (2 against 4 for roach), a bit lesser HP (135) and flat 30 damage to all Light units, but only for 100 minerals.
- Unmicroed Roaches without kiting can die to same amount of Hellbats. But Hellbats must be microed a bit too, under Hellbat micro I mean walk closer to Roaches for a better effect from splash.
- Due to Light armor type of Hellbats, they're still weak against Banelings.
- Hellbats are Light and non-Armored, meaning that they can tank more damage than any other Terran unit. Especially when splitted and not on a-move. Walk with them directly to Siege Tanks into a melee radius and burn them with flames!
- Because of better splash, Hellbats can clear Larvaes quicker, than Helions. Current Hellbats can double-shot all larva.
- 2 Hellbats can kill a Queen.
- 3 Hellbats can kill Spine Crawler. If microed with moving away damaged Hellbats, all 3 of them can survive. Without micro one Hellbat will die.
- Hellbat versus Stalker. Both dies at same time, but microed Stalker can win.
- Hellbat versus Zealot. Hellbat wins with low amount of health.
- Hellbats also can tank Widow Mine charges and can be healed/repaired then.
- Due to Light-armor of Widow Mines, Hellbats can be a soft-counter against Widow Mines.
- Two Hellbats can kill one Widow Mine without detection.
+ Show Spoiler +
- Stalkers are better than Zealots while tanking Widow Mine shots. Stalkers have 80 shields against 50 zealot shields. That means Stalker will lose only 45 health, unlike zealot with 75 health lost. In other word, the more shields you have, the less effective Widow Mine becomes, because you can regenerate shields later. Less shields means more constant damage to armor which can not be healed/regenerated/repaired.
- Oracle is very good in PvP to deal with Dark Templars. Oracles are faster than DT, have anti-light damage bonus (DT are light units), Oracles also can detect with Envision.
- Against Widow Mines Oracles can fight too. One Oracle can kill one Widow mine, because it has Envision and Pulsar Beam which is good against light targets (Widow Mines are light too). But if you turn on Envision/Pulsar and then just move onto Widow Mine field, you will probably lose all Oracles. But if try to tank Widow charges (if Widow Mines are spreaded and not clumped) by every Oracle, one-by-one (first oracle, then 2nd oracle, then 3rd one, etc), and all Oracles will survive one Widow Mine shot. So after that you can clear mines with pulsars and envision.
- Widow Mine can trigger to Interceptors and kill them.
- If Graviton Catapult (Carrier upgrade) is researched, WIdow Mines can kill more Interceptors per shot. Why? Because faster launched Interceptors means that there will be more Interceptors over widow mines at the moment, when they launching widow-rocket. Without that Graviton Catapult upgrade widow mine can hit less Interceptors per shot.
- There is an interesting trick, that allows WIdow Mines to deal damage against Carriers at bigger range. When Interceptors returning back to Carriers, and at same time Widow Mine charge was launched at those returning Interceptors, splash of widow-rocket can damage Carriers at 6-8 distance. Widow Mine designed to if it launched a missile, it will reach target no matter how far it is, even if it's located at bigger distance than Widow Mine default attack range.
- This tip is good for Protoss, but again about Widow Mines. Splash-damage from them is shared between air and ground. It means that if Widow Mine launched a rocket at Interceptors above, it can also kill or damage your units with that splash.
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• Reapers can heal themselfs even in Bunker. When someone started attack bunker or Reapers are attacking from bunker, healing process will not be interrupted
• 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.
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Some more tips:
• 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
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On December 24 2012 00:54 Existor wrote:Show nested quote +Wow, really? But I guess that's justified since it's so hard to do by yourself. 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.
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New Creep Tumor scouting trick added
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 +
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Something I just tested: Queue Medivac Afterburners for long distance flights in advance.
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.
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United States7166 Posts
Most of you likely know already the basics of Mass Recall, but for those who didn't:
* 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.
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This was really helpful! Good job. Thanks a lot!
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Locusts cannot be loaded up into OLs or nydus worms.
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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
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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.
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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
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97. Stalkers are better than Zealots while tanking Widow Mine shots. Stalkers have 80 shields against 50 zealot shields. That means Stalker will lose only 45 health, unlike zealot with 75 health lost. In other word, the more shields you have, the less effective Widow Mine becomes, because you can regenerate shields later. Less shields means more constant damage to armor which can not be healed/regenerated/repaired.
A patch made WM 1shot zealots and stalkers, this can be deleted.
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Swarm hosts summon ability defaults to auto-cast, but you can toggle off while the Swarm Hosts are burrowed. This serves a number of purposes. - 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).
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On February 20 2013 20:34 DeCoup wrote: Swarm hosts summon ability defaults to auto-cast, but you can toggle off while the Swarm Hosts are burrowed. This serves a number of purposes. - 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). Already listed in Siege Mushrooms guide
Also, I've slighty updated first post. Deleted some old tips and some of them were updated to fit better to latest patches.
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#19 is out of date, MC doesnt have envision anymore bro.
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On February 22 2013 04:38 SkaPunk wrote: #19 is out of date, MC doesnt have envision anymore bro. Thank you, fixed.
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New useful tip
Sometimes some of your Swarm Hosts will want to be a Locust, walking with their minions and trying to do something. But on serious note, it can be a problem for you, because you can lose that single Swarm Host. Solution is simply - just use Set Rally Point more often. Also if you don't have Grid hotkey scheme, highly recommend you to rebind "Set Rally Point" hotkey to something which is easier and more comfort to reach for your fingers..
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In HotS unlike WoL, graviton (phoenix) a siege tank will NOT make it unsieged when graviton finishes/canceled/phoenix killed
my 2¢ :D
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Tips for Protoss: A spare Oracle and a fleet of Tempests goes a long way: use Revelation on defenders to give the Tempest it's max range... either the enemy units light the way for your Tempests, or they move back to allow Tempests to do damage freely
If you're looking for Bisu-like PvZ, HotS makes it a little easier: the Overseer is armored, Void Rays demolish armored units, and a Dark shrine is cheap these days.
Now you don't have to invest much to fake Terran out... make gateway units, tech to High Templar or Colossus. At around 8-9 minutes, fake an attack at his front (don't commit) and allow him to see you coming. Hallucinate the high tech unit that you're not teching to... If he sees a fake Colossus, he will build vikings while you are building Templar... if he sees High Templar or a single Archon, he will tech ghost academy while you are making Colossus.
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Tip:
Hellbat/medivac vs. Zealots is extremely one sided. 3 hellbats to two shot two zealot. Its conical splash, negates flanking advantage.
A medivac heals almost the same damage (13.5dps) as a zealot can do (16dps).
Two options: Maintain supperior range via stalker micro. Take to the skies. Either via warp prism or sky toss.
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I really hope that beta music (point number 25) is just a stand-in for the yet-unrevealed truly awesome soundtrack. Blizzard surely has the budget for some decent composers, they must find something that can rival Brood War sounds... and what is featured in these videos at least to me is kinda awful.
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69. You can bind 3 hotkeys on one button. Can be useful for Grid users, especially for Zergs, because their Grid layout was changed since WoL. For example burrow and cancel button were merged into one, unlike WoL where burrow was on G and Cancel worked well as Escape button. More info about it here I guess there is no way to change the position of the buttons then? Like, moving a specific unit to row 2 column 3 and let Grid bind it to D?
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On March 06 2013 00:01 Telenil wrote:Show nested quote +69. You can bind 3 hotkeys on one button. Can be useful for Grid users, especially for Zergs, because their Grid layout was changed since WoL. For example burrow and cancel button were merged into one, unlike WoL where burrow was on G and Cancel worked well as Escape button. More info about it here I guess there is no way to change the position of the buttons then? Like, moving a specific unit to row 2 column 3 and let Grid bind it to D? No, no chance. But you can add special hotkeys for specific buttons.
Or rebind bottom row to Alt+1, Alt+2, Alt+3, Alt+4, Alt+5 or F1-F5 hotkeys
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Cool tips definitely wasn't aware of some of these.
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Well that was a lot of fun facts, thanks :>
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On April 01 2013 03:48 Emzeeshady wrote: Overlords can tank two widow mine shots. Flying a few overlords in before your army can not only soak up damage but cause deadly friendly fire. It's obvious tip, also it can be a good mutalisk supporter, if ovie speed is researched
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All three spells of the infestor can deal with mines. ITs, FG and NP best part is burrow-move does not trigger mines and an infestor needs only expend energy to clear a mine field.
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Nice post, one of the more useful I have seen so far about HotS.
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Love this thread! It actually helped me a lot more than I thought it would
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97 is out of date, one widowmine shot kills an oracle.
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On December 23 2012 21:46 Existor wrote: [*] Widow Mine attack ignores armor and Hardened Shields (it can 3 shot Immortal) That doesn’t make sense. ;P
On December 23 2012 21:46 Existor wrote: [*] Oracle's Pulsar Beam can oneshot Larva, because it ignores armor and have anti-light bonus damage. Larva is light unit. On Attack-move it will not work, you should manually target Oracles on enemy Larvas That’s suprising.
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