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Things you learned about SC2 years into it - Page 10

Forum Index > SC2 General
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AwM
Profile Joined November 2012
United States80 Posts
April 15 2013 19:35 GMT
#181
On April 16 2013 01:57 Kaitlin wrote:
This thread should be renamed the "I've never read the 1000 Tips thread" because I haven't seen anything here that wasn't there. Also, I think one of the tips listed in that thread is to read that thread ...

Wow...Reading that thread is crazy. So many little things i probably never would of noticed.
Every time you read this a SCV dies.
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
April 15 2013 19:42 GMT
#182
On April 16 2013 04:19 Lock0n wrote:
Show nested quote +
On April 16 2013 02:38 jinorazi wrote:
took me 10 years to learn that you can click "drop" on dropships to drop while moving the dropship.
i used to hotkey individual dropships 1, 2, 3, 4 , etc. and click on unit icon to drop them individually


Here's something that will blow your mind: I just found out last week that you can queue up moving drops in conjunction with boost by clicking the first location, then shift click D on dropship, shift boost and then shift clicking on the second location, and the dropship will drop all the units in a line from A to B and will not even stop moving.

Better still if you are going for 2 mine drop one in Nat and one in Main you can queue this, click on point before the Nat, shift click Boost, shift click Nat, shift click on 1 mine, shift click main, shift click second mine, shift click exit route from base. This will make the dropship boost before it gets to the Nat and drop one mine at each base without stopping, and lets you scout the entire base without any micro. You have to burrow the mines manually, but it's a sick tactic. Sounds more complicated than it actually is, but it's just an advanced use of the shift queue technique.


haha i'm not surprised as they seemed to not limit the potential of shift-queue. i queue drop often though i havnt tried the queued moving drop since i tend to it.

to people that dont know: take advantage of shift-queue
age: 84 | location: california | sex: 잘함
Lock0n
Profile Joined December 2012
United Kingdom184 Posts
April 15 2013 19:53 GMT
#183
On April 16 2013 04:42 jinorazi wrote:
Show nested quote +
On April 16 2013 04:19 Lock0n wrote:
On April 16 2013 02:38 jinorazi wrote:
took me 10 years to learn that you can click "drop" on dropships to drop while moving the dropship.
i used to hotkey individual dropships 1, 2, 3, 4 , etc. and click on unit icon to drop them individually


Here's something that will blow your mind: I just found out last week that you can queue up moving drops in conjunction with boost by clicking the first location, then shift click D on dropship, shift boost and then shift clicking on the second location, and the dropship will drop all the units in a line from A to B and will not even stop moving.

Better still if you are going for 2 mine drop one in Nat and one in Main you can queue this, click on point before the Nat, shift click Boost, shift click Nat, shift click on 1 mine, shift click main, shift click second mine, shift click exit route from base. This will make the dropship boost before it gets to the Nat and drop one mine at each base without stopping, and lets you scout the entire base without any micro. You have to burrow the mines manually, but it's a sick tactic. Sounds more complicated than it actually is, but it's just an advanced use of the shift queue technique.


haha i'm not surprised as they seemed to not limit the potential of shift-queue. i queue drop often though i havnt tried the queued moving drop since i tend to it.

to people that dont know: take advantage of shift-queue


You can also queue up the boost at any location want, you just need to add an additional waypoint for the boost starting location
MrSourGit
Profile Joined August 2012
England135 Posts
April 16 2013 11:50 GMT
#184
You can shift-queue a ling to run to a position and burrow , but I can't shift-queue a long run to a location and start morphing into a bane. They just become a bane as soon as you click your morphing hotkey !
Shame that
Winston Churchill - ''I may be drunk, Miss , but in the morning I will be sober and you will still be ugly'
Prugelhugel
Profile Joined February 2012
Austria637 Posts
April 16 2013 11:59 GMT
#185
On April 16 2013 01:57 Kaitlin wrote:
This thread should be renamed the "I've never read the 1000 TIps thread" because I haven't seen anything here that wasn't there. Also, I think one of the tips listed in that thread is to read that thread ...


This thread should be renamed the "The 10% of the information of the 1000 Tips thread which are actually worth reading".
Really useful stuff in here.
"This map definitly needs more rocks" - No SC2 player ever
Lorch
Profile Joined June 2011
Germany3697 Posts
April 16 2013 12:09 GMT
#186
It took me like 1-2 years to realize that shift + control group key adds selected units to the control groups. I hit mid masters always hitting control group -> shift selecting the units I wanted to add -> ctrl+control group to hotkey them. I also played for like 6 months not knowing there was a build in warpgate hotkey, but shortly after that I realized it's smarter to hotkey gates separately anyways.
Nekovivie
Profile Joined October 2011
United Kingdom2599 Posts
April 16 2013 12:33 GMT
#187
On April 16 2013 04:29 JonyJ wrote:
You can load vikings into medivacs, took me a while to discover.


Well that's a chinese riddle if I ever saw one.
If you are not supporting K-Pop you are hurting E-Sports.
Exigaet
Profile Joined May 2010
Canada355 Posts
April 16 2013 12:47 GMT
#188
On April 13 2013 22:49 lotny wrote:
Banes ignore building armor but not unit armor, I found out when I started playing zvz


This doesn't really make sense considering that upgrades increase the amount of damage banelings deal to buildings.
Cyro
Profile Blog Joined June 2011
United Kingdom20335 Posts
April 16 2013 12:53 GMT
#189
Because the building attack is a spell.

Does it increase damage dealt to buildings? I'm not sure if it does, but if so, it's a workaround to the spell system
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Exigaet
Profile Joined May 2010
Canada355 Posts
April 16 2013 12:56 GMT
#190
On April 16 2013 21:53 Cyro wrote:
Because the building attack is a spell.

Does it increase damage dealt to buildings? I'm not sure if it does, but if so, it's a workaround to the spell system


It definitely does. +5 per upgrade level to a total of 95 damage per baneling to buildings.
Alabast
Profile Joined June 2010
United States65 Posts
April 16 2013 13:20 GMT
#191
I guess this is not for me personally, but I am still trying to convince my friends that you can see where a widow mine is borrowed. Even more so after it has attacked once
Get sommmme
ejozl
Profile Joined October 2010
Denmark3505 Posts
April 16 2013 13:26 GMT
#192
Show nested quote +
Apparently I just learned that Queens aren't armored, I'm so confused that they aren't, people saying it in this thread, even Artosis saying it in one of his casts, I was just thinking; "what idiots?"
I was so certain that Immortals totally eat Queens...



Wouldn't Void Rays have been much, much more effective against Zerg in WoL if Queens were armored?

In my head it made total sense, since Voidrays sucked so much against everything else.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
FFW_Rude
Profile Blog Joined November 2010
France10201 Posts
April 16 2013 13:38 GMT
#193
I learned like 3month ago that spawning pool have an animation when researching speed when Nestea (i think) canceled it and they said : "he tricked him that he was going speed". And i was like whaaatt ? How can he trick the guy there is no animation you dumbfuck caster and... wait... oh.... There is an animation...
#1 KT Rolster fanboy. KT BEST KT ! Hail to KT playoffs Zergs ! Unofficial french translator for SlayerS_`Boxer` biography "Crazy as me".
llIH
Profile Joined June 2011
Norway2147 Posts
April 16 2013 13:42 GMT
#194
When I started setting goals on when to attack. Like to time a stim +1 attack. My winrate went up drastically. This was in gold league many many years ago. But I learned this from watching GSL
-VapidSlug-
Profile Joined June 2012
United States108 Posts
April 16 2013 16:51 GMT
#195
On April 16 2013 20:50 MrSourGit wrote:
You can shift-queue a ling to run to a position and burrow , but I can't shift-queue a long run to a location and start morphing into a bane. They just become a bane as soon as you click your morphing hotkey !
Shame that


That is apparently on purpose. I'm not sure why, but Blizz has specifically said this is built in and will never change. You can shift-morph overseers/broodlords and shift-siege tanks but can't shift-morph banes. I HAAAATTEE it.
Rotting organs ripping grinding, Biological discordance, Birthday equals self abhorrence, Years keep passing aging always, Mutate into vapid slugs
WiggyB
Profile Joined April 2013
United Kingdom103 Posts
April 16 2013 17:07 GMT
#196
I learned, after about 6 months, that you can bring down a mule and have it started mining automatically by clicking on the mineral patch. I used to bring it down next to the mineral patch and set it to work after it had landed :/

Feel kinda stupid about that one...
Ever noticed you can type "Starcraft" with just your keyboard hand?
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
April 16 2013 17:13 GMT
#197
I learned that the more you play and the less your read, the better your execution gets!


But the more you play and the less you read, the worse your motivation gets...
Hark, what baseball through yonder window breaks?
kill619
Profile Joined December 2011
United States212 Posts
April 17 2013 00:16 GMT
#198
On April 16 2013 02:37 Natalya wrote:
Show nested quote +
On April 16 2013 02:21 kill619 wrote:
Masters and it just occured to me that I don't have to shift queue workers back to mineral lines every time I tell them to build something. Makes building stuff in hectic situations so much easier and makes playing terran flow so much better.


Well you dont have to do it, but if you dont do it, you'll be losing mining time left and right



That's what I use to think, until I realized that If you watch any korean terran stream they rarely shift queue right after building something. It's situational, but for the most part if your building stuff as often as you should and your fast enough the workers are hardly ever idle.
xsnac
Profile Blog Joined August 2011
Barbados1365 Posts
April 17 2013 00:22 GMT
#199
well .. it took me 1 game in a sunny day but you will all get shocked 5 queens full energy beat the shit out of 8 voidrays .
in big numbers the perfect counter for voidrays is queens . ! try ! and make tones of them !
1/4 \pi \epsilon_0
AnachronisticAnarchy
Profile Blog Joined July 2011
United States2957 Posts
April 17 2013 00:23 GMT
#200
On April 13 2013 12:12 FeyFey wrote:
how did you not get to known that research would be fully refunded if the building is destroyed. It was basically a 3 month long aha moment on streams when everyone was still unsure if it does or doesn't. Impossible to really have missed that.

Hmm I think the Zerg being able to hotkey units in production, was unknow to me the longest. Most recent would be the widow mine burrow bug regarding force unburrows.

It also took me quiet some time to find out that if warpin units get unpowered that the cooldown on the warpgates doesn't trigger.
Since then I use Prisms to setup mini walls of Zealot to delay units and then go transport mode to cancel their warpin. Its better then having the warpins finish with red zealots, that will die the moment they are complete.


What widow mine burrow bug?
"How are you?" "I am fine, because it is not normal to scream in pain."
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