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On April 13 2013 18:03 Natalya wrote:Show nested quote +On April 13 2013 16:09 Emix_Squall wrote: When playing Zerg (I'm Random), sometime you get all your queens in the same place to defend air attacks or drops or anything. It took me about 2 years to realize I don't need to manually send each and everyone of them back to their hatch to inject; but I can just box them all and inject all hatches and they'll all go to a different one! Saves lots of time! it's not optimal at all to do it that way because then every queen will arrives late for the inject. If you send them manually, they'll be ready to all inject at the same time What? It's exactly the same as if you select them one by one...
ITT: "What I still didn't learn years into SC2".
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I literally just learned today that medivacs can't pick up mules lol.
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Engineering bays can't lift off
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On April 13 2013 18:15 blade55555 wrote: I literally just learned today that medivacs can't pick up mules lol. but I was heartbroken when I learned about that
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Well i just read this thread and i learned that you can build spores without an evo... As a protoss player i strongly dislike that.
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I knew these things for a long time. The only thing I started using late, were camera hotkeys. I've played quite a while in (low) master before I started using them, although i knew about them.
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On April 13 2013 11:52 fuzzylogic44 wrote:Show nested quote +On April 13 2013 11:48 Bourne wrote: i didnt realise despite 5.7k games played, that a hallucination takes twice the amount of damage from real units. Okay that's one for me too. That ones not to bad though because they were almost never used in WoL. Show nested quote +On April 13 2013 11:49 wptlzkwjd wrote: I thought sieged tanks did the same dmg as they did in BW: 70. This was up to about 3-4 months before HotS was released. No joke, I mained as Top 25 Masters Terran. O_o Never looked at the tooltip? Or noticed they don't one shot marines?
Nneither does bw tanks since that 70 is explosive damage which means half damage to tiny (tiny isnt the correct term but you get my point) units such as lings, rines and zealots among others.
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I learned yesterday on Polt's stream that you can put vikings into medivacs Made me lol
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That a hallucinated Archon won't break a forcefield.
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On April 13 2013 17:39 ZenithM wrote:Show nested quote +On April 13 2013 17:16 Dman wrote:On April 13 2013 17:08 ZenithM wrote:On April 13 2013 12:30 aurum510 wrote: When I was watching Polt's stream 2 days ago, he told the audience something that I don't think even some pros know. He said that if a siege tank is in range of a planetary fortress, it will target the PF rather than units. He used this knowledge to drop in the opponent's main while his PF was being sieged by a half dozen tanks. While the opponent was focused on handling the drop, he took a dozen marines and killed the 6 tanks while taking no damage.
Pretty sick. That's actually not how that works. Stacraft 2 targetting mechanisms are such that a ranged unit in A-move mode starts attacking the closest target it can hit, and continues targetting this thing until either 1) the target dies 2) the target goes out of range. That's an important thing to know for micro purposes: for example, when you want to use pull back micro, you actually have to make the unit you want to save go out of range of the attacking units, not just make it so that it's not the closest unit to them anymore. It works the same in the case you're talking about: siege tanks switches to siege mode, if the PF is the closest target they have, they start firing at it, and as both the PF and the siege tank don't move, the siege tank stays in range and continues firing at the PF whatever happens :D You have to retarget manually to make them stop shooting at the PF. Edit: My comment was just to precise that PFs don't have a higher "siege tank targetting AI priority" or something, it's just how the core auto-targetting mechanics work. What Polt said on stream is still a very gosu pro-tip :D Actually, it is completely true. PFs do have a higher "siege tank targeting AI priority" unless it got patched out (which I'm fairly certain has not happened). If a siege tank is attacking a PF, then manually changed to target 1 of 2 marines in range (closer than PF) after the first marine is killed it will return to attacking the PF until the target is manually changed again. I would appreciate if you tested first what you claim, because you forced me to open again SC2 (which I did to check what I said in the first place). As it turns out, what you said is completely wrong. Edit: Either that or at least give a textual source...
Oops, sorry about that. I could have sworn that was the case; I thought I remembered a huge thread on it way back when...
Again, my bad.
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My favorite fact l learned after two years of playing Terran (Diamond level) was that you can stim marines and marauders WHILE they are in a bunker. Click the bunker and, when it's loaded with infantry and you have stim researched, the bunker itself will have the stim icon and hotkey T available! Very useful for holding toss all-ins! Before, I would unload/stim/load back in, BW-style!
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It's not years but I did not know that you don't need a spire for Vipers until after the beta, alwas timed my spire and hive to get them in the beta lol.
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On April 13 2013 19:35 Dman wrote:Show nested quote +On April 13 2013 17:39 ZenithM wrote:On April 13 2013 17:16 Dman wrote:On April 13 2013 17:08 ZenithM wrote:On April 13 2013 12:30 aurum510 wrote: When I was watching Polt's stream 2 days ago, he told the audience something that I don't think even some pros know. He said that if a siege tank is in range of a planetary fortress, it will target the PF rather than units. He used this knowledge to drop in the opponent's main while his PF was being sieged by a half dozen tanks. While the opponent was focused on handling the drop, he took a dozen marines and killed the 6 tanks while taking no damage.
Pretty sick. That's actually not how that works. Stacraft 2 targetting mechanisms are such that a ranged unit in A-move mode starts attacking the closest target it can hit, and continues targetting this thing until either 1) the target dies 2) the target goes out of range. That's an important thing to know for micro purposes: for example, when you want to use pull back micro, you actually have to make the unit you want to save go out of range of the attacking units, not just make it so that it's not the closest unit to them anymore. It works the same in the case you're talking about: siege tanks switches to siege mode, if the PF is the closest target they have, they start firing at it, and as both the PF and the siege tank don't move, the siege tank stays in range and continues firing at the PF whatever happens :D You have to retarget manually to make them stop shooting at the PF. Edit: My comment was just to precise that PFs don't have a higher "siege tank targetting AI priority" or something, it's just how the core auto-targetting mechanics work. What Polt said on stream is still a very gosu pro-tip :D Actually, it is completely true. PFs do have a higher "siege tank targeting AI priority" unless it got patched out (which I'm fairly certain has not happened). If a siege tank is attacking a PF, then manually changed to target 1 of 2 marines in range (closer than PF) after the first marine is killed it will return to attacking the PF until the target is manually changed again. I would appreciate if you tested first what you claim, because you forced me to open again SC2 (which I did to check what I said in the first place). As it turns out, what you said is completely wrong. Edit: Either that or at least give a textual source... Oops, sorry about that. I could have sworn that was the case; I thought I remembered a huge thread on it way back when... Again, my bad.
It is also the case for Ravens' Auto-Turrets. That's the reason people sometimes spam them when attacking a siege-line, not because of their imba damage
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Just learned recently, when a drone is trying to steal your gas, you can put a worker (or something) at the corner of the gas to prevent it from building.
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On April 13 2013 18:15 blade55555 wrote: I literally just learned today that medivacs can't pick up mules lol. haah same here!
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When my ally disconnects in a 2v2 (we are both zerg) and I build an overlord with one of his larvae, it doesn't add to my supply. It's just an ugly, creep-crapping paperweight. Also, his larvae can only morph into units he has the required buildings for, and they don't get my upgrades. Yet I still somehow won that game alone and the win put us into master's league. Ha!
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On April 13 2013 11:49 wptlzkwjd wrote: I thought sieged tanks did the same dmg as they did in BW: 70. This was up to about 3-4 months before HotS was released. No joke, I mained as Top 25 Masters Terran. numbers are irrelevant, u need to have a good feeling of how much damage a unit does so u can estimate how a fight will turn out.
thats why zerg failed quite hard after the infestor nerf in wol, they were used to the strong infested terrans, but suddenly they sucked^^
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I will never win the WCS.
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That if you select a bunch of units and hit shift+# for control group, it'll add them to a control group. I used to add mutas from coccoons to my hotkey by control clicking the coccoons, then finding my muta group, and then shift+ctrl+clicking on them and then going ctrl+#. Needless to say, the former is much easier and won't override once you add different coccoons if you don't only build in waves...
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I did not realize that the charge ability on the void ray only effects armored units XD. I played PvZ against master zergs who would run their Queens and Hydras away when I charged my voids and wait for it to wear off as though it dealt extra damage. Hilarious.... >,<
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