I've been watching and playing Starcraft 2 since the first week of the original beta. I've played and watched thousands of games over this time.
But just last week I learned for the first time that cancelling a building while it's building or researching refunds the cost of that unit or upgrade. All these years I've manually cancelled things before they die... and sometimes necessarily so because the building survives. This is thanks to the new feature of displaying refunds for canceled baneling morphs etc, and realizing the refund was happening even when killed. Went into a vs AI game to test buildings, and mind = blown.
If that change was never made I might have never realized.
Another thing is I only recently realized banelings didn't count as light units, when it was mentioned in a cast I believe at MLG Dallas 2013.
I suspect there might be more. Anyone else have these moments?
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.
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.
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?
I don't think siege tanks in BW could one shot marines without upgrades, they only did 35 damage to small targets like marines which had 40 hp. Plus marines have more health in sc2 anyway.
Took me awhile to realise about the building grid option which makes life easier when setting out your base.
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.
if you press and hold Ctrl when you have and army selected then click on 1 unit in the hotkey/ unit selected it will select all of them. I have been pressing shift for getting shit out of control groups for 2.5 years, could have saved me SO MUCH TIME. thanks to demuslim for doing that trick on his stream and me being like wtffffff
I thought Concussive Shells had like a 110 second research time until about 2 weeks ago. Then I learned a build that hit a timing using it and realized...
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.
I don't think I watched streams at this time, mainly just Husky.
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.
I didn't really learn that marauders outranged marines by 1 or that bunkers increased range by 1 until the Warhound existed and everyone was pissed off because it had 7 range and nothing could hit it except a marauder in a bunker lol.
On April 13 2013 12:14 conut wrote: if you press and hold Ctrl when you have and army selected then click on 1 unit in the hotkey/ unit selected it will select all of them. I have been pressing shift for getting shit out of control groups for 2.5 years, could have saved me SO MUCH TIME. thanks to demuslim for doing that trick on his stream and me being like wtffffff
wow wtf are you serious
this is going to be so amazingly helpful ;_;
edit: wait this might be something that I already knew and not what I'm thinking. testing...
On April 13 2013 12:14 conut wrote: if you press and hold Ctrl when you have and army selected then click on 1 unit in the hotkey/ unit selected it will select all of them. I have been pressing shift for getting shit out of control groups for 2.5 years, could have saved me SO MUCH TIME. thanks to demuslim for doing that trick on his stream and me being like wtffffff
When i started hots I didn't know reapers no longer required a tech lab.
Every game i would rush 1-2 early reapers for scouting or harass. In TvT mine were always later. I finally checked a replay when 1 game i lost going 2 rax reaper opening when he went 1 rax and had more than me. My mind was completely blown. I had already played 150 games by this point of hots
On April 13 2013 12:14 conut wrote: if you press and hold Ctrl when you have and army selected then click on 1 unit in the hotkey/ unit selected it will select all of them. I have been pressing shift for getting shit out of control groups for 2.5 years, could have saved me SO MUCH TIME. thanks to demuslim for doing that trick on his stream and me being like wtffffff
wow wtf are you serious
this is going to be so amazingly helpful ;_;
wait i dont get this.
If you have like roaches/hydras/zerglings in one group and u want to just select all lings you hold down "ctrl" + "click" the ling icon and it'll automatically select all lings in that group by themselves.
ALSO lets say you have roaches/hydras/zerglings in your group and you want just the hydras and roaches selected in the group then you do "shift" + "ctrl" + "click" zergling icon and it'll get rid of all zerglings from your current control group. (You have to manually reset your group afterwards if you want it to stay that way i.e. "ctrl" + "#" once the units are in or out of the group)
I never really thought of hotkeying my forward pylon as a camera hotkey. I think it was Rotterdam who mentioned it on his stream. Makes it much easier, since i hotkey it to spacebar, i don't have to scroll up or click on the minimap to warp in. Much more effecient!
On April 13 2013 12:14 conut wrote: if you press and hold Ctrl when you have and army selected then click on 1 unit in the hotkey/ unit selected it will select all of them. I have been pressing shift for getting shit out of control groups for 2.5 years, could have saved me SO MUCH TIME. thanks to demuslim for doing that trick on his stream and me being like wtffffff
wow wtf are you serious
this is going to be so amazingly helpful ;_;
wait i dont get this.
If you have like roaches/hydras/zerglings in one group and u want to just select all lings you hold down "ctrl" + "click" the ling icon and it'll automatically select all lings in that group by themselves.
ALSO lets say you have roaches/hydras/zerglings in your group and you want just the hydras and roaches selected in the group then you do "shift" + "ctrl" + "click" zergling icon and it'll get rid of all zerglings from your current control group. (You have to manually reset your group afterwards if you want it to stay that way i.e. "ctrl" + "#" once the units are in or out of the group)
Yeah this is what I meant. I knew about the first part but never thought it worked the other way around to delect all units of a type from your control.
Very annoying when you have SCVs in with your army after pulling SCVs to hold an allin or something and you're trying to quickly pick out the SCVs.
On April 13 2013 12:14 conut wrote: if you press and hold Ctrl when you have and army selected then click on 1 unit in the hotkey/ unit selected it will select all of them. I have been pressing shift for getting shit out of control groups for 2.5 years, could have saved me SO MUCH TIME. thanks to demuslim for doing that trick on his stream and me being like wtffffff
wow wtf are you serious
this is going to be so amazingly helpful ;_;
wait i dont get this.
If you have like roaches/hydras/zerglings in one group and u want to just select all lings you hold down "ctrl" + "click" the ling icon and it'll automatically select all lings in that group by themselves.
ALSO lets say you have roaches/hydras/zerglings in your group and you want just the hydras and roaches selected in the group then you do "shift" + "ctrl" + "click" zergling icon and it'll get rid of all zerglings from your current control group. (You have to manually reset your group afterwards if you want it to stay that way i.e. "ctrl" + "#" once the units are in or out of the group)
Yeah this is what I meant. I knew about the first part but never thought it worked the other way around to delect all units of a type from your control.
Very annoying when you have SCVs in with your army after pulling SCVs to hold an allin or something and you're trying to quickly pick out the SCVs.
This is something i never knew how to do, i would see streamers do it but i would always wonder how to do it. Now i know! Thanks~
On April 13 2013 12:23 yokohama wrote: I didn't realize the voice for Protoss' interface was the voice of Col. Campbell from Metal Gear Solid until a few weeks ago.
oh my god. you are totally right! i never realized, but now that you mention it, it's totally the same, just with an echo
On April 13 2013 13:07 DifuntO wrote: You can't put mules into medivacs. It would be cool to be able to drop manner mules from medivacs and not from the sky
I literally learned this between making the OP of this thread and reading this one, while watching the vods of GSL group D
I didn't realize until HotS came out and they introduced the simple command card that you could cancel building placement my right clicking. I had always hit Escape.
Ok guys, I'm a diamond Zerg who has been playing SC2 since release (not so gosu or anything, but high enough that you think I'd know very basic things about my race) but I just found out about 2 weeks ago that a hatchery has an animation if it's making a queen vs being idle.. T_T I went WTF in real life like 10 times because I couldn't believe I could play 1500 games and still not recognize what was in front of my eyes all along hahaha
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!
On April 13 2013 16:20 Emzeeshady wrote: I am a master Zerg and I just found out fungal detects cloaked units. I have never made an infestor before so that might have something to do with it...
Wait whhhhaaatt ??? Master and you never played with Infestors? You started in HOTS or did you play all WOL on Lings / Banelings / Mutas => Ultra?
Didn't know how to attack move (always right clicked or target fired) until I was D on ICCUP and had played casually for maybe 5 years. Didn't know shift-num to add (always used select-shift-ctrl-num to add) until this year.
The first one made a very big difference in my gameplay.
When I got into masters (the week before Dreamhack Summer last year) with Z after playing from the second season, I was still sure that infestors cost 200 gas and just had no clue how much supply an Ultralisk was.
On April 13 2013 15:55 Wafflelisk wrote: Ok guys, I'm a diamond Zerg who has been playing SC2 since release (not so gosu or anything, but high enough that you think I'd know very basic things about my race) but I just found out about 2 weeks ago that a hatchery has an animation if it's making a queen vs being idle.. T_T I went WTF in real life like 10 times because I couldn't believe I could play 1500 games and still not recognize what was in front of my eyes all along hahaha
On April 13 2013 16:49 romelako wrote: After thousands of games, I learned the Starcraft 2 is probably the most frustrating game I've ever played in my life...but the game I love the most!
The frustrating aspect but the fact that you want more every time is sign of a great game! Still n°2 of my top 3 of all times but it's only a matter of time before it goes n°1 (I just played way more WC3 in comparison so far)
It is actually the most stressful/frustrating game i have ever played. Doing homework or studying is more fun than laddering. I don't know why i try to improve, watch replays and stuff.
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
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.
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...
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.
It's not really that tanks target pf over units. It's that if they're attacking the pf, the AI works in such a way that they wont switch target if they're under attack by other units. It's how every units acts in the game, not any units will switch target before their target is dead.
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
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...
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.
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.
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...
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!
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.
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
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.
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!
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^^
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...
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.... >,<
On April 13 2013 16:20 Emzeeshady wrote: I am a master Zerg and I just found out fungal detects cloaked units. I have never made an infestor before so that might have something to do with it...
Wait whhhhaaatt ??? Master and you never played with Infestors? You started in HOTS or did you play all WOL on Lings / Banelings / Mutas => Ultra?
On April 13 2013 16:20 Emzeeshady wrote: I am a master Zerg and I just found out fungal detects cloaked units. I have never made an infestor before so that might have something to do with it...
Wait whhhhaaatt ??? Master and you never played with Infestors? You started in HOTS or did you play all WOL on Lings / Banelings / Mutas => Ultra?
I've never looked up the costs of the "old" bw units and buildings because I thought that the costs didn't change from bw to sc2. Approximately one year ago I realized a factory only costs 150/100, instead of 200/100. Given this fact I now know why I always have so much money left after bulding a factory :D Also sc2 tanks are not only worse than bw tanks, in terms of damage, but also more expensive. A bw tank costs 150/100, while a sc2 tank costs 150/125.
On April 13 2013 20:14 Scorch wrote: 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!
Lol actually having an ally leaving a game is the most imba strat in the 2v2. I think I could beat a pro with that. The fact is that it instantly gives you your ally ressources and income, and you spend it the way you want. But your supplies are still separates (the supply of your leaving ally still exists, it is just not shown on stream). You can spend all the money on you or your ally (or both, but that's not optimal ). If your ally leave in the beggining, you can for exemple 6 pool while taking a hatch first and making banelings (, if you're protoss you can do a 6 gate +1 with blink researching that hit earlier than a regular 4 gate, if you're terran, well, do a doom push .
I hope blizzard will patch this one day, because leavers is with pooling the 2 things that can make 2v2 really ugly.
On April 13 2013 21:21 GornWood wrote: I've never looked up the costs of the "old" bw units and buildings because I thought that the costs didn't change from bw to sc2. Approximately one year ago I realized a factory only costs 150/100, instead of 200/100. Given this fact I now know why I always have so much money left after bulding a factory :D Also sc2 tanks are not only worse than bw tanks, in terms of damage, but also more expensive. A bw tank costs 150/100, while a sc2 tank costs 150/125.
SC2 tanks aren't worse though. BW tanks do far more overkill, if two tanks fire one right after the the other they will both hit and kill the same units very often while in SC2 if a shot will kill the main target then the next shot fired by another tank just miliseconds later will hit a different target.
That is why tanks have lower damage in SC2, because the AI is smarter and therefore they would do too much damage if they still did 70 damage per shot, probably also the reason they take up 3 supply (they were 2 in BW) and cost slighly more... because they are actually better than BW seige tanks
I was only comparing the damage, which is made with a single shot, not considering AI and overkill. If you think about those you have to take unit pathing into consideration aswell and blabla...
Using shift to add units to control groups. When I used to add units to a control group, I'd select my control group, shift drag the units so they were selected with it, then rehotkey using control. Using shift # is so much faster, and using it on morphing larva is amaaazingly useful!
I'm pretty surprised at some of the unit / building based things that people didn't know. I think I just learned them all right off the bat because I started SC2 as a total noob, so I thoroughly read about everything before getting too deep into it.
On April 13 2013 21:21 GornWood wrote: I've never looked up the costs of the "old" bw units and buildings because I thought that the costs didn't change from bw to sc2. Approximately one year ago I realized a factory only costs 150/100, instead of 200/100. Given this fact I now know why I always have so much money left after bulding a factory :D Also sc2 tanks are not only worse than bw tanks, in terms of damage, but also more expensive. A bw tank costs 150/100, while a sc2 tank costs 150/125.
SC2 tanks aren't worse though. BW tanks do far more overkill, if two tanks fire one right after the the other they will both hit and kill the same units very often while in SC2 if a shot will kill the main target then the next shot fired by another tank just miliseconds later will hit a different target.
That is why tanks have lower damage in SC2, because the AI is smarter and therefore they would do too much damage if they still did 70 damage per shot, probably also the reason they take up 3 supply (they were 2 in BW) and cost slighly more... because they are actually better than BW seige tanks
But SC2 tanks are 3 supply compared to the 2 in BW, which makes them overall worse, especially in a max v max situation.
On topic: When the reaper killed a hellion 1v1 when I was watching Tastosis cast, my mind was blown right along with theirs.
About 6 months in (initially playing as random) I learned that creep tumors can be replicated. Before that I would spread creep with queens and new tumors only. May not be years into it but this was pretty huge. Then again no one spread creep in 2010.
On April 13 2013 21:21 GornWood wrote: I've never looked up the costs of the "old" bw units and buildings because I thought that the costs didn't change from bw to sc2. Approximately one year ago I realized a factory only costs 150/100, instead of 200/100. Given this fact I now know why I always have so much money left after bulding a factory :D Also sc2 tanks are not only worse than bw tanks, in terms of damage, but also more expensive. A bw tank costs 150/100, while a sc2 tank costs 150/125.
SC2 tanks aren't worse though. BW tanks do far more overkill, if two tanks fire one right after the the other they will both hit and kill the same units very often while in SC2 if a shot will kill the main target then the next shot fired by another tank just miliseconds later will hit a different target.
That is why tanks have lower damage in SC2, because the AI is smarter and therefore they would do too much damage if they still did 70 damage per shot, probably also the reason they take up 3 supply (they were 2 in BW) and cost slighly more... because they are actually better than BW seige tanks
SC2 tanks are significantly (significantly) worse than BW tanks. The overkill is vastly overstated, and doesn't work how you think it does.
On April 13 2013 22:59 mki wrote: For me it was that hold command makes your units target harvesters. Useful for marine drops in mineral lines or zerg run bys.
Oh that's awesome. Makes hellions far more effective in mineral lines.
For me it was that if you send a DT to the mineral line of somewhere with a planetary fortress when the terran doesn't have detection, the DT will still automatically target the PF rather than the SCV's even though the PF can't attack it.
In HotS now it's the same with photon overcharge on nexus. Did that to a guy who DT rushed me. He had his DT killing my probes and my observer was ~5-10 seconds away so I just used photon overcharge on the nexus, the DT then targeted the nexus instead of the probes until my observer arrived ^___^
On April 13 2013 22:59 mki wrote: For me it was that hold command makes your units target harvesters. Useful for marine drops in mineral lines or zerg run bys.
Oh that's awesome. Makes hellions far more effective in mineral lines.
I don't think they target workers, they target the closest unit in range, which would be a worker if you are standing in a mineral line.
On April 13 2013 21:13 MaxViktory wrote: Since MULEs can't be loaded into a medivac, can locusts or infested terrans be loaded into overlords or burrowed?
I believe you can actually burrow them, infested terrans at least, but you cannot lift them(unless you are using a phoenix :D)
On April 13 2013 12:23 yokohama wrote: I didn't realize the voice for Protoss' interface was the voice of Col. Campbell from Metal Gear Solid until a few weeks ago.
I learn that in ZvZ in a muta war, if you wanna get an advantage over your opponent, the best way is to put some lings at the bottom of the mutas, this way your lings will get this extra hits from enemy mutas and not your mutas.
On April 13 2013 20:14 Scorch wrote: 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!
The overlord adds to your disc'd teammate's supply. You can continue building all of his tech tree if you can manage it while building your own army.
If i'm playing 2v2's with another Z, and he discs, i'll just build a tech building for him as well as for me, to keep being able to build the same all on the same hatch hotkeys (or i'll just use all my larvae on things like hydra and roaches, and make all of his lings)
On April 13 2013 12:14 conut wrote: if you press and hold Ctrl when you have and army selected then click on 1 unit in the hotkey/ unit selected it will select all of them. I have been pressing shift for getting shit out of control groups for 2.5 years, could have saved me SO MUCH TIME. thanks to demuslim for doing that trick on his stream and me being like wtffffff
wow wtf are you serious
this is going to be so amazingly helpful ;_;
wait i dont get this.
If you hold CTRL + SHift and click on the unit you would like to deselect, this action removes all of said unit.
I learned that Zealots have a second death sound programmed into the game (normally only ever activates in a x8 replay of all things). Instead of just screaming and burning up, the dying Zealot will say "Khala embrace me" while burning up.
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!
On April 14 2013 00:45 Plexa wrote: I learned that Zealots have a second death sound programmed into the game (normally only ever activates in a x8 replay of all things). Instead of just screaming and burning up, the dying Zealot will say "Khala embrace me" while burning up.
Wow. This would be so much better imho...
Is there an engagement sound that doesnt make Zealots seem like total pansies? (Icannothold...)
I didn't know Banelings deal 80 damage (unupgraded) to buildings until I was flabbergasted by 5 banelings wrecking 3 spine crawlers. They appearantly also get +5 damage vs buildings per melee upgrade, meaning you only need 16 upgraded banelings and a zergling to absorb a shot to destroy a PF!
On April 13 2013 20:54 Cress wrote: 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.... >,<
Queens are armored so that's actually correct. Hydra's are light though :D
On April 13 2013 20:54 Cress wrote: 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.... >,<
Queens are armored so that's actually correct. Hydra's are light though :D
No they aren't, they are only biological and psionic
Until last week I didn't think immortals would be good against terran drops. Then I saw HUK hold off a drop with 1 immortal, 1 sentry and 2 zealots. On then did I realize, "Oh yeah, I guess an immortal would be good against 8 supply of terran units."
Also, if you hallucinate probes, you get 4 of them. You can fake putting down a lot of proxy pylons with 4 probes(no they can't build, but zergs still freak out).
It took me quite long time to realize that EMP on cloaked units will reveal them T.T I was already masters at that point, maybe it's because I rarely used ghosts and protoss rarely used DT's D:! Would've been helpful vs obs though!
On April 13 2013 17:24 syriuszonito wrote: that I can build spores without evo chamber, no idea when was this change introduced :D
Haha that made me smile !
I left about 4-5 games (all vs T ....) due to the fact that I had evo's and couldn't make spines or spores and didn't have lair , no detection , no mining ...... Then I found out its coz my spawning pool got sniped .... I thought it was a bug !
On April 13 2013 19:46 NihiLStarcraft wrote: 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!
My fucking mind just blew. This is so awesome as a T player.
On April 13 2013 20:54 Cress wrote: 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.... >,<
You and a lot of pro gamers apparently
Unless they press the button due to force of habit
On April 15 2013 23:25 WalkinDead wrote: took me a while to find out about auto split :D
I saw this in Destiny's stream yesterday , he split a load of bands without dragging boxes quick , I was so confused ! I have been box dragging to split for ages !
Can someone explain auto-split to me plz :O !?!?!
This is actually a VERY good and informative thread , nice 1 to the OP !
i'm a masters protoss and I just learned that you can build probes by pressing the p key. and i was building them by clicking on the probe icon all my way to masters.
On April 15 2013 23:45 hastur420 wrote: i'm a masters protoss and I just learned that you can build probes by pressing the p key. and i was building them by clicking on the probe icon all my way to masters.
Default hotkey is E not P ...
(Well that's for the English version, guess it changes if you have a localized version of the game)
Already been mentioned, but it took me about 2 years to realise charge upgrade also increases the Zealot base speed to almost the same as a Stalker.
Here's one I found out while messing about in the unit tester which Zergs may appreciate: If an Oracle casts revelation and 'tags' your army, burrowing and un-burrowing will instantly remove the tags/vision.
On April 15 2013 23:25 WalkinDead wrote: took me a while to find out about auto split :D
I saw this in Destiny's stream yesterday , he split a load of bands without dragging boxes quick , I was so confused ! I have been box dragging to split for ages !
Can someone explain auto-split to me plz :O !?!?!
This is actually a VERY good and informative thread , nice 1 to the OP !
I think he just meaned workers auto split option for the beginning of a game. =)
Here's one I found out while messing about in the unit tester which Zergs may appreciate: If an Oracle casts revelation and 'tags' your army, burrowing and un-burrowing will instantly remove the tags/vision.
On April 15 2013 23:08 mk.ultra wrote: Diamond solo but just found out like 2 weeks ago that you could add things into a control group with Shift+#
-_-
whaaaaat
He is going to be even more shocked when he finds out about the trick where you click off a single unit and remake the control group. The fastest way to control towers and send out single lings.
On April 16 2013 00:49 Noocta wrote: Always thought unit being warped in took more damage until they were finally finished
Well if you kill units after they have only finished warping in half you essentially killed them although you did only 50% of their hp+shields in damage. (Obviously only an example, the earlier you kill warping in units the more you gained)
On April 13 2013 21:13 MaxViktory wrote: Since MULEs can't be loaded into a medivac, can locusts or infested terrans be loaded into overlords or burrowed?
Any "timed" unit (MULE's, Infestors, hallucinated units, etc) cannot be loaded into drops. So, that's why mules can't be loaded into medivacs, but the same rule applies to all races.
If you patrol while running away your stimmed bioball, they will semi-split against banelings (not far enough that some won't still get splashed, but it's better than nothing).
On April 16 2013 00:49 Noocta wrote: Always thought unit being warped in took more damage until they were finally finished
I thought this too. I remembered hearing on a stream somewhere that warping in units took 50% more damage while warping in. I guess this was completely wrong info. I've been playing like it was fact forever. I intentionally target units that are warping in first so I can kill them quicker. Whoops.
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 ...
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 ...
Here's one I found out while messing about in the unit tester which Zergs may appreciate: If an Oracle casts revelation and 'tags' your army, burrowing and un-burrowing will instantly remove the tags/vision.
This is news to me.
New to me too. Also very useful for zerg lategame. completly nullifies revelation,
I didn't know until recently that chrono heals shields of buildings faster as well
what? really??? i dont believe that one
This is definitely true.
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...
I didn't know until recently that chrono heals shields of buildings faster as well
what? really??? i dont believe that one
This is definitely true.
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?
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.
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
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
Day[9] enlightened me that I can use scroll to quickly send resources to my buddy in 2v2 game. I learned that after about 1,5 year of playing^^
Also I learn new things in HotS all the time. I recently found out that I have to attack the rocks instead of just righ-clicking them. Also I've found out that Thor now has 2 modes:D
On April 16 2013 03:16 Indolent wrote: Day[9] enlightened me that I can use scroll to quickly send resources to my buddy in 2v2 game. I learned that after about 1,5 year of playing^^
Also I learn new things in HotS all the time. I recently found out that I have to attack the rocks instead of just righ-clicking them. Also I've found out that Thor now has 2 modes:D
Is there a option to turn that off? I mean WoL style?
I donno if this has been posted already, but when controlling large control groups with multiple kinds of units in the group you can CTRL+SHIFT+click to remove that type of unit from your control group entirely
On April 16 2013 01:53 SkaPunk wrote: I didn't know until recently that chrono heals shields of buildings faster as well
Wtf, I thought I was being trolled, but it's actually true. Well I learned something from this thread, at last. I'm not really Protoss, so eh, that's my excuse :D
On April 15 2013 23:25 WalkinDead wrote: took me a while to find out about auto split :D
I saw this in Destiny's stream yesterday , he split a load of bands without dragging boxes quick , I was so confused ! I have been box dragging to split for ages !
Can someone explain auto-split to me plz :O !?!?!
This is actually a VERY good and informative thread , nice 1 to the OP !
I think he just meaned workers auto split option for the beginning of a game. =)
Awwww ok , kinda glad to be honest , coz I enjoy dragging boxes to make my concaves and such !
On April 13 2013 22:49 lotny wrote: Banes ignore building armor but not unit armor, I found out when I started playing zvz
Oh my god, it took me to page 5 to read something I didn't already know. Now I know I play this game wayyy too much if I knew everything beforehand (relevant to gameplay at least).
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.
On April 16 2013 04:05 ColterTV wrote: Void ray charge only works on air armored units
Can someone verify this?
I am pretty confident it works against ALL armoured units, land or air. I've seen too many pros use void rays to deal with ultras for it to only work against air.
On April 13 2013 22:49 lotny wrote: Banes ignore building armor but not unit armor, I found out when I started playing zvz
Oh my god, it took me to page 5 to read something I didn't already know. Now I know I play this game wayyy too much if I knew everything beforehand (relevant to gameplay at least).
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.
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
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
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
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.
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.
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
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.
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...
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
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.
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 :/
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.
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 !
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.
I'm a masters (NA) zerg and a GM on Sea and I only found out last week that you could right click changelings to kill them instead of a-clicking, saves a lot of hassle when people patrol their changelings through my mineral line T_T
embarassingly I also found out that an extractor only costs 25 minerals after thinking they costed 35 minerals for ages =.=
On April 16 2013 22:38 FFW_Rude wrote: 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...
That you can simply hold R and click away to snipe all you want! Same for EMPs, just hold down E, click them, and they will all go off if you have the energy.
On April 17 2013 21:17 matt93 wrote: I'm a masters (NA) zerg and a GM on Sea and I only found out last week that you could right click changelings to kill them instead of a-clicking, saves a lot of hassle when people patrol their changelings through my mineral line T_T
On April 17 2013 21:17 matt93 wrote: I'm a masters (NA) zerg and a GM on Sea and I only found out last week that you could right click changelings to kill them instead of a-clicking, saves a lot of hassle when people patrol their changelings through my mineral line T_T
:O! What, you can right click changelings?!?! O_O
Mind = blown :D I figured that one out really soon. It's super important too so I don't fire my colossus lasers at my own poor zealots.
On April 13 2013 12:14 conut wrote: if you press and hold Ctrl when you have and army selected then click on 1 unit in the hotkey/ unit selected it will select all of them. I have been pressing shift for getting shit out of control groups for 2.5 years, could have saved me SO MUCH TIME. thanks to demuslim for doing that trick on his stream and me being like wtffffff
wow wtf are you serious
this is going to be so amazingly helpful ;_;
wait i dont get this.
If you have like roaches/hydras/zerglings in one group and u want to just select all lings you hold down "ctrl" + "click" the ling icon and it'll automatically select all lings in that group by themselves.
ALSO lets say you have roaches/hydras/zerglings in your group and you want just the hydras and roaches selected in the group then you do "shift" + "ctrl" + "click" zergling icon and it'll get rid of all zerglings from your current control group. (You have to manually reset your group afterwards if you want it to stay that way i.e. "ctrl" + "#" once the units are in or out of the group)
Yeah this is what I meant. I knew about the first part but never thought it worked the other way around to delect all units of a type from your control.
Very annoying when you have SCVs in with your army after pulling SCVs to hold an allin or something and you're trying to quickly pick out the SCVs.
This is something i never knew how to do, i would see streamers do it but i would always wonder how to do it. Now i know! Thanks~
Yep thats me, I'd hold shift and find the tabs in my control group spamming uncontrollably... and didnt know how it get the units out.. :\ needed ctrl aswell... sigh!
On April 13 2013 12:14 conut wrote: if you press and hold Ctrl when you have and army selected then click on 1 unit in the hotkey/ unit selected it will select all of them. I have been pressing shift for getting shit out of control groups for 2.5 years, could have saved me SO MUCH TIME. thanks to demuslim for doing that trick on his stream and me being like wtffffff
wow wtf are you serious
this is going to be so amazingly helpful ;_;
wait i dont get this.
If you have like roaches/hydras/zerglings in one group and u want to just select all lings you hold down "ctrl" + "click" the ling icon and it'll automatically select all lings in that group by themselves.
ALSO lets say you have roaches/hydras/zerglings in your group and you want just the hydras and roaches selected in the group then you do "shift" + "ctrl" + "click" zergling icon and it'll get rid of all zerglings from your current control group. (You have to manually reset your group afterwards if you want it to stay that way i.e. "ctrl" + "#" once the units are in or out of the group)
Yeah this is what I meant. I knew about the first part but never thought it worked the other way around to delect all units of a type from your control.
Very annoying when you have SCVs in with your army after pulling SCVs to hold an allin or something and you're trying to quickly pick out the SCVs.
This is something i never knew how to do, i would see streamers do it but i would always wonder how to do it. Now i know! Thanks~
Yep thats me, I'd hold shift and find the tabs in my control group spamming uncontrollably... and didnt know how it get the units out.. :\ needed ctrl aswell... sigh!
I actually just hit CTRL + Click on selected unit. To get em all. Like said before, you have all army. CTRL + Click Ling/marine/whatever, you get the whole group of that unit selected.
Yeah but that only works if you have only one type of unit. If you have marauders/marines/medivacs/ghosts or roach/ling/bane or w/e it's easier to ctrl shift deselect one unit (workers) than to ctrl select multiple unit types.
You can use changeling to block protoss FFE wall if he doesnt have zelot there. Chances are he will not notice its a changeling and you get few extra seconds to attack his 3rd or harass with mutas if his army is out of position
i played BW every day of my freaking childhood and it honestly took about 5 years before someone on battlenet showed me what a hotkey was (was playing some cloaked tower defence map). it wasnt until about 5 years after that i found out about esports... seriously, like a decade of starcraft and i only found the cool shit as the scene was dying...
In HOTS I thought that you can´t see anymore, how much gas the enemy harvested and u can´t see which buildings are building and what upgrades enemy units have. Luckily I found a checkbox in the options menu
On April 20 2013 20:39 summerloud wrote: I've been watching and playing Starcraft since the first one came out. ive played bw. ive played the wol beta, wol, the hots beta and now hots
an it took me until after HotS was released to realize that this game will never live up to my expectations
And what exactly are your expectations if I may ask? Bashing the game is one thing but not mentioning its flaws is just ridiculous, really ;-)!
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.