Lurker Hiding Positioning a Lurker so that it is undetectable even while scanned, be it map or game screen. Use a unit such as a Lurker egg, Overlord, or Infested Command Center (landed on it), etc. to cover the burrowed Lurker so that it is the same pixel size on the minimap and the shadow is unseen on the in game screen as well. (Even map doodads/terrain can be used, such as this solar array) Works in all patches
Some Computer AI Tips (or whatever you wanna call them):
Worker Baiting Wasting/buying time using an AI exploit. (1) Use a worker and attack an enemy computer building to make them 'pull' all their workers to fight/chase it, meanwhile you are building normally. They will chase for up to a minute or so. (2) Use a worker (or any unit) to lure enemy attackers (such as a 4pool 6ling rush) in order to delay them while you build defenses. Works in all patches
No Shared Detection Allied computers do not share vision (even though they have maphack). If enemy computer has detection present, only it can see cloaked/burrowed units with it. So if you attack 7 protoss computers with lurkers, 7 observers would be needed for each of them to defend. Works in all patches
Lurker Unburrowing Exploiting AI in order to kill, or stop lurkers from attacking you. (Especially if you have no detection) If an enemy computer controlled lurker is sent in, it may not burrow until attacked. Even if it does burrow, you can move all units out of its range and it will unburrow, allowing you to remicro and kill it, or save buildings that were under fire by luring it around. Also, if you move a unit into a Lurker's sight, it won't wait to ambush your men and instead run up to you to burrow (so dumb). Works in all patches?
PS- There is a few other things that happen to comps sometimes. One is where their units will just freeze in place (I wonder if this has to do with the multiple command issue bug?). The other is one where a computer won't build or won't tech, They just sit there mining with a handful (or less) workers.
Frozen Unit(s) (This is not a useful bug, In fact its terrible and sucks when it happens.) A glitch where attack units that are issued too many commands in rapid succession causes them to 'freeze' in place. Often times in early game micro skirmishes (especially tier 1 & 1.5 units) if you click with your mouse and/or press unit hotkey commands, or select units hastily, the unit(s) will freeze in place. They will still follow their targets via directional animation but they will not move or attack. In order to fix this you must press S,S,S (stop) or H,H,H (hold position) and then the unit will be unlocked (but you will have most likely lost any advantage in the battle).
^ That shitty bug happens to me so much in ZvP when i'm trying to surround zeals. It usually ends with me losing at least 2-4 lings and then retreating.
Interceptor Deploying Preemptively attacking targets before a battle to increase damage output sooner. Carriers normally deploy 1 at a time, if you get them all deployed ahead of a battle and keep your carriers moving, they won't go back inside the carrier. Targeting a random floating ebay/barracks is perfect for deploying interceptors (or even targeting a few buildings of your own). Works in all patches
On February 15 2008 01:48 MasterOfChaos wrote: Fast carrier attack When the interceptors have to leave the carrier, that takes some time (about 1-2 seconds). But as long as you keep your carriers moving, the interceptors keep trailing behind the carrier. (You can see the dark interceptor-shaped shadow, and in some directions even the interceptors themselfes.) When the interceptors are trailing behind the carrier, and you issue an attack order, all of them instantly launch at the target. So when doing hit&run make sure you don't stand still after the interceptors returned to the carrier. While they are attacking you can stand still(If you don't care about being killed by golis&co) -Works with all versions
wtf, how did I miss this? Anyways, It works against you sometimes too. You may have only 3-4 deployed and the rest won't come out.
1-Protoss Loss Cancel 2-You can cancel a warping in building at the very last second and lose money + bldg (Obviously a bad glitch) 3-Cancel/ESC right at the last split second of a warped in bldg. 4-Happens in all versions.
Plagued Geyser 2-Plague a refinery, assimilator, or extractor and kill it. The geyser will now be plagued itself. (useless glitch) 3-Get a defiler and its upgrades. 4-Happens in all versions.
Anti-Manner Pylon 2-Use another probe or zealot and force move a trapped worker out of the pylon prison. 3-Long explanation, watch my youtube vids:
-Faster lurker attacks (needs a better name) - Good trick mostly hard to pull off during every lurker attack -The start up time for the lurkers to attack after burrowing is less -Basically you use the attack command on a unit in reach of the lurker during the burrow before it fully is burrowed the attack will go off a bit before just normal ai would work it. -1.15.2 haven't checked the rest
On March 05 2008 22:55 CharlieMurphy wrote: ^ That shitty bug happens to me so much in ZvP when i'm trying to surround zeals. It usually ends with me losing at least 2-4 lings and then retreating.
How about the "Forest Walk" trick? - When scv/probe/drone passes through a unit to get to a mineral patch. - Just order your unit to mine, I'm not sure if being attacked while doing so has an effect - Useful in 1.15.2
IIRC you turret stall by flying an observer directly over a turret that is being constructed, when it completes, as long as the observer is there, it will not fire.
Trapped Mines -Useless except you can have loads of mines going off a long distance -Traps mines so they can't move -Plant a mine or more within a 1x1 grid and then land a machine shop/scan or any other attachment on the mines. The mines will go up but won't move if within range of an enemy unit, and will continue stay stuck until either the unit dies/moves too far away, attachment is destroyed or the unit reaches explosion range. -All versions
On August 30 2008 20:01 Plexa wrote: Turret stall is legal in korea - Stork used it last year at WCG but only got a warning for it
He got warned and lost the game didn't he? The commentators talked about how he won 2-1 and lost the game because he used the observer freeze bug
IIRC you turret stall by flying an observer directly over a turret that is being constructed, when it completes, as long as the observer is there, it will not fire.
This has been partially fixed by Blizzard if you get any unit to fire at the observer while it's over the turret the turret will fire at it. And if you try to fly the observer over an already built turret it won't freeze anymore you have to do it while it's being constructed
Zealot Mineral Jump 2 - Good in rare circumstances, and on BGH 3 - Allows you to float any attack unit across a mineral line. Uses: + Show Spoiler +
(a) send zealot against mineral protected cannon rush (b) send zealot against mineral and marine protected bunker rush (c) position siege tank behind mineral line before drop ship availability (d) attack the siege tank mentioned above (e) protect ranged units while attacking player with only melee units (f) build cannons or turrets in interesting places
4 - Basic Method: Place attack unit right next to a mineral. Have a worker mine that mineral. When unit floats, spam move to other size of mineral. Tips: + Show Spoiler +
(a) choose a mineral that forms a U shape with other minerals, (b) place a second worker behind your zealot to prevent the zealot from moving backwards, (c) hotkey your zealot to improve speed, (d) Use multiple workers to mine that mineral to improve the amount of "float" for the zealot