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Arn
Profile Joined November 2010
Sweden118 Posts
June 09 2011 18:48 GMT
#701
Regarding cancelling spines as zerg to go over 200 supply, the first time you resupply you might even want to not cancel them. Spines are good endgame, you might have some strategical defense - if you start to lose bases, you lose.

Anyway, I just wanted to let everyone know that although I am busy I have not abandoned this topic, and an update will soon be due. We soon have 500 tips and 200.000 views (!) on TeamLiquid alone, great job all contributers in all forms!
Property fightiiing! (Swe SC2 clan) | http://property-clan.com | FOR THE SWARM!
STS17
Profile Joined April 2010
United States1817 Posts
Last Edited: 2011-06-09 19:39:02
June 09 2011 19:38 GMT
#702
As Terran, when playing MMM, get Medivac Energy as soon as the starport finishes, then swap it with a reactor (giving the tech lab to a barracks) to increase production. The extra energy benefits you all game and will allow you to maintain aggression and drops for a longer period of time
Platinum Level Terran - Take my advice from that perspective
ToastieNL
Profile Blog Joined July 2010
Netherlands845 Posts
June 09 2011 19:45 GMT
#703
^ I think this is only useful when you go uncloacked Banshees or Raven. You cannot build an extra Tech Lab and wait 80(?) seconds for extra energy, as these 80 secs are equal to 2 new medivacs, benefitting you way earlier in the game.
Only get it if you have a techlabbed starport doing nothing!!
Zerg lategame is imbalanced as shit. Also: "Protoss is really strong recently. Perhaps, it's time for there to be some changes for Terran." -MMA. Even MMA asks for buffs. Srsly Blizzard. Srsly.
AySz88
Profile Joined March 2011
United States83 Posts
June 10 2011 22:24 GMT
#704
On June 03 2011 22:47 Scrubington wrote:

Show nested quote +
On June 03 2011 19:25 Kaitlin wrote:
I'm not sure if this is obvious, but I haven't seen it in this thread. When you break down destructible rocks, for example on Xel'naga, attack move your units to the ground directly in front of the rocks, then shift+queue attack them to the rocks, then shift+queue them back to wherever you want them positioned. This is better than attacking the rocks directly, especially if coming from a distance, because the units will attack anything along their path to the rocks, while otherwise, they wouldn't.


Pretty sure that's just painfully obvious, sorry.


Actually, I think(?) there's something a little non-obvious going on there too - it also prevents ranged units from stopping to shoot and clogging things up for their 'mates behind them. This actually wouldn't work for, say, attack-moving next to an enemy building. (This needs a bit of testing for verification, though....)
Ryrmidon
Profile Blog Joined April 2011
Canada371 Posts
June 11 2011 23:19 GMT
#705
TIP #448 on maps like shattered temple do NOT build ur hatchery near the corner. when u spawn larvae the larva will FALL OFF the map and die.
"He can't beat me in a real game" IdrA
Mentalizor
Profile Joined January 2011
Denmark1596 Posts
June 11 2011 23:52 GMT
#706
118. (P) A chronoboost increases production by 50% for 20 seconds. As a result 1 chronoboost takes 10 seconds off the buildtime. [...more]


This is not true? Basicly with chronoboost you can make 3workers at the same time it would take to make 2 normally... You're calculating it like it decreases production time by 50%... it doesn't, it increases production = Production is now 150% ((not 200% which is basicly how you calculated))... So you should say 20secs / 150% = 13,33333 ...

So chronoboost will save you 20 - 13,33333.... = 6,666667 secs of production
(yಠ,ಠ)y - Y U NO ALL IN? - rtsAlaran: " I somehow sit inside the bus.Hot_Bit giving me a massage"
ODKStevez
Profile Joined February 2011
Ireland1225 Posts
June 11 2011 23:58 GMT
#707
It would be nice to sort this into groups for each race. And then a general group for everything else.
Luppa <3
Arn
Profile Joined November 2010
Sweden118 Posts
June 12 2011 00:05 GMT
#708
On June 12 2011 08:52 Mentalizor wrote:
118. (P) A chronoboost increases production by 50% for 20 seconds. As a result 1 chronoboost takes 10 seconds off the buildtime. [...more]


This is not true? Basicly with chronoboost you can make 3workers at the same time it would take to make 2 normally... You're calculating it like it decreases production time by 50%... it doesn't, it increases production = Production is now 150% ((not 200% which is basicly how you calculated))... So you should say 20secs / 150% = 13,33333 ...

So chronoboost will save you 20 - 13,33333.... = 6,666667 secs of production


Sounds like you are right, and if you are, it is a serious misstatement on #118. However, check the formulae on http://wiki.teamliquid.net/starcraft2/Chrono_Boost_Math, it also states 20 seconds duration gives a 10 seconds duration. Basically you get your 50% increased production capacity for 20 seconds, which totals to 10 extra production seconds.

Something that would take 100 seconds to complete (just for an example) would after 20 seconds of normal production still have 80 seconds remaining. However, after 20 seconds in a chronoboosted state, 50% extra build time would have been utilized, making only 70 seconds remain. Thus, 10 seconds were cut off by the chronoboost.

Correct me if I am wrong? :/
Property fightiiing! (Swe SC2 clan) | http://property-clan.com | FOR THE SWARM!
Mentalizor
Profile Joined January 2011
Denmark1596 Posts
Last Edited: 2011-06-12 00:23:26
June 12 2011 00:22 GMT
#709
On June 12 2011 09:05 Arn wrote:
Show nested quote +
On June 12 2011 08:52 Mentalizor wrote:
118. (P) A chronoboost increases production by 50% for 20 seconds. As a result 1 chronoboost takes 10 seconds off the buildtime. [...more]


This is not true? Basicly with chronoboost you can make 3workers at the same time it would take to make 2 normally... You're calculating it like it decreases production time by 50%... it doesn't, it increases production = Production is now 150% ((not 200% which is basicly how you calculated))... So you should say 20secs / 150% = 13,33333 ...

So chronoboost will save you 20 - 13,33333.... = 6,666667 secs of production


Sounds like you are right, and if you are, it is a serious misstatement on #118. However, check the formulae on http://wiki.teamliquid.net/starcraft2/Chrono_Boost_Math, it also states 20 seconds duration gives a 10 seconds duration. Basically you get your 50% increased production capacity for 20 seconds, which totals to 10 extra production seconds.

Something that would take 100 seconds to complete (just for an example) would after 20 seconds of normal production still have 80 seconds remaining. However, after 20 seconds in a chronoboosted state, 50% extra build time would have been utilized, making only 70 seconds remain. Thus, 10 seconds were cut off by the chronoboost.

Correct me if I am wrong? :/


From http://wiki.teamliquid.net/starcraft2/Chrono_Boost_Math
"If you apply continuous CB (one after another) is like you have accelerated time by 1.5. So the fastest BT' you can get is BT/1.5. Which is around 33.3% faster"


And I guess my 6,666667 is around 33,3% of 20sec... AMIRAIGHT?
(yಠ,ಠ)y - Y U NO ALL IN? - rtsAlaran: " I somehow sit inside the bus.Hot_Bit giving me a massage"
HiddenMatt
Profile Joined April 2011
United Kingdom3 Posts
Last Edited: 2011-06-12 21:36:45
June 12 2011 21:32 GMT
#710
If you want to harass with an Infestor, then move it to the desired location while burrowed, then (R, F, Click, R) to Fungal Growth with quick burrowing afterwards, this can be used to take out massive Terran marine balls while the possibility of keeping your Infestor alive, this would also make Infestor even better value for money vs Terran
'I Like Trains'
cannavaro
Profile Joined November 2010
Italy86 Posts
June 13 2011 01:00 GMT
#711
382. (PvZ) Merging DTs are still invisible - so, low health DTs can be good to merge to Archons



I just wanted to note that Merging DTs become visible the instant they touch each other, just tested this.
Carmine
Profile Joined September 2010
United States263 Posts
June 13 2011 01:20 GMT
#712
Manually move your sentries towards your zealots when engaging so they are covered by the guardian shield.

When a probe comes to steal your gas, place a refinery on the geyser and halt production. After the probe is dead you can finish it or cancel it and use the minerals to help pay for expo or for barracks. He will have no idea if you tech, expand, or make units
Terran was created third, with purity of tanks.
Kaitlin
Profile Joined December 2010
United States2958 Posts
June 13 2011 03:36 GMT
#713
On June 12 2011 09:22 Mentalizor wrote:
Show nested quote +
On June 12 2011 09:05 Arn wrote:
On June 12 2011 08:52 Mentalizor wrote:
118. (P) A chronoboost increases production by 50% for 20 seconds. As a result 1 chronoboost takes 10 seconds off the buildtime. [...more]


This is not true? Basicly with chronoboost you can make 3workers at the same time it would take to make 2 normally... You're calculating it like it decreases production time by 50%... it doesn't, it increases production = Production is now 150% ((not 200% which is basicly how you calculated))... So you should say 20secs / 150% = 13,33333 ...

So chronoboost will save you 20 - 13,33333.... = 6,666667 secs of production


Sounds like you are right, and if you are, it is a serious misstatement on #118. However, check the formulae on http://wiki.teamliquid.net/starcraft2/Chrono_Boost_Math, it also states 20 seconds duration gives a 10 seconds duration. Basically you get your 50% increased production capacity for 20 seconds, which totals to 10 extra production seconds.

Something that would take 100 seconds to complete (just for an example) would after 20 seconds of normal production still have 80 seconds remaining. However, after 20 seconds in a chronoboosted state, 50% extra build time would have been utilized, making only 70 seconds remain. Thus, 10 seconds were cut off by the chronoboost.

Correct me if I am wrong? :/


From http://wiki.teamliquid.net/starcraft2/Chrono_Boost_Math
Show nested quote +
"If you apply continuous CB (one after another) is like you have accelerated time by 1.5. So the fastest BT' you can get is BT/1.5. Which is around 33.3% faster"


And I guess my 6,666667 is around 33,3% of 20sec... AMIRAIGHT?


You gain 10 seconds by a 20 second chronoboost. Tip #118 is correct as stated. People get confused when they start calculating worker production because it takes less than 20 seconds to make a worker. Any research or units that take more than 20 seconds, that get chronoboosted have their time reduced by 10 seconds.
ETisME
Profile Blog Joined April 2011
12738 Posts
Last Edited: 2011-06-13 06:38:00
June 13 2011 06:35 GMT
#714
Ignore it if they aren't good enough to go on to the list:

TIP #449
Burrow can be used offensively and defensively. Offensive is often used in ways such as infamous banelings landmines.
Defensive is rarely used through: you can burrow to save your drones during any mineral lines harassment. You can use it to buy time until the reinforcement to arrive.

TIP #450
Infested terran's egg can be used to trap units. For my personal preference, it is better to spam T rather than the usual shift-quene command just because it provides a better accuracy for each of the eggs.
In most situation, this can be useful in ways similar to forcefield.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Iyerbeth
Profile Blog Joined October 2010
England2410 Posts
June 13 2011 11:14 GMT
#715
#451: (Z) Burrowed Ultralisks negate Forcefields immediately on cast.
♥ Liquid`Sheth ♥ Liquid`TLO ♥
Schwopzi
Profile Joined August 2010
Netherlands954 Posts
June 13 2011 11:28 GMT
#716
On June 12 2011 09:22 Mentalizor wrote:
Show nested quote +
On June 12 2011 09:05 Arn wrote:
On June 12 2011 08:52 Mentalizor wrote:
118. (P) A chronoboost increases production by 50% for 20 seconds. As a result 1 chronoboost takes 10 seconds off the buildtime. [...more]


This is not true? Basicly with chronoboost you can make 3workers at the same time it would take to make 2 normally... You're calculating it like it decreases production time by 50%... it doesn't, it increases production = Production is now 150% ((not 200% which is basicly how you calculated))... So you should say 20secs / 150% = 13,33333 ...

So chronoboost will save you 20 - 13,33333.... = 6,666667 secs of production


Sounds like you are right, and if you are, it is a serious misstatement on #118. However, check the formulae on http://wiki.teamliquid.net/starcraft2/Chrono_Boost_Math, it also states 20 seconds duration gives a 10 seconds duration. Basically you get your 50% increased production capacity for 20 seconds, which totals to 10 extra production seconds.

Something that would take 100 seconds to complete (just for an example) would after 20 seconds of normal production still have 80 seconds remaining. However, after 20 seconds in a chronoboosted state, 50% extra build time would have been utilized, making only 70 seconds remain. Thus, 10 seconds were cut off by the chronoboost.

Correct me if I am wrong? :/


From http://wiki.teamliquid.net/starcraft2/Chrono_Boost_Math
Show nested quote +
"If you apply continuous CB (one after another) is like you have accelerated time by 1.5. So the fastest BT' you can get is BT/1.5. Which is around 33.3% faster"


And I guess my 6,666667 is around 33,3% of 20sec... AMIRAIGHT?


6 2/3 is 1/3 of 20, however you want to be taking 1/3 of 30 (pre-chrono build time)seconds. So you're wrong :<
Only the dead have seen the end of war
FlaminGinjaNinja
Profile Blog Joined January 2011
United Kingdom879 Posts
June 13 2011 12:04 GMT
#717
On June 13 2011 20:14 Iyerbeth wrote:
#451: (Z) Burrowed Ultralisks negate Forcefields immediately on cast.


Wow, i actually didn't know this, and i use Ultras quite alot.
GinjaNinja.661 EU I'd like to thank my sh*t keyyboard for always messing up my 'Y's
Feos
Profile Joined July 2010
Germany71 Posts
June 13 2011 16:03 GMT
#718
dont know the number:
blink can also be issued via the minimap... by doing so, all selected stalker will blink in the direction of the click as far as the maximum blinking range (same as if you click within the screen). the stalkers will "stop" after blinking. so reissue a move or attack command immediately or even queue it.
if you tab to the stalkers (within your control group) and use blink while the rest is attack moving your army might engage without the stalkers if you dont pay attention ^^
Feos
Profile Joined July 2010
Germany71 Posts
June 13 2011 16:13 GMT
#719
On June 13 2011 12:36 Kaitlin wrote:
Show nested quote +
On June 12 2011 09:22 Mentalizor wrote:
On June 12 2011 09:05 Arn wrote:
On June 12 2011 08:52 Mentalizor wrote:
118. (P) A chronoboost increases production by 50% for 20 seconds. As a result 1 chronoboost takes 10 seconds off the buildtime. [...more]


This is not true? Basicly with chronoboost you can make 3workers at the same time it would take to make 2 normally... You're calculating it like it decreases production time by 50%... it doesn't, it increases production = Production is now 150% ((not 200% which is basicly how you calculated))... So you should say 20secs / 150% = 13,33333 ...

So chronoboost will save you 20 - 13,33333.... = 6,666667 secs of production


Sounds like you are right, and if you are, it is a serious misstatement on #118. However, check the formulae on http://wiki.teamliquid.net/starcraft2/Chrono_Boost_Math, it also states 20 seconds duration gives a 10 seconds duration. Basically you get your 50% increased production capacity for 20 seconds, which totals to 10 extra production seconds.

Something that would take 100 seconds to complete (just for an example) would after 20 seconds of normal production still have 80 seconds remaining. However, after 20 seconds in a chronoboosted state, 50% extra build time would have been utilized, making only 70 seconds remain. Thus, 10 seconds were cut off by the chronoboost.

Correct me if I am wrong? :/


From http://wiki.teamliquid.net/starcraft2/Chrono_Boost_Math
"If you apply continuous CB (one after another) is like you have accelerated time by 1.5. So the fastest BT' you can get is BT/1.5. Which is around 33.3% faster"


And I guess my 6,666667 is around 33,3% of 20sec... AMIRAIGHT?


You gain 10 seconds by a 20 second chronoboost. Tip #118 is correct as stated. People get confused when they start calculating worker production because it takes less than 20 seconds to make a worker. Any research or units that take more than 20 seconds, that get chronoboosted have their time reduced by 10 seconds.


actually the build or research time has to be greater or equal than 30 seconds!
because chrono boost itself reduces the buildtime.
it is CORRECT that chrono boost reduces build time by 10 seconds with each use on a build/research time greater than 30 seconds (remaining)

people get confused with the terms "increased building rate" and "build time reduction". and in itself its confusing because chronoboost affects both ^^

Alphonsse
Profile Blog Joined March 2009
United States518 Posts
June 17 2011 03:19 GMT
#720
If you're playing a zerg on a map that's good for 6 pool, say gl / gl hf and if they say nothing back, they're probably 6 pooling you :D.
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