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Active: 1312 users

HOTS Tips - lets look at Swarm facts - Page 4

Forum Index > SC2 General
Post a Reply
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Chrono000
Profile Blog Joined September 2011
Korea (South)358 Posts
January 03 2013 18:44 GMT
#61
existor you are providing more and more resource to teamliquid.
Greendotz
Profile Joined October 2011
United Kingdom2053 Posts
January 04 2013 02:23 GMT
#62
Cool list, keep forgetting Hallucination is much better in HotS.
thepuppyassassin
Profile Joined April 2011
900 Posts
January 04 2013 05:06 GMT
#63
I made it to 15... can't... go.. any.. further..
KobayshiMaru
Profile Joined February 2012
United States30 Posts
January 07 2013 16:48 GMT
#64
Thanks! great read
Anybody mind if I roll need!
Everready
Profile Joined June 2012
United States42 Posts
January 09 2013 05:14 GMT
#65
Pretty nice write up. I learned quite a bit, thanks.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2013-01-11 04:32:10
January 11 2013 02:51 GMT
#66
Here are new facts about Widow Mines, Reapers, Hellbats and Interceptors. Some old tips were updated too.

  • Reaper's Combat Drugs heals after 10 seconds of no combat actions.

  • Reapers can regenerate health when starting attack enemy after healing process started.

  • If enemy atacks Reapers, their healing will be interrupted.

  • 4 Reapers can double-shot Sentry.

  • 3 Reapers can deal with Queen or Stalker, if microed with moving away damaged Reapers.

  • 3 Reapers can double-shot Drone (even with regeneration), SCV (24x2 versus 45 hp), Probe. Marine & Zergling.

  • 2 Reapers can double-shot Baneling.

  • Reaper vs Marine: Reaper wins with low amount of health (~4-8). In small fights with multiple Reapers vs multiple Marines you should micro Reapers to save them.

  • Hellbat damage against all targets now is 18 per 2 seconds (9 DPS). It means that it's more similar to Roach (8 DPS), except small splash, smaller range (2 against 4 for roach), a bit lesser HP (135) and flat 30 damage to all Light units, but only for 100 minerals.

  • Unmicroed Roaches without kiting can die to same amount of Hellbats. But Hellbats must be microed a bit too, under Hellbat micro I mean walk closer to Roaches for a better effect from splash.

  • Due to Light armor type of Hellbats, they're still weak against Banelings.

  • Hellbats are Light and non-Armored, meaning that they can tank more damage than any other Terran unit. Especially when splitted and not on a-move. Walk with them directly to Siege Tanks into a melee radius and burn them with flames!

  • Because of better splash, Hellbats can clear Larvaes quicker, than Helions. Current Hellbats can double-shot all larva.

  • 2 Hellbats can kill a Queen.

  • 3 Hellbats can kill Spine Crawler. If microed with moving away damaged Hellbats, all 3 of them can survive. Without micro one Hellbat will die.

  • Hellbat versus Stalker. Both dies at same time, but microed Stalker can win.

  • Hellbat versus Zealot. Hellbat wins with low amount of health.

  • Hellbats also can tank Widow Mine charges and can be healed/repaired then.

  • Due to Light-armor of Widow Mines, Hellbats can be a soft-counter against Widow Mines.

  • Two Hellbats can kill one Widow Mine without detection.
    + Show Spoiler +
    [image loading]


  • Stalkers are better than Zealots while tanking Widow Mine shots. Stalkers have 80 shields against 50 zealot shields. That means Stalker will lose only 45 health, unlike zealot with 75 health lost. In other word, the more shields you have, the less effective Widow Mine becomes, because you can regenerate shields later. Less shields means more constant damage to armor which can not be healed/regenerated/repaired.

  • Oracle is very good in PvP to deal with Dark Templars. Oracles are faster than DT, have anti-light damage bonus (DT are light units), Oracles also can detect with Envision.

  • Against Widow Mines Oracles can fight too. One Oracle can kill one Widow mine, because it has Envision and Pulsar Beam which is good against light targets (Widow Mines are light too). But if you turn on Envision/Pulsar and then just move onto Widow Mine field, you will probably lose all Oracles. But if try to tank Widow charges (if Widow Mines are spreaded and not clumped) by every Oracle, one-by-one (first oracle, then 2nd oracle, then 3rd one, etc), and all Oracles will survive one Widow Mine shot. So after that you can clear mines with pulsars and envision.

  • Widow Mine can trigger to Interceptors and kill them.

  • If Graviton Catapult (Carrier upgrade) is researched, WIdow Mines can kill more Interceptors per shot. Why? Because faster launched Interceptors means that there will be more Interceptors over widow mines at the moment, when they launching widow-rocket. Without that Graviton Catapult upgrade widow mine can hit less Interceptors per shot.

  • There is an interesting trick, that allows WIdow Mines to deal damage against Carriers at bigger range. When Interceptors returning back to Carriers, and at same time Widow Mine charge was launched at those returning Interceptors, splash of widow-rocket can damage Carriers at 6-8 distance. Widow Mine designed to if it launched a missile, it will reach target no matter how far it is, even if it's located at bigger distance than Widow Mine default attack range.

  • This tip is good for Protoss, but again about Widow Mines. Splash-damage from them is shared between air and ground. It means that if Widow Mine launched a rocket at Interceptors above, it can also kill or damage your units with that splash.

Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2013-01-12 23:54:09
January 12 2013 23:46 GMT
#67
• Reapers can heal themselfs even in Bunker. When someone started attack bunker or Reapers are attacking from bunker, healing process will not be interrupted

• Reaper DPS against targets with 1 armor - 5.45
• Marine DPS against targets with 1 armor - 5.81

• Who will faster reach enemy? Marine which builds 25 seconds and have 2.25 speed, or Reaper with 3.75 speed and 45 seconds build time? Well, the answer is... Marine. It will reach enemy faster due to 25 seconds of build time.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2013-01-17 20:04:08
January 17 2013 20:03 GMT
#68
Some more tips:


• Try to get Overlord speed upgrade and use them to tank Widow Mine missiles when harassing enemy base with Mutalisks

• Overseer can tank Widow Mine charge too, but this unit is more valuable than Overlord

• You can avoid Widow Mine shot on your Mutalisks. Just be more carefully control your Mutalisks, especially when flying into enemy base.

• Not need to morph any of your Overlords to Overseer at home base. Better to do it with an Overlord that is staying near enemy base to save your time

• You can bring back High models at low Shaders in Heart of the Swarm by opening variables.txt and editing these parameters (It's fully legit because technical support sometimes suggests to modify variables.txt to solve some occuring problems). Just find these parameters below and edit them to looks like here:

GraphicsOptionModelQuality=2
lowqualitymodels=0
useLowqualitymodels=0

Well, it will not give you more visible Force Fields, but you will have better Pylon power radius, and detalized models of warping units instead

• You still can turn off alternative low textures, but it's not recommended to do, because based on some tests, these special low textures require less memory from your PC. And they're looking better than default low textures.

• As in good old times in WoL, highly recommend you to add these 2 parameters to increase stability of your game via limiting maximum FPS

frameratecap=90
frameratecapGlue=60
danl9rm
Profile Blog Joined July 2009
United States3111 Posts
January 17 2013 21:14 GMT
#69
On December 24 2012 00:54 Existor wrote:
Show nested quote +
Wow, really? But I guess that's justified since it's so hard to do by yourself.

Maybe yes, because right now every terran unit needs 2+ actions, like a-moves and ability usages. From zerg side I think it's ok, because it's already strong with fungal combo


Maybe, but it seems weird to me. I don't want my units doing anything I didn't tell them to. Just doesn't seem like it belongs in starcraft.

I guess it's akin to a BW healer being attacked. They just auto-run.
"Science has so well established that the preborn baby in the womb is a living human being that most pro-choice activists have conceded the point. ..since the abortion proponents have lost the science argument, they are now advocating an existential one."
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2013-01-25 23:09:56
January 25 2013 17:11 GMT
#70
New Creep Tumor scouting trick added

Creep Tumor scouting trick. Heart of the Swarm expansion introduced one nice cosmetical upgrade to Creep Tumors. Instead instant tumor spawn, you can see snake-animation, which lasts 3 ingame seconds, after which Tumor will be placed. During this time you can cancel it. But the trick is about small vision range around future placement of Creep Tumors. Even if it's not placed, you still will be able to see around at 3,5 range. It means that you can do some scouting at the edge of your creep zone by placing tumors and cancelling them during 3 ingame seconds.

+ Show Spoiler +
[image loading]
Chrono000
Profile Blog Joined September 2011
Korea (South)358 Posts
January 27 2013 14:33 GMT
#71
Tumor one is great
gawk
Profile Joined February 2010
Germany310 Posts
January 28 2013 15:59 GMT
#72
Something I just tested: Queue Medivac Afterburners for long distance flights in advance.

1. Set first waypoint with move command
2. Press shift+Afterburner
3. Set next move-command waypoint to a far enough distance that the cooldown on afterburner is finished
4. Press shift+Afterburner
5. Repeat step 3.

The medivac will then use afterburners at waypoint 2,4,....
When you give the waypoint commands afterburner may not be on cooldown.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2013-02-18 20:26:36
February 18 2013 20:21 GMT
#73
Most of you likely know already the basics of Mass Recall, but for those who didn't:

* Mass Recall is a spell that comes from the Mothership Core, a 100/100 unit that builds from Nexus in 30 ingame seconds, requires Cybernetics Core, and comes with all 3 of its spells by default.

* It costs 100 energy, and teleports the Mothership Core and all (both air/ground) nearby units owned by the player to the Nexus that you targeted.

* The radius is very large. Maxed ground armies, as long as they're bunched up around the MSC, will all be recalled.

* Unlike the Town Portal from WC3, the player cannot choose specifically where around the nexus they want to Recall to, it always is directly on top of the nexus.

Stuff you may not know:

* Even if the MSC dies while Recalling, the surrounding units are still transported.

* It has a cast time of 2 ingame seconds, during which the MC and the nearby units being recalled are all stunned and cannot receive any commands (they turn blue while they are stunned) but can still take damage.

* After the Recall, they're stunned for an additional ***5*** ingame seconds and can take damage.

* You can use the minimap to target the Nexus you want to Mass Recall to.

* If the Nexus dies during the 2 second cast time of Mass Recall, the units are still magically teleported to the ashy, rubble of the nexus's corpse.

* If you use Mothership's recall, the stunned time after recall is 2-3 seconds shorter than Mothership Core's. (Try larsevss for this tip)

* From FractalPrison@reddit: Any units within the radius of Recall who are currently controlled by Neural Parasite, will not recall.
Neural Parasite can be cast on units while Recall is being cast, whereas Abduct cannot be cast on Recalling Units.
If you Neural Parasite when an opponent casts Recall but right as Recall is finishing, your Infestors will run across the map to the Nexus Recalled to, in an attempt to cast Neural Parasite.
When you Neural Parasite an enemy Mothership/core, you can cast Recall / Photon Overcharge, if you have a Nexus.

Some of this stuff may be useful to know in base-race scenarios, where the protoss player when maxed energy on the MSC can recall to 2 nexuses, but their army is extremely vulnerable since 5 in-game seconds is a long time to be taking damage while stunned.

Or, a more likely use of their maxed energy is to Mass Recall once, then Photon Overcharge (turns nexus into a giant cannon) with their remaining 100 energy after the 5 second stun is over to help defend. So you probably want to target their MSC while it's stunned. FYI, MSC has about the same HP as a Phoenix (10 hp more), and is Armored, and since it has less HP than max energy (combined total of 190 HP), when maxed energy a single Feedback will kill it. Also moves the same speed as the High Templar, though, it has to accelerate to that 1.88 speed over about 1 in-game second, whereas the HT does not.
ModeratorBlame yourself or God
llIH
Profile Joined June 2011
Norway2143 Posts
February 18 2013 21:45 GMT
#74
This was really helpful! Good job. Thanks a lot!
dicedicerevolution
Profile Joined October 2009
United States245 Posts
February 19 2013 08:58 GMT
#75
Locusts cannot be loaded up into OLs or nydus worms.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
February 19 2013 12:17 GMT
#76
On February 19 2013 17:58 dicedicerevolution wrote:
Locusts cannot be loaded up into OLs or nydus worms.

We already know that, because any time-based (aka temporary) units can't be loaded to nydus/overlords
TeslasPigeon
Profile Joined March 2012
464 Posts
February 19 2013 14:09 GMT
#77
Units auto leave blinding cloud? What the bloody hell, what is the point of adding mico abilities when the game does it for you? When you storm units do they auto leave as well? This is terrible.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
February 19 2013 14:35 GMT
#78
On February 19 2013 23:09 TeslasPigeon wrote:
Units auto leave blinding cloud? What the bloody hell, what is the point of adding mico abilities when the game does it for you? When you storm units do they auto leave as well? This is terrible.

Units will auto-leave storm, if they're not attacking or on Hold mode.

Blinding cloud just makes units melee. But what all melee units will do always? Try to reach target to attack it at melee range. Nothing special here
Stingart
Profile Joined July 2011
122 Posts
February 19 2013 14:47 GMT
#79
97. Stalkers are better than Zealots while tanking Widow Mine shots. Stalkers have 80 shields against 50 zealot shields. That means Stalker will lose only 45 health, unlike zealot with 75 health lost. In other word, the more shields you have, the less effective Widow Mine becomes, because you can regenerate shields later. Less shields means more constant damage to armor which can not be healed/regenerated/repaired.

A patch made WM 1shot zealots and stalkers, this can be deleted.
DeCoup
Profile Joined September 2006
Australia1933 Posts
February 20 2013 11:34 GMT
#80
Swarm hosts summon ability defaults to auto-cast, but you can toggle off while the Swarm Hosts are burrowed. This serves a number of purposes.
- Allows you to set up ambushes with 'hold hosts'
- Allows you to attempt to hide your tech choice from your opponent until you are ready to reveal it by having no Hosts or Locusts on the board.
- Allows you to more easily sync the summon timing of your locusts by disabling them until all are ready then reenabling them. (This can be especially useful on the field where unburrowing to sync the summons could result in Swarm Host losses).
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
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