|
This is just a small tip about 'return cargo'. I've been watching the user streams and I noticed most of those players don't use it. I'm going to explain what it does and a situation where it is useful.
Return cargo is an order that's available for a worker whenever it's holding minerals (and probably gas as well). Hotkey: C
What it does: Just like it sounds, it orders a worker to resume its trip back to the nearest nexus/cc/hatch.
Return cargo is most useful against harassment. Suppose you're getting harassed by a reaver drop in your main. You order the scvs to move to your natural. Once you're done dealing with the reaver, you order the scvs back to your main. After ordering the scvs to mine minerals, click return cargo (or more quickly, press 'C' ). This causes the scvs that already have minerals to return them to the cc before mining again. The scvs that don't have minerals will be unaffected by this order, so they'll go straight to the minerals.
Feel free to add your own recommendations on when to use return cargo.
|
I find it most useful in keeping scouts alive.
|
United States42689 Posts
I'm either watching my scout probe or watching my base in which case I can just tell it to go to a mineral there just as easily. But I should start using this more to keep scout probes alive.
|
protip: if your probe/scv/drone has minerals/gas right click on the nexus/cc/hatchery and it will automatically drop off the minerals/gas and start mining again!
|
On September 18 2009 05:21 Amber[LighT] wrote: protip: if your probe/scv/drone has minerals/gas right click on the nexus/cc/hatchery and it will automatically drop off the minerals/gas and start mining again! If you've got a group of scvs, some that have minerals and some that don't, you can't do that unless you want to disrupt the scvs that don't have minerals from mining.
Also, pressing 'c' is much faster than moving your screen to a cc/nexus/hatch and right clicking it (in the case of Nevuk's tip).
|
When you transfer probes/scvs to my newly made natural, I often jump the gun and make them go a bit to early, so they try to return cargo to my main cc/nexus. Just grab all the workers at your nat and press "c" and they will return to the natural cc/nex and continue mining.
|
On September 18 2009 05:21 Amber[LighT] wrote: protip: if your probe/scv/drone has minerals/gas right click on the nexus/cc/hatchery and it will automatically drop off the minerals/gas and start mining again! He's talking about when you have a mixture of workers with minerals and some without minerals. In which case, using return cargo is the better choice because it won't send the workers without minerals to the Nexus/CC/Hatchery. Try not to be such a smart ass.
|
Scouting is when i use return cargo
|
Netherlands6142 Posts
No, if you hit C while transfering Peons they will go to the closest Townhall. i.e. you have to do this after they're halfway to the Townhall you want them at and, although, yes, it is morre mine-effective, you'd better spend your clicks on something else since you have a reaver in your base.
|
On September 18 2009 04:57 Nevuk wrote: I find it most useful in keeping scouts alive. This
And it's perfect for splitting peons arriving at a fresh expo in the most efficient manner possible.
On September 18 2009 06:06 Pholon wrote: No, if you hit C while transfering Peons they will go to the closest Townhall. i.e. you have to do this after they're halfway to the Townhall you want them at and, although, yes, it is morre mine-effective, you'd better spend your clicks on something else since you have a reaver in your base. Yeah you gotta wait till they're nearer to the CC corresponding to the destination minerals before you use it.
Another use for it is to scout your opponent after your original scout dies, while you have vision of his minerals with your first scout simply select a worker in your main that is carrying minerals and quickly tell it to mine one of the patches in his main, then hit 'Stop' and wait, when you want your free scout of his base simply hit 'C' and said peon will return the minerals it's carrying to your CC and will maynard it's way to your opponent's base running right through whatever he may have blocking his ramp.
|
I think there's been a thread about this for scouting.
|
On September 18 2009 05:28 Ry-Masta-T wrote: When you transfer probes/scvs to my newly made natural, I often jump the gun and make them go a bit to early, so they try to return cargo to my main cc/nexus. Just grab all the workers at your nat and press "c" and they will return to the natural cc/nex and continue mining.
actually they won't go to the natural cc/nex/hatch
basically if they reach a mineral patch with resources already in their hands, the "return cargo" command is issued and they go to the nearest nexus. but if they are on the way back to the first nexus, and the natural one warps in, you're just reissuing the command and they are looking for the closest nexus
its not really they always go back to the natural one.... but i'm pretty sure this is what you meant
|
On September 18 2009 06:25 jello_biafra wrote:Show nested quote +On September 18 2009 04:57 Nevuk wrote: I find it most useful in keeping scouts alive. This And it's perfect for splitting peons arriving at a fresh expo in the most efficient manner possible. Show nested quote +On September 18 2009 06:06 Pholon wrote: No, if you hit C while transfering Peons they will go to the closest Townhall. i.e. you have to do this after they're halfway to the Townhall you want them at and, although, yes, it is morre mine-effective, you'd better spend your clicks on something else since you have a reaver in your base. Yeah you gotta wait till they're nearer to the CC corresponding to the destination minerals before you use it. Another use for it is to scout your opponent after your original scout dies, while you have vision of his minerals with your first scout simply select a worker in your main that is carrying minerals and quickly tell it to mine one of the patches in his main, then hit 'Stop' and wait, when you want your free scout of his base simply hit 'C' and said peon will return the minerals it's carrying to your CC and will maynard it's way to your opponent's base running right through whatever he may have blocking his ramp. This is very interesting. I usually do this by sending scvs to his mineral, and closing my wall, then opening it when I need to send them. I will have to try it your way. Thanks for the tip.
|
And it's perfect for splitting peons arriving at a fresh expo in the most efficient manner possible.
Ooo, how does it help? Mind explaining it to me? Thanks.
|
On September 18 2009 07:59 Marksman wrote:Show nested quote + And it's perfect for splitting peons arriving at a fresh expo in the most efficient manner possible.
Ooo, how does it help? Mind explaining it to me? Thanks. Basically after you've split the SCVs to their respective mineral patches, and the CC for the expo you're transferring to is the closest one to the SCVs, just hit C and the SCVs that are carrying minerals will return them to that CC and then go to the mineral patch you told them to, as opposed to going needlessly to the mineral patch, being unable to mine and having to return the minerals before coming back to actually mine.
And np meathook
|
Also useful when in zvz you need to quick select drones for defense and don't have time to manually select those carrying drones to their hatch while you keep drones that has no minerals to defend with glings. This way you may have additionnal mineral for another zergling egg.
|
useful stuff, didn't know that. thanks for the protips
|
On September 18 2009 06:06 Pholon wrote: No, if you hit C while transfering Peons they will go to the closest Townhall. i.e. you have to do this after they're halfway to the Townhall you want them at and, although, yes, it is morre mine-effective, you'd better spend your clicks on something else since you have a reaver in your base. You're right. I oversimplified the example.
Perhaps a better example: You're playing zvz and your opponent has lings in your base. You have to use drones/lings to defend. Once you've fended off the attack, order your drones to mine minerals and then return cargo.
|
On September 18 2009 07:38 meathook wrote:Show nested quote +On September 18 2009 06:25 jello_biafra wrote:On September 18 2009 04:57 Nevuk wrote: I find it most useful in keeping scouts alive. This And it's perfect for splitting peons arriving at a fresh expo in the most efficient manner possible. On September 18 2009 06:06 Pholon wrote: No, if you hit C while transfering Peons they will go to the closest Townhall. i.e. you have to do this after they're halfway to the Townhall you want them at and, although, yes, it is morre mine-effective, you'd better spend your clicks on something else since you have a reaver in your base. Yeah you gotta wait till they're nearer to the CC corresponding to the destination minerals before you use it. Another use for it is to scout your opponent after your original scout dies, while you have vision of his minerals with your first scout simply select a worker in your main that is carrying minerals and quickly tell it to mine one of the patches in his main, then hit 'Stop' and wait, when you want your free scout of his base simply hit 'C' and said peon will return the minerals it's carrying to your CC and will maynard it's way to your opponent's base running right through whatever he may have blocking his ramp. This is very interesting. I usually do this by sending scvs to his mineral, and closing my wall, then opening it when I need to send them. I will have to try it your way. Thanks for the tip. I completely forgot that would work as well :S
I have a feeling someone on iCCup might mistake it for the gas trick though, and report you. Of course you could try to explain, but it's kind of a hassle, and there's no guarantee the iCCup staff would believe you.
|
On September 18 2009 10:53 Grobyc wrote:Show nested quote +On September 18 2009 07:38 meathook wrote:On September 18 2009 06:25 jello_biafra wrote:On September 18 2009 04:57 Nevuk wrote: I find it most useful in keeping scouts alive. This And it's perfect for splitting peons arriving at a fresh expo in the most efficient manner possible. On September 18 2009 06:06 Pholon wrote: No, if you hit C while transfering Peons they will go to the closest Townhall. i.e. you have to do this after they're halfway to the Townhall you want them at and, although, yes, it is morre mine-effective, you'd better spend your clicks on something else since you have a reaver in your base. Yeah you gotta wait till they're nearer to the CC corresponding to the destination minerals before you use it. Another use for it is to scout your opponent after your original scout dies, while you have vision of his minerals with your first scout simply select a worker in your main that is carrying minerals and quickly tell it to mine one of the patches in his main, then hit 'Stop' and wait, when you want your free scout of his base simply hit 'C' and said peon will return the minerals it's carrying to your CC and will maynard it's way to your opponent's base running right through whatever he may have blocking his ramp. This is very interesting. I usually do this by sending scvs to his mineral, and closing my wall, then opening it when I need to send them. I will have to try it your way. Thanks for the tip. I completely forgot that would work as well :S I have a feeling someone on iCCup might mistake it for the gas trick though, and report you. Of course you could try to explain, but it's kind of a hassle, and there's no guarantee the iCCup staff would believe you. As long as your peon doesn't go anywhere near a vespene geyser then they have no reason to suspect that.
|
|
|
|