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[D][Craft]The Creative Plays/Ideas Thread.

Forum Index > SC2 General
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TLOBrian
Profile Blog Joined March 2010
United States453 Posts
Last Edited: 2010-09-02 01:44:31
August 30 2010 20:33 GMT
#1
[image loading]

We're venturing down that crazy, unexpected road again.

Hi everyone. I've been thinking about different ways to use units and different abilities that we take for granted sorted by race. I'll be updating the list as I get my creative juices flowing. Some things will have videos showing the usage of things I list, other things I will ask that you provide VODs using these strategies so I can half-way validate them. : D

Terran:

+ Show Spoiler +
Hellion splash can kill invisible units
Got a DT wacking away at a building or next to a mineral line? Simply attack the building at an angle and watch the DT evaporate! Warning: Not responsible for misclicks involving deaths of SCVs.

Mule bombs
Are your 30 tanks staring at your opponent's 30 tanks across the map? Are you tired of these stalemates? Simply drop a few mules down on your enemy tank lines and watch them wreak havoc on each other! Guaranteed to entice BM!

On August 31 2010 06:10 ltortoise wrote:
You can do a similiar MULE bombing trick by dropping them in front of banelings to reduce their number.


Fry and burn:
On August 31 2010 06:01 ltortoise wrote:
TvP: Ghost/Hellion drop. (blue flame hellion)

Drop ghost, EMP probes, drop hellion, proceed to 1-shot all probes.


Repair and healing tips for terran:


+ Show Spoiler +

On August 31 2010 06:48 figq wrote:
- Lift buildings for faster repair. In case you didn't know, each building/unit has its own repair rate, and turns out that repair of lifted buildings is faster.
Also terrans should always activate auto-repair (alt+R) on every SCV they produce, which ensures better survivability from harass, and pairs of nearby SCVs can even live through multiple fungal growths, because of it. The other defense from harass which I almost never see is to load 5 SCVs in the command center. By the way load/unload works on flying cc too, so if you move it through dangerous area you could unload midway for some repair, load and continue the flight, without landing.
Another little trick I don't see much is to have a repair team of SCVs+Medivac. The combo repairs/heals anything, including each other - when the medivac gets hit, the SCVs repair it; when the SCVs get hit, the Medivac heals them, and they repair each other. The combo could be targetted simultaneously and still survive.
- Manual Heal. Use the Medivac manually, when you can spare some APM on this, to quickly heal a little bit of multiple units and save them all; instead of fully healing one unit, while the rest die from cheap shots.


HSM Drag:
On August 31 2010 09:42 Smurfz wrote:
Use HSM (or several) on your own cloaked banshee and fly it over enemies.




Protoss:
(Many of these involve hallucination as I think its an underused spell)

+ Show Spoiler +

Fake warp prism drops.

Are you tired of that damn marine marauder ball annihilating your base while your zealots get melted? Hallucinate a warp prism, watch as your enemy pulls all his forces back into his base and calmly walk up and trap him in the base with a forcefield while killing off his expo.

Fake probe transfer
Want to completely mindfuck the opponent? If you notice the enemy moving out, hallucinate a couple batches of probes to one of the mains to fake a probe transfer, and, like above, laugh and lock them in with a forcefield while killing their main.

Protoss curtain
Say you're going for DT tech. Lets also say you want to make the most out of your DTs. Hallucinate an immortal right as your DT is about to get to their base and group them together. Move the DT towards the mineral line and bring the immortal along and just Shift-que a bunch of SCVs. One immortal really doesn't seem like its that big of a threat, right? So I'd expect the terran to bring his army down instead of pulling away ALL of his scvs. He kills the immortal and hes like WTF. This makes your DTs more effective since it gives you more time to kill workers. This also works if you drop a sentry into your opponents base and hallucinate up some zealots and go after the buildings. : D

Vortex plus nuke...without the nuke:
On September 02 2010 10:01 Chronopolis wrote:
Not my idea, but the archon vortex has too much potential to be ignored. Basically, vortex enemy units (preferably a lot), and send archons in. At the moment the vortex collapses, the archons will splash-attack all the units with 100% damage at once for 1 attack. This can evaporate a bioball, a zerg army, or even help deal with capital ships like the bcs, if you have enough archons.


Fun forcefield trick:
On August 31 2010 06:16 awesomoecalypse wrote:
If you've got some ranged units like Stalkers and Sentries surrounded by T1 melee (aka Zerglings or Zealots), have the Sentries throw up a forcefield box against your own units--you'll be able to shoot away at the surrounding melee units with impunity while they hammer away uselessly.


Quick cannon reinforcement:
On August 31 2010 06:25 Plexa wrote:
One cool thing about warp prisms is that you can warp in buildings when they are deployed. Pretty damn obvious if you think about it, but makes for hilarious cannon pushes (or for cannoning up cliffs really quick - note that the building WILL continue to warp in once the prism is in transport mode so you can whack down 2 cannons and a pylon then run away again).



Ghost Cannons:


On August 31 2010 06:48 figq wrote:
You can put a mothership on the high ground (invisible from the valley), which covers with invisibility a whole bunch of unpowered cannons on the low ground. And when your prey enters the trap, power up the cannons with warp prisms. For them it would look like they just walk past the valley, and suddenly a ton of invisible cannons near them start firing from behind/front/everywhere, simultaneously.
Or alternatively - no mothership - simply use a lot of cannons on the ledge, unpowered, untill the enemy has fully entered the area, and then power them at once for stronger fire and more difficult retreat. - seems more practical, I think it has serious application and wonder why it isn't used more


Keep away with big lasers:

On August 31 2010 09:42 Smurfz wrote:
A speed-upgraded warp prism moves faster than infantry, even with stim on. Put colossi in warp prism, and do 1337 drop micro with colossi, who also outrange infantry. Doing this, you can outrange and outrun infantry at the same time!





Zerg:
+ Show Spoiler +

Baneling mines


Video:

+ Show Spoiler +


I've tried to mention this in every single post that I've made but I have never seen this being used as intended.

How to do this:

Scatter your banelings around the map (1 or 2 in choke points where forces are likely to be in) and burrow them, then right cluck unburrow, setting it as autocast. The banelings will pop up right after the first line of units walks over them, splashing a huge amount of units.

How NOT to do this
Put 6-8 banelings tightly packed together in a choke and manually detonate them.

Reasons:
1. Manually detonating them means you have to be constantly watching a spot.
2. Spreading banelings out actually deals greater damage.
3. Using auto cast on unburrow makes them pop up, and since banelings explode even when they die, it does damage AND stops a push for a second.
4. Your opponent now has to get a detector or waste scans in every choke point.
5. You now can get map control easier, and expand easier.
6. It shows you when a push is coming sooner rather than when they hit your creep.
7. It makes banelings more cost effective than trying to run them in, as they'd die before getting in splash damage range.
8. Banelings overkill, ALOT. If you want the most out of your banelings you're going to want to place them so they're slightly overlapping in their splash radius. The video above shows how big the splash radius is. Its about as big as the thor model I believe.

Spread the love:
On September 01 2010 02:30 claricorp wrote:
To set up more efficient baneling minefields, set two patrol points for the banelings at the choke, they will spread out automatically and quickly, takes a bit of practice though.



Proxy creep tumors.
Lets say you want to be really annoying to a Terran thats turtling up in his base. Start moving out a queen to his natural expansion, when you have enough minerals take a drone and send it to the natural. Build a hatch then cancel it, and have the queen spam creep tumors on it. Put creep tumors everywhere around the natural and start spreading it up the ramp. This makes the terran waste SO MANY SCANS trying to clear the creep from getting into his base. If you think about it a proxy hatch cancel costs 75 and a queen costs 150, while a terran scan costs 275 minerals. Making him scan once means that you've already succeeded. Making him scan multiple times means you're very far ahead from doing this.

Proxy evo chambers in ZvZ
On August 31 2010 05:37 monitor wrote:
Proxy evo chambers in ZvZ. As soon as you can, build an Evolution Chamber in the opponents mineral line or gas geyser.

It's really funny, and sometimes works because when it dies, lots of broodlings come out to wreak havoc on the drone line.


Creep Abuse:

On August 31 2010 06:31 Kraz.Del wrote:
Putting queens in an overlord and putting creep tumors all over the map can completely cover the map in creep in no time.


Foot in the door:(Validity under review)
On August 31 2010 09:39 vica wrote:
Cast [Contaminate] with your Overseer on a lowered Supply Depot at the ramp. Then laugh when you run into his main with a bunch of Zerglings.


Infested offensive line DEBUNKED. Does not work!
On August 31 2010 09:39 vica wrote:
With two fully energized Infestors and good micro, you can cast enough Infested Terrans that they block every retreat path of workers in the mineral line. if you Hold Position them.


Proxy banleling nest before lair tech (TvZ):
On August 31 2010 08:23 MrKozi wrote:
Wanna hide your baneling nest form terran scan? Make hachery and cancel it that place creep tummor and bulid structure. Other way without creep tummor is also possible but baneling nest will die without creep in few min.


That's one nasty clog...:
On August 31 2010 09:42 Smurfz wrote:
Drop 2(+) infestors and units of your choice into enemy main. When reinforcements come, fungal growth units on ramp. He won't be able to respond until infestors are out of energy, buying you a lot of time.







Put in any creative ideas that you have and I'll add them into the OP. Happy brainstorming TL!
Steven Bonnell II is the friggin man.
monitor
Profile Blog Joined June 2010
United States2408 Posts
August 30 2010 20:37 GMT
#2
Proxy evo chambers in ZvZ. As soon as you can, build an Evolution Chamber in the opponents mineral line or gas geyser.

It's really funny, and sometimes works because when it dies, lots of broodlings come out to wreak havoc on the drone line.
https://liquipedia.net/starcraft2/Monitor
de1irium
Profile Blog Joined August 2010
United States121 Posts
Last Edited: 2010-08-30 20:50:03
August 30 2010 20:49 GMT
#3
On August 31 2010 05:33 TLOBrian wrote:
Mule bombs
Are your 30 tanks staring at your opponent's 30 tanks across the map? Are you tired of these stalemates? Simply drop a few mules down on your enemy tank lines and watch them wreak havoc on each other! Guaranteed to entice BM!


Stupid MULE tricks!

Could you do this in conjunction with a scan? Say you scan and catch a MM ball by some tanks ... drop a mule, and ka-boom? Or scan your opponent's main, drop a mule, then use the diversion to do a push or drop?

Expensive but amusing, if it works.
woolly
Profile Joined May 2010
United States56 Posts
August 30 2010 20:55 GMT
#4
You can autocast unburrow? That is....unexpected...
TLOBrian
Profile Blog Joined March 2010
United States453 Posts
August 30 2010 20:58 GMT
#5
On August 31 2010 05:55 woolly wrote:
You can autocast unburrow? That is....unexpected...


Yep : D it makes banelings super effective if your opponent goes bio or has hellions up front.
Steven Bonnell II is the friggin man.
bumatlarge
Profile Blog Joined October 2007
United States4567 Posts
August 30 2010 20:59 GMT
#6
On August 31 2010 05:37 monitor wrote:
Proxy evo chambers in ZvZ. As soon as you can, build an Evolution Chamber in the opponents mineral line or gas geyser.

It's really funny, and sometimes works because when it dies, lots of broodlings come out to wreak havoc on the drone line.

Wait for him to build a gas or finish it, then place it so the corner of the evo touches the corner of the min patch closest to the evo. Drones will travel around the patch, inhibiting gas mining to a ridiculous extent. I do this every game, and havent seen an opponent deal with it well. My speed finishes way before, and i have banelings morphing before his nest is half done. If he tries to get smart and cancel his gas, just cancel your evo and stall the other one appropriately.
Together but separate, like oatmeal
ltortoise
Profile Joined August 2010
633 Posts
August 30 2010 21:01 GMT
#7
TvP: Ghost/Hellion drop. (blue flame hellion)

Drop ghost, EMP probes, drop hellion, proceed to 1-shot all probes.
Talith
Profile Blog Joined December 2002
United States1102 Posts
August 30 2010 21:03 GMT
#8
I was thinking about how effective contaminate ZvZ would be. It stalls spawn larvae for 30 seconds increasing the total time a player has to wait to 70 seconds, while also preventing normal larvae spawn.

Since there are usually quite a few hydras and mutas in ZvZ, I don't think it'd be too hard to get a couple overseers, and cycle contaminate on their hatch.
Redmark
Profile Joined March 2010
Canada2129 Posts
August 30 2010 21:03 GMT
#9
I have nothing to say other than that I really like this thread, and that most of these ideas sound amazing.
alexanderzero
Profile Joined June 2008
United States659 Posts
August 30 2010 21:07 GMT
#10
Hahaha I love the idea of MULE bombing. I really want to see this in a game now. XD However MULEs are worth about 350 minerals, right? I'm not sure if using them to draw siege tank fire would be the best move unless you planned to kill a lot of stuff (or break a critical point in their defense which will allow you to deal huge amounts of damage).
I am a tournament organizazer.
ltortoise
Profile Joined August 2010
633 Posts
August 30 2010 21:10 GMT
#11
On August 31 2010 06:07 alexanderzero wrote:
Hahaha I love the idea of MULE bombing. I really want to see this in a game now. XD However MULEs are worth about 350 minerals, right? I'm not sure if using them to draw siege tank fire would be the best move unless you planned to kill a lot of stuff (or break a critical point in their defense which will allow you to deal huge amounts of damage).


You can do a similiar MULE bombing trick by dropping them in front of banelings to reduce their number.
SmoKim
Profile Joined March 2010
Denmark10305 Posts
August 30 2010 21:16 GMT
#12
haha, awesome thread, hope people will come up will all sort of crazy stuff and post it here :D
"LOL I have 202 supply right now (3 minutes later)..."LOL NOW I HAVE 220 SUPPLY SUP?!?!?" - Mondragon
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
August 30 2010 21:16 GMT
#13
Fun forcefield trick:

If you've got some ranged units like Stalkers and Sentries surrounded by T1 melee (aka Zerglings or Zealots), have the Sentries throw up a forcefield box against your own units--you'll be able to shoot away at the surrounding melee units with impunity while they hammer away uselessly.

Another handy trick against T1 melee, especially zerglings, is simply to put your guys' back against the wall. A few marauders with their backs up against a cliff so they can't be surrounded can kill an ungodly number of zerglings.

He drone drone drone. Me win. - ogsMC
Kurumi
Profile Blog Joined April 2010
Poland6130 Posts
August 30 2010 21:24 GMT
#14
I wonder why people always forcefield themselves.. Forcefielding big force of Zerglings is better than Forcefielding Yourself and getting surrounded.
I work alone. // Visit TL Mafia subforum!
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
Last Edited: 2010-08-30 21:27:30
August 30 2010 21:25 GMT
#15
One cool thing about warp prisms is that you can warp in buildings when they are deployed. Pretty damn obvious if you think about it, but makes for hilarious cannon pushes (or for cannoning up cliffs really quick - note that the building WILL continue to warp in once the prism is in transport mode so you can whack down 2 cannons and a pylon then run away again).
Administrator~ Spirit will set you free ~
DeltruS
Profile Blog Joined April 2010
Canada2214 Posts
August 30 2010 21:31 GMT
#16
Putting queens in an overlord and putting creep tumors all over the map can completely cover the map in creep in no time.
http://grooveshark.com/#/deltrus/music
TLOBrian
Profile Blog Joined March 2010
United States453 Posts
August 30 2010 21:44 GMT
#17
Keep it up! Shift the meta game guys! PEW PEW PEW GO GO GO.
Steven Bonnell II is the friggin man.
figq
Profile Blog Joined May 2010
12519 Posts
Last Edited: 2010-08-30 22:27:13
August 30 2010 21:48 GMT
#18
I'm not sure if it counts for creativity or is just standard, but I haven't seen people using those much:
- Hallucination for higher ground vision. Especially if you only have gateway units at this point. You can either use colossus, because it takes more hits before it dies, or an air unit, if the units on the high ground don't attack air - eg: vs tanks on the ledge.
- Lift buildings for faster repair. In case you didn't know, each building/unit has its own repair rate, and turns out that repair of lifted buildings is faster.
Also + Show Spoiler +
terrans should always activate auto-repair (alt+R) on every SCV they produce, which ensures better survivability from harass, and pairs of nearby SCVs can even live through multiple fungal growths, because of it. The other defense from harass which I almost never see is to load 5 SCVs in the command center. By the way load/unload works on flying cc too, so if you move it through dangerous area you could unload midway for some repair, load and continue the flight, without landing.
Another little trick I don't see much is to have a repair team of SCVs+Medivac. The combo repairs/heals anything, including each other - when the medivac gets hit, the SCVs repair it; when the SCVs get hit, the Medivac heals them, and they repair each other. The combo could be targetted simultaneously and still survive.

- Manual Heal. Use the Medivac manually, when you can spare some APM on this, to quickly heal a little bit of multiple units and save them all; instead of fully healing one unit, while the rest die from cheap shots.

edit: Inspired by Plexa's post above: + Show Spoiler +
You can put a mothership on the high ground (invisible from the valley), which covers with invisibility a whole bunch of unpowered cannons on the low ground. And when your prey enters the trap, power up the cannons with warp prisms. For them it would look like they just walk past the valley, and suddenly a ton of invisible cannons near them start firing from behind/front/everywhere, simultaneously.
Or alternatively - no mothership - simply use a lot of cannons on the ledge, unpowered, untill the enemy has fully entered the area, and then power them at once for stronger fire and more difficult retreat. - seems more practical, I think it has serious application and wonder why it isn't used more
If you stand next to my head, you can hear the ocean. - Day[9]
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
August 30 2010 21:49 GMT
#19
I wonder why people always forcefield themselves.. Forcefielding big force of Zerglings is better than Forcefielding Yourself and getting surrounded.


Obviously if you can wall them off from distance, thats better.

But a lot of times it doesn't work out like that, either because there are simply too many, or because they get the drop on you.

In that case, you are MUCH better off boxing off your units than you are trying to somehow box up an entire army that has surrounded you.
He drone drone drone. Me win. - ogsMC
Kurumi
Profile Blog Joined April 2010
Poland6130 Posts
Last Edited: 2010-08-30 21:57:53
August 30 2010 21:52 GMT
#20
On August 31 2010 06:25 Plexa wrote:
One cool thing about warp prisms is that you can warp in buildings when they are deployed. Pretty damn obvious if you think about it, but makes for hilarious cannon pushes (or for cannoning up cliffs really quick - note that the building WILL continue to warp in once the prism is in transport mode so you can whack down 2 cannons and a pylon then run away again).


This is so underused. Also with Zerg You can deny depo going up if You get a Roach/Infestor here (other units will be scanned and killed obviously)
Also getting Nydus Worm for 100/100 as entrance for an expo is cheaper than building another for Network for 200/200 =p
This might work:
False Baneling Trap
Burrow 2-3 Banelings while enemy is pushing,but in front of them place small ambush force. Explode Banelings on purpose. He'll waste scan to check what's ahead. He won't expect backstab.
I work alone. // Visit TL Mafia subforum!
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