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On June 27 2011 23:14 RushtheFront wrote:Show nested quote +On June 27 2011 21:47 ToastieNL wrote: # 504 Carriers can be Chronoboosted, increasing the production of Interceptors. Actually no, this myth has been busted several times already.
Well, it's not really a "myth", it was previously possible, but it was patched out. I personally remember having done it, and then later having tried and being rejected.
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Seriously? Sorry xD I didn't know it didn't work, I don't play Protoss but I read it somewhere :|
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#512 one fully saturated vespene geyser will mine around 100 gas in the same amount of time a barracks/spawning pool/gateway/queen is built
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#513 PvZ: If you really wanna be an annoying PoS then save up 300 minerals and stick a hatchery where he would have put a cyber core. OFC this can indeed be prevented by doing the gateway and cyber core reversal but if not you can almost certainly win by streaming in the lings :D
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oo I got one. searched medivac and heal so hopefully no one has listed
#514 Instead of setting bio and medivacs to seperate hotkeys, simply use the attack command to move around. Since medivacs do not have the attack function, they are excluded from the command and thus start healing. When there is nothing to heal, the attack command still functions as a move command for the medivac.
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Z: When setting up Nydus worms, set one up down and around the corner from the other base (this mostly applies to ZvP) And have your army ready, but leave them in the network. Than try n set up another one on the farthest side of thier base as possible, while they move out os postion to get that one, move from the 1st move and gain the postional advantage while thier army is away
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heard this from wolf in gsl #515 (T) If you summon mule to the closer mineral patch it will die at its last return trip, losing 30 minerals
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I am reading this for sure... and going through the whole list as well. Hopefully things will stick
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as P on Xel Naga caverns place Pylons at your 4th base and their 4th base near the minerals to check for drops along the left and right side of the map, they will almost always fly over them with their drop ships.
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mostly in TvP: When your opponent runs away from you, stun a single marauder to slow and hunt down single units. You should go for gas heavy units like immortals, sentrys or templar.
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a vortex and a nuke both go for 20 secs so dropping a nuke right a couple secs after will kill most of the units......1.5 seconds is the invincible time after vortex so 2 secs for that to wear off......so this is a fun team strat
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On June 29 2011 06:59 doomscythe wrote: heard this from wolf in gsl #515 (T) If you summon mule to the closer mineral patch it will die at its last return trip, losing 30 minerals
This needs to be confirmed. I have heard that a MULE grabs and returns 9 from the close patches, 8 from the far patches, and it is the "middle distance" patches that it grabs 9 but only returns 8.
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if you put it on a close patch the mule dies on the way to the CC
if you put it on a far one it dies on the way to the mineral patches
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Just saw a few games of Destiny streaming so maybe less people know about this one than I thought.
#516: Tunneling Claws upgrade increases the amount of health Roaches regenerate while burrowed (5 hp/sec --> 10hp/sec) in addition to allowing Roach movement while burrowed.
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On July 01 2011 20:10 pandaminion wrote: #516: Tunneling Claws upgrade increases the amount of health Roaches regenerate while burrowed (5 hp/sec --> 10hp/sec) in addition to allowing Roach movement while burrowed.
This is no tip, it's just information.
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On July 01 2011 20:15 graNite wrote:Show nested quote +On July 01 2011 20:10 pandaminion wrote: #516: Tunneling Claws upgrade increases the amount of health Roaches regenerate while burrowed (5 hp/sec --> 10hp/sec) in addition to allowing Roach movement while burrowed. This is no tip, it's just information.
It's still helpful though, i didn't realise health regen is more with tunneling claws. Could be worded differently to make it sound like a tip > get tunneling claws to increases the amount of health Roaches regenerate while burrowed (5 hp/sec --> 10hp/sec) in addition to allowing Roach movement while burrowed making burrow micro more effective
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Fine.
#516: Tunneling Claws upgrade increases the amount of health Roaches regenerate while burrowed (5 hp/sec --> 10hp/sec) in addition to allowing Roach movement while burrowed, making it useful to research even if you're not planning on using burrowed movement.
Almost all the tips in this thread are information. Psistorm kills larva. NP kills eggs. /dance to dance your units. Information, yes, but handy to know. I want it to be on the list because I watched some Destiny VODs and he tried to burrow in battle while being Stormed. Because his Roaches didn't have that regen boost provided by tunneling claws, they all died. If there are any other Zergs out there who don't know it, they should, because knowing that Tunneling Claws doubles Roach regeneration is extremely significant and helpful. At the very least, a lot more helpful than say,
On June 29 2011 15:38 graNite wrote: mostly in TvP: When your opponent runs away from you, stun a single marauder to slow and hunt down single units.
Why don't you look at your own posts, and follow the correct format before criticizing others, hmm?
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My post maybe is in a wrong format, has no # tag and maybe there is more wrong with it; but at least it is a helpful tip.
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#517 You know how you can shift click units out of a selected group. You can also Ctrl+Shift click to deselect all the units of a type from a control group.
This way, you can do 4szzzzz, then shift ctrl click out the all the unspent larva in one click, and then shift add the eggs to your army hotkey, rather than having to find them at the rally and add them. This also allows you to set your rally points somewhere that doesn't leave all your overlords at a vulnerable location.
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