And regarding #456, it is actually true, just tested it. Takes at least two forcefields to cancel the nuke though, executing range is apparently longer than casting range.
[D] 1000 tips - Page 42
Forum Index > StarCraft 2 Strategy |
makmeatt
2024 Posts
And regarding #456, it is actually true, just tested it. Takes at least two forcefields to cancel the nuke though, executing range is apparently longer than casting range. | ||
Spam4119
United States32 Posts
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BioTech
Australia264 Posts
On July 07 2011 18:05 Arn wrote: Yeah, the logic behind attack before armor in TvZ is that "let's kill them before they can attack us", something that reduces damage taken even more than armor. Similarly, it is often worth it for zergs in ZvT to take armor upgrade for ground units (lings etc.), although that's a more interesting point to debate. Armor helps very much against siege splash, but also against fast-firing marines. However, +attack is awesome for banelings that connect. On the other hand, banelings that connect are awesome anyway. Oh, and +attack for Mutas is a given, since mutas should optimally not take damage - either you harass or you tank with ground units. Mutas should rarely or never fight straight-up. Another set of numbers, marine vs ling: zergling damage is 5. marine HPs 45. so a zergling takes 9 strikes to kill a marine zergling damage vs marine with 1 armor = 4. So 12x4 = 48. so thats 12 strikes to kill a marine. marines are 33.3% tougher with armor of 1. | ||
-KarakStarcraft-
United States258 Posts
On July 08 2011 06:23 Spam wrote: #527 (T) Consider A-moving across the map with an MMM ball as much as possible when units are wounded. Just normal moving will make the medivacs move ahead of the units and do no healing until all arrive (potentially putting your medivacs in a dangerous place also). A-Moving will cause the medivacs to heal the units while they move, and the healing will cause the medivacs to stay behind the units (since they must stop in order to heal), and the faster medivac speed will still keep them caught up with the units. Should likely move command the rest of the bio if you are retreating and a move the medivacs separately. This way you just don't turn around halfway there if a stalker or something clips you. | ||
happyness
United States2400 Posts
452. If you shift-queue one or several actions it will only finish after the current action. To spam forcefields/etc. while in combat, instead hold the hotkey for forcefield (F) and spam-click. I was going to include this one because I just figured it out today lol. My FF's are absolutely terrible, so I think this should help out a lot | ||
Arn
Sweden118 Posts
On July 08 2011 14:05 Karak wrote: Should likely move command the rest of the bio if you are retreating and a move the medivacs separately. This way you just don't turn around halfway there if a stalker or something clips you. As for me I always do movecommands separately, I prefer doing the "extra" micro if/when needed. And running into an unexpected army is seldom a problem as zerg, for some reason (can't talk for the other races). | ||
Rannasha
Netherlands2398 Posts
On July 08 2011 06:23 Spam wrote: #527 (T) Consider A-moving across the map with an MMM ball as much as possible when units are wounded. Just normal moving will make the medivacs move ahead of the units and do no healing until all arrive (potentially putting your medivacs in a dangerous place also). A-Moving will cause the medivacs to heal the units while they move, and the healing will cause the medivacs to stay behind the units (since they must stop in order to heal), and the faster medivac speed will still keep them caught up with the units. Related to this: #528 (T) A-move your Medivacs to a unit in your bio-ball. Your Medivacs will automatically follow your bio and heal whenever there is someone in range. Since Medivacs move faster than bio, this means they'll heal while your bio-ball is moving around. Be careful though, since once the unit you A-moved your Medivacs on is killed, the Medivacs won't follow anymore. Untested: Shift-A-move your Medivacs to a bunch of units in your ball to overcome the problem mentioned above. | ||
Gyro_SC2
Canada540 Posts
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Gl!tch
United States573 Posts
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Ajaco92
Norway152 Posts
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immanentblue
Denmark110 Posts
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immanentblue
Denmark110 Posts
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Spam4119
United States32 Posts
Take it from somebody who has been a concert musician for awhile, that warming up fingers do help. (Hence why musicians run through warmups). This, though, has the wonderful effect of sticking around for awhile. A little warmup 15 minutes before show time is enough to last you (you don't need a warmup before each song). Even a warmup at 10am when the show is at 8pm is enough to last you. In fact, the warmup is more of a mental thing (like 75% mind, 25% getting blood flowing) to get your fingers used to what they are supposed to do and remind the brain of the movements. Which means that if you play even 1 game before, you are definitely warmed up for all subsequent games and you don't need to warm up every single time (like before every single song). THAT being said... Take it from somebody in the field of psychology that spamming can be helpful for the reasons people say. People will say that spamming just seems to help them remember things, and that is because they tie the action of spamming to the thoughts of beginning build orders and needs. So spamming does unlock all those thoughts just by doing the action (in the same way doing a familiar action can bring back memories). That doesn't mean it is required by any means. I don't spam because i find just concentrating myself helps. That isn't to say there isnt a routine. I think everybody gets used to a routine of their own (Mine is click CC, S, send workers, click CC, shift 5, shift F2, move to ramp, Shift F3, 5 5 hold S... etc.). And that is why even simple scouts attacking a guy on a building can screw up something because it breaks that rhythm. SO THE POINT IS: Do what works for you. As for warming you up, unless its your very first game of the day it isn't doing anything. As for helping you remember what to do, it really depends on the person. Just remember, the more you click, the more mistakes you can accidently make. So to each their own. I wouldn't call it a miracle cure or anything. The most it does is help set that rhythm in the same way tapping your foot while playing music can help you line up your notes, even if you don't tap right on the beat, as long as you know what you are doing. | ||
Spam4119
United States32 Posts
#530(?) (T): At the very start of the map generally sending your SCV from the mineral line to the ramp at ~50 minerals (sometimes a little less then that for long distances, sometimes a little more for short distances like metalopolis) is a good way to line up the SCV arriving at precisely when you have 100 minerals to build that first supply depot. ~100 (usually a tiny bit less due to a few more SCVs mining) is when you want to send an SCV to start building that first rax at the wall. | ||
Turbogangsta
Australia319 Posts
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Spam4119
United States32 Posts
Day9 also briefly mentioned this in one daily where he just said he prefers to have 4 fully saturated refineries going whenever he has reactor medivacs going. It is like the perfect thing to decide when to add more refineries. As soon as I am gearing up to go reactor medivacs I instantly know I need 4 geysers to support it (and with a little gas leftover for the inevitable other things that require gas). | ||
Aundasch
Germany38 Posts
This will help you improve so easily | ||
Philip2110
Scotland798 Posts
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Dualx
United States101 Posts
#535? (ZvT) [PlatLeague] If you need to utilize already trained burrowed roaches (high armor helps) you can use 4-5 of them as bait. Prod with roaches and burrow in vision of opponent and pull them into optimal position. Often what will happen is terran will react with scan as roaches are leaving and send a few free-units to kill them. | ||
Dhalphir
Australia1305 Posts
On June 05 2011 08:25 Kaitlin wrote: I've never actually seen this implemented in a game, nor do I play Zerg, so take it with a grain of salt, but I just had this idea. We all know about burrowing banelings at likely opponent expansion sites so you can kill workers, but what about defensively ? Tip (ZvT) To defend against drop harass (mainly ZvT, but also Zealots), burrow some banelings at strategic locations around your own mineral lines to explode marine drops and force future scans before subsequent drop play. relies a little too much on predicting where a drop is going to hit. Mineral lines have a lot of space around them and it seems a huge waste of banelings to cover even half the available spots. | ||
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