[D] 1000 tips - Page 43
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Saicam
262 Posts
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graNite
Germany4434 Posts
When you harass with Hellions and your opponent burrows his drones, don't scan but drive behind the minerals and attack the hatchery. The splash damage will kill the drones | ||
StrikeNova
Canada47 Posts
(seriously don't know what tip number it is, who is the official poster(s) that confirms what is an appropriate/unique tip) | ||
HellGreen
Denmark1146 Posts
All credits goes to Anachromy for finding this. | ||
Deezl
United States355 Posts
Credit to Minigun <3 | ||
Sicky
United Kingdom121 Posts
On July 19 2011 11:50 StrikeNova wrote: Spawning pool has a ripple animation when researching an upgrade. Handy to know when scouting a Zerg base in the early game if they are going for ling speed or not. (seriously don't know what tip number it is, who is the official poster(s) that confirms what is an appropriate/unique tip) All buildings have a animation when they're building something or upgrading something. | ||
Flix
Belgium114 Posts
On July 08 2011 13:31 BioTech wrote: 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. Not that i want to nitpick but 1 armor Marines are 33% tougher against units that do 5 damage, only. 1 armor for example means 0% strionger against units that can still 2 shot them. Thought it should be specified. Edit: NM you did specify this was ling vs rine. | ||
imbecile
563 Posts
First of all, this of course depends on the Zerg neglecting detection. But that is petty much guaranteed in ZvT, even more so when they scout the starport with reactor and you hunt the overlords and overseers around the map. The earlier you start with the nuking, the better. You want the zerg to have 3-4 hatcheries by the time you strike. The ideal situation is 2 simultaneous nukes on 2 different hatcheries centered on the larva while you move out. What happens then? In reaction to seeing you move out, the zerg will probably start a huge batch of units. If he does, they will all die before hatching. If he was on 3 bases, you basically reduced his production to a third. And not only for the time the nuke is in the air. Even for a long time afterwards. All the larva and most likely the queens are dead, even if he saved the drones. That means afterwards he can't really produce until the next spawn larva pops, if the queen died, until the next queen is produced and then injected and then the spawn larva dropped. So, when you plant a nuke on a hatchery, even if reacted perfectly, you will take those hatcheries out of production for about 1minute at least and prevented mining for 10-15 seconds at least. All this while an army is approaching towards his bases. But fact is, I rarely see anyone reacting perfectly. Drones die, queens die, overlords die, extractors and spine crawlers die, units die at at least one of the targeted bases. Often drones are rallied back to mine while the ghost is still there, and ghosts are very good a killing drones. And all this happens with very little need to pay attention to the ghosts, allowing you to fully concentrate on the push against an opponent that has his hands full saving his bases. Even if the mineral lines are protected by spores, his tech is often not, and usually clumped together. A very good secondary target, since 2 nukes kill all zerg tech buildings. | ||
roflcopter420
Sweden168 Posts
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BioTech
Australia264 Posts
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LAN-f34r
New Zealand2099 Posts
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JoeAWESOME
Sweden1080 Posts
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Aterons_toss
Romania1275 Posts
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Intricate1
169 Posts
Regarding any downloaded custom maps you currently launch by dragging the file to the Starcraft2 Shortcut - LogOn To BNet and play with this method. 1)Open map in editor, File->Test Doc 2)Menu->Quit 3)LogOn To BNet 4)Minimize + Test Doc, Done. | ||
BlackGecko
Israel25 Posts
same as nukes... | ||
Sennap
Iceland88 Posts
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ToastieNL
Netherlands845 Posts
On July 21 2011 16:21 LAN-f34r wrote: (TvT) place depos around your mineral lines to stop hellion harass. If they get in, run your scvs and raise the depos, trapping the hellions temporarily. Don't. At least not until you have vikings/thors. (cloacked) banshees can pick all of these depots off for free. | ||
Spam4119
United States32 Posts
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BioTech
Australia264 Posts
On July 25 2011 18:47 Spam4119 wrote: #524: (T) A marine in a bunker has the same range as a cannon. A marauder in a bunker out-ranges a cannon. Bunkered marines can stop a cannon rush from progressing further, bunkered marauders can push a cannon rush back. Alas youre 1 off. A cannon range is 7, not 6. A marine in a bunker is range 6. Marauder in there too is range 7 = to cannon. :^) | ||
AmericanUmlaut
Germany2572 Posts
On July 25 2011 06:55 ToastieNL wrote: Don't. At least not until you have vikings/thors. (cloacked) banshees can pick all of these depots off for free. This argument doesn't make sense. Depots can be picked off by cloaked Banshees, but there's nothing about their being close to your mineral lines that's going to make them easier to target. | ||
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