[D] 1000 tips - Page 44
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FatBat
Germany326 Posts
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roflcopter420
Sweden168 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. plox edit this since it is completely untrue and quite a lie. | ||
jornass
Belgium7 Posts
so broodlords must be upgraded with a melee attack and not with air attack??? | ||
FlaminGinjaNinja
United Kingdom879 Posts
On July 25 2011 20:02 roflcopter420 wrote: plox edit this since it is completely untrue and quite a lie. Marine range is 5 marauder range is 6, cannon range is 7. When units go into the bunker they get +1 range putting a marine bunker at range 6 and marauder bunker at range 7. So marauders can stop a cannon push but do not out range a cannon, in this situation you can either put the bunker closer and repair it with marauders inside or tech to tanks to clear them | ||
TheMerryDwarf
United Kingdom12 Posts
Click on your opponents tanks to see their range - then move your tanks just inside their range line if you have vision or scans. (Obviously don't do this if you know that THEY have vision). Particularly useful in the early game if you have got an air unit out before your opponent. | ||
FlaminGinjaNinja
United Kingdom879 Posts
On July 25 2011 20:27 jornass wrote: 9. (Z) Broodlords get +attack from +air attack, Broodlings from +melee attack & Infested Terrans from +ranged attack. so broodlords must be upgraded with a melee attack and not with air attack??? Broolords benifit from the air upgrades, broodlords benifit from the ground upgrades. When the broodling is fired and first hits, that is an air attack so air attack upgrades are in effect, after that point when the broodling is on the ground it benifits from ground melee and armor upgrades | ||
groove(eu)
France1 Post
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Spam4119
United States32 Posts
On July 25 2011 19:02 BioTech wrote: 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. :^) Huh... really? because i remember in a game i would put marines in a bunker that couldn't shoot cannons, but every time a new one was being built it would shoot that one. While I would put a marauder in that same bunker and it could start shooting cannons the marines couldnt (without the cannons shooting at them) | ||
CookieMaker
Canada880 Posts
The economics of an 11overpool18hatch vs 14pool/(X)Hatch have not yet been tested. #528(?) ZvX - An 11overpool build into 18hatch will never cannon blocked by a protoss because you can have the capacity to have 6 lings out before your nat hatch (or none if so choose). In the same regard, the 11overpool build makes you much safer against 2rax pressure and any early zvz cheese. editSorry, Source: http://www.teamliquid.net/forum/viewmessage.php?topic_id=202464 | ||
AveSharia
United States62 Posts
On July 08 2011 23:27 Rannasha wrote: + Show Spoiler + #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. The untested is false, and for some reason keeps getting repeated as a solution to the "medivac follow" problem, usually by folks who don't play Terran. I've tested it a thousand times: The medivac will simply move through the entire queue list and end up following the last unit you shift-clicked. The best solution is to have each medivac follow a different unit, and cleanup the stragglers when the unit a medivac follows dies. Marauders are better to follow than marines, and thor are better than anything, so long as you can keep your bio close by. I usually have some medivacs following bio, some following tanks, for diversification purposes. And, while it's probably been said before in this thread, don't rally your starport to a unit; the medivacs will pick the unit up. Rally them to other medivacs. | ||
Channel Pressure
United States62 Posts
(T) #530: If you are using a nuke to drive away an army and buy time (and they indeed flee) its often better to cancel the nuke. Players will generally return after hearing the "boom". If their is no boom, they may be overcautious and return much later. | ||
acrimoneyius
United States983 Posts
Also for: "415. (TvT) A Reaper beats a Hellion in 1v1, even if it has blueflame" This is only true if the helion is not microed. | ||
docvoc
United States5491 Posts
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DusTerr
2520 Posts
even pros don't seem to notice this much - they pull mules off the line with SCVs unnecessarily. (yes there are times that mules can be used to block enemy melee units too, but most of the time it's better to just take SCVs) It's debatable to pull mules when running from hellions (if you're going to lose mining time anyway, might as well let them absorb hits and save some scvs). | ||
Bixs
Denmark66 Posts
This is however wrong -.- If Thors are clumped up, they will take splash (Clumping up happens pretty easily). Thors take splash, (alot) I think it is just outside of the 100% area, in something like the 75% area. While ultralisk takes it at the 25% range, when clumped up (oddly not that consistently). + Show Spoiler + Wow it takes alot of effort to write a single post, I "hope" this myth hasn't been debunked already as it would make this effort redundent ^^ | ||
AveSharia
United States62 Posts
[Note: Video is super jumpy. Somebody with a better computer should tackle this one.] The only plausible use I have found for this is funneling through like 6 SCVs on auto-repair, then as many marines, as many as 30 (!) as you can queue through. When the SCVs unload, they prevent the medivac from dying while the marines pop through. | ||
Ebos
United States44 Posts
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Existor
Russian Federation4295 Posts
Also, here are 4 ways, how to make creep without animation or in SC1:BW "bricks-blocks" animation style. And you can raise a bit your FPW by deleting any animation from creep with having max graphical settings. It can be useful for peoples, who prefect to play on low settings, because only creep, http://www.teamliquid.net/forum/viewmessage.php?topic_id=241083#1 | ||
Joni_
Germany352 Posts
494. (ZvP) Getting +attack upgrades as Zerg vs Protoss is super effective! Not only are ranged zerg upgrades giving +2 damage to Roaches/Hydralisks, but Protoss armor upgrades also do not affect shields. [more data] Ranged Zerg Upgrades only grant +1 damage to Hydralisks. Roaches do get +2 tho. Still +atk is worth it for Hydras against Toss for the obvious reason of Shield/Health disparity. | ||
AveSharia
United States62 Posts
Screenshots: + Show Spoiler + What he sees: What you see: Also: This is another reason to have health bars set to "Always On." | ||
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