#550: Microless Unit vs unit tips, for a situation such as you are being chased, is it worth it to risk running back home or can you turn, fight and win?
Based on that video, it's interesting that unseiged tanks do better against Immortals than seiged tanks. I guess without splash damage, since there was only one immortal in the analysis. Also, the Void Ray vs. Phoenix probably only applies in the low Bronze league, since nobody is going to let the void charge up on the phoenix...
On September 07 2011 14:16 Kaitlin wrote: Based on that video, it's interesting that unseiged tanks do better against Immortals than seiged tanks. I guess without splash damage, since there was only one immortal in the analysis. Also, the Void Ray vs. Phoenix probably only applies in the low Bronze league, since nobody is going to let the void charge up on the phoenix...
Siege tanks have always had higher single target dps while unsieged than sieged. You siege them for the increased range and for the aoe, not for higher single target nuking.
Say you are building reinforcements or building your army. This can be reinforcing an extremely aggressive push, to just massing roaches at your base.
When you select your bases, select the larva, and then morph them to the unit of choice, after hitting RRRR (or whatever unit of choice), hit "Shift + Ctrl Group" and you will add them to the control group!
So if you want to rally aggressively and kill someone's base with speedling pressure, but you want to avoid overlords floating to their death, mutas from flying over a million turrets at someone base because it's inbetween your base and your mutas, units from just sitting parked outside someone's base doing nothing, roaches idling in your base doing nothing instead of defending your third from getting sniped because the rally point enemy/your unit was killed off, or zerglings attacking a hatchery and possibly getting killed by broodlings instead of fighting in the opponents main, you can do this!
It's just the most awesome control thing ever, and I've never seen anyone else do this. The larva won't be added to the control group, but the morphing eggs will, and only what you made (so to add 10 lings to your control group and join with your attacking force, and a single overlord, just hit "hatch - larva - overlord - hatch - larva - ZZZZZ - shift+1".
When done correctly, when your moving your control group around, every where you click, you'll see rally lines for the eggs. Your control group will also include eggs, which will momentarily turn into units.
First, under your method, the larva WILL be added to the control group. You have to Ctrl+Shift click the larva off or Ctrl + click the eggs to deselect the larva. Second, it's a good tip, but it's not new, and probably has been in this thread a few times.
edit: Also, when using this method, realize your units will be streaming across the map, if you're in the middle of attacking, so just make sure Mutas aren't flying over dangerous areas, etc. I use this method and find that it's a touch slower in macroing, but makes up for it with automatic army control.
Normally, you can't go inside a damaged bunker with SCV's until the bunker is fully repaired. But you can use the ability "Charge" from the bunker and click on VCS to charge them into the unrepaired bunker.
In TvZ, on maps like Shakuras Plateau, use Planetarys on middle map to support your ground force and to let you use more supply for Vikings.
On September 08 2011 10:01 Belial88 wrote: ^ No, the larva won't be added to the control group.
Yes they will... The fact that they are added might not be relevant immediately as they remain larva and all actions applied to larva nullifies. However the worst part is whatever that larva becomes, it is already in the control group. For example if you have 20 larva, you make 10 mutas, add it directly to a control group without deselecting the larva, then make 10 drones with the leftover larva, you will end up with a control group of 10 mutas and 10 drones. Trust me, it happens a lot when you're trying to harass and forget to remove the drones you are morphing behind. Which is why the Ctrl+Shift+Click larva is essential and really useful.
Yeah, I wasn't going to get into a Yes I did, No I didn't argument with him. We can all see what happens in game. Anyways,
Tip (Z): When droning up a new expansion, you can reduce drone "transfer" time by using up the larva from the new expansion to make drones instead of overlords.
On September 08 2011 10:01 Belial88 wrote: ^ No, the larva won't be added to the control group.
Yes they will... The fact that they are added might not be relevant immediately as they remain larva and all actions applied to larva nullifies. However the worst part is whatever that larva becomes, it is already in the control group. For example if you have 20 larva, you make 10 mutas, add it directly to a control group without deselecting the larva, then make 10 drones with the leftover larva, you will end up with a control group of 10 mutas and 10 drones. Trust me, it happens a lot when you're trying to harass and forget to remove the drones you are morphing behind. Which is why the Ctrl+Shift+Click larva is essential and really useful.
I think this is what happens as well. I'll check it out later but I'm pretty sure you're right.
On September 08 2011 10:01 Belial88 wrote: ^ No, the larva won't be added to the control group.
Yes they will... The fact that they are added might not be relevant immediately as they remain larva and all actions applied to larva nullifies. However the worst part is whatever that larva becomes, it is already in the control group. For example if you have 20 larva, you make 10 mutas, add it directly to a control group without deselecting the larva, then make 10 drones with the leftover larva, you will end up with a control group of 10 mutas and 10 drones. Trust me, it happens a lot when you're trying to harass and forget to remove the drones you are morphing behind. Which is why the Ctrl+Shift+Click larva is essential and really useful.
I think this is what happens as well. I'll check it out later but I'm pretty sure you're right.
unselect the larva by either ctrl-shit click on larva or ctrl-click on egg before shifting them into the control group. I do this all the time and can't imagine how anyone gets by without it; however, if you want to leave small groups of untis in each base to defend drops you have to consciously rally them and not group them, and not forget about them later.
when I misclick or forget to unselect, I sometimes end up with drones or overlords in my control groups. woops
Awesome to see that this thread is still going... I had a cool idea - it's pretty easy and helps a lot.
#550: Add your upgrade buildings to the control group of your main buildings (Nexus/CC/Hatch). That way, everytime you tap to your townhall to build workers you can see if your upgrades are rolling right now (and in most cases you never want to stop upgrading) and if they are not just tab once and get them going. You also permanently get reminded of chronoboosting them. As protoss for example you can also add your Twilight Council etc.
Let U equal the amount of time it takes to complete an unchronoboosted upgrade or unit. Let B equal the amount of time it takes to complete a building. If you want the building and upgrade to complete together while chronoboosting constantly start the building when the upgrade progress is (U - 1.5*B).
Example: if you want your twilight council to finish just in time to start +2 attack while constantly chronoboosting +1 attack start it when +1 is at (160 - 1.5*50) or 85 (i.e. just over half way).
On October 14 2011 08:59 Jaeger wrote: Let U equal the amount of time it takes to complete an unchronoboosted upgrade or unit. Let B equal the amount of time it takes to complete a building. If you want the building and upgrade to complete together while chronoboosting constantly start the building when the upgrade progress is (U - 1.5*B).
Example: if you want your twilight council to finish just in time to start +2 attack while constantly chronoboosting +1 attack start it when +1 is at (160 - 1.5*50) or 85 (i.e. just over half way).
Isn't subtracting 10 seconds for each chronoboost a little easier ?
On October 14 2011 08:59 Jaeger wrote: Let U equal the amount of time it takes to complete an unchronoboosted upgrade or unit. Let B equal the amount of time it takes to complete a building. If you want the building and upgrade to complete together while chronoboosting constantly start the building when the upgrade progress is (U - 1.5*B).
Example: if you want your twilight council to finish just in time to start +2 attack while constantly chronoboosting +1 attack start it when +1 is at (160 - 1.5*50) or 85 (i.e. just over half way).
Isn't subtracting 10 seconds for each chronoboost a little easier ?
No? How many 10s do you subtract from 160 to get 85?
On October 14 2011 08:59 Jaeger wrote: Let U equal the amount of time it takes to complete an unchronoboosted upgrade or unit. Let B equal the amount of time it takes to complete a building. If you want the building and upgrade to complete together while chronoboosting constantly start the building when the upgrade progress is (U - 1.5*B).
Example: if you want your twilight council to finish just in time to start +2 attack while constantly chronoboosting +1 attack start it when +1 is at (160 - 1.5*50) or 85 (i.e. just over half way).
Isn't subtracting 10 seconds for each chronoboost a little easier ?
No? How many 10s do you subtract from 160 to get 85?
Uhhh, seven and a half?
Tip: 552: It is most economically efficient to maynard all but 16 of your workers when your natural finishes/lands.