[D] 1000 tips - Page 47
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straycat
230 Posts
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Stipulation
United States587 Posts
There two forcefield positions pictured both block vision. However the one on the right can be blinked on forcing some stalker up the ramp where they don't have vision. | ||
meatpudding
Australia520 Posts
On September 06 2011 11:43 Corruptofficial wrote: Tip #548 (P): While warping in units, you can give them commands to execute after they have finished warping in. Ie. A-move, or move to a specific location. You can also order them to load into a Warp Prism. Hopefully this wasn't posted before! Pretty sure you can only set rally points. So, no A-move. | ||
StuartLove
Germany267 Posts
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Monkeyballs25
531 Posts
#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? 1 phoenix beats 1 viking 4 magic boxed mutas beat 1 Thor [QUOTE] I would not have expected those results, interesting | ||
Troutsky
7 Posts
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Stipulation
United States587 Posts
On October 17 2011 02:36 Troutsky wrote: When trying to break out of 3 pylon/bunker ramp contain, the mineral patch you click with your drones must be the closer to the ramp than any other point inside your base or else the drones will stack up at that closer point. Example Metalopolis East/West positions you can't do the drone stacking break out trick Can you clarify this? Do you mean must be closer than any mineral patches inside your base? | ||
phfx
United States36 Posts
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Arn
Sweden118 Posts
Thanks to Stipulation for PMing me about it. | ||
DuncanIdaho
United States465 Posts
At worst, this can typically buy you some time, at best, potentially save your bacon. http://us.battle.net/sc2/en/forum/topic/2186019240?page=2#31 PS-This works with any ranged zerg unit, i.e. roaches, hydras, etc., vs melee. | ||
Stipulation
United States587 Posts
Tip# Units that are fungal growth continue to have the effects of fungal after neural parasited. Tip# Neural parasited units can not be recalled. | ||
Stipulation
United States587 Posts
On October 18 2011 01:41 Arn wrote: Apologies everyone to the lack of updates for the last few months. I have updated to 536 (p38) and will continue when I have some more time. Thanks to Stipulation for PMing me about it. What can I say? Its like the best thread on TL | ||
Corsica
Ukraine1854 Posts
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Kaitlin
United States2958 Posts
On October 18 2011 00:55 Stipulation wrote: Can you clarify this? Do you mean must be closer than any mineral patches inside your base? He means that if the mineral patch (on the other side of the "block") that you click on is closer to some other part of your base, the worker will try to move to that other part to get to the mineral patch, instead of "drilling" through the "block". I think that's what he means, at least. | ||
Penatronic
150 Posts
On September 08 2011 08:48 Belial88 wrote: Here's an amazing Zerg tip: 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. Ive done this since beta.... It's like rallying on your hero then shift+# in wc3. And you're right, it's awesome. Also, you don't have to spam the key to make Zerg units, just hold it for a second and it will quickly queue up as many as you can make. save you some carpal tunnel! | ||
Existor
Russian Federation4295 Posts
Tested: They can't. Argh -_- | ||
NeonFox
2373 Posts
468. (Z) All zerg ground combat units have a creep speed multiplier of 1.5, except for hydralisks which have a speed multiplier of 1.5. Might want to fix that one. | ||
JohnnySC
Canada19 Posts
and 4 per hit at shield 50/4 = 12.5 + 100 = 113 shots (P): Although protoss units warping in do not take additional damage, it takes 5seconds for the unit to go to full health. If you have enough dps to take out half the life of a stalker or a zlot in 1 volley, quickly targeting the unit warping in basically gave you a free 70-80 extra damage on that unit. (P): PvT massing phoenix or phoenix openings tend to force thors/ghosts (mutas are not the only things you can magic box). If you are magic boxing your army will most likely be engaging his, holding shift + g spam click is probably the only good time you will ever get to do this. It is normally much better to manually press g and click in order to have all your phoenix still moving forward and lift at the same time(similar to shift ff problem with sentry). (P): zlots can kite lings (normally only effective with 1zlot vs 1-6lings) (P): Graviton Beam on a unit warping in will halt the unit from completing during those 5seconds. (P): The splash damage dealt to units next to an immortal that was targeted by a unit that deals splash damage will only take 10damage, technically giving other units around it hardened shield. The same is true for hallucinated immortals (although the damage is doubled). Tip: The concept where you click on a mineral patch outside so workers stack, and then attack the pylon or bunker wall can be done in your own base. There are 3 mineral patches where one is indented and two are slightly more forward. If lings (zlots or workers lol...) have entered your mineral line and blindly a-move you can stack your workers on the indented patch, attack, and repeat, making every single worker hit the target, instead of just the ones that get the surround. (requires a lot of attention to spam click on the patch, you make be better off a-clicking or running away while you continue to macro) Tip: Low ground walls require less buildings than high ground walls, although they are more vulnerable to and ranged units. | ||
Arn
Sweden118 Posts
Btw, if you are unsure of what number to put, just put a hashtag and I'll add the number later. | ||
Lasbike
France2888 Posts
http://www.teamliquid.net/forum/viewmessage.php?topic_id=280953 Thanks to "atmo" | ||
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