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On February 26 2012 02:12 straitjacket wrote: Not sure if its been posted or not, but you can actually block a gas geyser beeing built by putting an scv/probe/drone right next to it stopping thoes pesky zerg kill/rebuild geyser techniques
This has been mentioned, and it's also been mentioned how to counter it, which is to place the gas geyser while it's in the fog of war, in which case the building worker will ignore the blocking worker.
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copy and pasted out of simple Q&A that I posed in
So I guess mine is a bit of a tip or something that doesn't really deserve a thread, but I never seem to see any pros or anything doing this sooooo
Do people not know that you can focus fire a target and then a-move in any direction so that your units will auto attack anything with threat?
Example: you send marines to kill rocks, you a-click anywhere, zerglings run up to kill marines, marines kill zerglings instead of just dying.
I see even pro players often lose units that are focus firing a specific target and its often to a smaller force, so i thought this would be worth mentioning if it's not widely known.
Also note after units kill the target they carry out the a-move, so don't click somewhere stupid.
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On February 27 2012 11:47 InfernoStarcraft wrote: copy and pasted out of simple Q&A that I posed in
So I guess mine is a bit of a tip or something that doesn't really deserve a thread, but I never seem to see any pros or anything doing this sooooo
Do people not know that you can focus fire a target and then a-move in any direction so that your units will auto attack anything with threat?
Example: you send marines to kill rocks, you a-click anywhere, zerglings run up to kill marines, marines kill zerglings instead of just dying.
I see even pro players often lose units that are focus firing a specific target and its often to a smaller force, so i thought this would be worth mentioning if it's not widely known.
Also note after units kill the target they carry out the a-move, so don't click somewhere stupid.
It doesn't matter what commands were queued before or after the command for the marines to attack rocks. As they are attacking rocks, they are vulnerable to attack and won't attack back until they are commanded to do so. If they are still alive after finishing off the rocks, then they will being to attack the units, whether they have an attack command queued or not. Just as long as they don't have a queued move-command after the rocks.
Also, pretty much everybody attack moves to a point in front of the rocks, with a shift-queue command to kill rocks already. This not only takes care of being attacked on the way there, but gets units closer to the rocks so the concave is better.
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+ Show Spoiler +On February 27 2012 11:53 Kaitlin wrote:Show nested quote +On February 27 2012 11:47 InfernoStarcraft wrote: copy and pasted out of simple Q&A that I posed in
So I guess mine is a bit of a tip or something that doesn't really deserve a thread, but I never seem to see any pros or anything doing this sooooo
Do people not know that you can focus fire a target and then a-move in any direction so that your units will auto attack anything with threat?
Example: you send marines to kill rocks, you a-click anywhere, zerglings run up to kill marines, marines kill zerglings instead of just dying.
I see even pro players often lose units that are focus firing a specific target and its often to a smaller force, so i thought this would be worth mentioning if it's not widely known.
Also note after units kill the target they carry out the a-move, so don't click somewhere stupid. It doesn't matter what commands were queued before or after the command for the marines to attack rocks. As they are attacking rocks, they are vulnerable to attack and won't attack back until they are commanded to do so. If they are still alive after finishing off the rocks, then they will being to attack the units, whether they have an attack command queued or not. Just as long as they don't have a queued move-command after the rocks. Also, pretty much everybody attack moves to a point in front of the rocks, with a shift-queue command to kill rocks already. This not only takes care of being attacked on the way there, but gets units closer to the rocks so the concave is better.
try it out and you'll see. you don't queue an attack command after the rocks btw, and my little list thingy didn't say to queue, you a-move to an arbitrary spot after your units are attacking something and they will stop attacking that target and attack units if there are any
edit: nope sorry your right, only works with buildings and not rocks, guess i got confused there :/
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(Z) 1. If you want to destroy path rocks with lots of zerglings more quickly: attack the rocks, then shift-move behind them and then shift-attack the rocks again. The lings that won't be able to reach rocks from one side will run around and attack them from other side. 2. When you harass FFE protoss buildings with lings early game and probes keep distractring your lings: attack the building, then press Hold – zergling that will be attacked by probe will automatically respond to it. Saves you both APM and lings.
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On February 27 2012 19:53 monkybone wrote: Is OP refreshing his list?
Maybe we should add some map-dependent tricks. I think it was MvP who showed us that Entombed valley have a neat spot to place a bunker under the ramp to the natural of the zerg. You can hide a marine in there, being completely guarded by the bunker. I think it's the only map that allows for a complete wall-off like this.
Last refresh was a month ago, when I find time I update, and I'm slowly "catching up".
Regarding map-dependant tips, I prefer not to, since they may be "temporary" and non-generic. The same usually goes for builds.
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On February 27 2012 18:50 Phoenixed wrote: (Z) 1. If you want to destroy path rocks with lots of zerglings more quickly: attack the rocks, when shift-move behind them and then shift-attack the rocks again. The lings that won't be able to reach rocks from one side will run around and attack them from other side. 2. When you harass FFE protoss buildings with lings early game and probes keep distractring your lings: attack the building, then press Hold – zergling that will be attacked by probe will automatically respond to it. Saves you both APM and lings.
#2 is a good tip, but it seems it would be good for any unit (I was originally thinking just melee, but ranged would seem to work as well), would it not ? Any time you target a building, grab the attackers and put them on hold position so they attack if they get attacked, but continue with the building, if they are not ? Not exactly that "team" spirit, but seems useful.
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Given the new patch, #170 probably needs to be revised.
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I sadly don't have anything to contribute to the tips in this thread (yet), but I would like to see other people add to it, and maybe the OP can update the list? Pretty please
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Boy, it has been a while. Um... #(E) Make sure you consider all compositions when building units. For example, don't build marauder tank all game; a banshee transition from your opponent can hurt you too much.
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Best way to defend drops as a zerg is to leave ~16 lings in your outer most expansions, morph ~5-6 of them into banelings and get 3 spines. Negates drops like nothing.
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#(T) If your reactor is destroyed during a marine production cycle, the marines will be queued up and the second marine will start its production where it stopped (ie it wont start the whole marine production time over again). Works with any reactored unit too
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(Z)Gas stealing vs Terran after being blocked in during scouting requires minimum 2 marines to kill during morph cycle. you can cancel and remake 2-3 times before your drone dies to marine fire. This works well to deny a gas. (Z)Morphing a low health Overlord into an Overseer can save it from being killed by a small force of units. When the morph completes, the Overseer will be full health and faster to get away.(Can even drop changeling to draw fire)
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On March 30 2012 04:45 loginn wrote: #(T) If your reactor is destroyed during a marine production cycle, the marines will be queued up and the second marine will start its production where it stopped (ie it wont start the whole marine production time over again). Works with any reactored unit too
that is no tip, that is just information on how the gamem works...
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Can neural parasite be used on an allied unit??? i.e. probe, scv No
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(T) DO NOT continually MULE the same mineral cluster! This will cause it to expire too soon thus dropping your income, i.e youre no longer mining 8 clusters - just 7. Spread the MULEs out and those clusters will expire much later thus keeping income at max for as long as possible per base.
Similarly, as soon as your exp is up drop ALL your MULEs there to keep your main base on 8 clusters for as long as possible.
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606 (stolen from the topic related to 605) you can gassteal even a blocked gas if you tell you worker to build the gas in the fog of war (with no vision on the enemy unit blocking it)
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