love it :D
Tricks, Tips, Tactics - Page 7
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Senx
Sweden5901 Posts
love it :D | ||
CharlieMurphy
United States22895 Posts
On March 01 2010 10:25 silencefc wrote: Units have a Leash now. If you have a unit standing there idle and it gets attacked and kited, if you give it absolutely 0 commands, it will eventually turn around and run back to it's idle spot (if it doesn't get killed first). really? I noticed this when units are moving amongs your other units. YOu can only push them around so far before they turn around and come back. I was trying to trap my zeal by pushing him around with 3 other zeals but wasn't very patient or successful with doing so. | ||
CharlieMurphy
United States22895 Posts
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Tef
Sweden443 Posts
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CharlieMurphy
United States22895 Posts
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CharlieMurphy
United States22895 Posts
On March 01 2010 10:47 Tef wrote: Roach bomb: Burrow roach(es) and move them under sieged tanks (or marines with sieged tanks nearby), when they scan or if you unburrow they blow up their own units :D nice, this could be very abusive in middle ground battles with no turrets or ravens around. you can move directly under a pile of marines right? lol, why even make BLings anymore when we have this ! | ||
SpiritoftheTunA
United States20903 Posts
On March 01 2010 11:15 CharlieMurphy wrote: - When units warp in at the stargate, you can see a white warp in thing for each unit as it comes in. So you can tell what he is making and make the appropriate response units. (this doesn't work for gateways though). Although, gateways do light up now when warping in units (where they didnt in SCBW). - prioritizing units that are still warping in might be a good idea, since they take double damage before they completely materialize | ||
CowGoMoo
United States428 Posts
On March 01 2010 11:19 SpiritoftheTunA wrote: - prioritizing units that are still warping in might be a good idea, since they take double damage before they completely materialize rly? I think thats a WC3 not an SC thing... | ||
CharlieMurphy
United States22895 Posts
On March 01 2010 11:19 SpiritoftheTunA wrote: - prioritizing units that are still warping in might be a good idea, since they take double damage before they completely materialize wait you are talking about using warpgates to place units anywhere on pylon aura right? I was talking about just units inside the stargate itself. You can't use the warpgate tech on stargates. | ||
CharlieMurphy
United States22895 Posts
-MULEs will gather over another unit mining at the same patch mining, doesn't matter if it's an SCV, Drone, Probe, or another MULE! | ||
CharlieMurphy
United States22895 Posts
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Noev
United States1105 Posts
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CharlieMurphy
United States22895 Posts
On March 01 2010 14:47 Noev wrote: Just a fun idea i came up with while reading this is if you make pilons such a way that they leave just enough space for a stalker or two to be warped into the middle that can make for some very nice static defense, i think im gonna play around with this idea and see if it is at all workable early/mid game as a way for toss to make make bunkers. It might have no real use but i could be just a cool thing to do if you need to "construct additional pilons" and secure a part of the map P y l o n >.< | ||
caution.slip
United States775 Posts
On March 01 2010 12:30 CharlieMurphy wrote: -MULEs gather 30 minerals per trip and make about 9 trips, for 270 gained. On yellow high yield minerals they get 48 per trip and make about 432! so save up your mule power for that yellow expo. -MULEs will gather over another unit mining at the same patch mining, doesn't matter if it's an SCV, Drone, Probe, or another MULE! mules cant mine the same patch as another mule, if you tell 2 mules to go to the same patch they auto split On February 28 2010 09:55 CharlieMurphy wrote: you can do it with any units. waypoint system allows abilities and spells now. I think workers will even finish their current mining task then go build if you want. unfortunately if they're mining minerals and you queue a refinery they wont return the minerals before they start building the refinery. They will finish mining though =o | ||
Ironclown
United States73 Posts
Edit: Still unsure how to embed videos correctly. I made this video for shift commands after finding this thread. The last part is probably the most interesting with the dropships and thors. The first part is siege tank micro, it has been touched on by others int his thread, but I thought this showcased a little more of what you could do with [shift] commands. Basically, you can tell the siege tanks to move, siege up and then attack in order. Now, if in the process of doing all this they end up in their sieged position already, with allt heir targets q'd up, you can keep holding shift to tel them to unsiege and retreat after they do their damage. There seems to be a bug that makes one siege tank stay behind sometimes though. Second part is Ghosts, Similar to Science vessels you can [shift] emp and retreat, it also works if u have a whole protoss army to EMP you can [shift] EMP EMP retreat. Last part is a bit of Thor and Medivac micro, (I'm no gosu ok) but this is pretty neat, using shift commands it makes this micro process of sort of "sniping" a (my own) command center go smoothly. Doing all this in real time would be a lot harder for me, plus after the thors are q'd up to do their shit I could be macroing. I hope you enjoy it, new here to TL and looking to contribute. | ||
Nightmarjoo
United States3359 Posts
Someone earlier mentioned scouting with mules, you can't send in a mule to a place you have no vision. There's a second hold command, don't remember its name/shortkey atm, but it's hold + cease fire. It basically functions like hold lurker. Sorry I haven't tested it at all, but possible units will not have high priority to target them, if all units can use it could be useful for sentries (if this works, the sentry won't attack and thus won't be targetted, so its shield effect will last longer because it'll live longer), or for ground units against melee units. Similar to the spamming s on an scv as mentioned earlier. Watch your reapers carefully, they get stuck often en-route. Clever terrans and protosses keep their initial scout on the outskirts of creep (which speeds zerg units) so that queens and lings have a harder time killing them, letting them scout longer. Cleverer zergs run their ling on the creep and then run in front of the scout instead of just chasing behind slowly. Zergs should wait to tech until the first scout is dead. If going lair (before expo), once your lair finishes, you can wait for terran to scan your main before picking your tech. This isn't always practical obviously. | ||
CharlieMurphy
United States22895 Posts
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spinesheath
Germany8679 Posts
I don't have beta, so this is more of a suggestion for someone to confirm than a trick. If you are doing a Void Ray rush (for example against zerg), power up its attack before you engage the enemy. It will bring down the hatch much faster and the enemy has less time to react. My ideas on how to do this: Proxy a pylon close to the enemies base on the way that you want your Void Ray to go, attack it for a while and then sprint for the hatch before the charge is lost. Possibly stronger alternative: Attack a Zealot. You can have the Zealot walk towards the enemy base and your Void Ray chase it while attacking it, thus you don't have to waste time attacking an immobile pylon. Obviously both solutions are map dependant. You need a good place close to the hatch for the pylon or a path for the Zealot, and your Void Ray should not be very likely to be scouted while charging up. | ||
DeCoup
Australia1933 Posts
On March 01 2010 18:59 spinesheath wrote: I hope this hasn't been mentioned before, I skimmed through the thread but might have missed it. I don't have beta, so this is more of a suggestion for someone to confirm than a trick. If you are doing a Void Ray rush (for example against zerg), power up its attack before you engage the enemy. It will bring down the hatch much faster and the enemy has less time to react. My ideas on how to do this: Proxy a pylon close to the enemies base on the way that you want your Void Ray to go, attack it for a while and then sprint for the hatch before the charge is lost. Possibly stronger alternative: Attack a Zealot. You can have the Zealot walk towards the enemy base and your Void Ray chase it while attacking it, thus you don't have to waste time attacking an immobile pylon. Obviously both solutions are map dependant. You need a good place close to the hatch for the pylon or a path for the Zealot, and your Void Ray should not be very likely to be scouted while charging up. Yeah. Works well with hallucination. And taking it early can give you great scouting with hallucinated phoenix. | ||
CharlieMurphy
United States22895 Posts
On March 01 2010 15:45 caution.slip wrote: mules cant mine the same patch as another mule, if you tell 2 mules to go to the same patch they auto split unfortunately if they're mining minerals and you queue a refinery they wont return the minerals before they start building the refinery. They will finish mining though =o I just spammed out 20 mules to a yellow mineral base and it took like 1000 of each patch before they all died. Pretty fucking sure they were mining on top of each other. | ||
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