On March 09 2010 14:32 MostDifferent wrote: You can target your own unit with Raven Seeker Missile, I think this can be a really cool way of using this abiliy.
* Longer range/Protecting the raven * If unit is not killed, you have somewhat more control of where it lands
and the longer range doesnt just protect the raven, it also gives your enemy a false sense of security since the raven is not in range to cast anything nor is it moving towards him.
Pimpest play would ofcourse be to cast on a cloaked banshee and kill a group of mutas!
*The red targeting line is still visible though I think?
This sounds very powerful. Does anyone know if seeker missiles targeted at an air unit will splash ground units, and vice versa? Seems like banshee bombing could be a really cool/effective way to obliterate mineral lines or groups of clustered ground units as well, if it works.
This is probably dangerously obvious, but ZvP if enemy has void rays, you can quickly burrow and unburrow whatever they are attacking to force them to switch targets and keep their DPS very low.
- you can put workers on gas before it's complete, when it's done they go start working. - when using creep tumors, u can make overlords shit creep in front of the tumors so u can spread them asap without waiting for the creep to spread max range on its own.
On March 12 2010 17:50 caldo149 wrote: minor tip: Before a game actually starts make sure to put the mouse in the center of the screen so that you can quickly build your first worker. =)
Yea, I've just been figuring that out for myself today. It was really throwing me how the cursor was always in different locations when the game started. Took me about 40 or so games to figure it out.
On the subject of "just before the game starts, though", I really wish they had the countdown begin after the game had loaded. Progress bars are so unreliable and don't give you any good warning of when the game is actually going to start. As it stands the coundown timer seems a bit pointless. As there's not really that much you can do while it's counting down, other than, as you mentioned, put ur cursor into the middle of the screen.
On March 11 2010 10:17 caution.slip wrote: They took it out with SC2, but in SC1 you could use the control key to only issue targets to the selected subgroup of your total group
So if you had 24 marines and 4 tanks selected and in group 1, you could press 1 and then click to attack the enemy, then you can tab to your tanks (they should be the first group anyways since they're the higer tech unit) and then control click somewhere else, and your tanks will move to a different location than your mairnes. It's good for positioning your army w/o having to deselect the whole group.
They had subgroups in SC1? I honestly didn't know o.O
Warcraft 3, they should really implement this instead of the auto-attach move thing
You can load a collosus into a warpray before its attack animation is completed and it will continue on its own while the collosus is inside the prism. It looks funny and buggy. Im not sure if the collosus attack is actually instant but the animation isnt.
In any case you can harrass much butter if you load and unload the collusus like this. Coupled with collosus range and prism speed upgrade this is pretty sweet.
On March 12 2010 12:12 Cyclon wrote: This is probably dangerously obvious, but ZvP if enemy has void rays, you can quickly burrow and unburrow whatever they are attacking to force them to switch targets and keep their DPS very low.
Don't Void Rays keep being "charged" for a short period after they stop attacking? (I do not have beta, but I have read abiut this couple times)
I just realized this was different from sc1 after using it in a TvT: Tanks still have a range longer than their sight, but thanks to the new "height mechanic" units no longer fire upon other units they cannot see. I.e. spotting for your tanks with air lets them shoot your enemies tank, but your enemies tanks never fire back. Made use of that in about 3 TvTs before one of my opponents was all "what the hell that's not supposed to happen!". It felt so natural that I completely forgot that it was different in SC1
On March 12 2010 12:12 Cyclon wrote: This is probably dangerously obvious, but ZvP if enemy has void rays, you can quickly burrow and unburrow whatever they are attacking to force them to switch targets and keep their DPS very low.
Don't Void Rays keep being "charged" for a short period after they stop attacking? (I do not have beta, but I have read abiut this couple times)
Only if they hit the next stage of charge. So if the Void Ray charges up to level 2 and kills a unit, it will retain the level 2 charge for ~5 seconds. However, if it stops attacking BEFORE it reaches 2nd/3rd stage, it has to start all over again.
On March 12 2010 17:36 CharlieMurphy wrote: - you can put workers on gas before it's complete, when it's done they go start working.
someone can check this?
Considering I wouldn't just make shit up and I created this thread in the first place, I'm pretty sure it's a credible source.
Just to clarify though, there is a known bug where you can click on a geyser underneath the refinery,assimilator,extractor. So make sure you click the workers on the structure not the geyser otherwise they'll sit there.
On March 13 2010 01:33 Feefee wrote: I just realized this was different from sc1 after using it in a TvT: Tanks still have a range longer than their sight, but thanks to the new "height mechanic" units no longer fire upon other units they cannot see. I.e. spotting for your tanks with air lets them shoot your enemies tank, but your enemies tanks never fire back. Made use of that in about 3 TvTs before one of my opponents was all "what the hell that's not supposed to happen!". It felt so natural that I completely forgot that it was different in SC1
lol yeah this is definetly one of the lesser known changes from BW. I was so confused when 1 tank killed 3 of mine in a game.
Infestor Sneaks: burrow move to an expansion without detection after you have 150 mana. Unburrow and throw a fungal, wait 6 seconds and throw the next fungal on the same units for SCVs to kill them. and only 1 or 2 seconds for probes and drones.
Fungal does 36 damage over 8 seconds, or 4.5 dps, it also holds the units in place like maelstrom, but they can still attack.
The burrow movement speed upgrade might help a little here, but more importantly the +25 starting energy will make this attack come out faster if you rush to it.
On March 12 2010 19:29 Kaboo wrote: You can load a collosus into a warpray before its attack animation is completed and it will continue on its own while the collosus is inside the prism. It looks funny and buggy. Im not sure if the collosus attack is actually instant but the animation isnt.
In any case you can harrass much butter if you load and unload the collusus like this. Coupled with collosus range and prism speed upgrade this is pretty sweet.
I thought i already posted this. the attack doesn't do damage until the animation finishes or until the lances cross. This is just something to know to avoid rather than to abuse to shoot faster or whatever.
On March 12 2010 12:12 Cyclon wrote: This is probably dangerously obvious, but ZvP if enemy has void rays, you can quickly burrow and unburrow whatever they are attacking to force them to switch targets and keep their DPS very low.
Don't Void Rays keep being "charged" for a short period after they stop attacking? (I do not have beta, but I have read abiut this couple times)
Only if they hit the next stage of charge. So if the Void Ray charges up to level 2 and kills a unit, it will retain the level 2 charge for ~5 seconds. However, if it stops attacking BEFORE it reaches 2nd/3rd stage, it has to start all over again.
Yes, this exactly. If you let them charge up on the first 1 or 2 units, they will massacre your force quickly. If you hide each unit before they get a damage boost, the countdown timer starts over again and they remain pitiful. Its quite micro intensive to do if your opponent is attack moving a large fleet, but if they are focus firing something it becomes very easy.
Of course, if they have detection in place it does nothing. The attack continues.
So protip: As protoss you can secretly make cannons in the other player's base in the beginning of the game. This will get you through copper league very fast.
I was playing around a little with drops and thought this was cool.
Like SC1 if you unload on your dropper then you can use the moving drop tactic. However when you issued another command like "move to this new location" dropping stopped.
In SC2 when you using the moving drop you can issue commands to the dropper while it still continues to drop until it has unloaded each of your units once. So what I was doing was I put 4 stalkers in the warp prism and unloaded. The prism unloaded one, the stalker shot, and I picked it back up quickly by right clicking on it. The prism then unloaded the next stalker and the process continued.
if you somehow manage to make a Nexus as zerg..you can Chrono Boost hatcheries which not only increases larvae generation rate, upgrade/research rate, but also the Queen's Spawn Larvae as well. You can even Chrono Boost EGGS to hatch faster! supply blocked? chrono boost that overlord! lol ofc it works on other zerg buildings to increase research/upgrade and even Morph (like spire to greater spire, lair to hive, etc) time