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#110 (Z): All Nydus worm entrances and exits lead to each other. No matter into which entrance or exit you load your units you can get them out from any other Nydus building.
#111 (Z): If you want to reinforce a fight using Nydus worms you should: -Rally your hatcheries to a nearby nydus entrance or exit -Rally your Nydus exit to send reinforcements where you want -Hotkey your Nydus exit and keep spamming "D" to unload units while you fight.
#112 (Z): A Nydus exit cannot be canceled once it starts building and only one can be built at a time but they can be queued so that the next exit begins building as soon as the old one finishes. If you want to build two exits at once you need two entrances.
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Just tried in a unit tester and hallucinations do not instantly die under a psy storm.
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49 Be aware of surface area. If defending and behind as mele seek to reduce surface area to buy time and even up DPS - hug walls and use mineral lines to reduce area. If ahead fight in open and aim for surrounds to maximise area.
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On April 21 2011 19:21 kirdie wrote: Wrong: "65. Z fast expand on 15 is at the 2:00 mark"
A 13 hatch is around 2:00, a 15 hatch is around 2:10 or 2:15 (dont have the exact numbers in my head but its in no way at 2:00.
You see that is the difference, i do know the exact numbers. The expansion goes down at 2:10 (if you do not send a scout drone) but that doesn't work as well in a proverb does it? I use this timing in my games and it woks very well ... if you use your timing then when you hit that time its already too late.
If you are playing as Z you want to send your drone at 2:00 (on Xel Naga - which doesn't overlap with the drone popping out of lava timing and this timing does work on most other maps) and if you have a scouting probe guess what ... it is probably in the enemies base and so will take time to get there ... IE the effective time of the expansion in terms of decision making is 2:00. The other thing I find is that as protoss i have a free second at the 2 min mark - and when going a no gas rax heavy terran build the same is true for my timings (but i don't claim to be crisp with terran and only really play team games with them when i want to win)
13 hatch is almost bang on 2:00 for its build time. +- 1 sec - variance in close / far mineral patches across maps makes a bit of a difference. My fastest ever is 1:57 but i forgot to note what map this was or what my drone spread was - i may of just got lucky with no glitching or something.
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On April 21 2011 05:31 1.01 wrote:
45. A relatively unknown fact is that you can use your KEYBOARD to create input for the game. I know most players, pros included, use play using standard mouse-only input. The keyboard, from my experience, allows for much faster and varied input.
Hmm. This seems counter-intuitive.
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On April 21 2011 19:24 kirdie wrote:Show nested quote +On April 21 2011 18:16 adelise wrote: 1 queen can block the ramp for helions if well positioned Really? Could you post a screenshot of that or a replay?
I'm not at home right now, but I will upload a screenshot/replay tonight. Use it with 1 spine crawler that has range to the ramp so they cant just shoot the 1 queen blocking them.
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Main post updated. Adding 113 myself, so Next tip is 114.
+ Show Spoiler +Please us the format of "114. Text", if you want to add race specifics you can do it after the dot. (f.ex. "114. (Z) Text"), is how I prefer it. No biggie, I will edit if need-be.
113. To spread workers saving them from f.ex. hellions, press (S)top, hold (F1) idle worker and spammove them -> They will now individually move in different directions. [video]
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114: a SCV on auto-repair inside a bunker can repair itself.
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On April 21 2011 21:37 Charon1979 wrote: 114. A SCV on auto-repair inside a bunker can repair itself.
^ 114 ^
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#120 (Z) Infestors can neural parasite enemy workers and then build the buildings from that workers race. Does not work for enemy Zerg workers.
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115. Fungal growth one-shots banelings
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Here are some P tips. Feel free to edit or merge any of them.
#113 (PvT) Hallucinated units can deplete a Point Defense Drone. A hallucinated phoenix does so the quickest but two hallucinated stalkers are not much slower and absorb more damage.
#114 (P) A hallucinated archon can generally absorb the most damage per hallucination as it has the biggest total of HP and shield (350 + 10 = 360) and doesn't take bonus damage from any unit. Note that hallucinated units effectively have no armor, ie. they take full damage from any attack.
#115 (P) A hallucinated immortal does have hardened shields which take 20 damage max per hit. As a result it can be the exception to #114 in some cases, for example when buffering damage from siege tanks.
#116 (P) A chronoboost increases production by 50% for 20 seconds. As a result 1 chronoboost takes 10 seconds off the buildtime.
#117 (P) Using #116 can be very useful for smoothing out build orders. For example warpgate tech normally takes 140 seconds, chronoboosting it two twimes will reduce this to 120 seconds. In that time you can make 3 sentries from your gateway if you chronoboost that once since that takes 116 seconds (3 * 42 - 10 = 116). Generally your gateway and WG tech will sync up if you boost WG tech 1 more time then your first gateway while continuously making only stalkers/sentries.
On a sidenote tip #58 is terribly wrong. Carriers benefit much more from air attack as their DPS increases by ALOT. Most units are only effective at countering carriers by attacking the carrier itself anyway.
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#118 pressing ctrl alt f shows your ingame fps !
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On April 21 2011 21:56 Markwerf wrote:On a sidenote tip #58 is terribly wrong. Carriers benefit much more from air attack as their DPS increases by ALOT. Most units are only effective at countering carriers by attacking the carrier itself anyway.
Edited. Thanks It's good that I get some help critisising the tips, since I don't play all races, know all data or have all knowledge of everything.
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119 In zvz, most people know on metal and temple in close air positions, you can scout with overlords and see your opponent's build and safely do a fast hatch build with no worry of cheese.
120 What they don't know is that on scrap you can do the same thing. If you get your overlord moving ASAP to the opponent's minerals, then at 14 supply, it will be able to see the two closest mineral patches. If you see 0 or 1 drone mining, odds are excellent you are about to get cheesed, drop a pool and continue to overlord scout. If you see two drones, it is ambiguous, but statistically the person probably did not go 14 pool/hatch, so drop a pool. If you see 3 or 4 drones mining, there's a statistically high chance that you will be able to get away with a fast hatch. You could be misled, but I don't think many zergs would do such a thing.
121 In zvz, if you drone scout and do an early pool, such as a 9, 10, or 11 overpool, when your drone gets there, if the pool is positioned behind the minerals, there is a reasonable chance that he has created the perfect pocket to put a spine crawler, where only 1 or 2 drones can hit it. If you put a spine there, then you will pretty much auto win.
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54. I think the screenshot for the nydus worm and overlord has cropped the wrong bit ... isn't the overlord and worm at the top of the image that is hidden?
The translation of the origional page make me think that anyway - also the minimap shows that you cannot see the Red Nydus.
Origional Article
I hate paint so haven't redone the image - sorry a bit lazy of me.
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122 The standard zvp gateway/gas/core build, the core goes down at exactly 3 minutes. Most walls require a core, so move your drone to patrol the area where the core goes down and you will delay it. The toss could build it elsewhere, but then he opens up his wall to an early pool and blocking with a drone is a common sign that such a thing could happen. Any delay in the core will delay a warpgate attack and the first round of units from it by crucial seconds.
123 You can tell drones to mine extractors that are still in the process of building, and when the extractor finishes, they will do so. You can also rally drone eggs to a building extractor and they will pop out and immediately mine gas.
124 You can burrow a ling or move a burrowed roach onto a lowered supply depot and that will prevent it from raising. I haven't done it, but I would imagine you could also use a overseer to infest a lowered supply depot to prevent him from walling in if you want to perform a ling runby late game.
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125 In the unlikely event that creep touches in zvz, you can uproot your spine crawlers and run them across the map and plant them at a good engagement point near your opponent's base.
126 Nyduses operate on first in, first out principle. This has several implications. If you have large units like ultras, put those in before the zerglings, so that they can tank and do damage while your zerglings unload safely. If you put in a couple of queens with energy in, they can immediately transfuse the nydus exit if necessary, or each other to delay a small force.
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127 In ZvP, if you were going spire and you know there are phoenix on the map, make a few corruptors. Try to have one corruptor for every two phoenix at least. When it is time to engage, ctrl-click your mutas and move them back behind your corruptors. The phoenixes will fall out of range of the muta for a moment and will retarget on corruptors, which they do no real damage to. Then sweep forward and kill phoenixes with your entire ball. After a couple such engagements, the phoenixes will be to low in number to stop you, and the gas spent on stargates will have been useless.
128 As a corallary to 127, if you have muta and corruptor and want to get them across the map, shift queue move them but stutter along the way, that is, go forward, back 2, forward 10, back 2. This will prevent your mutas from outpacing your corrupters and leaving them open to phoenix snipes while your corrupters are trying to catch up.
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129 Holding the alt key shows the health and energy bars of all the units on screen. Use this to transfuse the unit(s) taking damage with you supporting queens.
130 As Zerg, if you have several drones selected, you can hold shift and chain build different buildings, and one single drone will go and build each single building
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