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On April 22 2011 04:12 ensign_lee wrote:Show nested quote +On April 22 2011 04:01 CompanionQue wrote:
You can chronoboost ally buildings, say, reactor Rax?
Are you sure about that? I'm pretty sure they removed that back in beta
Actually, i'm not sure if that still true, I'll test it with a friend as soon as one logs on to verify if it was patched or not. :D
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On April 22 2011 00:22 Jack103 wrote: 134: You can insantly kill Protoss gateway units that are warping in by destroying the pylon that is powering the area that they are warping in to.
you dont kill them Protoss gets money back
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152(?) SCV's can repair mechanical protoss units, but only their HP value. SCV's CANNOT repair protoss buildings. Additionally, Medivacs can heal HP of allied biological units.
Really curious about chronoboost on terran buildings... sounds like some sick strategies could come out of that.
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On April 21 2011 22:59 NeuroNiky wrote: 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
For 129, you should always have health bars turned on in the options, eliminating the need for this.
For 130, you don't need to hold shift for this. Just select a group of workers (for any race) and start building buildings. Only one worker will go to build each.
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#153 Changeling sight = 8 Siege tank sight = 11 Colossus range = 9
A changeling scout can be denied by siege tanks. Changelings are killed by siege tanks in siege mode because a changeling transforms at 8 range. At 9, 10, and 11 range a siege tank kills the untransformed changeling.
(Brood lords should kill changelings with range 9.5 and sight 12, but they DO NOT probably due to low movement speed of brood lords. Colossus kill enemy changelings, as expected. Carriers do not kill enemy changelings with range 8 and sight 12, as expected.)
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-154 The Stargate and the Nexus are the only two buildings showing the unit under construction. Always check which unit is inside of the Stargate and respond accordingly. You don't need to defend an all-in in TvP if he's going for Phoenix Harass, a fast Void-Ray means something like 3-Gate Stargate All-In. The Nexus has a blue beam on top of it when there's a mothership being created.
-155 You can cast Neural Parasite on a Mothership, which is going to cloak your own army and give you the ability to cast the Vortex on your opponent's army.
-156 The Carrier's ability to reproduce defeated Interceptors can be set on autocast by right-clicking it. Interceptors will be remade as soon as possible.
PS: You can't chronoboost allied buildings, 100% sure (Diamond 2on2/3on3/4on4 Random player).
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@Binabik: number your tips.
157. Units can be loaded into a Warp Prism even if it is above a cliff, even if it is in Phase Mode. This allows you to use the warp prism as a ladder of sorts. If you rally say, a Robo, to a phase prism placed above the wall of you ropponents main, Immortals being created will automatically load into the Warp Prism, which you can then unload into the main without moving the Warp Prism. This allows for easy reinforcement of your army with both gateway units being warped in and Robo units.
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Just went to check the chronoboosting, yeah It doesn't seem to work in 2v2 anymore, maybe in a 3v3 if you play zerg then neural the two other races? lol
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Main post updated up til 157, next tip is 158. Great going everyone, I learn alot from this, and I hope others do too
I would appreciate if you'd glance at the first 157 tips (use search function if you want) before posting. If you don't it's okay though.
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#156 and #145 are identical, sorry about that, didn't read the previous posts which weren't uptadet yet ^^"
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158. In ZvZ, if your opponent is massing lings you can wall off with an evolution chamber and two spine crawlers (like a Terran wall off) to prevent being overrun. You can leave the wall by uprooting a spine crawler.
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159. Creep tumors are what provide vision, not the creep itself.
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On April 22 2011 05:32 Binabik wrote: #156 and #145 are identical, sorry about that, didn't read the previous posts which weren't uptadet yet ^^"
No probs, I just skipped it (^_^)
On April 22 2011 05:40 Sinani201 wrote: 158. In ZvZ, if your opponent is massing lings you can wall off with an evolution chamber and two spine crawlers (like a Terran wall off) to prevent being overrun. You can leave the wall by uprooting a spine crawler.
Can you provide a replay or source for this? Because I think someone once said that spine crawlers cannot ever be used as wall. I might be mistaken though.
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160. Marines without combat shield but with stim(And stim used) die to 1 fungal or 1 baneling. Wich makes it one of the most crucial upgrades in TvZ.
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161. Banelings that are lifted by phoenixes and killed deal damage to nearby air units.
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162. You can have max 19 larvae at a hatch
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163. An scv on autorepair will repair a bunker from within.
164. In team games when you share control you can mine gas from your ally's refinery/assimilator/extractor.
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For tip #74: I was able to test this with a Nexus, but it takes 3 Banelings to be able to "insta-kill" a Nexus warping in. Also, note that a Baneling with auto-explode on buildings cast and auto-unburrow cast will unburrow when a unit walks over it (or if a building is built in proximity) but ignore any units and hit any buildings that are nearby.
For tip #86 Repeatable abilities; lowering your keyboard repeater rate (2 settings on Windows: delay before repeating and how fast it will repeat) will help a lot in doing it. If the settings aren't optimized, shift clicking may actually be "faster."
I want to add that this thread has been very, very helpful, but if it's going all the way to 1000 there might be some repeats (people not reading all of the previous tips). While I know personally how pain in the butt it is to (re)organize information, I think it'll be worthwhile to try and organize it topically (race-based maybe for starters?).
I already appreciate that you've added in parenthesis the scenario tips are applicable in (ex. (ZvZ)) and hope the thread stays alive!
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like the hints on using burrowed blings in enemy's natural to kill either a recently built expansion or transfered workers:D
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On April 22 2011 04:42 Binabik wrote: -154 The Stargate and the Nexus are the only two buildings showing the unit under construction. Always check which unit is inside of the Stargate and respond accordingly. You don't need to defend an all-in in TvP if he's going for Phoenix Harass, a fast Void-Ray means something like 3-Gate Stargate All-In. The Nexus has a blue beam on top of it when there's a mothership being created.
-155 You can cast Neural Parasite on a Mothership, which is going to cloak your own army and give you the ability to cast the Vortex on your opponent's army.
-156 The Carrier's ability to reproduce defeated Interceptors can be set on autocast by right-clicking it. Interceptors will be remade as soon as possible.
PS: You can't chronoboost allied buildings, 100% sure (Diamond 2on2/3on3/4on4 Random player).
most of this has already been said.
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