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78. +2 attack on banelings make them one-shot workers regardless of armour upgrades [SOURCE CONFLICT: See [89].] 89. A single +2 attack baneling 1 shots drones at any armor level, and probes without both +2armor/+2shields. A single +3 attack baneling 1 shots all workers except for +3 armor SCVs. [Source conflict: See [78].]
I was the one that posted [89], and I did so after verifying in the unit tester. At +2 attack, banelings start one shotting drones and probes, but not scvs due to their additional health. Drones fare the worst; even a +3 armour drone dies to a +2 attack baneling. Probes can survive the +2 attack baneling if they keep up in both armour and shield upgrades (an unlikely situation), but at +3 attack there is nothing they can do. SCVs are the hardiest, able to survive banelings as long as they are even in armour upgrades. It would be a good idea to include lings with banelings if performing baneling drops on terran, as there would likely to be many red scvs.
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165 : You can use a move command (right click or M+left click) and target one of your own or ally units to have the selected unit follow (escort) the target. + Show Spoiler [details] + This is usefull if you don't want to have your ravens/medivacs/infestors/high templars run to the front and die when you Amove, or if you dont want your faster units to run too far ahead (ex : mutas escort your roaches so the roaches will stay ahead and take the first shot, not the mutas) You can also use this to have a pooping overlord follow your hydras.
166 : autorepair SCVs also repair medivacs they are loaded in (like bunkers)
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#149: in a hard 6 pool, zerglings pop at ~2:15. add about 8 seconds for 7 pool, 16 seconds for 8 pool etc.
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168. Phoenix can lift siege tanks, even in siege mode. A few phoenix with some gateway units can really take the bite out of marine/tank compositions.
Here is a replay to go along with tip 156: [rep]
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Great topic, i made account specially for it.
169. (T) U can EMP protoss buildings and buildings with energy to suck up shields/energy.
170. (T) Ghosts one shots with snipe workers/marines(without shield)/zerglings/banelings and also observers.
171. (p0 DTs that are warping are cloaked.
172. Hallucinated colossi cant crush forcefields.
173. (Z) I believe it is possible to NP mothership and recall troops on top of protoss army.
174. (Z) It is possible to NP hallucinations.
175. (P) Carriers and DTs can't be hallucinated, no wonder why. However HT can be hallucinated.
176. (P) It is more efficient to research protoss ground armor instead of shields, because it is cheaper, most units got more HP than shields, and almost every protoss unit got +1 armor without any upgrades.
177 (T) EMP has got range advantage over feedback, however the range of EMP AoE center is the same, in practice that means u need to EMP sligtly before the HT.
178. (T) While playing MMM it is more efficient to micro infantry as a seperated control group, so the medivacs can heal more and if protoss is not paying attention his army will split, AA will aim for the medivacs and rest of forces can kite everything else. The disadvantage is medivacs are more vulnerable.
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179. After a projectile is launched at a unit, you can pick it up with a dropship before the projectile lands, dodging the hit. Projectiles can also be dodged with blink.
180. At the start of the game it's a good idea to have your workers mining from the close mineral patches. To do this, grab a worker from a far patch and repeatedly click a near patch until it sticks. This will speed up your build by a few seconds.
181. To quickly move a group of stalkers down a cliff, issue a move command to the edge of the cliff, hold shift and input a blink command to the bottom of the cliff, continue holding shift and execute a move command away from the cliff. The stalkers will then automatically blink down the cliff and continue moving, leaving none behind.
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182. (T) Nukes can be canceled, however the missile is lost.
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183. Some P units have a psychological effect on your opponent. Colossi and Void Rays are seen as OP and frustrate or scare players. Hallucinate them in large numbers to turn back attacks or get your opponent to ragequit.
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@179 Not all attacks have to connect to the model for the damage to be dealt. Example, you can't dodge immortal shots with blink.
184. You can drop cloaked ghosts in a terran mineral line and EMP the Orbital Command
185. Quite dumb but, you can load landed vikings in a medivac
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186. (Z) When u have got Lair tech it is possible to proxy buildings anywhere on the map.
187. (Z) It is possible to hide a tech structure under overlords.
188. (Z) Unmicroed roach loses to zealot.
189. The fastest DT rush hits between 6:30 - 7:00.
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@r3tsa
I have a DT rush that morphs at 6:10
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Then it is even more freaking allin ^^ I never encountered DT rush faster than 6:30.
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Dark Templar's can one shot larva.
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EMP interrupts Yamato Cannon Casting
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190. Turn your Keyboard delay settings in the control panel to shortest. It'll let you mass produce (Z)/storm/forcefield like a boss by holding down the hotkey.
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Ghost can EMP an Orbital Command, preventing your opponent from scanning while you attack or drop a Nuke.
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191. To kill a small amount of zerglings with workers, just lead the lings into your mineral line, mineral walk through the lings, and attack move to surround every single ling. Will easily defend a 6 pool.
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192. If you issue a move command onto friendly units, they will follow that unit. This is especially useful for terrans going mech, telling your hellions to follow your thors will protect your thors from melee units and the hellions from everything else.
193: (TvP) Thor's 250mm strike cannons kill immortals in one cast. 194: (PvT) One immortal will kill one thor if you have any ground weapons upgrades.
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193. Hallucinated Immortals have hardened shields 194. Raven Point Defence Drones work against Broodlings from BroodLords
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