maybe separating tips with a space, and bolding the numbers?
[D] 1000 tips - Page 11
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Turo
Canada333 Posts
maybe separating tips with a space, and bolding the numbers? | ||
DevlinDarkforge
United States30 Posts
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DevlinDarkforge
United States30 Posts
On April 22 2011 07:20 r3tsa wrote: Great topic, i made account specially for it. 169. (T) U can EMP protoss buildings and buildings with energy to suck up shields/energy. . WTF, then why can't High Templars feedback buildings with energy? I can't remember the last pro replay where high templars were used | ||
Blasterion
China10272 Posts
On April 22 2011 16:23 DevlinDarkforge wrote: WTF, then why can't High Templars feedback buildings with energy? I can't remember the last pro replay where high templars were used because Feedback does hull damage, EMP will never "kill" anything | ||
mlgbx
United States73 Posts
On April 22 2011 16:23 DevlinDarkforge wrote: WTF, then why can't High Templars feedback buildings with energy? I can't remember the last pro replay where high templars were used I am pretty sure Alicia used some last night against MKP in Code S of the GSL. It was a good game. You should check it out. | ||
lachy89
Australia264 Posts
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Incognoto
France10239 Posts
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r3tsa
Poland94 Posts
197. (P) While playing a very FE always pay attention if T is not making any bunkers. 198. (P) Zealot+stalker poke can be very powerful against Terrans relying on marines without bunker to defend, it is also possible pressure a 14/15 Hatch with this kinda of poke very effectively. 199. (P) Forcefields can be placed on buildings and mineral patches, also they prevent units form unburrowing. 200. U can block ramps/buildings with units to help prevent early DT attempts. 201. (P) Probes can be used as shields for stalkers to fight off zealots, unless u dont a-move with probes, u can surround your stalker and force opponent to either focus workers 1st or retreat. I beliee it is possible for Terrans too. | ||
Ineffability~
84 Posts
They take 20 damage tho | ||
Arn
Sweden118 Posts
On April 22 2011 13:35 Turo wrote: the OP needs some serious editing to make it readable IMO. maybe separating tips with a space, and bolding the numbers? Added bold to the numbers (RegExReplace ftw.), and it became much better. Trust me, separatic the tips with a linebreak wouldn't make it more readable. It's a bit problematic that the TL forums are just 620px wide, if you read it on the Property-clan forums (where it's crossposted regularly) most tips are on one line, making it very readable. If you have another suggestion feel free too. | ||
FreshDumbledore
Austria57 Posts
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Joschka29
Germany26 Posts
Z 160 You cannot put Spore-/Spinecrawler into Nydus or Overlord P 161 Warp-Prism can Power a Protoss Building | ||
Arn
Sweden118 Posts
On April 22 2011 18:49 FreshDumbledore wrote: E158 holding ctrl+ alt+ f4 lets a little boy's face appear On April 22 2011 18:56 Joschka29 wrote: Team 159 Two Motherships to not cloak each Other Z 160 You cannot put Spore-/Spinecrawler into Nydus or Overlord P 161 Warp-Prism can Power a Protoss Building A) Wrong count. B) Those are hardly "interesting"/good advice (except for maybe 159) so I won't add them. Next tip is 202! Gonna edit first post now. | ||
Kornholi0
Canada634 Posts
I am actually not 100% sure on this, as there is no real way to test it, I was watching Destiny's stream and they were talking about it. Maybe worth investigating? More notes on Fungals, it takes 4 fungals to kill a roach, it takes 2 fungals to kill an infestor, and infested marines do better against ultras than FG (based on the fact that you can use them as walls). it takes 4 fungals to kill a mutalisk, but if you use 1 fungal and throw down (depending on the flock of mutas, about 2 infested marines per muta capped at 10 infested) then throw down another fungal you can successfully pick off all the mutalisk with decent micro. You cannot fungal buildings but you can fungal burrowed units underneath escaping spines =D | ||
Kornholi0
Canada634 Posts
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Arn
Sweden118 Posts
Good job, we're now over 20% to a thousand I think we can do this. Regarding the other advice-thread, I think this one is better - of course I might be biased. | ||
MrTortoise
1388 Posts
203: cant get a probe into enemy base to place cannons? Use a warp prism and build cannons behind his mineral line! On April 22 2011 16:59 Blasterion wrote: because Feedback does hull damage, EMP will never "kill" anything You are right, but i dont think that is the reason. Also if you emp a unit that can only cast spells, then for all intents and purposes you are removing it from the game for a period of time which is somewhat analogous to killing it temporarily. EMP works on BOTH energy and shields Feedback only works on Energy ... buildings have shields but not energy so there is nothing to feedback. Moreover there is no reason for infestors / ghosts and HT to work the same so its not unfair unless you have some preconceived notion of fair (which will only lead to blandness). One of these many overlooked (or at least under considered) points in emotional rants leading up to the removal of KA (instead of simply nerfing some combination of storm / HT / KA). Please don't get into a KA argument with me (as i wont respond but someone else will and thread will get ruined), I am not questioning 'balance' or 'the need for change' just the/any decision to remove before tweaking - as in i think the the most imbalanced thing in the game is the game balance team. They seem to respond by reducing diversity because it is the easy route which *imo* just removes utility. | ||
MrTortoise
1388 Posts
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pandaminion
United States270 Posts
#205. Contaminated buildings can still build add-ons, and turn into Planetaries/Orbitals or turn into Warp Gates (and back). #206. Feedback dispels Yamato Gun charge (energy is deducted as the projectile fires, not during the firing cycle) #207. You can set rally points for units in Cocoons (Broods and Banelings) to go to after they hatch. #208. Overlords don't have a separate rally point. Bear this in mind when rallying your units to the front of an enemy's base. #209. After an enemy's push fails, send your men after his -- you may catch some either retreating units or units on their way to your base that he failed to reset the rally for (applies mostly to Zerg) #210, Killing both sides of a Nydus Network (Network and Worm(s)) will kill all of the units inside :D (You can save your units by building another Worm or Network before it's killed, even said Worm/Network has just started building) #211. You can push Archons when they are merging. #212. Spawning Pools, Roach Warrens, and Evolution Pools, placed correctly, can prevent hellions from running behind your mineral line (the best position for them) and roasting your workers. Just make sure you don't get Thor dropped afterwards. #213. Burrowed Banelings at choke points are useful versus all races (Sentries, Marines, Hydralisks) #214. Ultralisks cost efficiency increases greatly with upgrades (+2/4 per upgrade) #215. If your chronoboosts are stacking up, upgrades are a good Chrono sink. #216. Banshees deal more DPS to Colossi than Vikings. #217. Against a Protoss, detection at every base will save you grief in the late game (versus Dark Templars) as well as shoo away any observers. #218. Nydus worms are most often spawned behind line-of-sight blockers and mineral lines. Check there first if you hear a scream. #219. You can see cloaked units by the ripples in the terrain (how has this not been said yet?) #91 Update. "Cloaked" units also include Creep Tumors. | ||
Joruto
Germany39 Posts
If you load an SCV which has autorepair on into an Medivac, it can repair other damaged mechanical units ,like tanks or hellions inside the Medivac. But beware, it costs much more Minerals and Gas as if you would repair it outside. Source | ||
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