[D] 1000 tips - Page 13
Forum Index > StarCraft 2 Strategy |
TGxXill
Netherlands1 Post
| ||
TheAngryZergling
United States387 Posts
175. (P) Carriers and DTs are the only Protoss units that can't be hallucinated. I'm pretty sure motherships are not hallucinable. | ||
Arn
Sweden118 Posts
Updated up to 229 now, so Next tip is 230. Regarding the drop-technique: A movedropping dropship (overlord/medivac/warp prism) will be in "move-drop-mode" until it is empty or a stop command is issued to it. Thus, if you want it to move another way (or like in your example, start moving), that's fine - but if you want it to start standing still while dropping, press H instead of S. I advice every zerg to practise dropping and use it more often, dropladders and drop-runbys can be really effective, as can baneling carpets, mineral-line drops, et cetera. It all requires knowledge and micro though - and some practise. PS. I'm also happy for the people that pop in to the thread just to say they like it, it's great hearing that | ||
Oboeman
Canada3980 Posts
231. If you overdroned and your opponent attacks you - pull some drones for the fight. If possible take advantage of mineral-walk to get an advantageous position, but in general treat them like additional lings. | ||
Battlescore
United States61 Posts
| ||
r3tsa
Poland94 Posts
234. Cheese strategies are most powerful in mirror matchups. 235. (P) Low ground pylons can be used as a power source for structures placed on high ground. On specific maps like Xelnaga Caverns and Metalopolis it is possible to attack opponents mineral line with 1-2 cannons. I think it wasn't mentioned before. 236. Ultralisk wins a 1on1 fight with immortal. 237. (P) Voidrays can shoot while moving, similar as phoenixes. 238. (P) Forciefields can prevent SCVs/MULEs form reparing bunkers. 239. (Z) From my own protoss expierience 3RR is the most powerful zerg rush. 240. Tier 1/1.5 units are unable to out dps medivac healing rate. 241. (T) Proxy raxes can be built in some spot difficult to scout, and then lifted off to another location. 242. (T) Banshee wins a fight with a queen. | ||
r3tsa
Poland94 Posts
| ||
Oboeman
Canada3980 Posts
| ||
r3tsa
Poland94 Posts
246. (Z) Late drone scout is still possible against walled-off protoss, just click on minerals in his base. I think this one was mentioned but I'm not sure. | ||
ZenGraffix
United States96 Posts
248. (P) Double click your workers and control group them to and you can see exactly how many you have/need(the number of units is listed on the control group bar. Add and extra 2 for the workers that are likely inside the assimilator at that instant. | ||
SilverJohnny
United States885 Posts
| ||
Arn
Sweden118 Posts
On April 23 2011 07:32 r3tsa wrote: 245. (Z) 6 Zerglings are able to kill zealot in a wall (i don't remember if it is possible with 5 though, it can be ramp dependent) 246. (Z) Late drone scout is still possible against walled-off protoss, just click on minerals in his base. I think this one was mentioned but I'm not sure. For your first tip, I think 4 lings can kill 1 zealot if they meet 2v1 in the opening. Are you saying that 6 can beat 1 if they meet 1v1 all the time? How is it microd? About your first tip, I don't think I recognize it being before. It's generic though, so I will add it as such. And it's awesome | ||
Wintertime
Canada64 Posts
Also, I didn't see this tip posted, which is good because it's not true, but I wanted to clarify the myth that you can change the default unit selected in a control group by tabbing to the desired unit and redefining the control group (Ctrl+X). This doesn't work. There is no way to change the default unit in a control group (Other than making it it's own control group). Source Tip 242 is 50% wrong. Whoever shoots the other first wins in Banshee vs Queen. Tip 249 (AKA Tip 4) expansion: Fungal stops Tanks and Vikings from switching modes. It stops Stalkers from blinking. It stops all Zerg units from burrowing/unburrowing. It reveals cloaked units. Doesn't root Ultralisks due to their Frenzied passive. Drops that have been fungal'd can still pick up/drop units. I'm testing right now if fungal'ing after a vortex will still apply the root, despite not doing damage, and if the units will spread despite being rooted. | ||
FreshDumbledore
Austria57 Posts
| ||
Tiazi
Netherlands761 Posts
| ||
Kornholi0
Canada634 Posts
252: It is easier to take bases when you are aggressive opposed to being defensive, if a defensive player is caught out of their good position it is game ending, however if an aggressive player loses their units it is very rare that it will lose them the game. | ||
Humbuuzio
Finland78 Posts
#254: If a Terran has a wall-in with a barracks and factory with no add-ons and especially if there is a bunker there, Terran is most likely building cloaked banshees, maybe even with 2 starports. | ||
iPBioOrMech
Turkey297 Posts
| ||
papapanda
Taiwan326 Posts
try to do this as little as possible though;p | ||
wonderwall
New Zealand695 Posts
#257 You can warp in dark templars even when your dark shrine is unpowered. As many terrans have found out on the ladder playing against me these two go hand in hand. | ||
| ||