[D] 1000 tips - Page 19
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artee
Czech Republic9 Posts
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Br3ezy
United States720 Posts
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myti
Finland43 Posts
240. Tier 1/1.5 units are unable to outdps medivac healing rate, which is at ~9 hp/s (in-game time). false, zealot has 13dps, stalker has 9,7dps against armored, stimmed marine has 10,5dps, stimmed marauder has 10dps, reaper has 16,4dps vs light, zerglings with +2 attack has 10dps... | ||
57 Corvette
Canada5941 Posts
335: (PvP) It takes 8 shots for an immortal to kill a colossus, while it takes a colossus 12-13 hits to kill an immortal. Unmicroed, an immortal beats a Colossus in a 1v1. | ||
Cano
Poland200 Posts
Zealots with upgrade advantage (Protoss Ground Weapons vs Zerg Carapace) can kill zerglings with 2 attacks instead of 3. | ||
Arn
Sweden118 Posts
On April 27 2011 22:01 57 Corvette wrote: (PvZ) A Zealot can beat 4-5 Zerglings if it is unable to be surrounded, but it only kills 2-3 when 6 zerglings get a surround. (PvP) It takes 8 shots for an immortal to kill a colossus, while it takes a colossus 12-13 hits to kill an immortal. Unmicroed, an immortal will win in a 1v1. I want a source for the above statement. I can micro 6 lings to kill a zealot in a 1v1 opening without any loss (taking 2hits per ling), I think it's called the TLO style. Surrounded, 4 lings can beat one zealot afaik, I think also lossless. How does the micro change the Immortal/Colossus matchup? Kiting I bet? I may change it to "Unmicroed, an immortal beats a Colossus in 1v1." or "Immortals are good against Colossi", but I'm not toss. Would everyone agree this is a basic and useful tip? | ||
57 Corvette
Canada5941 Posts
On April 27 2011 22:14 Arn wrote: I want a source for the above statement. I can micro 6 lings to kill a zealot in a 1v1 opening without any loss (taking 2hits per ling), I think it's called the TLO style. Surrounded, 4 lings can beat one zealot afaik, I think also lossless. How does the micro change the Immortal/Colossus matchup? Kiting I bet? I may change it to "Unmicroed, an immortal beats a Colossus in 1v1." or "Immortals are good against Colossi", but I'm not toss. Would everyone agree this is a basic and useful tip? Both of the tips I gave are assuming no micro, zealot on hold position and zerglings attack-moving. The collosi will get 1 or 2 extra shots off depending on if it is range upgraded or not, but the immortal still wins in a 1v1 with no micro (Kiting, cliffwalking etc). Normally though there will be zealots/stalkers in front of the collosi, so in a normal battle immortals are usually not as good as collosi. | ||
Kuhva
United Kingdom183 Posts
On April 26 2011 05:09 TheAwesomeTemplar wrote: About #41... I spent my time improving my macro instead of micro and now I can crush platinum players (I'm silver) in macro, but I lose because my micro is now horrible. If your crushing them in macro then you should have so much more stuff that micro doesn't matter. If you not then don't rest on your laurels yourmacro can still be improved. For example having a 100 drones on 2 base isn't good macro, 56 of those drones aren't being used optimality. So learn good third base timings and which 3rd to take on each map depending on your potions and you overall game plan and good army positioning to hold those 3 bases. The other think to work on is just general army portioning and movement in my eyes this still comes under macro (though most people seem to think macro = economy, it doesn't necessarily you can use micro to improve you economy like doubling up patches on less than 10 supply) as it big sweeping movements of lots of units rather than the precise positioning of 1 or 2 units. Having your 200/200 army tucked in the back of your base isn't a good positioning or macro you want to be proactive feinting aggression to pull your opponent out of position so you can get a good engagement and keep your lead. If your even it might come down to micro but if your ahead you should just roll. | ||
btway
United States879 Posts
(Blue flame does 24 damage per hit to light units. Larva have 10 armor + 25 life. Each flame hit effectively does 14 damage.) | ||
7four
7 Posts
> Spam clicking on a mineral patch with a worker will force the worker to mine from that mineral patch even if another worker is already mining from it. Useful for making sure you have two workers on the closest mineral patches and to negate mining harassment(?) | ||
flaxeater
United States2 Posts
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CecilSunkure
United States2829 Posts
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Leetley
1796 Posts
317: Use hallucinated phoenixes for very effective scouting of your opponent. | ||
SeLpHy
Germany73 Posts
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Vuistgevecht
Netherlands77 Posts
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Kaitlin
United States2958 Posts
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Haegr9599
United States210 Posts
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Kornholi0
Canada634 Posts
On April 28 2011 05:34 Kaitlin wrote: 320: Command Centers and Nexuses use "Smart Casting" to spend their energy, (assuming more than one is selected) so the closest building with available energy performs the MULE calldown, Scanner Sweep, Extra Supplies, or Chronoboost. For a second I thought you meant you could alt+e the command center and it would auto cast mules... I was like OMG xD | ||
Xeanrot
Finland138 Posts
316: (ZvP) You can see if opponents Phoenix is real or not by checking ur overlords which were on Phoenixes way, if damaged->real, if not, hallucination. 317: (PvP) If your opponent is Cannonrushing from lowground, and has not yet vision to highground, it is wise to save up to 300 minerals and biuld 3 Pylons to block the ramp. Your opponents cannonrush fails if he does not get vision in highground. (Might work in TvP though) | ||
probablywrong
Philippines209 Posts
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