[D] 1000 tips - Page 20
Forum Index > StarCraft 2 Strategy |
Terkill
Denmark38 Posts
| ||
A1m
Germany48 Posts
316. "Space" is the default hotkey for "jump to last event", you can hit it more often to tab through last events. 317. Focusfire with ranged units is more effective as long they dont have to move to attack, else attackmoving is usually more effective. 318. When engaging a protoss army with sentrys, dont just attackmove so your units will start shooting from maxrange, instead move your army as close as possible to the protoss army before attacking to prevent effective spliting by forcefields. 319. Always shift-focusfire colossus with your Air-Antiair units. Else you will often just harm the shields that will regenerate after the fight and most colossus stay alive. | ||
A1m
Germany48 Posts
321. e.g. on Metalopolis/Shattered Temple. Against Zerg. Send a worker at 10 food toward closeair position to see your enemys overlord if he is on closeair position. | ||
Talin
Montenegro10532 Posts
On April 27 2011 07:19 r3tsa wrote: 320. (P) Never use pylon as a part of wall, exception is when u need 3 buildings to create choke on the ramp, for example scrap station. I don't think direct strategy suggestions like this are appropriate as "tips", worded that way at least. It's just like saying something like "always 4 Gate in PvP", only on a lesser scale. Better state all the possible dangers of walling off with a Pylon and put that in a tip, and leave it to the player to decide if taking those risks for an earlier wall is worth it and in which circumstances. IMO the most valuable tips in the thread are those that state lesser known facts about the game, control techniques, etc. | ||
GxZ
United States375 Posts
| ||
Synystyr
United States1446 Posts
Proof: | ||
Rodberd
Germany531 Posts
265. (Z) You can use inject larva on minimap. Just select a queen and click on a big green squere. when there are a bunch of buildings close and you cant tell which one is the hatch, watch the cursor. it turns green when you are over the hatch. by getting used to this minimap-injects are possible even with close building-placement | ||
Kinetik_Inferno
United States1431 Posts
| ||
Kaitlin
United States2958 Posts
Keybindings: You can double up on key functionality, having the same key have two different, non-conflicting functions, such as assigning the "Tab" functionality to the Ctrl key, opening up the Tab key for other uses. This works even better with a mouse or keyboard that is customizable. I just got a Razer Blackwidow keyboard yesterday, and I not only assigned the original 'Tab' functionality to the 'Ctrl' button, but in the keyboard driver, I changed my 'U' key to serve as 'Ctrl'. (I moved my hand over on the keyboard to open up more real estate, also enabling my thumb to rest between the Spacebar and RAlt key (which is now Num Pad 5, arbitrarily for cycling through bases,) for double duty.) I've also programmed my Death Adder mouse so that my 'Mouse Back' button is 'Alt' and I doubled up on 'Alt', by assigning my mouse scroll functionality to 'Alt' as well. Now, the same mouse button serves as both drag scroll and a modifier to open up additional usage of other keys. I also changed my Spacebar to serve as 'Shift'. I barely have to reach for anything. | ||
Antylamon
United States1981 Posts
On April 21 2011 05:07 Arn wrote: 100. T is the only race with the ability to pause building construction (hotkey hal"T"). Use this to fake out your opponents. Ex. TvZ, build a refinery and pause it for however long you want. Cancel when the drone scout is gone and 2rax. I might be getting a little picky, but the example for this one doesn't make a whole lot of sense. Wouldn't the drone notice that there are no SCVs constructing the building? Imo this would only work against lower level players who do not even look at what their scouting worker sees. | ||
laszmosis
Australia112 Posts
| ||
Arn
Sweden118 Posts
On April 29 2011 08:09 noobinator wrote: I might be getting a little picky, but the example for this one doesn't make a whole lot of sense. Wouldn't the drone notice that there are no SCVs constructing the building? Imo this would only work against lower level players who do not even look at what their scouting worker sees. You are right. Edited. Update of main post might be coming tomorrow, been busy today. | ||
Guppers
United States94 Posts
this is based off of personal experience and self testing | ||
Nubbin
Australia14 Posts
| ||
Kaitlin
United States2958 Posts
On April 29 2011 11:37 Guppers wrote: #315 when you have multiple buildings in a hotkey (eg: 2 nexus) and you double click the hotkey, the camera will focus on whichever building is closer to your current camera position this is based off of personal experience and self testing IIRC, this isn't correct. You can test it by building 2 gateways at one place on the map, and 6 elsewhere (together). I'm fairly certain, even if your current camera selection is near the 2 gateways, it will move to the block of 6. | ||
Aerodynamic27
Canada115 Posts
| ||
Wintertime
Canada64 Posts
For tip #128, you could just make the faster units follow a slower one. Select fast units, right click a slow one to follow. Shift+rightclick to queue multiple follows, should one die. Just like rallying units from your base. Can we get a confirm on tip #134? I thought the money was refunded, but WGs still went on CD. | ||
askTeivospy
1525 Posts
On April 29 2011 11:56 Kaitlin wrote: IIRC, this isn't correct. You can test it by building 2 gateways at one place on the map, and 6 elsewhere (together). I'm fairly certain, even if your current camera selection is near the 2 gateways, it will move to the block of 6. double clicking a hotkey for multiple nexus will always bring you to the closest one not sure about gateways or other buildings though, I think it centres on whatever building is added to the controlgroup first | ||
askTeivospy
1525 Posts
| ||
Wintertime
Canada64 Posts
#94 and #55b are duplicates. #326 - AoE abilities hit both ground and air units. This seems obvious in the case of things like Psi Storm and Fungals, but did you know it applies to HSM as well? The only exception I can think of is Banelings; they only hit ground. #327 - I know a bunch of Larvae tips have been brought forth, however I don't think it's been mentioned that banelings can also be used to kill Larvae. And it only takes 1. Larvae have 25 health. This is great right after an inject pops. Larvae tends to be clumped, with poor macro on your opponent's part, 3 banelings can take out 19 Larvae. #328 - Morphing units (Broodlords, Banelings, Archons) are healed to full health at the end of the morph. #329 - Ground-targeted AoEs (Nuke, Fungal, Storm, EMP) will indicate what units will be affected by flashing red, as well as having a small white "lock-on" indicator on them.This indicator is only applied while the unit casting it is within range to cast said ability. If the unit has to move to reach the AoE target spot, this is not shown. #330 - Fungal'd workers (including drones) cannot begin production of any structure, even if the structure is located on/next to the worker. #331 - Patrolling workers don't attack (use this to scout an enemies base without having to check on it and re-shiftqueue movements) #332 - (Z) Burrowing a unit on a supply depot will prevent it from raising. #333 - (P) Buildings don't require power to finish building, only to start building, and produce once complete. With a Warp Prism, you can proxy faster, starting the building before the pylon. Pylon will complete before structure, and the warp prism can be heading elsewhere. #334 - Vortex'd siege tanks won't be sieged upon exiting. #335 - You can queue the morphing of units (Broods, Archons). Send your corrupters halfway across the map and shift+morph them, so you don't have to wait as slow broods walk from your base to the middle. Super odd, but this does NOT work with banelings. Banelings are always morphed on the spot. #336 - 27 lings completely surround a Hatch/Nexus/CC. Yeah that's enough for now. Feel free to edit my wordy tips and just take the key parts. | ||
| ||