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Tip 389 needs to be changed. Carriers can no longer be chronoboosted. One of Blizzard's ninja patches.
edit: Also, I don't know if this has been mentioned, it seems it should have by now.
In shift+queueing actions, there is a big difference between holding shift before the first action to queue and holding shift after the first action. The Shift functionality essentially says "Do this after completing whatever it is that you are currently doing."
If you hold shift BEFORE the action, such as a force field cast, the sentry will not cast force field until after the unit it is attacking is dead. Assuming you want the FF cast immediately, you need to hit 'F', THEN hold Shift (or hold down F and ignore the shift altogether).
The desired sequence is reversed if you want to setup a patrol circuit for a worker, before it arrives. If you press the patrol key, THEN shift, the patrol route will start where the worker is at that moment. To start the patrol circuit after a particular point, you need to press shift after the last move command bringing the probe to the start of the circuit, then hit patrol, and queue the circuit. In this way, the "circuit" will begin after the last move command, not where the probe actually was when the command was issued.
edit2:
I have been annoyed by the "idle worker" mechanic changing my camera view, so I found a workaround.
Tip: Saved camera locations (and control groups) can be situational and changed as often as you want. I assigned 2 keys near my idle worker hotkey to serve as "Save Camera Location 1" and "Jump to Camera Location 1". This way, I can immediately return to my camera location by hitting the three keys in sequence. If you set it up right, you can use modifiers to differentiate the meanings of the same key(s), reducing the variation in keys you hit.
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On May 14 2011 09:41 abaitor wrote: 383. simply isnt true, try it in a unit test map. theres not even any reason that would be the case, why would terran randomly get an extra armor on their workers? :/
i've not read through all pages so excuse me if i'm missing something
maybe this tip dates back to the beta where scv's still had 60 hp? regardless, this is definitly not the case anymore in the current version so i think this tip can (should) be removed.
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On May 17 2011 19:15 FoFo wrote:Show nested quote +On May 14 2011 09:41 abaitor wrote: 383. simply isnt true, try it in a unit test map. theres not even any reason that would be the case, why would terran randomly get an extra armor on their workers? :/ i've not read through all pages so excuse me if i'm missing something maybe this tip dates back to the beta where scv's still had 60 hp? regardless, this is definitly not the case anymore in the current version so i think this tip can (should) be removed.
yeah we worked it out, its a reaper with +1 weapons that will 2 shot a probe, and 3 shot scvs and drones. whilst it's pretty rare to have reapers with +1 out on the field, i'll explain anyway.
scvs have 45 hp, whereas drones and probes have 40 life (including shields). A drone will regen 1 point of its hp between shots, which makes it take 3 shots, the scv has the extra life, so takes 3 shots, and the probe gets 2 shot.
but yeah, it's pretty different from the actual point, the main reason i was confused is i never realised the hp difference in scvs!
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On May 12 2011 00:58 Kaitlin wrote:Show nested quote +On May 11 2011 19:30 Arn wrote:On May 11 2011 05:04 Ineffability~ wrote: About the dudes arguing about the Immortal PF.
A stalker wins vs a PF in a 1v1 if not repaired. Shoot->Get out of range->Regen shields -> Repeat. After 15 minutes you have a full health stalker and a dead PF! A Speedling also wins, since it can (ackording to a previous tip) run too fast for the PF to shoot it. Or maybe it takes a ling and a roach, the ling drawing the attention of the PF. Anyway, no situation is realistic, so yeah... silly The ling is the unit running the PF's gun in a circle while the hydra, in this case, attacks and eventually kills the PF, there's a Youtube video about it, but you're right, it's never gonna happen in game, completely useless information, just entertaining to watch. Here's a tip, but I can't be sure what number we're on. (Man, I'm giving up all my best tips) Tip: Using the Alt modifier, especially if you have it assigned to a mouse button, you can essentially cut the number of different keys you have to use in half. For example, 1 can be used for a control group while Alt + 1 can be used for another. 'A' can be used for Attack, while Alt + A can be used for idle worker. 'S' can be used for Stop, while Alt + S can be used for Last Alert. F can be used for whatever it's used for, while Alt + F can be used for Center on Selection. And on and on.
Can control be used as a modifier instead of alt/with alt?
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415 in OP
You can remove the unmicro'd part, cus hellions can't be microed against reapers, and you can add that even with blue flame the reaper wins in a 1v1
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448. On Tal'darim's Altar, you can use blink Stalkers to get directly into the main throu the 2nd expension, you can also abuse that position as terran (mostly vs. Zerg).
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Ok, I've read the topic and here are some "bugs":
#256 <-- It was Day[9] Daily #296 - 2v2 Week: Money Dumping #362 = #327 <--- doubling tip #391 !=316 <--- hmmm... xD #410 = #216 <--- double tip
My ideas - give some awesome timings:
- Terran early exp should land around 7:55
- You can make 2 Zealots before the CC warps in if you chronoboost them
- Day[9] gave a timing when Zerg is to decide - I gonna make zerlings / drones now (Day[9] was explaining why he scoutes so late in pvz )
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On May 17 2011 22:45 Scrubington wrote:Show nested quote +On May 12 2011 00:58 Kaitlin wrote:
Tip: Using the Alt modifier, especially if you have it assigned to a mouse button, you can essentially cut the number of different keys you have to use in half. For example, 1 can be used for a control group while Alt + 1 can be used for another. 'A' can be used for Attack, while Alt + A can be used for idle worker. 'S' can be used for Stop, while Alt + S can be used for Last Alert. F can be used for whatever it's used for, while Alt + F can be used for Center on Selection. And on and on. Can control be used as a modifier instead of alt/with alt?
As far as modifiers, Ctrl, Alt, and Shift are "somewhat" interchangeable. I used Alt in the Tip because the first example was doubling up on control groups, and Shift and Ctrl are already used in the default setup to Append to and Create control groups. Alt isn't currently being used. If you would prefer to use Alt to Create new control groups, then that would free up Ctrl to "double" up on their usage. And yes, they can be used in combination. You CAN have Ctrl+Shift+Alt+1 serve a purpose, although it's quite the cocktail of keys to press at one time.
Also, don't forget the specific functionality hard-wired into each modifier. The "select all" behavior of Ctrl cannot be changed, nor can the "toggle selection" and "queue" usage of the Shift Key. Since I play with life bars always on, the default Alt behavior isn't even noticed.
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I know you say that you are currently updated through page 28, but I stand by my suggestion (on that page of the comments) that tip number 411 could be improved by also mentioning that you can double-click on a unit (or building) of a particular type to select them all -- and that this may be more convenient (in some instances for some people) instead of hitting Ctrl and clicking on a unit. At the very least... I feel this tip could include the information that I am mentioning here.
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Tip #??? One notable thing about creep - it recess only from its edges. So, if center of creep spread has been established and after that, it expanded to a larger area, there is no need to sustain center with creep anymore. It will never recess within. Its useful if opponents army has destroyed only tumors located in the center of creep field. So remember: spread creep not only to its length, but to its width as well. It might come in handy!
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448 (ZvZ): (Assuming no cliffs) 1 infested Terran can kill 1 slow overlord if the IT is spawned right beneath the enemy OL. Use this with energy maxed infestors to deny scouting, supply block, and/or cost your opponent 100 minerals.
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New tip: Terran SCVs can heal other SCVs (more important in early game than late game).
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On May 18 2011 10:48 eXtremophiLe wrote: New tip: Terran SCVs can heal other SCVs (more important in early game than late game).
Not new. In fact, we've been telling each other how SCVs can repair themselves and each other in medivacs for weeks. It's quite the discussion.
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New tip: When a ghost is nuking, you can push him away from nuking point by force fields. If you push him far enough, the nuke would behave as canceled. That way you can prevent nuking without having detection for cloaked ghosts.
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TvP: To prevent your medivac from getting sniped by feedback during a drop, unload near the protoss base, stim once or twice to make the medivac heal and lower its energy, then proceed with the drop.
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On May 18 2011 11:54 Kaitlin wrote:Show nested quote +On May 18 2011 10:48 eXtremophiLe wrote: New tip: Terran SCVs can heal other SCVs (more important in early game than late game). Not new. In fact, we've been telling each other how SCVs can repair themselves and each other in medivacs for weeks. It's quite the discussion.
I understand that for sure, but it isn't in this list and for nubs (I am one, so I can use the world I s'pose) look at the thread, they will see it--it was really a message to the OP since this post is great for new players like me :D
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Command Centers and Planetary Fortresses repair your scvs inside.
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On May 19 2011 04:58 eXtremophiLe wrote:Show nested quote +On May 18 2011 11:54 Kaitlin wrote:On May 18 2011 10:48 eXtremophiLe wrote: New tip: Terran SCVs can heal other SCVs (more important in early game than late game). Not new. In fact, we've been telling each other how SCVs can repair themselves and each other in medivacs for weeks. It's quite the discussion. I understand that for sure, but it isn't in this list and for nubs (I am one, so I can use the world I s'pose) look at the thread, they will see it--it was really a message to the OP since this post is great for new players like me :D
I meant, it wasn't new to this thread. It's been mentioned lots of times, in this thread.
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Tip#449(will edit in the future as soon as I know which number I am):
You can still scout a protoss's base (with a worker) that is blocked by a zealot, for example. Right as your worker approaches, click on the minerals in their base, and your worker will ghostwalk through the unit on hold position! Takes some practice though, the first few times I tried it, my worker was killed by the zealot...
Edit: Or as IyAsukura points out in the next post, you can click the mineral patch from anywhere on the map, though I personally prefer to scout the front before committing my drone to potential suicide (say, there's several cannons and its blocked off, several stalkers, etc.). Also, apparently he believes no one calls it "ghostwalk" anymore, as in the BW days... But to each their own...
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