There are many tactics, techniques, and tricks in Starcraft, and more are known after every year; this potential for ingenuity is one of the aspects of SC that makes it "live". The point of this thread is not to look at the latest flashy trick from Boxer or Nal_Ra, but rather, to look at the little techniques that have become standard play for gamers everywhere, a useful part of the arsenal, and some that might even have altered the way the game is played.
What I'm talking about here are things that Blizzard probably didn't intend, and that sometimes may not be "realistic" to the game world, but that attempt to utilize the game mechanics to the advantage of the user.
I am NOT talking about the glitches that have or should be banned, such as flying templar/scv etc.
Share your thoughts, insights, and experiences with these.
- Worker Patrol: Useful for scouting, by selecting a worker at the same time as a standard fighting unit (zealot, zergling, marine) you can issue a patrol command and it will continuously travel between two points.
- Worker Clip-Hop: Used to hop through minerals by having 2+ workers mine a single crystal and then "stop"ping them as they start while clicking on the destination. One will pass through the minerals.
- Speed Drop: Clicking the wireframes as the ferrying units move rather than using the "unload all" command, resulting in both quicker unload and a spread that can reduce splash damage/psi-storm, etc.
- Offensive Gas: Scouting early with a worker and building a Refinery, Assimilator, or Extractor on their geyser before they have had a chance to establish. Can delay teching.
- Stacked Workers: Utilizing the workers clipping capacity while mining/going to mine to have a normally impossible amount of melee attacks leveled on a single target instantly.
- Worker Drill/Run: Similarly abusing the clipping to either get through encircling enemies (scouting workers) or to break a blockade (ramp or bridge) by "stopping" and forcing the melee units into confusion.
- Self-Splash: attacking your own units with splash damage to eliminate an undetected enemy nearby. Most common examples are Siege Tanks shooting Medics on Lurkers (Xellos - Yellow, for example), and Archons attacking zealots vs. lurkers.
- Manner Depot: Same as manner pylon, but with a depot.
- Float-Scouting: Hovering the hardy Terran buildings to extend sightrange for the tanks and to scout up hills.
- Float-Hiding: Hovering a structure over units/turrets to prevent their being clicked on.
- Mine-Push: Laying mines in such a way as to cause the vultures to "clip" through an obstruction. This is used both vs. blockading units (goons vs. vulture rush) and, occasionally, to pass through a blockading structure (as in a famous play by Boxer).
- Defensive Irradiate: Casting irradiate on your own science vessels and then patrolling them over enemy units (usually drones or zerglings) to kill them.
- Marine vs Lurker Dance: consists of sending a few lead marines on a goose chase around lurkers while his buddies kill it. In smaller numbers, the "spiral" method may be used, where the marine circles the lurker and avoids everything. With larger groups, the quicker run-by technique is used, getting behind them and luring their fire away while the large group kills them quickly.
- StimBunker: Stimpacking the marines before putting them into the bunker will increase the Bunker's rate of fire for the stim duration.
- Drone Health-Boost: The Drone can recover HP by morphing into a structure and then cancelling.
- Devil-Drone: See "Devil-Probe"
- Overlord Glave-Sponge: Bring Overlords for those big Mutalisk battles; much of the Mutalisk splash will hit the ovies instead of the mutalisks.
- Mutalisk hit'n'run: Stack mutalisks tightly together ontop another unit/mineralpatch, then pull them back instantly after attacking to keep them from spreading out.
- Drone-Trick: Building a temporary structure in order to free up the extra point of psi from losing a drone -- and then cancelling the structure.
- Hold-Lurker: A cool move that actually does fit into the game mechanics; it seems right in character for a Lurker to maximize an ambush. The Zerg selects a second unit (overlord) at the same time as the burrowed lurkers to "hold position", which prevents the Lurkers from attacking until the owner commands them to.
- Devil-Probe: Utilizing the fact that Probes (and Drones) have more range than SCVs to pick off an SCV, stopping a very short distance (around 2 matrixes) away from the SCV and then retreating as soon as the Probe attacks.
- Zealot Bomb: Dropping Zealots on top of tanks during the Terran push. Crucial tactic in PvT.
- Scarab Mineral Penetration: Useful for overcoming that troublesome Reaver/Scarab AI, position (drop) the Reaver as near the minerals as possible facing towards the target. When projected, the Scarab may launch midway through the minerals and then clip to continue to its target.
- Carrier Hit & Run: Focus fire on a unit and then, as the interceptors are ejected, retreat. ALthough the Carrier leaves range, several volleys may be fired; this makes the carrier the only unit that can attack while retreating.
- Manner Pylon: On certain maps, building a pylon in the opponent's mineral line to trap workers and reduce his early-game income. A second rendition of this technique is to build a pylon near Terran factories (delaying the machine shop) or to obstruct their wall-in.
- Proxy-tech: Building gateways, reaver tech, or templar tech in an unexpected place unlikely to be scouted. Can serve either to surprise the opponent with tech they were unaware of, or to hasten a rush.
- Drop Mine-detection: Quickly loading/unloading a unit (often Dark Templar) in the enemy base, checking to see if mines will show themselves, without sacrificing the unit dropped.
- Dragoon Dancing: Executing the commands of attack-move-attack in such a way as to be moving during the cooldowns without reducing the rate of fire. Useful both for killing SCVs and maximizing damage vs. melee units.
- Mine Harvesting: Using 3+ dragoons to destroy mines without detection. A lead goon will take a few steps towards a suspected landmine and then pull back as it pops up, providing the split second needed for his two buddies to destroy it.