We're venturing down that crazy, unexpected road again.
Hi everyone. I've been thinking about different ways to use units and different abilities that we take for granted sorted by race. I'll be updating the list as I get my creative juices flowing. Some things will have videos showing the usage of things I list, other things I will ask that you provide VODs using these strategies so I can half-way validate them. : D
Terran:
+ Show Spoiler +
Hellion splash can kill invisible units
Got a DT wacking away at a building or next to a mineral line? Simply attack the building at an angle and watch the DT evaporate! Warning: Not responsible for misclicks involving deaths of SCVs.
Mule bombs
Are your 30 tanks staring at your opponent's 30 tanks across the map? Are you tired of these stalemates? Simply drop a few mules down on your enemy tank lines and watch them wreak havoc on each other! Guaranteed to entice BM!
Fry and burn:
Repair and healing tips for terran:
+ Show Spoiler +
HSM Drag:
Got a DT wacking away at a building or next to a mineral line? Simply attack the building at an angle and watch the DT evaporate! Warning: Not responsible for misclicks involving deaths of SCVs.
Mule bombs
Are your 30 tanks staring at your opponent's 30 tanks across the map? Are you tired of these stalemates? Simply drop a few mules down on your enemy tank lines and watch them wreak havoc on each other! Guaranteed to entice BM!
On August 31 2010 06:10 ltortoise wrote:
You can do a similiar MULE bombing trick by dropping them in front of banelings to reduce their number.
You can do a similiar MULE bombing trick by dropping them in front of banelings to reduce their number.
Fry and burn:
On August 31 2010 06:01 ltortoise wrote:
TvP: Ghost/Hellion drop. (blue flame hellion)
Drop ghost, EMP probes, drop hellion, proceed to 1-shot all probes.
TvP: Ghost/Hellion drop. (blue flame hellion)
Drop ghost, EMP probes, drop hellion, proceed to 1-shot all probes.
Repair and healing tips for terran:
+ Show Spoiler +
On August 31 2010 06:48 figq wrote:
- Lift buildings for faster repair. In case you didn't know, each building/unit has its own repair rate, and turns out that repair of lifted buildings is faster.
Also terrans should always activate auto-repair (alt+R) on every SCV they produce, which ensures better survivability from harass, and pairs of nearby SCVs can even live through multiple fungal growths, because of it. The other defense from harass which I almost never see is to load 5 SCVs in the command center. By the way load/unload works on flying cc too, so if you move it through dangerous area you could unload midway for some repair, load and continue the flight, without landing.
Another little trick I don't see much is to have a repair team of SCVs+Medivac. The combo repairs/heals anything, including each other - when the medivac gets hit, the SCVs repair it; when the SCVs get hit, the Medivac heals them, and they repair each other. The combo could be targetted simultaneously and still survive.
- Manual Heal. Use the Medivac manually, when you can spare some APM on this, to quickly heal a little bit of multiple units and save them all; instead of fully healing one unit, while the rest die from cheap shots.
- Lift buildings for faster repair. In case you didn't know, each building/unit has its own repair rate, and turns out that repair of lifted buildings is faster.
Also terrans should always activate auto-repair (alt+R) on every SCV they produce, which ensures better survivability from harass, and pairs of nearby SCVs can even live through multiple fungal growths, because of it. The other defense from harass which I almost never see is to load 5 SCVs in the command center. By the way load/unload works on flying cc too, so if you move it through dangerous area you could unload midway for some repair, load and continue the flight, without landing.
Another little trick I don't see much is to have a repair team of SCVs+Medivac. The combo repairs/heals anything, including each other - when the medivac gets hit, the SCVs repair it; when the SCVs get hit, the Medivac heals them, and they repair each other. The combo could be targetted simultaneously and still survive.
- Manual Heal. Use the Medivac manually, when you can spare some APM on this, to quickly heal a little bit of multiple units and save them all; instead of fully healing one unit, while the rest die from cheap shots.
HSM Drag:
On August 31 2010 09:42 Smurfz wrote:
Use HSM (or several) on your own cloaked banshee and fly it over enemies.
Use HSM (or several) on your own cloaked banshee and fly it over enemies.
Protoss:
(Many of these involve hallucination as I think its an underused spell)
+ Show Spoiler +
Fake warp prism drops.
Are you tired of that damn marine marauder ball annihilating your base while your zealots get melted? Hallucinate a warp prism, watch as your enemy pulls all his forces back into his base and calmly walk up and trap him in the base with a forcefield while killing off his expo.
Fake probe transfer
Want to completely mindfuck the opponent? If you notice the enemy moving out, hallucinate a couple batches of probes to one of the mains to fake a probe transfer, and, like above, laugh and lock them in with a forcefield while killing their main.
Protoss curtain
Say you're going for DT tech. Lets also say you want to make the most out of your DTs. Hallucinate an immortal right as your DT is about to get to their base and group them together. Move the DT towards the mineral line and bring the immortal along and just Shift-que a bunch of SCVs. One immortal really doesn't seem like its that big of a threat, right? So I'd expect the terran to bring his army down instead of pulling away ALL of his scvs. He kills the immortal and hes like WTF. This makes your DTs more effective since it gives you more time to kill workers. This also works if you drop a sentry into your opponents base and hallucinate up some zealots and go after the buildings. : D
Vortex plus nuke...without the nuke:
On September 02 2010 10:01 Chronopolis wrote:
Not my idea, but the archon vortex has too much potential to be ignored. Basically, vortex enemy units (preferably a lot), and send archons in. At the moment the vortex collapses, the archons will splash-attack all the units with 100% damage at once for 1 attack. This can evaporate a bioball, a zerg army, or even help deal with capital ships like the bcs, if you have enough archons.
Not my idea, but the archon vortex has too much potential to be ignored. Basically, vortex enemy units (preferably a lot), and send archons in. At the moment the vortex collapses, the archons will splash-attack all the units with 100% damage at once for 1 attack. This can evaporate a bioball, a zerg army, or even help deal with capital ships like the bcs, if you have enough archons.
Fun forcefield trick:
On August 31 2010 06:16 awesomoecalypse wrote:
If you've got some ranged units like Stalkers and Sentries surrounded by T1 melee (aka Zerglings or Zealots), have the Sentries throw up a forcefield box against your own units--you'll be able to shoot away at the surrounding melee units with impunity while they hammer away uselessly.
If you've got some ranged units like Stalkers and Sentries surrounded by T1 melee (aka Zerglings or Zealots), have the Sentries throw up a forcefield box against your own units--you'll be able to shoot away at the surrounding melee units with impunity while they hammer away uselessly.
Quick cannon reinforcement:
On August 31 2010 06:25 Plexa wrote:
One cool thing about warp prisms is that you can warp in buildings when they are deployed. Pretty damn obvious if you think about it, but makes for hilarious cannon pushes (or for cannoning up cliffs really quick - note that the building WILL continue to warp in once the prism is in transport mode so you can whack down 2 cannons and a pylon then run away again).
One cool thing about warp prisms is that you can warp in buildings when they are deployed. Pretty damn obvious if you think about it, but makes for hilarious cannon pushes (or for cannoning up cliffs really quick - note that the building WILL continue to warp in once the prism is in transport mode so you can whack down 2 cannons and a pylon then run away again).
Ghost Cannons:
On August 31 2010 06:48 figq wrote:
You can put a mothership on the high ground (invisible from the valley), which covers with invisibility a whole bunch of unpowered cannons on the low ground. And when your prey enters the trap, power up the cannons with warp prisms. For them it would look like they just walk past the valley, and suddenly a ton of invisible cannons near them start firing from behind/front/everywhere, simultaneously.
Or alternatively - no mothership - simply use a lot of cannons on the ledge, unpowered, untill the enemy has fully entered the area, and then power them at once for stronger fire and more difficult retreat. - seems more practical, I think it has serious application and wonder why it isn't used more
You can put a mothership on the high ground (invisible from the valley), which covers with invisibility a whole bunch of unpowered cannons on the low ground. And when your prey enters the trap, power up the cannons with warp prisms. For them it would look like they just walk past the valley, and suddenly a ton of invisible cannons near them start firing from behind/front/everywhere, simultaneously.
Or alternatively - no mothership - simply use a lot of cannons on the ledge, unpowered, untill the enemy has fully entered the area, and then power them at once for stronger fire and more difficult retreat. - seems more practical, I think it has serious application and wonder why it isn't used more
Keep away with big lasers:
On August 31 2010 09:42 Smurfz wrote:
A speed-upgraded warp prism moves faster than infantry, even with stim on. Put colossi in warp prism, and do 1337 drop micro with colossi, who also outrange infantry. Doing this, you can outrange and outrun infantry at the same time!
A speed-upgraded warp prism moves faster than infantry, even with stim on. Put colossi in warp prism, and do 1337 drop micro with colossi, who also outrange infantry. Doing this, you can outrange and outrun infantry at the same time!
Zerg:
+ Show Spoiler +
Baneling mines
Video:
+ Show Spoiler +
I've tried to mention this in every single post that I've made but I have never seen this being used as intended.
How to do this:
Scatter your banelings around the map (1 or 2 in choke points where forces are likely to be in) and burrow them, then right cluck unburrow, setting it as autocast. The banelings will pop up right after the first line of units walks over them, splashing a huge amount of units.
How NOT to do this
Put 6-8 banelings tightly packed together in a choke and manually detonate them.
Reasons:
1. Manually detonating them means you have to be constantly watching a spot.
2. Spreading banelings out actually deals greater damage.
3. Using auto cast on unburrow makes them pop up, and since banelings explode even when they die, it does damage AND stops a push for a second.
4. Your opponent now has to get a detector or waste scans in every choke point.
5. You now can get map control easier, and expand easier.
6. It shows you when a push is coming sooner rather than when they hit your creep.
7. It makes banelings more cost effective than trying to run them in, as they'd die before getting in splash damage range.
8. Banelings overkill, ALOT. If you want the most out of your banelings you're going to want to place them so they're slightly overlapping in their splash radius. The video above shows how big the splash radius is. Its about as big as the thor model I believe.
Spread the love:
On September 01 2010 02:30 claricorp wrote:
To set up more efficient baneling minefields, set two patrol points for the banelings at the choke, they will spread out automatically and quickly, takes a bit of practice though.
To set up more efficient baneling minefields, set two patrol points for the banelings at the choke, they will spread out automatically and quickly, takes a bit of practice though.
Proxy creep tumors.
Lets say you want to be really annoying to a Terran thats turtling up in his base. Start moving out a queen to his natural expansion, when you have enough minerals take a drone and send it to the natural. Build a hatch then cancel it, and have the queen spam creep tumors on it. Put creep tumors everywhere around the natural and start spreading it up the ramp. This makes the terran waste SO MANY SCANS trying to clear the creep from getting into his base. If you think about it a proxy hatch cancel costs 75 and a queen costs 150, while a terran scan costs 275 minerals. Making him scan once means that you've already succeeded. Making him scan multiple times means you're very far ahead from doing this.
Proxy evo chambers in ZvZ
On August 31 2010 05:37 monitor wrote:
Proxy evo chambers in ZvZ. As soon as you can, build an Evolution Chamber in the opponents mineral line or gas geyser.
It's really funny, and sometimes works because when it dies, lots of broodlings come out to wreak havoc on the drone line.
Proxy evo chambers in ZvZ. As soon as you can, build an Evolution Chamber in the opponents mineral line or gas geyser.
It's really funny, and sometimes works because when it dies, lots of broodlings come out to wreak havoc on the drone line.
Creep Abuse:
On August 31 2010 06:31 Kraz.Del wrote:
Putting queens in an overlord and putting creep tumors all over the map can completely cover the map in creep in no time.
Putting queens in an overlord and putting creep tumors all over the map can completely cover the map in creep in no time.
Foot in the door:(Validity under review)
On August 31 2010 09:39 vica wrote:
Cast [Contaminate] with your Overseer on a lowered Supply Depot at the ramp. Then laugh when you run into his main with a bunch of Zerglings.
Cast [Contaminate] with your Overseer on a lowered Supply Depot at the ramp. Then laugh when you run into his main with a bunch of Zerglings.
Infested offensive line DEBUNKED. Does not work!
On August 31 2010 09:39 vica wrote:
With two fully energized Infestors and good micro, you can cast enough Infested Terrans that they block every retreat path of workers in the mineral line. if you Hold Position them.
With two fully energized Infestors and good micro, you can cast enough Infested Terrans that they block every retreat path of workers in the mineral line. if you Hold Position them.
Proxy banleling nest before lair tech (TvZ):
On August 31 2010 08:23 MrKozi wrote:
Wanna hide your baneling nest form terran scan? Make hachery and cancel it that place creep tummor and bulid structure. Other way without creep tummor is also possible but baneling nest will die without creep in few min.
Wanna hide your baneling nest form terran scan? Make hachery and cancel it that place creep tummor and bulid structure. Other way without creep tummor is also possible but baneling nest will die without creep in few min.
That's one nasty clog...:
On August 31 2010 09:42 Smurfz wrote:
Drop 2(+) infestors and units of your choice into enemy main. When reinforcements come, fungal growth units on ramp. He won't be able to respond until infestors are out of energy, buying you a lot of time.
Drop 2(+) infestors and units of your choice into enemy main. When reinforcements come, fungal growth units on ramp. He won't be able to respond until infestors are out of energy, buying you a lot of time.
Put in any creative ideas that you have and I'll add them into the OP. Happy brainstorming TL!