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[D] 1000 tips - Page 17

Forum Index > StarCraft 2 Strategy 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63
 
 Hamlet   United States. April 26 2011 12:48. Posts 27
Profile # 
311. When upgrading off of 2 Forges, get weapons 3 and shields 1 (instead of weapons 3 and armor 3) in the third cycle. Then you can get armor 3 and shields 2 when they finish.
Old Post

 
 Cyaxis   April 26 2011 14:47. Posts 7
Profile # 
312. Thors have more range than a colossus with thermal lance.
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 SnowSC2   United States. April 26 2011 14:55. Posts 675
Profile Blog # 
313. Setting your keyboards repeat delay and repeat speed will help macro more quickly when building large amounts of units simultaneously
Last edit: 2011-04-26 14:56:05
Old Post

 
 mikulus   Poland. April 26 2011 19:32. Posts 3
Profile # 
314. I would like to bring one fact to the attention of oh so many terran players that you can select some of your medievacs and click M + and choosen unit and then they will follow your units and heal them from time to time when they are moving and what is more important - while you are kiting them.

You can split medievacs to heal different parts of army and thereby provide yourself a full healing coverage.
Last edit: 2011-04-26 19:33:08
Do or die
Old Post

 
 Arn   Sweden. April 26 2011 23:25. Posts 118
Profile # 

On April 26 2011 10:30 HardCorey wrote:
This is looking more like a list of random facts than actual useful tips. There are plenty of silly things already here: http://wiki.teamliquid.net/starcraft2/Oddities


+ Show Spoiler +

Anyway, I added up to 314 now (ALOT OF TIPS! Nice going, some fresh ones still coming and just a few duplicates, which is nice. I have pretty good track of the duplicates, I think, but I appreciate it when someone corrects a duplicate, number is easier then too). Next tip is 315.

[image loading]

Also, I am considering making a top-50 (or so?) list with the most useful of these tips. If anyone feels like they wanna list or comment on the "Aha! NICE!" tips from here, feel free to do so, and it will also make my work easier. List the tips by numbers and I'll be able to find them easely.

Shall we say, top-50 when we're at 500, or can you wait that long? :-)
Property fightiiing! (Swe SC2 clan) | http://property-clan.com | FOR THE SWARM!
Old Post

 
 goswser   United States. April 26 2011 23:45. Posts 3422
Profile Blog # 
ZvZ if you proxy hatch in the opponents main the creep won't be seen by the opponent if the hatchery is placed in the right spot.

ZvT always neural parasite thors before siege tanks
say you were born into a jungle indian tribe where food was scarce...would you run around from teepee to teepee stealing meat scraps after a day lazying around doing nothing except warming urself by a fire that you didn't even make yourself? -rekrul
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 goswser   United States. April 26 2011 23:55. Posts 3422
Profile Blog # 
Someone might have mentioned this but I didn't see it.
(Z) you can cancel a creep tumor made by a creep tumor while it is building if it is going to die, then the original creep tumor regains its ability to spawn new creep tumors.
(Z) your never done creep spreading! even if you have them almost at the opponents base, spread them backwards, so if the ones in front die, you can respawn them without a queen.
say you were born into a jungle indian tribe where food was scarce...would you run around from teepee to teepee stealing meat scraps after a day lazying around doing nothing except warming urself by a fire that you didn't even make yourself? -rekrul
Old Post

 
 Ineffability~   April 26 2011 23:56. Posts 84
Profile # 
(P) With 6 sentries you can infinite block a ramp
Old Post

 
 Arn   Sweden. April 27 2011 00:09. Posts 118
Profile # 

On April 26 2011 23:45 Newguy wrote:
ZvZ if you proxy hatch in the opponents main the creep won't be seen by the opponent if the hatchery is placed in the right spot.

ZvT always neural parasite thors before siege tanks


In what situation is this useful?

And could you describe the reasoning of why "always"? In general, yes, but why always?

Edit: I realised I sounded cocky. This was not my intention. I simply wonder, so that I can add the tips if they are useful


On April 26 2011 23:55 Newguy wrote:
Someone might have mentioned this but I didn't see it.
(Z) you can cancel a creep tumor made by a creep tumor while it is building if it is going to die, then the original creep tumor regains its ability to spawn new creep tumors.
(Z) your never done creep spreading! even if you have them almost at the opponents base, spread them backwards, so if the ones in front die, you can respawn them without a queen.


First one is mentioned I think. Second one is good enough for me.
Last edit: 2011-04-27 00:15:08
Property fightiiing! (Swe SC2 clan) | http://property-clan.com | FOR THE SWARM!
Old Post

 
 Scrubington   Canada. April 27 2011 00:23. Posts 474
Profile # 

On April 22 2011 07:35 Loophole wrote:
183. Some P units have a psychological effect on your opponent. Colossi and Void Rays are seen as OP and frustrate or scare players. Hallucinate them in large numbers to turn back attacks or get your opponent to ragequit.


I see what you did there.
Old Post

 
 nick00bot   April 27 2011 00:49. Posts 144
Profile # 
315: even thouhg hyras are aa and pheonixes are light air, phoenixes can easily take them out in small numbers (or when phoenixes go into the 15+ range)

P and maybe T : on scrap station, don't wall off against zerg immediately, as your ramp is too wide to be closed off by a 6 pool. create chokepoints by your mineral line with your buildings, as itll be much quicker to pull probes and you won't get your pylon sniped easily by zerglings
Last edit: 2011-04-27 00:53:52
Old Post

 
 graNite   Germany. April 27 2011 02:19. Posts 1870
Profile Blog # 
316 (?): (T) Hunter Seeker Missles even hits when target unit cloakes/burrows and you have no detection to spot it.
~// ᴵᴹᴍᴠᴘ //~
Old Post

 
 goswser   United States. April 27 2011 02:55. Posts 3422
Profile Blog # 

On April 27 2011 00:09 Arn wrote:

Show nested quote +



In what situation is this useful?

And could you describe the reasoning of why "always"? In general, yes, but why always?

Edit: I realised I sounded cocky. This was not my intention. I simply wonder, so that I can add the tips if they are useful


Show nested quote +



First one is mentioned I think. Second one is good enough for me.

ZvZ the proxy hatchery is useful because you can time it so it gives you 4 banelings in his min line very early in the game, if the opponent opens roach warren and walls with 3 roaches on the ramp, 4-6 banes walking into his min line will instantly win you the game. Its very cheesy, but useful in many tournament situations in ZvZ.

ZvT always neural parasite thors first because:
      1. Thors deal more damage to your units than siege tanks
      2. If targeted on the tanks a neural parasited thor can kill many (not sure the exact number) tanks in the time the neural lasts/and/or deal a lot of damage to his other thors
      3. If you don't neural the thors and there are thors and tanks, your units will take a really long time to kill them, all the while soaking up tons of damage from terran units.
say you were born into a jungle indian tribe where food was scarce...would you run around from teepee to teepee stealing meat scraps after a day lazying around doing nothing except warming urself by a fire that you didn't even make yourself? -rekrul
Old Post

 
 Genesis128   Norway. April 27 2011 03:08. Posts 94
Profile # 
317: Issuing a move-command with your changeling on an enemy army unit will make the changeling follow that army once it starts to move, making the changeling much harder to spot (and giving you exact scouting on the enemy army movement).
I would rather have a bottle in front of me than a frontal lobotomy
Old Post

 
 57 Corvette   Canada. April 27 2011 03:59. Posts 4049
Profile Blog # 

On April 26 2011 07:05 57 Corvette wrote:
303: (P) When scouting the Terran player, a bunker at his main ramp usually indicates heavy tech builds (stargate, banshees)


For clarification, the terran will be spending most of his money on teching, and will not have a lot of gas to pump into defence (marauders, possibly tanks). The bunker with 4 marines is a 200 mineral investment (+100 for the bunker which is salvagable), and since gas is the main thing limiting teching, the terran will probably have some extra minerals for defence while waiting for gas.

And unless the opponent is just bad, what other reason would there be for a bunker atop their MAIN ramp?
Last edit: 2011-04-27 04:00:27
"Amat Victoria Curam" - Victory Loves Preperation
Old Post

 
 Cyber_Cheese   Australia. April 27 2011 04:45. Posts 3597
Profile Blog # 
why does the format change at 40? its the start of a new paragraph instead of ending the old one, 31-39 is the only shorter paragraph too
The moment you lose confidence in yourself, is the moment the world loses it's confidence in you.
Old Post

 
 Arn   Sweden. April 27 2011 04:53. Posts 118
Profile # 
318. (Z) Burrowed Units with movement (Roaches & Infestors) can move under forcefields. (Thanks to Ponyo)



On April 27 2011 04:45 Cyber_Cheese wrote:
why does the format change at 40? its the start of a new paragraph instead of ending the old one, 31-39 is the only shorter paragraph too


Good point! Changing that instantly! (Should start at even 10-numbers, for easier reading.
Last edit: 2011-04-27 04:55:12
Property fightiiing! (Swe SC2 clan) | http://property-clan.com | FOR THE SWARM!
Old Post

 
 rsvp   United States. April 27 2011 05:01. Posts 2074
Profile Blog # 
A few comments on some of the entries:

29. A Toss going Stargate->Expand in PvZ uses max 1 CB on his Cybernetics Core. If you haven't scouted his CBs, you can scout for when the Warp Gate upgrade is finished. If the Core has stopped spinning before 5.55 he has not planted a Stargate yet. He can of course still put down a Stargate after expanding.
30. You can "see" a slightly delayed Stargate build by looking at the number of Gateway units. If he goes for stargate, he should have 5-7 units by 7:30, if he goes for ground units he should have atleast eight.

These are way too specific and not always accurate.

234. Cheese strategies are most powerful in mirror matchups.

There is no basis for this. I remember someone posted a thread about doing nothing but 6 pools to master league, and he had a far higher success rate 6 pooling in ZvP than ZvZ.

235. (P) Low ground pylons can be used as a power source for structures placed on high ground (& vice versa). On specific maps like Xelnaga Caverns and Metalopolis it is possible to attack opponents mineral line with 1-2 cannons.

True on metal, but you cannot hit minerals from a low ground cannon on xel naga.

243.(PvP) 10 pylon->10 gate opening usually means korean 4 warpgate allin/rush.

Yes it could mean K4G, but it could also mean other variations of 3 gate or 4 gate that involve stalkers. The tell-tale sign of K4G is pulling probes off gas, not the 10 gate.

311. (P) When upgrading off two forges, get Weapons 3 & Shields 1 in the third cycle, so that you can "finish" more upgrades by upgrading Armor 3 & Shields 2 afterwards.

Why would you want shield upgrades though? Armor 3 is so much better than shields 1.

312. (TvP) Thors have longer antiair range than a Colossus with Thermal Lance.

Why does this matter? Thors can't use their AA attack on colossus.
aka Anihc
Old Post

 
 Arn   Sweden. April 27 2011 06:49. Posts 118
Profile # 

On April 27 2011 05:01 Anihc wrote:
A few comments on some of the entries:

[..text]


Thanks alot for the corrections - I edited them in directly since adding new stuff is not as acute as correcting potentially faulty information.

+ Show Spoiler [The edits] +

+ Show Spoiler [More of the reply] +
Last edit: 2011-04-27 06:54:37
Property fightiiing! (Swe SC2 clan) | http://property-clan.com | FOR THE SWARM!
Old Post

 
 Kyou_   United States. April 27 2011 07:03. Posts 6
Profile # 
319)
A zealot with +1 upgrades can 2 shot a zergling
i <3 you idra!
Old Post

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