you can do it with any units. waypoint system allows abilities and spells now. I think workers will even finish their current mining task then go build if you want.
Tricks, Tips, Tactics - Page 6
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CharlieMurphy
United States22895 Posts
you can do it with any units. waypoint system allows abilities and spells now. I think workers will even finish their current mining task then go build if you want. | ||
sob3k
United States7572 Posts
On February 28 2010 09:53 CharlieMurphy wrote: yea, I've already seen a few people kill them to make room. Even I did it on habitt and realized that I could have salvaged it afterwords yeah, I haven't gotten a chance to play T like at all, but it seems pretty crazy to get 100% back, there's no reason not to literally spam-fill your entire base with them if you are going to be on the defense for a while. | ||
Izzachar
Sweden285 Posts
Spawning creep on overlords. This seems like useful ability since creep doesn't allow other factions to build on it. And creep that an overlord has put out for some time seems to stick around for like 1min. This could be used to deny expansions or other kinds of buildings. And it requires your opponent to get something to shoot air simply to be able to build there. 100 minerals for denying buildings in a pretty big area until anti air comes around and after that for like 1min in a smaller area seems like a pretty nice investment. To bad it needs lair. But maybe you could rush lair and maybe deny protoss smth like placement of photo cannons at his ramp if he goes a turtle start build with one gate with cannons as back up. That could force him to pull out anti air simply to deal with the overlord and maybe he wont get the cannons up before your roaches arrive. I'm speculating. I cant try it myself. But it would be pretty cool to screw someone over like that using the creep from an overlord. | ||
sob3k
United States7572 Posts
On February 28 2010 10:01 Izzachar wrote: Something I just came to think about regarding zerg. Spawning creep on overlords. This seems like useful ability since creep doesn't allow other factions to build on it. And creep that an overlord has put out for some time seems to stick around for like 1min. This could be used to deny expansions or other kinds of buildings. And it requires your opponent to get something to shoot air simply to be able to build there. 100 minerals for denying buildings in a pretty big area until anti air comes around and after that for like 1min in a smaller area seems like a pretty nice investment. To bad it needs lair. But maybe you could rush lair and maybe deny protoss smth like placement of photo cannons at his ramp if he goes a turtle start build with one gate with cannons as back up. That could force him to pull out anti air simply to deal with the overlord and maybe he wont get the cannons up before your roaches arrive. I'm speculating. I cant try it myself. But it would be pretty cool to screw someone over like that using the creep from an overlord. good luck with that | ||
intrigue
Washington, D.C9931 Posts
On February 28 2010 07:19 Newguy wrote: I don't have beta, but has anyone with beta tryed abusing the high yield minerals? Like on maps where they are close, if you are terran, lifting cc straight to the minerals and ditching the main, or expanding there before you expand to your nat and taking advantage of mobile units to defend? on twilight fortress (2v2 shared base map) i often hidden expo very early on at the yellow minerals just outside the mains. it rarely gets scouted and even if it gets killed, all you need is a few minutes of mining time to have made it pay off. those bases are awesome | ||
Dacendoran
United States825 Posts
At the begging of a game as Terran you can load up and lift off your CC to an island expo or a rock protected Expo | ||
CharlieMurphy
United States22895 Posts
On February 25 2010 07:05 Dr.Frost wrote: I actually really like this. I set rally to the area I am being attacked so reinforcements come and just begin fighting right away. that's dumb because if you set a rally there, or behind there the units will get to the point and stop, then auto acquire targets anyways. | ||
Haemonculus
United States6980 Posts
Or in longer fights you can simply have them go to the back lines and unburrow. At least they'll have gained a bit of health. | ||
CharlieMurphy
United States22895 Posts
-If you use a warp prism to to drop and shoot something and pick it up right when it is shooting, the animation of the lances will go into the sky above the prism and it doesn't do any damage. So the animation has to finish. This might be a bug, not sure. Could be in place to stop people from dropping and firing and picking up too fast. I'm still messing around a bit with protoss units, I'll mess around with zerg next. Maybe later I can get 2 guys (one of each race) and we can test stuff out against each other. | ||
caution.slip
United States775 Posts
On February 28 2010 15:03 CharlieMurphy wrote: -If you fire at a zealot with a collosus and pick up it via graviton beam, the beam hits the floor but it misses. I dunno if the surrounds units still take splash because I'm only able to test it on my own units. -If you use a warp prism to to drop and shoot something and pick it up right when it is shooting, the animation of the lances will go into the sky above the prism and it doesn't do any damage. So the animation has to finish. This might be a bug, not sure. Could be in place to stop people from dropping and firing and picking up too fast. I'm still messing around a bit with protoss units, I'll mess around with zerg next. Maybe later I can get 2 guys (one of each race) and we can test stuff out against each other. yeah damage for the collosus doesn't register until after the beams finish arcing across | ||
Krolinkos
Australia74 Posts
On February 26 2010 05:53 radiaL wrote: Also, until last night I wasn't aware that hallucination works differently than in SC1 you don't 'clone' a unit like you did in BW, you can select what hallucination you wish to create out of a list of units I would assume this would be intensely powerful given that you can show your enemy, for a example, a collosus while teching to something that will counter the collosus' counter or let's say rather, in a PvP, show him voidrays, he makes stalkers/cannons/whatever to deal with the threat, you run over him with your zeals+immortals admittedly, I'm not at all sure if you can create hallucinated units that you do not have the tech for This is awesome. Can someone confirm this with replays? | ||
ZenDeX
Philippines2916 Posts
On February 28 2010 17:00 Krolinkos wrote: This is awesome. Can someone confirm this with replays? This is true. You can't hallucinate motherships though... | ||
RoieTRS
United States2569 Posts
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Toyman69
Canada100 Posts
The same trick that can be used for the ghost snipe skill(post 1) can be used with the infestor, the spawn infested marine ability. With 3 infestors you can spawn 24 marines in under 1sec. | ||
FaZiNaTe
Germany290 Posts
Phoenixes are really nice too.... As Terran mass Turrents is best way to stop Colossus harrassement. Immortals are really nice vs Colossus but with good micro it will be hard to kill all colossi fast. | ||
Mikilatov
United States3897 Posts
And yeah, Vikings suck. They're a bit better now though, and I like them in TvT at least. | ||
Happy_Alpha
Canada28 Posts
On February 28 2010 15:24 caution.slip wrote: yeah damage for the collosus doesn't register until after the beams finish arcing across If it doesn't register until the arch is complete could someone be amazing enough to get a dropship pick up 8 marines then drop it in the back of the army without taking damage from the heat lance (Yes I think Koreans could probably do it)?!? That would be like seeing mutalisk harassment for the first time again, Unheard of!!! | ||
Tomed
United States176 Posts
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789
United States959 Posts
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silencefc
United States875 Posts
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