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On March 02 2010 18:05 SearingShadow wrote:Show nested quote +On March 02 2010 09:28 AndrewGreve wrote: Having both queens and hatcheries in same hotkey allows you to spawn larve using the icons instead of clicking your hatcheries. just cast spawn on each hat one at a time, the queens are smart and the closest queen will spawn on each hatchery. just have to get used to tabbing before hitting s to select larve or have two hotkeys 1 with hat the other with queen + hat. The queens are auto selected first. Wow this could be a lot more efficient. You could have one hotkey for queens+hatcheries and another hotkey for just hatcheries so you don't have to tab between queens and hatcheries. I'm going to try this out now.
I think this is one of the most important contributions to the thread. If Blizzard puts in the F key functionality, this will be the #1 way to macro with Zerg without a doubt. It's kind of tough, because you have to remember that to build units, you have to do:
number -> tab -> s -> [build hotkey]
instead of
number -> s -> [build hotkey]
It requires basically relearning the keyboard layout so that you can have constant finger access to tab, but this is a skill that can be learned and practiced. The only issue with the Queens + Hatcheries hotkey is that you really need to separate hatcheries that have a queen and hatcheries that don't have a queen (otherwise you have queens running to distant hatcheries).
So if you have Queen+Hatch in 5, then you need 'bare' hatches in 6, for example. This is not difficult at all, though. The only real complication with the Queen+Hatch method is being careful to have your queens be in the location that you want (i.e. want at the main or at the natural?). The other subtle point is that you have to be very careful when setting rally points because it will walk your queens to the rally point.
But using the Q+H hotkey, you can use your macro mechanic AND build ALL of your desired units without ever looking in your base. You only ever have to look at your base to
a) upgrade at non-hotkeyed buildings (fixed by hotkeying them) b) make buildings c) set rally points d) defend attacks
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On March 04 2010 02:34 DefMatrixUltra wrote:Show nested quote +On March 02 2010 18:05 SearingShadow wrote:On March 02 2010 09:28 AndrewGreve wrote: Having both queens and hatcheries in same hotkey allows you to spawn larve using the icons instead of clicking your hatcheries. just cast spawn on each hat one at a time, the queens are smart and the closest queen will spawn on each hatchery. just have to get used to tabbing before hitting s to select larve or have two hotkeys 1 with hat the other with queen + hat. The queens are auto selected first. Wow this could be a lot more efficient. You could have one hotkey for queens+hatcheries and another hotkey for just hatcheries so you don't have to tab between queens and hatcheries. I'm going to try this out now. I think this is one of the most important contributions to the thread. If Blizzard puts in the F key functionality, this will be the #1 way to macro with Zerg without a doubt. It's kind of tough, because you have to remember that to build units, you have to do: number -> tab -> s -> [build hotkey] instead of number -> s -> [build hotkey] It requires basically relearning the keyboard layout so that you can have constant finger access to tab, but this is a skill that can be learned and practiced. The only issue with the Queens + Hatcheries hotkey is that you really need to separate hatcheries that have a queen and hatcheries that don't have a queen (otherwise you have queens running to distant hatcheries). So if you have Queen+Hatch in 5, then you need 'bare' hatches in 6, for example. This is not difficult at all, though. The only real complication with the Queen+Hatch method is being careful to have your queens be in the location that you want (i.e. want at the main or at the natural?). The other subtle point is that you have to be very careful when setting rally points because it will walk your queens to the rally point. But using the Q+H hotkey, you can use your macro mechanic AND build ALL of your desired units without ever looking in your base. You only ever have to look at your base to a) upgrade at non-hotkeyed buildings (fixed by hotkeying them) b) make buildings c) set rally points d) defend attacks
It sounds like you suggest one group for all hatches (+ queens) with queens, and one group for all the other hatches. I'm pretty sure that SearingShadow suggested that the second group includes ALL hatches, but no queens. You would use the first group for spawn larva only, and the second group for producing units and setting rallys.
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On March 04 2010 02:53 spinesheath wrote:Show nested quote +On March 04 2010 02:34 DefMatrixUltra wrote:On March 02 2010 18:05 SearingShadow wrote:On March 02 2010 09:28 AndrewGreve wrote: Having both queens and hatcheries in same hotkey allows you to spawn larve using the icons instead of clicking your hatcheries. just cast spawn on each hat one at a time, the queens are smart and the closest queen will spawn on each hatchery. just have to get used to tabbing before hitting s to select larve or have two hotkeys 1 with hat the other with queen + hat. The queens are auto selected first. Wow this could be a lot more efficient. You could have one hotkey for queens+hatcheries and another hotkey for just hatcheries so you don't have to tab between queens and hatcheries. I'm going to try this out now. I think this is one of the most important contributions to the thread. If Blizzard puts in the F key functionality, this will be the #1 way to macro with Zerg without a doubt. It's kind of tough, because you have to remember that to build units, you have to do: number -> tab -> s -> [build hotkey] instead of number -> s -> [build hotkey] It requires basically relearning the keyboard layout so that you can have constant finger access to tab, but this is a skill that can be learned and practiced. The only issue with the Queens + Hatcheries hotkey is that you really need to separate hatcheries that have a queen and hatcheries that don't have a queen (otherwise you have queens running to distant hatcheries). So if you have Queen+Hatch in 5, then you need 'bare' hatches in 6, for example. This is not difficult at all, though. The only real complication with the Queen+Hatch method is being careful to have your queens be in the location that you want (i.e. want at the main or at the natural?). The other subtle point is that you have to be very careful when setting rally points because it will walk your queens to the rally point. But using the Q+H hotkey, you can use your macro mechanic AND build ALL of your desired units without ever looking in your base. You only ever have to look at your base to a) upgrade at non-hotkeyed buildings (fixed by hotkeying them) b) make buildings c) set rally points d) defend attacks It sounds like you suggest one group for all hatches (+ queens) with queens, and one group for all the other hatches. I'm pretty sure that SearingShadow suggested that the second group includes ALL hatches, but no queens. You would use the first group for spawn larva only, and the second group for producing units and setting rallys.
You're right, I misunderstood him. That method does seem easier, and it translates better from BW mechanics.
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On March 02 2010 18:46 CharlieMurphy wrote:Show nested quote +On March 02 2010 16:47 ShadowDrgn wrote: APM displayed in replays (and in the spectator interface I assume) is normalized to a speed between slower and fast. If you want to know your real APM for a game played on faster, multiply by 1.35. This helps to explain why everyone's APM seems so low.
I tested this by starting a game with the AI and performing exactly 120 actions. The game lasted 2 minutes 6 seconds according to the victory screen (and about that long according to my stopwatch); the replay was 2 minutes 50 seconds long and recorded an APM of 43, which is 120 / 2:50, not 120 / 2:06.
Not much of a tip, but I didn't feel it deserved its own thread. weird, why was the game so much longer? And how'd u get that number? I did notice my apm was lower, so I've been trying to increase it, it seems my 150 apm is really 202 lol.
Replays default to "Fast" game speed, which seems to be a 1:1 ratio of ingame time to IRL time. Faster, which is the game speed in Matchmaking games, seems to be about 1.4:1 ingame time to IRL time.
Thus, your actual APM, income, etc etc. is 1.4 time higher than the replay stats board says. Also, that seems to be why the scoreboard will say a match length is shorter than a replay does. Replays are all based off of Fast game speed.
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On March 04 2010 01:33 Nightmarjoo wrote: I didn't know you could rally to a unit, nice one, thanks.
Does chrono effect all eggs at a hatch for the 20 seconds? I can see that actually being viable in relatively long 2v2s. None. Only units produced by the hatchery itself (Queens lol). Thats why I said it's almost useless knowledge. PZ teams were Chrono boosting on the Zerg hatch every time for faster queens, but NP implies you have infestors, so it is a bit late to be gaining 10 seconds of extra queen time per new expansion for the 400 mineral investment in making the Nexus.
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On March 02 2010 15:00 CharlieMurphy wrote:Show nested quote +On March 02 2010 09:28 AndrewGreve wrote: Having both queens and hatcheries in same hotkey allows you to spawn larve using the icons instead of clicking your hatcheries. just cast spawn on each hat one at a time, the queens are smart and the closest queen will spawn on each hatchery. just have to get used to tabbing before hitting s to select larve or have two hotkeys 1 with hat the other with queen + hat. The queens are auto selected first. i prefer to hotkey each hatch and just grabbing the queen manually when i see it. Since i'm there macroing and making units anyways. I'm sure this method helps when microing/attacking though. PS- doesn't this trick defeat the purpose of the macro mechanic, blizzard said they added them so that players would have to go back to the base every once in a while to make up for the auto mining workers. You can use spawn larva and click on the minimap where a hatchery is and it'll work. Air units flying over a hatchery can block this though.
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the moment you research hallucination you get a "build menu" from the sentry. It actually makes you able to fake tech as you can build for example fake phoenixes without having a starport. Which is amazing as you could have people react hastely to tech units you dont even have the building off.
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On March 04 2010 05:39 DeCoup wrote:Show nested quote +On March 04 2010 01:33 Nightmarjoo wrote: I didn't know you could rally to a unit, nice one, thanks.
Does chrono effect all eggs at a hatch for the 20 seconds? I can see that actually being viable in relatively long 2v2s. None. Only units produced by the hatchery itself (Queens lol). Thats why I said it's almost useless knowledge. PZ teams were Chrono boosting on the Zerg hatch every time for faster queens, but NP implies you have infestors, so it is a bit late to be gaining 10 seconds of extra queen time per new expansion for the 400 mineral investment in making the Nexus. o rofl, oh well ~~
On March 04 2010 06:29 koleen wrote: the moment you research hallucination you get a "build menu" from the sentry. It actually makes you able to fake tech as you can build for example fake phoenixes without having a starport. Which is amazing as you could have people react hastely to tech units you dont even have the building off. Yeah haluc sounds nice in this game, how much energy is it though? Don't want to use it to try to fake out your opponent and find yourself unable to guardian shield for a battle a few seconds later.
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Workers going to mine or return resources still go through units and have no collision size as in SCBW. However, they *also* go through forcefields. Pretty spiffy thing I just noticed today.
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heat seeker missiles will hit units if they burrow and still do splash. if u kill the target, they will still go to last living location and blow up.
4 marines barely lose to a spine crawler, 5 rapes it. With micro you can minimize the lost marines.
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You can target your own units with heatseeker missiles and they'll go to the place where the targeted unit was last (if it died).
edit: apparently CharlieMurphy beat me to this so uhh yeah.. oh well (he didn't say you can target friendlies if you didn't know)
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You can waypoint the rally points of buildings so if you, say, build your base in a silly fashion such that your units get trapped if they exit on one side of the building (which happens to be the same side as, say, the entrance of your base where you'd normally rally the units) you can waypoint the rally so the units exit on whichever side of the production building that you want them to.
Also, there is another command, besides /dance that works for marines/marauders. /cheer makes the marines fire their rifles in the air.
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On March 04 2010 08:13 Haemonculus wrote: Workers going to mine or return resources still go through units and have no collision size as in SCBW. However, they *also* go through forcefields. Pretty spiffy thing I just noticed today.
bah lame :/ gathering units don't bug units out any more drone drill is no fun now
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intrigue
Washington, D.C9931 Posts
right clicking on a unit with an observer sets it to follow that unit, and it does so very smoothly (unlike bw obs that stop and go, stop and go)
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Using patroll is an easy way to spread units out. They will eventually (takes a trip or 2 back and forth) get fairly evenly spread out between their previous location and the patrolled to location. Mite be handy to prevent your whole army getting psy stormed or emp'd while you're busy.
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You can upgrade the lair overlord techs from a hatchery as long as you have a lair!
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OP states stalker micro is possible, some say it isnt. So, does it work against zerglings/zealots? And if, how? Is it different from SC:BW goon micro?
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Australia7069 Posts
I wouldn't say its impossible. Its alot harder. its much easier to get one stuck because the auto-surround on the zealots is crazy good. Not to mention stalkers and zealots feel the same speed (in bw zealots were slower until upgraded)
I could be heaps wrong tho. But thats how it feels in game
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Not sure if this was mentioned already but I heard someone (Dustin Browder maybe?) mention it in an interview before: If you want to build multiple buildings (i.e. 2 supply depots) you can select 2 workers simultaneously and select build supply depot twice. In fact you can select ALL your workers and plop down 2 supply depots. 2 workers will leave your mineral line and build'em. (I like to select 2 workers only because that way I can also shift-right-click them back to minerals without all the other workers clumping up on that mineral patch). Haven't really seen any streamers build like that so I thought I'd blurp it here
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On March 04 2010 11:33 CharlieMurphy wrote: heat seeker missiles will hit units if they burrow and still do splash. if u kill the target, they will still go to last living location and blow up.
If the target is a roach or infestor which burrows then moves the Seeker will go to their last known location. Since the Raven is a detector I suggest making it follow the target unit to keep it in detection range so the Seeker can hit it directly while burrowed. Just make sure your Raven is not too close to the splash radius.
On March 05 2010 05:02 Feefee wrote: If you want to build multiple buildings (i.e. 2 supply depots) you can select 2 workers simultaneously and select build supply depot twice. In fact you can select ALL your workers and plop down 2 supply depots. 2 workers will leave your mineral line and build'em. (I like to select 2 workers only because that way I can also shift-right-click them back to minerals without all the other workers clumping up on that mineral patch). Putting every SCV in the game on one hotkey can make building much faster. If you try to build proxy tech or build a few buildings away from your bases it will send not only the required number of SCVs but also the closest. This has a tradeoff however because it becomes harder to waypoint them back onto minerals if you are not sure where they came from.
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