corruptors can corrupt nydus worms while they are building, this stops it from building for 30 seconds i believe. probably more useful in 2v2, it may stop other building production, havent tested.
this is actually more useful in other matchups, when you have a reason to get corrupters, you can use them to corrupt cannons, robobay and gateways(not sure about warpgates) and slow down production. usually p does not have much aa in those areas.
awesome in vs t for taking out planetary fortresses since it stops them from firing on your units.
also for fast spell spamming, like spawning infested terrans from many infestors, select them all press spell hotkey once and hold shift while spamming left click,this saves u from having to press the spell hotkey before every infested terran.
this carries over from bw so not new, but shift+number appends units to that control group, rather than resetting the group. you can shift add eggs that are morphing to an existing control group if you want to keep your reinforcements up with out looking or resetting your rally point.
Shift-click on a raised Supply Depot + R will lower all raised Depots on the screen. Shift-click on a lowered Supply Depot + R will raise all lowered Depots on the screen.
I also didn't see the new Patrol mentioned. You can press P, hold down Shift, then click on a couple locations. The selected units will walk along that path, then turn around (a-b-c-d-c-b-a). It's also pretty smart: If the last location = the first location, the units will patrol in a circle (a-b-c-d-b-c-d if a=d).
You can queue up to 8 Patrol points, and 32 other commands.
Queued commands show in different colors: Move = green, Attack-Move = red, Patrol = blue.
This may have been said already but due to pathing speedlings can get through any unit wall just by massive amounts of clicking behind the units at the choke.
Once you get vision of an island with an ovy you can nydus there and expo without having to get drop. You can easily reinforce and transfer drones to this expo also.
On February 25 2010 07:14 Dr.Frost wrote: Tip: When you receive a private message while in a game (a whisper), instead of clicking the chat window and typing back, you can press 'Enter', then push 'Tab' to shift through different people you have talked to. It will switch through all chat, allied chat, and any private users you are charting with.
This is a great feature.
@OP: You mention BCs and their Yamato but when does anyone seriously use BCs in SC2?
did u know broodlord did twice damage if he got 2 broodlords saved up? aka initial attack will deal 50 dmg and following ones will be 25 found out this yesterday, man broodlords r looking better and better :p
On March 17 2010 03:57 HTX wrote: 2v2 Terran SCV's repair Protoss units automatically when activated. Combined with Medivac your Army is ready again in no time.
Use Mule for dropping tank lines, pretty fun in late game TvT
On March 14 2010 12:46 kNyTTyM wrote: I was playing around a little with drops and thought this was cool.
Like SC1 if you unload on your dropper then you can use the moving drop tactic. However when you issued another command like "move to this new location" dropping stopped.
In SC2 when you using the moving drop you can issue commands to the dropper while it still continues to drop until it has unloaded each of your units once. So what I was doing was I put 4 stalkers in the warp prism and unloaded. The prism unloaded one, the stalker shot, and I picked it back up quickly by right clicking on it. The prism then unloaded the next stalker and the process continued.
So basically you get pretty close to this
Omg nice someone quoted my old video xD. Is there no way to cancel de dropping ??
On February 25 2010 06:34 Chairman Ray wrote: Vikings are useful against colossi, carriers, BCs, and motherships.
Agreed, I also find Vikings pretty good at harrasing enemy expansions or shooting down those Overlords trying to spawn that ugly Nydus Worm in your base.
I also like the way how they can avoid fighting Currupturs by simply transforming themselves into assault mode, altough if the Zerg player realizes he can eat them with some lings/hidras/roaches, then the Vikings have no chance of surviving.
On March 06 2010 12:33 CharlieMurphy wrote: 3 Costs of an Archon, 2 DT = 250/250 DT/HT, 175/275 , 2HT 100/300
I know this post is a bit old, but I did some math (someone has probably already found this number), but solving the equations 250x+250y=k 175x+275y=k 100x+300y=k
x = 1k/1000 y = 3k/1000
Implying that blizzard values gas as 3 times as valuable as minerals, if the cost of an archon is the same no matter how you make it.
19 larvae is the maximum a hatchery can sustain, any additional spawned larvae will die (Actually the existing ones will die making place for the newly spawned larvae)
Corruption ability of Corruptors unfortunately doesn't disable power on pylons
Warp Rays are extremely effective against Corruptors. Speed upgrade helps saving the wounded Warp rays for zero losses, even when confronted with an overpowering amount of Corruptors.
As a defense for harrass, you can shift-queue queens to heal a building multiple times depending on the energy level of the queen.
late in game when you have a whole bunch of unspendable extra money as terran, make a bunch of planetary fortresses for defense :D:D:D does anyone else think this is an amazing idea? with building armor upgrade they have 5 armor and 7 range with the range upgrade....... they rape pretty hard
On March 17 2010 07:55 duckhunt wrote: late in game when you have a whole bunch of unspendable extra money as terran, make a bunch of planetary fortresses for defense :D:D:D does anyone else think this is an amazing idea? with building armor upgrade they have 5 armor and 7 range with the range upgrade....... they rape pretty hard
the problem is that you must convert them once a CC has landed. Getting them into position is the tricky part. I don't doubt their durability and DPS, but simple avoidance gets by them. If they could chase you that'd be a different thing.
Not sure if this still works, but you can yamoto (with a fleet of BCs) and shift click enemy units and they will only yamoto enough to kill each unit so theres no overkill.
On March 14 2010 12:46 kNyTTyM wrote: I was playing around a little with drops and thought this was cool.
Like SC1 if you unload on your dropper then you can use the moving drop tactic. However when you issued another command like "move to this new location" dropping stopped.
In SC2 when you using the moving drop you can issue commands to the dropper while it still continues to drop until it has unloaded each of your units once. So what I was doing was I put 4 stalkers in the warp prism and unloaded. The prism unloaded one, the stalker shot, and I picked it back up quickly by right clicking on it. The prism then unloaded the next stalker and the process continued.
late in game when you have a whole bunch of unspendable extra money as terran, make a bunch of planetary fortresses for defense :D:D:D does anyone else think this is an amazing idea? with building armor upgrade they have 5 armor and 7 range with the range upgrade....... they rape pretty hard
This could work to secure the last remaining expansions. With 3 or 4 planetary fortress the base would be barely unbreachable.