Learning something obvious that improved your SC2 - Page 2
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ChaosWielder
United States166 Posts
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TheFinalWord
Australia790 Posts
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bonifaceviii
Canada2890 Posts
On September 22 2010 00:01 ChaosWielder wrote: I learned how to shift queue Stalker blink. Needless to say, I have a new build under my belt. Ohhhh, so that's how Protoss do it. | ||
slained
Canada966 Posts
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Adeeler
United Kingdom764 Posts
On September 21 2010 23:50 figq wrote:.... I also learned that selecting larva along with a drone, hitting stop (and re-mine the drone) forces larva to move closer to the minerals if it's not. In addition, in the first seconds of the game, it may be useful to build the drone directly from a larva of your choice (click on the larva, not the hatch), so that it's the closest position to the minerals. I've been trying to replicate this in sc2 to get the larva to move closer to the mineral patchs but it never seems to work for me at least. I remember it used to work in BW with an ovie. Shift + # to add units to a group instead of selecting a group and shift selecting then Ctrl + # to reassigning all to the group is much faster way of reinforcing. | ||
BigAndrew5000
United States17 Posts
And mules give you around 300 minerals, basically for free. So this is what the scan costs - 300 minerals, or 2 1000 hp barracks you could build to fly over and survey your opponent's base. | ||
MetalSlug
Germany443 Posts
Also Call down mule is visible even in fog of war making it easy to spot hidden Terra expos. | ||
BladeRunner
United States407 Posts
On September 22 2010 00:06 BigAndrew5000 wrote: When you make a new expo, if you actually take like half your workers from the original one (supposing it's still with 8 mineral patches), then you will make your mineral income rise a lot faster then if you just made new SCVs for that expo, instead of transferring half of them... And mules give you around 300 minerals, basically for free. So this is what the scan costs - 300 minerals, or 2 1000 hp barracks you could build to fly over and survey your opponent's base. Flawed logic there friend... Mules don't cost minerals, you still have the minerals even if you don't use a mule, they just come in slower. | ||
VirtualAlex
41 Posts
I also learned that banelings could explode from burrowed position if you do it manually. | ||
BladeRunner
United States407 Posts
I didn't know Mules could repair until I heard in some tournament game somebody called down a mule in the field to do emergency repairs on their army (I assume thors or bcs)... That's a pretty hero use of mule | ||
mololu
Switzerland64 Posts
Spit main first, then expo, then inbase hatches. Stops the wonky queen exodus. Also realized creep tumor is 20 and not 25 energy... wow man that made me feel stupid. | ||
vyyye
Sweden3917 Posts
On September 22 2010 00:09 BladeRunner wrote: Flawed logic there friend... Mules don't cost minerals, you still have the minerals even if you don't use a mule, they just come in slower. Still, if you use a scan there's 300ish minerals you won't have after the mule would've finished mining. With a mule you might be able to get that extra upgrade/unit/whatever, without it you wouldn't. | ||
BladeRunner
United States407 Posts
On September 22 2010 00:09 VirtualAlex wrote: I remember when I realized that I could have many larva at a hatch and not just 7. I would just not bother injecting because I thought 7 was the max. I also learned that banelings could explode from burrowed position if you do it manually. You can also right click on burrow and they'll autocast it as soon as something comes in range if you're a noob like me who isn't quick enough to catch them manually (actually they unburrow and attack that thing so you still have to manage it if your enemy knows they're there) | ||
BladeRunner
United States407 Posts
On September 22 2010 00:10 mololu wrote: I've learned that spit on Z's queens has an invisible cooldown while the animation is cast. If you have 2 queens and 3 hatches and spit the main, then the hatch next to it, then a far away hatch, your queens will decide it's time for an exodus. Thus: Spit main first, then expo, then inbase hatches. Stops the wonky queen exodus. Also realized creep tumor is 20 and not 25 energy... wow man that made me feel stupid. Wait, what? I remember having to wait for 25 energy to drop a creep tumor on several occasions... http://wiki.teamliquid.net/starcraft2/Queen | ||
J7S
Brazil179 Posts
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TheFinalWord
Australia790 Posts
On September 22 2010 00:10 mololu wrote: Also realized creep tumor is 20 and not 25 energy... wow man that made me feel stupid. I was like this will change my life! Then I checked liquipedia and you're wrong? Are you sure? I might as well add another thing, kiting is so much easier with stop command then attack move command. | ||
Coufu
Guam137 Posts
You can right-click burrowed banelings to make them automatically unburrow when an enemy unit comes over (although it is better to micro them) You can right-click the interceptor button to make carriers auto-make interceptors. | ||
TobZero
Germany493 Posts
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NukeTheBunnys
United States1004 Posts
Interceptors go back to the carrier after their target is killed, unless you have a target queued up or you tell them to attack while they are en route to the carrier. You can issue an attack order then move orders and the interceptors will continue focusing fire until the target is out of range or dead. | ||
bonifaceviii
Canada2890 Posts
On September 22 2010 00:14 Azro wrote: if you expand as Z and once you ordered the drone to build an hatch you can right away add the drone to your hatchery hotkeygroup. when its done later you will have the hatch in your hotkeygroup! WEIRD but awesome | ||
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