Learning something obvious that improved your SC2 - Page 3
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btlyger
United States470 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. On September 22 2010 00:14 Coufu wrote: wow thanks this is awesome. Great thread. edit: Quoted myself instead of editing : \You can right-click the interceptor button to make carriers auto-make interceptors. | ||
fevax
Turkey142 Posts
I just realized that as zerg, it is so much better to have at least all tier 1 tech buildings -even if u dont plan to use them- then having to build a baneling nest only when you see their 40 marines. | ||
ziteNiA
Sweden73 Posts
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fevax
Turkey142 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. It is not actually only 300 minerals for 2 barracks. it is 300 + lost mining time on 2 scvs for the duration of construction. | ||
fevax
Turkey142 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. It IS 25 energy man don't feel stupid http://starcraft.wikia.com/wiki/Creep_tumor | ||
Toads
Canada1795 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. creep cost 25 energy i'm pretty sure | ||
teh_longinator
Canada725 Posts
On September 22 2010 00:13 J7S wrote: I found out that you don't need to select an individual drone to make a building. You can select all of them build an extractor and only the closest drone to the extractor do build it. Wait, what? Why did I not know this? I've been playing Zerg for the last 2 years :s. Well, now that I know this, I won't be so careful to select 1 Drone, and 1 Drone only haha... Actually, I probably will, simply because sometimes I like to scout (move command) before expanding or making buildings. On September 22 2010 00:14 Coufu wrote: Couple things: 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. Auto-cast unburrow? That's pretty awesome. So if they make mass Marines, I can have banelings just pop out like Spider-Mines? On September 22 2010 00:15 btlyger wrote: Massing queens as defense instead of rushing roaches against zealots actually works extremely freaking well. I meant to try this, but my queens always send up dying to the Zealots. Maybe now that I've learned to play with health bars always showing, I can micro my Transfuse better. Oh, also, game improving discovery... playing with health bars = better micro with Transfuse/burrowing roaches. | ||
SpaceYeti
United States723 Posts
On September 22 2010 00:17 ziteNiA wrote: Really!? I didn't know this. This'll make me panic a bit less as noobs spam storm on the same units! Still gotta move out of it tho. hehei learned that Psionic storm doesnt stack | ||
bonifaceviii
Canada2890 Posts
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Macavity
United States83 Posts
Burrow can be put on autocast allowing things like using banelings as mines. Always making harvestors especially in the mid-game and during battles. Once you get an expo up, use both bases to make harvestors. Neglecting the dropship aspect of the medivac during the MMM ball. I'd get medivacs purely for their healing. But if a bunch of banelings are coming or you are outnumbered, just load up and fly away. | ||
DuneBug
United States668 Posts
Used to think they sucked and were impossible to use until i saw a video with a guy using the move command to wrap them around the opponent's forces instead of attack move or something like that... Spam click move into the juicy part of the army. Anything that dies in transit will explode. These days I almost never let my banelings 'attack' and always wait for the opponent to kill them while they're right in the middle of his troops. neural parasite and fungal growth with the infestor while burrowed... God i hope this doesn't get patched. | ||
mololu
Switzerland64 Posts
Then what on earth was it that cost 20 energy?! Something cost 20 that I thought cost 25... I found out that you don't need to select an individual drone to make a building. You can select all of them build an extractor and only the closest drone to the extractor do build it. Man... so obvious. Great thread though by the way. | ||
Coufu
Guam137 Posts
On September 22 2010 00:29 bonifaceviii wrote: Getting tunneling claws doesn't give you burrow for your roaches =( I always wondered about this. It was a huge debate when BW was in beta whether lurkers should be given burrow without having to research it first at lair. Ultimately, of course, they were given the burrow ability automatically, so I thought that it would have only made sense to give SC2's new burrowing unit some kind of automatic burrowing ability without having to research burrow tech =/ | ||
tetracycloide
295 Posts
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radiaL
Andorra2690 Posts
The autodetonate on banelings sucks, because the unburrow animation is slow.. it's better to babysit and just press X. SCVs can repair all mechanical units (duh). The not 'duh' part of that is that they can also repair protoss units, which is excellent for team games. Repairing my buddy's collosus or mamaship = yummy. | ||
teh_longinator
Canada725 Posts
On September 22 2010 00:35 DuneBug wrote: Banelings: Used to think they sucked and were impossible to use until i saw a video with a guy using the move command to wrap them around the opponent's forces instead of attack move or something like that... Spam click move into the juicy part of the army. Anything that dies in transit will explode. These days I almost never let my banelings 'attack' and always wait for the opponent to kill them while they're right in the middle of his troops. neural parasite and fungal growth with the infestor while burrowed... God i hope this doesn't get patched. You can neural parasite and fungal growth while burrowed? That makes it so much better. I thought it was just Infested Terran you could do that with. Man, now I hope this doesn't get patched. I'd love to have more than 5 hours to enjoy it before it gets patched.... I guess I'll see tomorrow evening. | ||
vyyye
Sweden3917 Posts
Noticed that when I did the gas steal (and cancelling), but too stupid to think of hatcheries. Sweet! | ||
BigAndrew5000
United States17 Posts
http://us.battle.net/sc2/en/forum/topic/628237813 | ||
Hammurabio
152 Posts
On September 22 2010 00:13 J7S wrote: I found out that you don't need to select an individual drone to make a building. You can select all of them build an extractor and only the closest drone to the extractor do build it. You can also build multiple buildings with a selection of drones. Works good for 13pool/12extractor. Also when maynarding (sp?) drones to your expo, direct all of them to the minerals, then build 2 extractors. All drones except the two will start mining. | ||
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