I've been playing a lot of 3v3 BGH's lately and have been wondering what other fun bugs / tricks have been lost in time. It would be nice to have a compilation for posterity's sake.
Some fun examples I recall are: 1) moving an observer above a turret that's building and it will prevent the turret from firing 2) allying your enemy so that the mines don't trigger as they walk over your spider mines and at the last second un-allying so that all mines trigger at once 3) selecting your worker's and right clicking on an unbuilt geyser twice before right clicking on an enemy unit will stack all those workers to attack the enemy unit
On November 04 2018 04:49 HaruHaru wrote: I've been playing a lot of 3v3 BGH's lately and have been wondering what other fun bugs / tricks have been lost in time. It would be nice to have a compilation for posterity's sake.
Some fun examples I recall are: 1) moving an observer above a turret that's building and it will prevent the turret from firing 2) allying your enemy so that the mines don't trigger as they walk over your spider mines and at the last second un-allying so that all mines trigger at once 3) selecting your worker's and right clicking on an unbuilt geyser twice before right clicking on an enemy unit will stack all those workers to attack the enemy unit
i wanted to make a thread about this. The other day I saw Jangbi do something I never seen before. He loaded a shuttle with with 4 templers, and as his goon/zealot army engaged the terran mech, he moved his shuttle from left to right, and as the shuttle is in mid flight he clicked on the shuttle and the templars unloaded one at a time a few distances apart. He just clicked on each templar and stormed the terran army.
I always thought pros just clicked on the shuttle and click each templary individually to unload. But this method is not as efficient. Also, this trick works with all units.
On November 04 2018 06:12 TonDan wrote: i wanted to make a thread about this. The other day I saw Jangbi do something I never seen before. He loaded a shuttle with with 4 templers, and as his goon/zealot army engaged the terran mech, he moved his shuttle from left to right, and as the shuttle is in mid flight he clicked on the shuttle and the templars unloaded one at a time a few distances apart. He just clicked on each templar and stormed the terran army.
I always thought pros just clicked on the shuttle and click each templary individually to unload. But this method is not as efficient. Also, this trick works with all units.
That's pretty easy to do. It takes two steps:
1 - Give a move-command to a loaded transport to somewhere. 2 - Before the transport reaches its destination, press U for "unload" and click on the transport
On November 04 2018 04:49 HaruHaru wrote: I've been playing a lot of 3v3 BGH's lately and have been wondering what other fun bugs / tricks have been lost in time. It would be nice to have a compilation for posterity's sake.
Some fun examples I recall are: 1) moving an observer above a turret that's building and it will prevent the turret from firing 2) allying your enemy so that the mines don't trigger as they walk over your spider mines and at the last second un-allying so that all mines trigger at once 3) selecting your worker's and right clicking on an unbuilt geyser twice before right clicking on an enemy unit will stack all those workers to attack the enemy unit
You forgot pylon jump and also, double right click on a geyser and then to any ramp or blocked area and the worker will glide through mineral walk past any enemy’s units.
On November 04 2018 06:12 TonDan wrote: i wanted to make a thread about this. The other day I saw Jangbi do something I never seen before. He loaded a shuttle with with 4 templers, and as his goon/zealot army engaged the terran mech, he moved his shuttle from left to right, and as the shuttle is in mid flight he clicked on the shuttle and the templars unloaded one at a time a few distances apart. He just clicked on each templar and stormed the terran army.
I always thought pros just clicked on the shuttle and click each templary individually to unload. But this method is not as efficient. Also, this trick works with all units.
It's very useful if you have many dropships (like in TvT) or have many overlords and you want to unload all of them quickly. If you don't click unload on each dropship/overlord individually, they will clump and unload very slowly.
Look at Larva's FPVOD for example:
You can refer to the Liquipedia page for more details on dropping (or anything else on BW) Drop Techniques
On November 04 2018 06:55 radley wrote: How to attack with lurker?
A lurker will attack only while it's burrowed. When it's not burrowed it doesn't attack. If you meant to ask something else I didn't understand your question.
On November 04 2018 04:49 HaruHaru wrote: I've been playing a lot of 3v3 BGH's lately and have been wondering what other fun bugs / tricks have been lost in time. It would be nice to have a compilation for posterity's sake.
Some fun examples I recall are: 1) moving an observer above a turret that's building and it will prevent the turret from firing 2) allying your enemy so that the mines don't trigger as they walk over your spider mines and at the last second un-allying so that all mines trigger at once 3) selecting your worker's and right clicking on an unbuilt geyser twice before right clicking on an enemy unit will stack all those workers to attack the enemy unit
On November 04 2018 06:12 TonDan wrote: i wanted to make a thread about this. The other day I saw Jangbi do something I never seen before. He loaded a shuttle with with 4 templers, and as his goon/zealot army engaged the terran mech, he moved his shuttle from left to right, and as the shuttle is in mid flight he clicked on the shuttle and the templars unloaded one at a time a few distances apart. He just clicked on each templar and stormed the terran army.
I always thought pros just clicked on the shuttle and click each templary individually to unload. But this method is not as efficient. Also, this trick works with all units.
That's pretty easy to do. It takes two steps:
1 - Give a move-command to a loaded transport to somewhere. 2 - Before the transport reaches its destination, press U for "unload" and click on the transport
That's it. Try it out.
sorry, i didn't make it clear, but that's what i meant. unstead of clicking each portray just click the shuttle and unload and the units will unload one at a time. i feel like this is most usefull when you want to storm drop and you have multiple templars.
I think I saw Bisu once using patrol move on a shuttle instead of move command. That way the shuttle instantly turns around if attacked by turrets/cannons. It works with any flying unit if it lacks a AG attack.
On November 04 2018 06:55 radley wrote: How to attack with lurker?
A lurker will attack only while it's burrowed. When it's not burrowed it doesn't attack. If you meant to ask something else I didn't understand your question.
Oh thanks man, you just improved my gameplay. Was struggling with it, because broodwar campaign said nothing about it
On November 04 2018 06:55 radley wrote: How to attack with lurker?
A lurker will attack only while it's burrowed. When it's not burrowed it doesn't attack. If you meant to ask something else I didn't understand your question.
I think he meant how to do an instant attack when lurker burrows, it's actually quite tricky to do.
I mean, I don't think any of these are lost. But one thing I used to enjoy quite a bit was Lockdown cloning BCs/Carriers but the maps aren't ridiculous enough and the players are too good for those situations to arise anymore (except for style points of course).
On November 04 2018 06:55 radley wrote: How to attack with lurker?
A lurker will attack only while it's burrowed. When it's not burrowed it doesn't attack. If you meant to ask something else I didn't understand your question.
I think he meant how to do an instant attack when lurker burrows, it's actually quite tricky to do.
Because with minerals the worker will mine. With a geyser the worker cannot mine so, to my understanding, it continues the next shift qued actions while carry over the stacking/walkthrough traits of its previous action (mining)
As a newer player, it's super interesting to find out about new tricks in this game. Some of these I've never heard of, are they all "allowed" in competitive play?
There's a technique for unloading units that involves clicking in the exact center of the moving transports, which makes them all keep unloading while moving. Less clicks than doing it for each transport, but hard to get right so I don't think anyone really does it. You would have to keep the transports inside the so called magic box, so that they all move in unison. It's kinda surprising how long it took for people to realise how to use the magic box with muta, given how old this trick is and what its requirements are.
Muta micro used to be about rapidly clicking on a neutral or allied unit to group them up, and then clicking on a mineral and attacking a peon at the opponent's minerals repeatedly, then running away as they gradually became less stacked to group them up again somewhere. Not much of a trick, but it is kinda forgotten now that magic box is always used.
You make burrowable or siegeable units premenantly cloaked by unburrowing / siegeing right at the moment the arbiter's stealth field transitions over them. It's usually in those UMS trick maps, but I have used it to some effect in team melee type games where you start with peons of different races. It takes too much attention to really do though, it's kinda tricky and limited in use by that stage of the game.
There are glitches like floating drones over water or crashing the game with a drone that cancelled becoming a hatchery getting killed, but they were bugfixed at some point. You could crush interceptors by lifting off and landing repeatedly. I don't remember, but I think maybe you can still kill siege tanks if the building is already in the process of landing and the tank sieges under it. I think that was a bug fix for people making it impossible to attack tanks with melee units under buildings. Probably also works with burrowable units. There's a bug where you can do some burrowing and unburrowing in a weird specific way that makes them lose their collision detection, so you can have a pile of stacked lings or hydras that is very powerful and banned in tournaments. Dunno if you can still do it.
You can start constructing a siege tank at a factory at the same time as lifting it off, and the seige tank will stay in the progress bar, so you could lift it off and finish building it elsewhere. Again, mostly useless. Probably works with all units and terran buildings, but I bring up the siege tank because it's weird to build a tank without an addon.
You can land a terran building to force units through mineral patches, which saw some use on maps like Monty Hall. We don't have really any maps in rotation with mineral walls, so I guess you could call it forgotten. Same idea with other walls. Naturally you can do the same with peons and any other unit, but the building landing version is much less common and was basically used to get a pile of marines and medics somewhere they shouldn't have been so quickly, peon trick could only do one or two at a time. You can also use unburrow to a similar effect, but that one is still sometimes used, because it works well with neutral buildings which are still in some maps.
If you build a bunch of stuff around a unit producing structure at the bottom of a cliff, it's possible to make the top of the cliff the next unfilled location for a unit to be built. Someone did it one time on Lost Temple with a dragoon, or maybe a reaver. Too impractical to be useful, but kind of a trick some people might not think of.
You can make peons use commands they don't normally have (like patrol), if you group them with a unit that does have the command. More unknown, is that you can make a unit patrol in 3 (and I think more) way points, describing a triangle doing a specific set of commands (I forget how). This actually is somewhat useful, because it means you can make a ling continuously look at three different bases rather than just two. The technique has something to do with the shift click order queue, but it is not completely intuitive.
This is not really a trick, but a form of micro I think people just don't do at all anymore because they're faster now. You can shift click queue attack commands, so that you can have your units focus fire units while you look somewhere else or control another unit. One advantage of this is that they auto acquire their next targets faster than you could do manually, but you have to watch out for an opponent microing back their damaged units (which actually, hardly anybody does anymore now that macro builds are more popular and people's focus is different). I used to win endless dragoon PvP micro battles even if I had less units doing this. I would have something like 4 dragoons queue up focus fire attacks, and then I'd select another 4 to queue up other targets etc.
Again, not really a trick but something you just don't see much anymore, is luring out enemy units by sending a unit to aggro them. So you would send like one hydra or something like that to poke a zealot, and 4 zealots would come running to their doom to your army, while the rest of his army wasn't aggroed yet. Probably this tactic would still work on lots of players, but people don't think about the game this way anymore. I guess it is considered too time consuming. It is surprising how well it worked though. Of course people can just hold position their units, but hold positioned units attack less effectively, particularly if they're melee units lol. The only counter measure is just to pull your units back, which takes at least as much attention as it takes the player trying to lure them out. Maybe a little less if you just manage them with hotkeys on the minimap.
I don't know if it is still the case, but it used to be that if you cast broodling on a drone that was about to become a building, when the drone became a buliding the broodling would hit and the building would explode. I did this when I was 10 years old to my friend to my endless delight, and he did not know why it was happening. I don't know if I ever saw this trick anywhere else, but maybe it's in a trick map somewhere.
Uh, there's lots of stuff people used to do that they don't anymore. I guess it depends on your definition of trick, and if tactics can be included, rather than things that are just sort of the way the game engine resolves stuff. Because I don't really think of passing peons through minerals as a glitch, but some people do. There are definitely some weird and unexpected things in BW though, and some stuff lots of players don't know is in the UI.
Also this last one is more of a complaint, but it is bullshit that you can't put non-zerg units through a nydus network. I learned this in team melee games when I was going marine medic and building nyduses on my opponent's creep. 1/10 StarCraft sucks.
as chef said. theres much stuff to common nowadays to rly think of it as a "lost trick". drone drilling? pressing h instead of a to attack... is there a list out there with all those "tricks"?
Not everybody know this "trick" (especially new players), you can give multiple patrol command making an entire route with your units: ctrl+shift+move multiple times
Also the barrack on medic-rin on the ramp, units can't kill the medic and go crazy until they kill the barrack :D
My favourite, that I only found out quite recently after playing this game for 20 years, is the one that stops that annoying problem where your workers end up sitting at your refinery/assimilator/extractor doing nothing because you told them to mine it a millisecond too early. To ensure that they mine use the 'gather' command (press G) and click on the gas, as long as the structure is complete by the time the workers arrive they will go straight to mining gas.
Can also be used when you want to quickly get a worker out of your mineral line to build something/scout etc. when the gas isn't complete yet, use the G trick and it will go into maynard mode and you can get it out straight away.
@Poegim wtf!, never seen that, will have to try it
@Chef very comprehensive list, the stacked zerg units and cloaked tank bugs were patched out a long time ago though sadly. I used to use the floating factory with a tank queued up trick on Longinus though, there was a good area where you could proxy a fact with machine shop outside their base and quickly float it in and produce the tank in the corner of their base
Maybe someone mentioned this above, but figured I might as well incase. If you have workers mining, and you order them to go mine gas for instance, if one of them has a mineral, you can ask the worker to return it. What will end up happening is the unit will go to the cc, drop the mineral off then go mine gas. Not a huge game breaking trick, but cool nonetheless.
On November 06 2018 22:59 Chef wrote: You can make peons use commands they don't normally have (like patrol), if you group them with a unit that does have the command. More unknown, is that you can make a unit patrol in 3 (and I think more) way points, describing a triangle doing a specific set of commands (I forget how). This actually is somewhat useful, because it means you can make a ling continuously look at three different bases rather than just two. The technique has something to do with the shift click order queue, but it is not completely intuitive.
You have some interesting stuff in the rest of the post, but this patrol is interesting. I personally use the hold thing with SCVs and marines because I learnt early on that these guys don't hold on their own lol.
On November 06 2018 22:59 Chef wrote: This is not really a trick, but a form of micro I think people just don't do at all anymore because they're faster now. You can shift click queue attack commands, so that you can have your units focus fire units while you look somewhere else or control another unit. One advantage of this is that they auto acquire their next targets faster than you could do manually, but you have to watch out for an opponent microing back their damaged units (which actually, hardly anybody does anymore now that macro builds are more popular and people's focus is different). I used to win endless dragoon PvP micro battles even if I had less units doing this. I would have something like 4 dragoons queue up focus fire attacks, and then I'd select another 4 to queue up other targets etc.
This is something I also like to do especially for late game tvz and you're facing ultras. Shift-attack on them and go macro then come back. It's pretty good, and frees up your time too, must do imo.
On November 06 2018 22:59 Chef wrote: Again, not really a trick but something you just don't see much anymore, is luring out enemy units by sending a unit to aggro them. So you would send like one hydra or something like that to poke a zealot, and 4 zealots would come running to their doom to your army, while the rest of his army wasn't aggroed yet. Probably this tactic would still work on lots of players, but people don't think about the game this way anymore. I guess it is considered to time consuming. It is surprising how well it worked though. Of course people can just hold position their units, but hold positioned units attack less effectively, particularly if they're melee units lol. The only counter measure is just to pull your units back, which takes at least as much attention as it takes the player trying to lure them out. Maybe a little less if you just manage them with hotkeys on the minimap.
Not sure how things are on other levels, but units aren't being held that many times at like D+/C- level. Aggro-ing units is great, because depending on how well you can do, you can kill quite a bit. I like to do this personally if I get the chance with something like using a marine to draw units into a tank line etc...
On November 06 2018 22:59 Chef wrote: Also this last one is more of a complaint, but it is bullshit that you can't put non-zerg units through a nydus network. I learned this is team melee games when I was going marine medic and building nydus' on my opponent's creep. 1/10 StarCraft sucks.
hey now, those last two words are actionable by me! This is funny though, never really tried it, but guess it kinda makes sense. Still, would've been cool to see mnm traveling in nydus haha
I was either the or one of the ones who independently discovered the geyser//scv mineral walk//stack trick back in 2003 I believe. I originally used it in tournaments to scout blocked ramps, but since this would bring hacking accusations, I'd have to show the tournament organizer how it was done on the condition they didn't tell anyone. Didn't take long for one of my team mates at the time to spread it around, and then it blew up internationally. My username was Kublai[EOA] at the time, here's an old post which I think was the first time it showed up here. It was kind of funny that the people in the post outlined exactly who blew the secret, although i acknowledge it is possible someone had independently discovered this bug separately.
I spent a lot of time back then looking for bugs in games. I also found a drone float bug (now fixed) which allowed you to fly a drone by completely blocking its path in every direction and telling it to build a building several times in a row. This was the patch immediately after they changed the drone code to prevent the "run out of minerals right as you are building a building" drone float bug. You can see that a small change to worker code can cause unexpected results, which is probably why they haven't touched it since.
The stack bug discovery happened in a real game by accident. I noticed somehow an scv mineral walked with a destination other than a mineral, but couldn't remember what might have happened. I spent a bunch of hours messing around clicking pretty much everything related to minerals and gas until I figured it out. I still remember it was the 6:00 nat geyser in LT that I first did it after hours of trying random shit.
On the same topic, there was also a bug (I did not discover this one), where you would merge two DTs, waypoint, and cancel the merge at the last second, then they would fly to where the waypoint was. That was devastating as you could essentially DT drop without a dropship. That one was fixed quickly.
This isn't a bug, but another nice trick that a lot of newer players don't know about is the trick where you use a marine to hold position 2 scvs on a ramp, then you sit the marine behind them and float your rax over the scv. It completely prevents any melee units from getting in, as there is no way to target the scv. The only way in with melee units is to use a mineral walk ramp break with workers to push the scv aside. I use that a lot in 2v2 if I'm going 2 fac vults. It's a nice way to keep yourself safe from lings/zeals until vults come out.
Along the same lines, it's good to always float your ebay over a turret in your main if you fear DTs. This prevents a surprise DT attack from targeting your turret and killing it quickly. If you have any attacking units nearby the DT will not be able to attack the turret no matter what they try.
This isn't a bug, but another nice trick that a lot of newer players don't know about is the trick where you use a marine to hold position 2 scvs on a ramp, then you sit the marine behind them and float your rax over the scv. It completely prevents any melee units from getting in, as there is no way to target the scv. The only way in with melee units is to use a mineral walk ramp break with workers to push the scv aside. I use that a lot in 2v2 if I'm going 2 fac vults. It's a nice way to keep yourself safe from lings/zeals until vults come out.
Trying to remember: can't you still hold position them while adjacent to the SCVs? Or do they still bug out their targeting due to marine fire?
You can storm (and other spells i guess) a wide area with multiple spell casters at once if you put the spell at the right spot. That is, you can select two templars and click storm on an area, and it will not stack those storms but spread them out. At least if my memory serves me right and Blizzard hasn't changed this.
On November 14 2018 16:48 odeSSa wrote: You can storm (and other spells i guess) a wide area with multiple spell casters at once if you put the spell at the right spot. That is, you can select two templars and click storm on an area, and it will not stack those storms but spread them out. At least if my memory serves me right and Blizzard hasn't changed this.
This is an incredibly widespread mechanic that is key to a ton of techniques in the game.
On November 14 2018 16:48 odeSSa wrote: You can storm (and other spells i guess) a wide area with multiple spell casters at once if you put the spell at the right spot. That is, you can select two templars and click storm on an area, and it will not stack those storms but spread them out. At least if my memory serves me right and Blizzard hasn't changed this.
This is an incredibly widespread mechanic that is key to a ton of techniques in the game.
you can send your workers to gather gaz with the key G 1 second before the extractor is completed and they will start gathering right away where if you do it with your mouse they will no work. (the important part is to tempo that when the drone gets closer to the building it is already done)
This isn't a bug, but another nice trick that a lot of newer players don't know about is the trick where you use a marine to hold position 2 scvs on a ramp, then you sit the marine behind them and float your rax over the scv. It completely prevents any melee units from getting in, as there is no way to target the scv. The only way in with melee units is to use a mineral walk ramp break with workers to push the scv aside. I use that a lot in 2v2 if I'm going 2 fac vults. It's a nice way to keep yourself safe from lings/zeals until vults come out.
Trying to remember: can't you still hold position them while adjacent to the SCVs? Or do they still bug out their targeting due to marine fire?
They bug out if there's any higher priority unit in their aggro range (about 3 units), regardless of being shot or not. For example if there's a firebat on hold on the other side, too far from the lings to attack but still close enough to aggro, they'll not attack the SCVs anyway.
On November 07 2018 06:02 BigFan wrote: Maybe someone mentioned this above, but figured I might as well incase. If you have workers mining, and you order them to go mine gas for instance, if one of them has a mineral, you can ask the worker to return it. What will end up happening is the unit will go to the cc, drop the mineral off then go mine gas. Not a huge game breaking trick, but cool nonetheless.
That's incorrect. You can only do it the other way around (gas in hand to minerals). You can also use it to maynard (click on new base minerals and then C - no shift), which will have them drop the minerals and go to the new base.
If you tell them to mine gas then press C, they'll drop the minerals and go back to minerals. If you tell them to maynard to another gas and press C they'll drop the minerals and do nothing.
As a lurker is burrowing, you can spam attack move orders to make it attack a few milliseconds faster rather than letting it acquire a target on its own.
This isn't a bug, but another nice trick that a lot of newer players don't know about is the trick where you use a marine to hold position 2 scvs on a ramp, then you sit the marine behind them and float your rax over the scv. It completely prevents any melee units from getting in, as there is no way to target the scv. The only way in with melee units is to use a mineral walk ramp break with workers to push the scv aside. I use that a lot in 2v2 if I'm going 2 fac vults. It's a nice way to keep yourself safe from lings/zeals until vults come out.
Trying to remember: can't you still hold position them while adjacent to the SCVs? Or do they still bug out their targeting due to marine fire?
He said melee units. Which, yes, will bug out if you try to move and hold under the rax to hit the scvs.
On November 20 2018 17:34 zerglingling wrote: I couldn't pull off that patrol triangle thing, what's the exact input for it? Ctrl+shift doesn't do it. None of the mod keys seem to.
You have to start with a move command. While the unit moves you queue the patrol commands with shift and then the unit will patrol those locations. You have to finish your command queue before the unit arrived at its first destination because you cannot queue commands while the unit is patrolling.
On November 20 2018 17:34 zerglingling wrote: I couldn't pull off that patrol triangle thing, what's the exact input for it? Ctrl+shift doesn't do it. None of the mod keys seem to.
You have to start with a move command. While the unit moves you queue the patrol commands with shift and then the unit will patrol those locations. You have to finish your command queue before the unit arrived at its first destination because you cannot queue commands while the unit is patrolling.
Whoa.
Okay, so it's [2], Shift+P, [1], Shift+P, [1], Shift+P, [1], etc. It's quite obscure for how useful it is.
It also looks like it works with every basic command, but not with spells.
You can tell a unit to a-move to those 3 places, then patrol those other 4, or go over there and hold position. But you can't make a ling or lurker go somewhere and burrow at the destination, for instance.
You can still make the turret shoot even when the observer is on top of it by spamming A + Click with the turret really fast, and it will eventually shoot on its own once it targets the observer.
On November 23 2018 05:36 GGzerG wrote: You can still make the turret shoot even when the observer is on top of it by spamming A + Click with the turret really fast, and it will eventually shoot on its own once it targets the observer.
On November 23 2018 05:36 GGzerG wrote: You can still make the turret shoot even when the observer is on top of it by spamming A + Click with the turret really fast, and it will eventually shoot on its own once it targets the observer.
EDIT : Cool, never tried Stop command to attack the turret.
Good old flying drone with th geysers ? That was fun.
If i recall you had to build on the same geyser with two drones. Because drones goes to the geyser and "fly in the middle" before the are morphing. So you had to make the drone "fly" on the geyser at the same timer.
Then you just right click the shit out of the minimap and the drone that couldn't build would fly there. Good for hatch first on islands :p
This was patched though. But that was funny for a while
EDIT : HAHAHAHA i never saw the hallucination queen. Does it still works ?
If you unburrow a unit on the edge of an arbiter's cloaking field the unit will stay cloaked permanently. So you can have cloaked hydras/lings. This is really useful on certain UMS maps like Impossible Scenarios.
On November 24 2018 07:12 batsnacks wrote: If you unburrow a unit on the edge of an arbiter's cloaking field the unit will stay cloaked permanently. So you can have cloaked hydras/lings. This is really useful on certain UMS maps like Impossible Scenarios.
I was watching KSL recently, and saw someone use what Tastetsosis referred to as "Total Recall" where you would bug the protoss army to stack on top of each other so that you can recall a larger army. Does anyone know how to perform this?
On November 26 2018 06:21 HaruHaru wrote: I was watching KSL recently, and saw someone use what Tastetsosis referred to as "Total Recall" where you would bug the protoss army to stack on top of each other so that you can recall a larger army. Does anyone know how to perform this?
The idea is to have the army glitch by either forming an archon or using a probe, and then ordering units to patrol in the center (typically an observer is used). It's not as useful as we once thought it was (a bunch of Terrans were calling for a ban on it lol) as the goal of recall in many cases is to delay the Terran army which can be achieved with a regular recall force. Oh and if the recall goes wrong you lose ALL of your army. You can use a similar tactic to jump pylon walls with vultures by laying spider mines and repeatedly patrolling on the pylon.
Interesting to note that between this and the 29 arbiter build, Ygosu was the innovator.
On November 26 2018 06:52 oshibori_probe wrote: You can mass mind control without individually selecting dark archons, only one will cast even if you've selected 12.
On November 26 2018 06:21 HaruHaru wrote: I was watching KSL recently, and saw someone use what Tastetsosis referred to as "Total Recall" where you would bug the protoss army to stack on top of each other so that you can recall a larger army. Does anyone know how to perform this?
The idea is to have the army glitch by either forming an archon or using a probe, and then ordering units to patrol in the center (typically an observer is used). It's not as useful as we once thought it was (a bunch of Terrans were calling for a ban on it lol) as the goal of recall in many cases is to delay the Terran army which can be achieved with a regular recall force. Oh and if the recall goes wrong you lose ALL of your army. You can use a similar tactic to jump pylon walls with vultures by laying spider mines and repeatedly patrolling on the pylon.
Interesting to note that between this and the 29 arbiter build, Ygosu was the innovator.
Thanks for linking, does look really strong and will be fun to use in some bgh games!
In a situation where your opponent has stasised a unit on a ramp in order to block it and you need to get through, you can maynard an SCV chain up or down the ramp and hit stop in the middle, when the SCVs freak out they will move the unit, often moving it out of the way and unblocking the ramp.
I think the only stasised unit that won't be moved by this is a probe that's carrying minerals/gas.
Excuse me, I'll just add a less known, but quite useful worker management trick: If you have idle workers among active ones in the mineral line, instead of painstakingly picking them one by one to send mining you can box select them with active workers and shift-right-click all on a mineral. Only idle workers will go mine that mineral, already active workers will ignore the shifted command.
On July 27 2023 00:46 sophisticated wrote: Excellent collection LUCKY_NOOB!
<3 thank you! I especially enjoyed fiddling with version 1.04. So many possibilities and potentially unexplored avenues. I forgot who put it all on one page but they are awesome!