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Posted: Sun May 15, 2005 3:31 pm
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Posted: Sat May 28, 2005 10:02 pm
Unconventional warfare has been around for some time now. The ghost would be the most common example of an unconventional unit.
Sneaking in unnoticed into an enemy base, and destroying supplies/tech/mineral caches can be a dirty, but effective trick. It's best to use units with cloaking for this. DTs, Ghosts with nukes, Lurkers, Wraiths, anything you can recall under an arbiter. They all work well. But, you can also use units that require energy to do things like this, or units that pack a punch. Siege/reaver drops are a huge headache, try to bring some goons/goliaths and an observer/vessel/scanner with you, though. You're not going to win the war with just one dirty trick, but it will open the door nicely. If you do win like this, though, great. Bringing in a few high temps with storm can work good on workers, but try to hallucinate the transport units to cause confusion as to what should be a target. science vessels.. well, read my post in the terran strats. Defilers burrowed behind enemy lines can be a huge piss off to any race. Especially if you send in some mutas to splash and destroy whatever you weaken, guards work too, but they can't attack other air units, so, defend them if you try this. Anything that can damage a large area, or blow things away before the unit gets killed can work. But, the one that gives zerg players a major headache is ... You guessed it, the nydus canal. Parasite an enemy overlord, and wait for it to fly over an open area with creep, have your nydus built, and have it ready to grow. Because if it works, there's a good chance you'll finish the player in a hurry.
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Posted: Tue Jun 14, 2005 10:01 pm
MICRO!!!
Control your units. Don't just click to attack, don't just A-move. A well controlled army goes a long way.
MACRO!!!
Keep up production. If you are T of P, you should always be making more SCV's//Probes, Z should have at least 2 drones per mineral. And hotkey your production buildings (fact,gates,Hats etc) so it's easy to keep up unit production. If you wanted to make say a marine from your rax while you were engaged in a battle, rather then having to jump the screen all over the place and click like a man on fire, you could simply press the hotkey you selected for the rax and press 'm' for marine. That way, you hardly deduct from your micro, and your army is still having units added to it.
Practice those things! I'll probably post up more detailed information and examples of Micro and Macro sometime in the near future aswell.
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Posted: Thu Jun 30, 2005 5:19 pm
thats really good! 3nodding i always hotkey my ARMYS but i never hotkey my buildings, i guess ill try that next time im on. 3nodding
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Posted: Thu Jun 30, 2005 5:25 pm
Talk.
Diplomacy and social skills can help defeat a person just as well can a good strategy. Get a conversation going with your opponent. Make them think you're not quite as good as you are. If possible, build a false base in another starting location as soon as possible, with lots of defense, but no unit production. Always keep carrier units stocked away somewhere with workers in case your main base is attacked. Tell them where your outposts are so that they can "mop up" and end it, then blast them out of the water while their army is spread out searching. Never let him gang up on you, keep him spread out and week. Break him like rome.
Oh, and if all else fails, just don't die. Keep on building around the map untill he gets tierd and quits. It's a horrible, dispicable strategy that I never use myself, but if you're in the game for wins, and not fun, this would be the way to go.
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Posted: Thu Jun 30, 2005 5:32 pm
well he might just wait for you and eventually find you and then kill you... i do it all the time. 3nodding
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Posted: Tue Aug 02, 2005 10:11 am
Ok, just bringing this thing up for general use. 3nodding
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Posted: Fri Aug 19, 2005 6:10 pm
There are 2 paths for every race. Two ways to play. Offense, and Defense.
Now, under the Defesne, you have two other options. Hard Defense, and Soft Defense. Hard defense would be massive cannons, or sunkens, or that seige tank bunker supply depot missle turret build that terran players LOVE. These are stationary targets that are designed to destroy everything they come into contact with with little-no damage. These work well, but usually have their weekness. Thair main one would be that they are all ground units, meaning that the guardian/reaver/siege tanks superior range and firepower will devistat this defense with relative ease. Soft defenses however, are a completely differn't story. These are usually comprised of units that work best defensivly. These units are: Dark ARchon, High Templar, Defiler, Medic, Valkyre, Science vessel, Queen. Mostly your magic casters. Don't get me wrong, they have great offensive capabilities as well. A high templar can quickly take out enemies units wether they are attacking or defending. But these units are only usefull half the time. Psi-storm doesn't damage photon cannons, and EMP will only take away shields. Defilers won't take sheilds, and only deal damage down to 1. They have their uses on the front lines, but they really shine in defense. A couple photon cannons to make the enemy halt to return fire, and then psi storm them while their destracted. Or malestrom and bring in the dark templars. Soft defenses are designed to slow down your enemy so that you can cast whatever magic you have on them, then move your offensive units into position to mop up the rest. It costs less, and will allow those minerals you're not spenidng on phton cannons to go to offense. These have the advantage of being fairly flexable in their range of defense, but will generally take more damage and you'll lose more units.
The best defense is a good offense however. IF you can get into the enemy base and disable them in any way/shape or form, then good. Destroy unit producers, Destroy nexus', destroy workers, anything that can be destroyed, destroy it. if their under constant barrage of fire from you, they'll have no time to mount a counter offensive, meaning they lose. This can hurt however, if they wipe out your assault force and move on to your base while you're still making more units.
A good player knows not only what units to build against others, or how to breka through a certin blockade, but when to build defenses, and when to assault. When to fall back, and when to push foward through lossess. Some people don't have that skill as well as others, and most just rush zerglings all the time, 24/7/365. Don't become dead set on your builds, some games, try doing something differn't. Or better yet, Try to beat your own build. Start a game, and time yourself when you first assault, how many units you have, etc. Then, start another game and see if you can have the neccisary objects to defeat that build. if you do, then work on a better build. Good luck!
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Posted: Sat Aug 20, 2005 9:53 am
These general strategies need to be updated. sweatdrop
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Posted: Sat Sep 17, 2005 11:36 pm
UPGRADE!!
Remember that not just tech upgrades are the deciding factor in a game. They will help you early-game, but you musn't forget that late-game, it mostly depends on your upgrades!
Dedicate just a few moments of your time to make either a spare Evo Chamber, Forge, or Armory just for the sake of upgrading your units!
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Posted: Tue Sep 20, 2005 11:20 pm
To Kuriken (er...no time to check your name): I never thought of a quick cannon contain, lure, then storm. Everything else was just a diversion. The best place to use this that I can think of at the moment is: vs 3 o' clock @LT, cannon the expo choke, have a temp on the cliff edge of the choke, and lure/storm. They'll never see it coming. Even D Swarm/lings wont's save them this time.
As a courtesy, I'll post up my current SC tips straight from my bot quote list. Even without double spacing, it's not too hard to read.
Goliaths' Hellfire Missles are Explosive type damage. The best ling rush is to 5/9 pool, 5/9 Ovie, 6/9 colony, do nothing until the pool is complete, then 3 ling eggs. 6/6 M&M can beat 5 mutas PvT, tech to robotics, PvP, tech to air, PvZ, tech to Templar. Zealots actually do 8x2, so if a rine has 1/0, lots only do 14 damage to them. When in PvZ, quick tech your ground to 0/1 and get 8+ lots. By doing so, you can take out lings with 2 hits and prevent any heavy damage you'll get from ling masses. Spider mines do 125 damage plus splash, which can prove a difference for TvP games if they goon rush you. Cannon rushes are a pain in the a** for TPZ if they're experienced in it. Your only hope is to prevent it in the next game. 3 workers should be enough to take out a pylon, but go for it early. If you're playing ?vZ, it's a 1v1 map, or they ovie scouted you early, prepare for a ling rush, always. Heavy Metal is the Terran's secret weapon, but remember, it can be costly to repair or replace. ?vP, get detectors. There's no reason not to prepare for dts. Dragoons may not seem like it, but they do Explosive type damage. Vultures/Tanks make the best anti-ground for T. Bunkers need only 1 SCV repairing if the attackers do 10 or less damage. Siege Tanks in Siege Mode takes 2 hits to kill an SCV. Firebat masses can beat M&Ms. Archons are some of the best units in the game. They don't ignite Spider Mines, they do splash damage, they're only 100/300 to make, and they're immune to organic and metallic spells. Zerg Queens can destroy ANY Terran ground unit. Firebats are underrated in TvP games. Micro them to shed off Protoss armor while your other units finish them. Always upgrade range over speed (There's been alot of debating over this, and we have concluded that this tip should not have contained the always situation. For macro-based players, it's suggested to up range. As for micro-intensive players, go for the speed. Unless you have bunked rines, or cliffed hydras/goons. That's another case) When playing as Zerg, never let the enemy trap your tech at hatchery. It is vital to quickly move up to a lair to bring up mutas and lurkers. In ZvT, Dark Swarm. It is a must. Dual Forges, Evolutions, etc. are a waste, unless you are truely far behind in tech. In TvP, M&M counters goons very well. If you do get Queens, Ensnare over Broodling. In any TvP game, a wall is never neccessary. Rule of Thumb: Mine as much as you can, and use as much as you can. Don't be afraid to sacrifice units regularly for scouting the enemy's base. Pay attention to your five categories. Scouting, macro, micro, resource managment, and strategies. Scouts are solely useful for one purpose. Against capital ships. Terran is known as a very micro intensive race. You won't get the maximum potential of out it until you master micro. Don't let your tech be trapped at a certain level. Confuse your enemies by sending in forces of infantry to pressure him, then follow up with an air rush. Having trouble with lot rushes? Try Firebats, sunken/ling micro, or cannon/lots with an added battery. If you don't think your Reaver will survive a Reaver Drop you're planning, don't go for it at all. Carriers may cost 300/200, but interceptors are 25 each, and the upgrade cost 100/100. Don't forget the shields still take full damage. Dark Swarm bothering you Terran players? Research Irradiate and have fun killing the tightly packed swarms. Hydras are overrated. You don't need them until you're sure the enemy is going advanced air tech. Protoss have Pylon walls, Terrans have supply walls, and Zerg have Lurker Egg walls. Canceling a build will only refund 80% of your resources. Don't die from RHCP173's Protoss, he sucks P, and you'd be the laughing stock of all your friends. Never cluster your Spider Mines and Infested Terrans. It's a horrible waste. If you're not proficient with micro, don't force it. Macro is somewhat easier and usually is more worthwile than micro. Alot of Zerg players go muta/lings nowadays. Switch your strats around and go lurkers instead once in awhile. It's also a plus if you're being lot contained. Don't like PvT when they open with a vulture rush? Your best bet is to pump goon/zeals, with their speed and range ups.
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Posted: Sun Apr 30, 2006 8:07 pm
Anyone here play team melee? Arbiter + Tank = very annoying. xd
I really must try a D-matrixed Infested drop sometime... twisted
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Posted: Wed May 10, 2006 3:02 pm
You also need to play at a certain speed to be fast enough to compete also. This is measured in APM. If you don't know what APM is, go to BWChart.com. APM for Terran should be at least 110-120, for Protoss about 100-110 and for Zerg about 120-140. This is for the average player and doesn't apply to everyone.
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Posted: Mon Dec 11, 2006 4:59 pm
Reaver drops by gathering SCVs/Probes/Drones disable the enemy very effectively. Also, do not underestimate the Marine. Their attack damage is not effected by 'light' or 'heavy' armor.
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Posted: Mon Jan 08, 2007 7:48 pm
I would like to point out the Often Missed but very usefull command, Patrol.
A cheap unit works best. A cheap air unit works even better.
Observers, Overloards, and Rines are good choices for their races. The Rine can be replaced by a vulture or Wraith, if you have the spare resources and time.
Now, Set up your units to patrol well in front of your base. 1 marine can go a long way in telling you when the enemy is comming. 3-6 marines will do even better. Whether they're patrolling the same place at different times, or different places at the same time, you'll get excellent Intell on enemy movements, without wasting time Microing your units all over the map.
Also, When you're building defenses, a good patrol can lure enemies massing outside your range. A swarm of Zerglings massed outside your tank range, lured in by a lone marine, works quite well. Set this up to add to your Bottle-neckstoppers for more fun.
Don't forget Detectors. If your strategy does NOT include a space to build some kind of detector unit, then you're doing it WRONG. DT's, Wraiths, Ghosts, Aribters, and Lurkers are your Greatest enemies.
Zerg in general Really. A varient on the patrol, is burrowed lings. Burrowed lings are cheap, give you a great view of the battlefield, and unless your opponent happens to have detectors around, are invisible and indestructable.
And even if they do get destroyed, you now know your opponent has detector capabilities.
Not to mention they can pop out of nowhere to destroy a lone rine or 2.
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