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Unread Tue, 2nd-Aug-2011, 2:09 PM BnetId: BioTech.995  Race: Location: Canberra, Australia  Total Posts Made: 4 # 41
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early stages of TvT - which marine upgrade is best?

TvT marine tip:

which is better - stim or CShields?

Early on you should actually buy Combat Shields because it completes sooner and is superior to stim. I am referring to the early stages of the game before medivacs. I have tested this and can confirm that, all other things being equal, a marine with CS beats a marine with stim. He survives with about 5 health.
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Unread Tue, 2nd-Aug-2011, 2:16 PM BnetId: BioTech.995  Race: Location: Canberra, Australia  Total Posts Made: 4 # 42
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cute T hotkey tip

I like to hotkey my buildings like this:

3arracks - 3 resembles B
4actory - 4 and factory start with F
5tarport - 5 resembles S

and these are in the order as per the tech tree.
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Unread Tue, 2nd-Aug-2011, 2:44 PM BnetId: ChongBear.164  Race: Location: Sydney, Australia  Total Posts Made: 79 # 43
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Quote:
Originally Posted by bswhunter View Post
Sorry if this is noob, but this has saved me quite afew times.
If your 15 hatching as Z, place ur 2nd OL over where u plan to place ur hatch, as aposed to sending out scouting. Because buildings being built have a limited sight range, P/T can place buildings around ur hatch without you knowing. With the OL above it, they cannot!
Just adding to that, I found instead of putting your ovie right above your hatchery but to patrol it around the back of the minerals and also just in front to look for cannon/bunker rushes! Can't see behind the minerals if you just leave it above your hatchery methinks!
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Unread Wed, 3rd-Aug-2011, 9:39 AM BnetId: Insidious 806  Race: Location: Geelong  Total Posts Made: 25 # 44
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I learnt this in another thread but for a lot of abilities (in my case Force Field) you can actually hold the hot key button (in this case F) and just spam clicks for force fields.. This works with a lot of other abilities as well. I find this a lot easier because it stopes your sentries from trying to chain forcefields after an A-move command. also holding F is a lot easier then F+click F+click F+click F+click etc..
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Unread Wed, 3rd-Aug-2011, 11:27 AM BnetId: Rythos.198  Race: Location: Brisbane, Australia  Total Posts Made: 75 # 45
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Quote:
Originally Posted by Insidious View Post
I learnt this in another thread but for a lot of abilities (in my case Force Field) you can actually hold the hot key button (in this case F) and just spam clicks for force fields.. This works with a lot of other abilities as well. I find this a lot easier because it stopes your sentries from trying to chain forcefields after an A-move command. also holding F is a lot easier then F+click F+click F+click F+click etc..
If you're going to try this, I highly recommend adjusting your keyboard settings so the Repeat Delay is at it's shortest and the Repeat Rate is fast. That way you minimise the chance of clicking during the small delay between the initial key press and when it starts repeating, or between repeats. Nothing worse than clicking during that delay and accidentally selecting an enemy unit instead of your army when you're trying to slam down some forcefields!

Example settings:

Click the image to open in full size.
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Unread Wed, 3rd-Aug-2011, 12:28 PM BnetId: Djvillian.5??  Race: Clan: ToR  Location: Canberra, Australia  Total Posts Made: 647 # 46
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When spawning infested Terran from multiple infestors press the initial hotkey for spawn infested Terran and then hold down shift as you click the positions you want the Terran spawned.
This will shoot out the eggs extremely fast as the multiple infestors will shoot the eggs at the same time instead of 1 egg from 1 infestor when pressing hotkey then click.
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Unread Sun, 2nd-Oct-2011, 7:34 PM Race: Total Posts Made: 51 # 47
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Hmm Tipps...

1. Make sure you have mouse acceleration off
2. If your protoss create a location hotkey for warp in units.
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Unread Tue, 18th-Oct-2011, 12:25 PM BnetId: DarkNemesis.999  BattleTag: DarkNemesis#6671  Race: Clan: FS  Location: Singapore, Lucky Heights.  Total Posts Made: 304 # 48
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*Tip for Positioning. If you're fighting against high ground. Use an Air Unit to give your forces vision and range then you can backstab the enemy unawares. Beneficial for backstabbing on the side rather than the front. Front very risky, i know.

*Tip 2 for positioning: If you're fighting in the front, send tanking High HP units to take the brunt of damage then the bulk of your attack forces can back up from a distance for the kill. I did that after I fast teched to battlecruiser, send it front, at the back some attacking units like siege tanks. (Tonnes of Marines, near 50 from the enemy, I was clearly outnumbered near 3 to 1.) Use the battlecruiser to lure opponents to siege line and tank the damage from the marines and let all hell break lose by 2 siege tanks and 3 thors, and a small handful of Marines. The BC was destroyed but it did its job. I'll probably upload this match maybe later today.
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Last edited by FSDarkNemesis; Tue, 18th-Oct-2011 at 12:27 PM.
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Unread Tue, 18th-Oct-2011, 1:01 PM BnetId: ThePandarine.180  Race: Clan: ToR  Location: Malaysia  Total Posts Made: 993 # 49
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Quote:
Originally Posted by UltimateDeep View Post
The BC was destroyed but it did its job.
That's alot of resources lost imo but yeah, i did the same thing yesterday where my opponent had a couple of vikings kiting my bcs, used 1 to lure em closer and closer. Lost it but at least the other 3 weren't being kited :P
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Unread Tue, 18th-Oct-2011, 1:35 PM BnetId: DarkNemesis.999  BattleTag: DarkNemesis#6671  Race: Clan: FS  Location: Singapore, Lucky Heights.  Total Posts Made: 304 # 50
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Quote:
Originally Posted by ThePandarine View Post
That's alot of resources lost imo but yeah, i did the same thing yesterday where my opponent had a couple of vikings kiting my bcs, used 1 to lure em closer and closer. Lost it but at least the other 3 weren't being kited :P
LoL I know. That was a command center's worth of minerals. But that was my hero bc. You can't possibly expect the rest of my small force to survive fire from 47 marines.
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Unread Tue, 18th-Oct-2011, 1:56 PM BnetId: Fullstop.283  Race: Clan: sR  Location: Hong Kong  Total Posts Made: 358 # 51
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Quote:
Originally Posted by Yonge View Post
Just adding to that, I found instead of putting your ovie right above your hatchery but to patrol it around the back of the minerals and also just in front to look for cannon/bunker rushes! Can't see behind the minerals if you just leave it above your hatchery methinks!
The problem with this is that when the overlord is at the hatchery it doesn't get sight of your front so if there is a bunker at your front you might not see it.
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Unread Mon, 14th-Nov-2011, 1:14 AM BnetId: aLtMrFool.792  Race: Clan: aLt  Location: Singapore  Total Posts Made: 195 # 52
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This is for terrans, when you want to prevent scouting plus kill enemy scout- once you see enemy scout wandering aimlessly below your ramp because its blocked , drop the depot down so that when enemy clicks the scout up to comfirm your presence ( assuming marine is already up and shooting ), you can lift up the depot right as he is near your depot and get free scout kill

Or, if scout is already in your base and you are having problems clearing it from your base, drop a depot to fake your enemy and lift it as he's trying to get out. Works wonders

On maps where ramp is near spawn location and if you've successfully prevented scouting, build gas on geyser away from ramp (eg antiga shipyard) so it leaves your opponent guessing builds or else he'll walk up and see the gas anyway!

1 second late in killing a creep tumour with your hellions? Position 1 hellion near the creep and proceed to use the other 1 to shoot it ( in a straight line ) and kill it, works wonders in early game tvz with hellion opening,
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Unread Mon, 14th-Nov-2011, 9:40 AM Who's Who:   BnetId: iMyang.427  Race: Clan: TA  Location: Victoria, Australia  Total Posts Made: 633 # 53
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In PvZ, always have a something to make your sim city complete (unit or building) as ling runbys can come unexpectedly and one can end the game.
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Unread Thu, 12th-Jan-2012, 8:52 AM Who's Who:   BnetId: Apth.767  Race: Location: Auckland, New Zealand  Total Posts Made: 414 # 54
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Thread necro!

If you're trying to establish a flank or multiple attack angles and are having difficulty multitasking, move your control groups around by right clicking on the minimap.

This gives you a birds eye view of the engagement, and can be very helpful.
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Unread Sat, 11th-Feb-2012, 12:50 AM BnetId: Reddevils.517  Race: Location: Derby, England  Total Posts Made: 10 # 55
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you can set burrowed banelings to automatically unburrow when something runs over them, right click the unburrow icon in the banelings command card and when something runs over it, they will unburrow, however, this is not as viable as manually pressing explode at the best time as you may end up unborrowing on thors and do 0 damage, still, its useful if you have lower apm
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Unread Sat, 11th-Feb-2012, 1:25 PM BnetId: TASlowHands.335  Race: Location: Melbourne  Total Posts Made: 239 # 56
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http://www.reddit.com/r/starcraft/co...pam_cancel_vs/


This kind of blew my mind today. I thought I was just shit at canceling creep tumors

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Interesting
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Unread Sat, 11th-Feb-2012, 1:50 PM BnetId: Bash 500  BattleTag: Bash#6746  Race: Location: Melbourne  Total Posts Made: 544 # 57
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Rebind the thumb/side buttons on your mouse as hotkeys, like 8/9 or something,

i always use one for Observers, and one for Spellcasters/Drops(when i can),
Some people didnt know you could even bind them, i thought Everyone did it lol.

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Unread Tue, 6th-Mar-2012, 1:00 PM BnetId: Shana.419  Race: Location: Malaysia  Total Posts Made: 18 # 58
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Army Moving
* Always 1 a move your army, you don't want to lose half your army if your opponent decided to attack you at the middle your route to his base. And lose another half of half when u decided to run

Chrono Boost
* Boosting your nexus will let its shields regenerate faster

FFE
* Vs Zerg - your cannons always behind buildings so it won't go down that fast
* Vs Terran, Toss - your cannons always infront of buildings, you won't want your gate to go down and not able to build anything to defend after that
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Unread Wed, 7th-Mar-2012, 1:22 PM BnetId: fbNatelook.400  Race: Location: Lancaster, CA  Total Posts Made: 11 # 59
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4 gate every protoss, it will make you win

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:) vry true!
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Unread Fri, 9th-Mar-2012, 2:03 PM BnetId: cR.kez772 (NA)  Race: Clan: cR/TA  Location: Melbourne, Australia  Total Posts Made: 966 # 60
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Some LAWS for zvz.

1.IF you are even economically etc with your opponent and you have a third base comin OR a macro hatch and your opponent goes either for a roach attack prior to your mutalisks coming out, OR over produces hydras, you can absolutely get bling speed and bust with 10-15 mutas and a whole bunch of ling/bling and either kill him or cause severe damage.

2.IF You are facing against mutalisks you must either attack and do dmg BEFORE mutas are out so they cannot easily secure 3rd whilst you secure your on third, OR put on no aggresion, take a 3rd, and go roaches with infestors/queens/spores. Hydras are not that great to defend with against a player who knows what he is doing and is investing relatively heavily into mutas.

3.3 base vs 3 base is a terrible situation to be in if you are the mutalisking player, you must keep them on 2 base so they take a long time to secure the gas to be able to push out onto the map with roach/infestor/hydra. (note: if they push out with only roach/infestor or roach/hydra they are relatively ok to deal with of off only 2 bases, unless they sit 2 base and max out, which by this time u should have transitioned into roach urself or ultras if thats your thing)*edit* If they do secure a 3rd u should have secured a 4th and should be getting out of mutas at this point, a 3 base roach hydra infestor player will destroy muta ling, even if muta ling player is on 4 bases


Hope this helps!
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