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Posted: Wed Nov 22, 2006 10:02 pm
I am bad at battle.net but i am advancing slowly any pointers to get me on the fast track in beating people.
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Posted: Thu Nov 23, 2006 4:02 pm
Don't play realistically. Don't conserve your resources unless you have to. Hot key one or two production buildings. The more miners and the more unit construction buildings you get, the better...*sigh*
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Posted: Thu Nov 23, 2006 9:21 pm
Random SC Tips!
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.
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 worthwhile 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.
Cliff cannons and Zealot support on lower ground is a great defensive set-up on LT.
Always constantly check all your bases. Doing so will help your pump and economy going.
Some Zerg players make the mistake of staying at Lair tech throughout mid-game. Change that.
Because the Protoss tech tree branches out and is costly, make sure you know what you're doing before starting at one branch.
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Posted: Fri Nov 24, 2006 12:06 pm
One question, what is M&M?
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Posted: Fri Nov 24, 2006 4:07 pm
Chocolate M&Ms! Marines and Medics that melt in your mouth, not your hands!
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Posted: Sun Nov 26, 2006 11:10 am
Ah, now it makes much more sense. wink
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Posted: Sat Dec 02, 2006 9:18 pm
word of advice on bnet....well, one that i can think of... USE STRATEGIES!! and talk, because if 1 teammate chooses to rush, you all have to rush, or else it wont be successful (or it might, but plan on it not) and dont be afraid to ask for help, or else ur teamates wont know til its to late... xp
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Posted: Tue Jan 09, 2007 5:43 am
bobbyjar2 word of advice on bnet....well, one that i can think of... USE STRATEGIES!! and talk, because if 1 teammate chooses to rush, you all have to rush, or else it wont be successful (or it might, but plan on it not) and dont be afraid to ask for help, or else ur teamates wont know til its to late... xp Yeah, strategy. Beware of the darkness around your base and beware of what you least expect of your opponent. I should know...-.-
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