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View Full Version : Manner pylon, Allied mines, and more


Battlecruiser
02-09-2004, 12:18 AM
I just wanted to explain what Manner pylon and allied mines and allied lurkers are since this is a new forum and like someone before said that we should start out with the basic stuff.

Manner Pylon- When you build a pylon in the middle of someone's mineral line so that the workers take much longer to mine because the pylon is in the worker's way

Allied Mines- When you make vultures and mine a place where you think your enemy is going to pass over. Then you ally your opponent and when your enemy's units are directly on top of your mines you unally your opponent. This leaves your opponent's units no chance of killing the mines before it hits them so they die. Many tournaments ban this trick.

Allied Lurkers- I guess this is the same thing as the allied mining trick I told you about before. The reason this is very effective is because when your enemy masses marines or firebats and sends them to your base, your lurkers will only kill a few if you are not using this trick, but if you do use this trick then when they are directly on top of your lurkers then they most probably will die because your opponent will not be able to withdraw his units fast enough.

Hold Lurkers- A variation of the allied lurker trick in which you group your lurkers with one overlord. Then you tell them to stop and they will attack when you press the attack button. (Munkeys)

Depot Wall- Basically you build a supply depot in a manner to block an entrance, such as a bridge or ramp, then build your defense behind it. This really helps prevent melee rushes but be warned that marines can take down your suppy depots unless you have siege tanks. (Doom_Dragoon)

Extractor trick- When you are at 9 drones (start of game) you can go over the limit by turning a unit into an extractor, order a larva to mutate into a drone then cancel the extractor and send the drone to scout, gather, build or what ever you want. (DS-Shadow)

Extractor/Refinery/Assimulator assault- While scouting your enemy at the begining of the game start building on top of your enemies gas the gas building. The enemy is forced to destroy the gas production building, wait till marines/zealots/zerglings to attack the gas production building and then the workers can harvest gas and when playing against professionals they nearly always mess up their build order. Versus newbies you make them stop production. Works best with zerg because they can remorph and continue with full health. (DS-Shadow)

Pylon wall breaker- While scouting you build a pylon on the spot where you think your enemy is going to start his bunker defence. This stops a supply/baracks wall from being formed, so your zealots can break his base. (DS-Shadow)

Barracks Assault- Lift up your barracks and move them to the enemies base (make sure the enemy won't see the barracks), then pump marines/firebats/medics from it and once you think you have enough marines/firebats/medics to attack or kill the enemy, send them in. (DS-Shadow)

Expansion Harass- This trick works for terran and zerg. Whenever you think you can spare 75 minerals and possibly 25 vespene for protecting an undeveloped expansion area from your enemy this trick is perfect for that purpose. If you are terran you should build a vulture with spider mines researched and send it to the the undeveloped expansion place and place a few mines around the area you think the command center/hatchery/nexus will be. When your enemy's worker comes to build the building the worker will not be able to build the building until your enemy sends a detector to the expansion. If you are zerg then you can just send a hydralisk with burrow researched and burrow it on the spot you think your enemy's command center/hatchery/nexus will be. Two things may happen. First your enemy can't build the building because your unit is under it. Second your hydralisk will pop out of the area you burrowed it in and your enemy's worker unit will most probably die unless it was sent in with reinforcements. Also if you are zerg you can use a lurker instead of a hydralisk.

Interceptor Crush- This trick only works for terran. Lift off your command center and move it near the area the carriers' interceptors are. When you see the interceptors flying about go above them and tell you command center to land. If you did it correctly your command center should have landed on the interceptors, therefore killing the interceptors.

Observer over turret- For this trick you have to be protoss and your enemy has to be terran. You first make an observer. Then you move it to scout your enemy's base. When you see a turret, you move it directly above the turret and that way the turret can't attack it.

I am not sure about those definitions so if anyone knows more about them or if I am totally wrong then please reply and tell the correct defintion so everyone does not get the wrong definition. I took some definitions from Doom_Dragoon, DS-Shadow, and Munkeys.

Doom_Dragoon
02-09-2004, 3:02 PM
Depot Wall - Basically you build a supply depot in a manner to block an entrance, such as a bridge or ramp, then build your defense behind it. This really helps prevent melee rushes.

DS-Shadow
02-10-2004, 8:55 PM
Extractor trick- When you are at 9 drones (start of game) you can go over the limit by turning a unit into an extractor, order a larva to mutate into a drone then cancel the extractor and send the drone to scout, gather, build or what ever you want.

Extractor/refinery/assimulator assult- While scouting your enemy at the begining of the game start building on top of your enemies gas the gas building. The enemy is forced to destroy the gas production building, wait till rines/zeals/lings to harvest gas and vs pros nearly mess up the build order. Vs noobs you make them stop production. Works best with zerg because they can remorph and continue with full help

Pylon wall breaker- While scouting you build a pylon to stop a supply/baracks wall from being formed, so your zeals can break his base.

Darkeggy
02-11-2004, 2:20 PM
Mm. I haven't played SC in a while. I've never seen manner pylon before. Won't the opponent notice?

Battlecruiser
02-11-2004, 5:12 PM
yeah I guess but you do this early on in the game. and I think you cancel the pylon too when it is close to destruction

munkeys
02-12-2004, 12:16 AM
allied lurkers is dumb because you can achieve the same effect without making ur sunkens and hydras not attack

just bring an overlord ontop of the lurkers that u want to stay still and not attack. then select the lurkers and the overlord in 1 group and press the hold position button that pops up. this way u can do that allied lurker trick with only the lurks u want to use

Battlecruiser
02-12-2004, 12:42 AM
ok its updated

DS-Shadow
02-12-2004, 1:31 PM
allied lurkers is dumb because you can achieve the same effect without making ur sunkens and hydras not attack

just bring an overlord ontop of the lurkers that u want to stay still and not attack. then select the lurkers and the overlord in 1 group and press the hold position button that pops up. this way u can do that allied lurker trick with only the lurks u want to use


Then lurkers will still attack. The hold position command makes all melee units not attack but ranged units still attack. The lurker as you know is a ranged unit.


btw

baracks Assult- lift up baracks and move them to the enemies base (make sure the enemy won't see) then pump rines from it and launch a backside attack. (this is an early game trick used by pros, but most prob will not work on b-net much because most people map hack :( )

Battlecruiser
02-12-2004, 3:15 PM
yeah your right but what about if you press stop?

Twitt
02-12-2004, 3:15 PM
Then lurkers will still attack. The hold position command makes all melee units not attack but ranged units still attack. The lurker as you know is a ranged unit.


All I can say is....No.

Battlecruiser
02-12-2004, 3:21 PM
no what

DS-Shadow
02-12-2004, 4:54 PM
All I can say is....No.



okay, i'm wrong about the melee units not attacking they do attack when units are in 0 range of the target. lurkers are permemently in hold postion when burrowed because they can't move when burrowed. You can't make lurkers not attack other then...

1. Make lurkers follow a unit when burrowed (never tested yet)
2. Press stop quickly (they try to auto attack).
3. Ally lurks

Battlecruiser
02-12-2004, 9:37 PM
ok but i am not sure what you mean

Battlecruiser
02-12-2004, 10:01 PM
DS-Shadow
I changed help to health.

Twitt
02-12-2004, 11:02 PM
It was already explained perfectly clearly. You get a unit that CAN use hold position, such as an overlord. You select the lurks and the ovie at the same time. Now you hit hold position and those lurkers wont attack until you tell them to. Stop making this so complex.

Schwitzer
02-13-2004, 5:09 AM
It was already explained perfectly clearly. You get a unit that CAN use hold position, such as an overlord. You select the lurks and the ovie at the same time. Now you hit hold position and those lurkers wont attack until you tell them to. Stop making this so complex.
Forgive my ignorance, but does that really work? Gawd... all these years of playing and I never knew... and I considered myself quite knowledgable about the game :(

Twitt
02-13-2004, 11:13 AM
Yes, it works. To make the lurkers attack again, just hit 'S' for stop, and it resets their mode.

DS-Shadow
02-13-2004, 11:14 AM
It was already explained perfectly clearly. You get a unit that CAN use hold position, such as an overlord. You select the lurks and the ovie at the same time. Now you hit hold position and those lurkers wont attack until you tell them to. Stop making this so complex.



okay, I want you to test this before you post. Hold postion for any unit (including lurkers) means they won't move to engage to attack but will attack from range if they have a ranged attack. I'm sure you can put 2 and 2 together


from the battlenet site:

Hold Position orders the unit to stay where it is no matter what happens. If that unit is attacked, it will fire back if the enemy is within range but it will not chase that enemy. If a unit on Hold Position is attacked and it cannot return fire it will continue to sit there taking damage until it is destroyed. That's the danger with Hold Position-- a single enemy unit with superior range can pick off your troops one by one.

Hold Position is very useful for air units that will chase any unit that they come across. Sometimes the enemy will send in a bait unit that will fire briefly then run back to cover. If you're not watching, your army might blindly follow that bait unit back into a trap. That is where Hold Position comes in handy. Placing air units on hold position will insure they will not go wandering off. Hold Position is very important when using Protoss Carriers, Terran Battleships, and Zerg Guardians. If you don't watch them, they will all separate heading after various targets on their own.

Arbiters will fire on and chase units that come into their range if they are placed on Stop or normal guard mode (the default mode for any stationary unit). Usually, you want your Arbiter to stay where it is so it will continue to cloak the units under it. By using Hold Position you can ensure the Arbiter won't go wandering off somewhere.



no need to read all unless you still think i'm wrong

Yes, it works. To make the lurkers attack again, just hit 'S' for stop, and it resets their mode.

that your right about, but they would still attack in hold postion

StealthyDeath
02-13-2004, 11:22 AM
They would still attack in hold position, but only if they are attacked back. Most use it when enemys walk on top they would press S to reset there attack mode.

Twitt
02-13-2004, 12:55 PM
What he said, if you actually read what the battlenet memo says to you, it plainly says that IF THEY ARE ATTACKED, they will attack back if within range. I never argued to the contrary, but unless this guy is gosu as all hell or a retarded hacker, he won't know they are there or even be looking for them.

DS-Shadow
02-13-2004, 2:58 PM
oops, sorry wrong :o .

Drone

zeal wall breaker-
Send 2-3 drones to mine minerals in you opponents base. when they are floating through the zeals press Stop (hoykey=s) and the drones will scatter breaking the zeal wall and letting your lings in to start the carnage.



Burrow harass-
in early game zvt/p. send a drone to your opponents expo, burrow it in the place a nexus/command center would be in. This forces them to
1. wait till detectors to expo
2. build cannon/missle turrent

all I can think of for now,
DS-Shadow

Battlecruiser
02-13-2004, 11:03 PM
ok thanks but did you get the zealot line breaker from a pimpest play or something?

Schwitzer
02-14-2004, 6:20 AM
The Zealot Line Breaker was in a StarCraft Legacy 2002 pimpest play, yes.

You'll find there's quite a few nifty and sometimes unusual tricks demonstrated in the pimpest plays, actually.

DS-Shadow
02-14-2004, 1:28 PM
yea the zeal wall is from pimpest plays. The burrow harass I invented though.

Twitt
02-14-2004, 3:13 PM
The burrow harass I invented though.

Oh please. The closest you've come to inventing something in Starcraft is when you made a bnet account. You are far from the first person to burrow a ling, not a damn drone, a ling in place of where an expo goes in order to slow it.

Just for the record, it isn't really used to delay the expo, it's used to scout it. Delaying it is just a nice plus.

Battlecruiser
02-14-2004, 3:47 PM
haha yeah I remember hearing of the burrow harass from some other site though but it wasn't called a burrow harass

DS-Shadow
02-14-2004, 4:53 PM
Oh please. The closest you've come to inventing something in Starcraft is when you made a bnet account. You are far from the first person to burrow a ling, not a damn drone, a ling in place of where an expo goes in order to slow it.

Just for the record, it isn't really used to delay the expo, it's used to scout it. Delaying it is just a nice plus.

okay, I thought of it for myself, I don't really care If you say I didn't make it. Because I started using it and I thought of it without looking on a site, I have a right to say I invented it for myself. If it works for me its fine for me to use. At least I invent my own strats and have fun doing it then looking for a instruction manul build order.

no! amazing! really! of corse its used for scouting but that reason is a "plus". When I want to scout I use logic to not place It in the middle of the mineral patch so the player knows i'm scouting him. Its the other way round you distrupt the persons eco but placing the ling. Scouting is a bonus because I could place it in a better postion to scout

Battlecruiser
02-14-2004, 6:20 PM
ok I updated

Battlecruiser
02-16-2004, 6:13 PM
The Zealot Line Breaker was in a StarCraft Legacy 2002 pimpest play, yes.

You'll find there's quite a few nifty and sometimes unusual tricks demonstrated in the pimpest plays, actually.

yeah of course, I mean that is only the best plays from the best players. wonder why starcraft.org doesn't have one.

DS-Shadow
02-16-2004, 8:01 PM
yeah of course, I mean that is only the best plays from the best players. wonder why starcraft.org doesn't have one.


you remember gamespys top 10 games. Well Sclegacy got the information 1 week before Starcraft.org. This means that Sclegacy is more updated and organized, so they can have a pimplest plays. Starcraft.org is more messy so they will most prob not have a system like sclegacy for a while so we have to stick with what we got :zzz:

Schwitzer
02-17-2004, 7:04 AM
Actually, you might be interested to know that the ORG network is undergoing a quite extensive overhaul and makeover, so in the coming months you'll notice a drastic improvement in their sites.

Battlecruiser
02-19-2004, 9:17 PM
Actually, you might be interested to know that the ORG network is undergoing a quite extensive overhaul and makeover, so in the coming months you'll notice a drastic improvement in their sites.
cool but for now I go to sclegacy.com. no offense meant but that is the truth. xg3 is a really good newsperson. He is always putting up new news but starcraft.org almost never has new news.

BSTRhino
02-21-2004, 5:10 AM
that is correct Schwitzer. How did you know?

It's okay battlecruiser, I'm a dedicated SCLer myself, I visit their site every second day too. We like to target different audiences from SCL, so we don't post as much news on our front page.

DS-Shadow
02-21-2004, 2:58 PM
looks like sclegacy is updating the site again. Starcraft.org is nice but the tactics are messy and my tactics get kicked off very fast :P. Sclegacy is more organized in sectons as well.



stim drop

fill up an dropship with marines and drop your enemies mineral patch. when marines are dropped stim and mascure the workers (sometimes killing the nexus/command center/hatchery), think that was invented by starcraft universaty

Battlecruiser
02-21-2004, 10:23 PM
ok I updated.
Actually, you might be interested to know that the ORG network is undergoing a quite extensive overhaul and makeover, so in the coming months you'll notice a drastic improvement in their sites.

oh ok I hope. The only reason I go to starcraft.org is to read the stories if I have nothing to do.

El-Tonio
03-01-2004, 4:00 AM
I am new. My problem: Is it possible to select more than 1 gateway and order construction of zealot or dragon?

assassin_666
03-01-2004, 2:23 PM
na u can only select 1 at a time

Battlecruiser
03-01-2004, 2:45 PM
na u can only select 1 at a time

yes he is right. or if you want to make it as fast as possible then group each gateway to its own group. then press the number and tell it what to build the then with speed do the same thing again.

Cheapo5020
03-25-2004, 7:12 PM
-Templar Drop- Drop an high templar nearby your opponents minerals, and then psi storm all of them. Then run away.:p

Battlecruiser
03-25-2004, 10:50 PM
hmmm that might work well against zerg. I am not sure. I will check it out.

Battlecruiser
04-08-2004, 5:10 AM
Sorry to double post but I needed to tell you guys I added a new trick.I also took out the medic stim drop because it is not really a trick but more of a strategy. I will add the templar drop once I finish more testing with your trick. I also added a trick called observer over turret.

MnementhDedderath
04-27-2004, 6:40 AM
How about the team ultra w/ speed + spider mines combo?

Have your vultures plant mines then have your ally run a speed upgraded ultra (armor upgrade also helps on this) over top of the mines, then you unally your ally and the ultra keeps running to enemy base, then you re-ally and your spider mines retarget on the enemies units and blow them up because the ultra will be shot at first (automatically, and if you've ever tried to click on a moving spider mine before it's not the easiest thing)

Hikari256
05-03-2004, 4:22 AM
How about the team ultra w/ speed + spider mines combo?

Have your vultures plant mines then have your ally run a speed upgraded ultra (armor upgrade also helps on this) over top of the mines, then you unally your ally and the ultra keeps running to enemy base, then you re-ally and your spider mines retarget on the enemies units and blow them up because the ultra will be shot at first (automatically, and if you've ever tried to click on a moving spider mine before it's not the easiest thing)

You'd have to be really fast to pull that off. Timing would be difficult.

In a game where you are close to your enemy, you can cannon-rush. start ouside his base and build cannons inward, while you run over zealots from your base. to keep the new cannons defended. Or is this too old and known a trick too count?

irradiating burrowed lurkers is a good way to get rid of them... your opponent may never notice till he looks back and finds them gone. Sci vessel is a detector, which makes it convenient.

how about distraction tactics?
Like making a feint attack with hallucinated units? or usuing a nuke to send your opponent scrambling around his main base while you clobber an expansion?

What about sending a terran building over your units as they attack? enemies will fire back, but this prevents them from deliberately targetting medics if the medics are underneath.

EDIT: just saw this on Blizzforums:

I saw a replay where this guy took his first four probes and mined 50 minerals from his natural expansion, giving him a total of 100, since he didn't make a probe when the game started. Then he warped a hidden pylon where his opponent wouldn't scout, and moved all his probes back to sit by his nexus. His opponent's scouting scv came in and saw the 4 idle probes and untouched minerals. When he attacked the probes, they didn't fight back. After attacking the nexus for a while, he quit the game, confused. I was told the protoss used color text hack to type "has left the game." before the terran quit. The extra pylon was in case the terran killed the nexus to try and eliminate him. GG.

Sambo83
05-05-2004, 4:26 PM
Manner Pylon- When you build a pylon in the middle of someone's mineral line so that the workers take much longer to mine because the pylon is in the worker's way
The "manner pylon" actually traps the workers next to the mineral patch, so that they can't return to the nexus.

Allied Lurkers- I guess this is the same thing as the allied mining trick I told you about before. The reason this is very effective is because when your enemy masses marines or firebats and sends them to your base, your lurkers will only kill a few if you are not using this trick, but if you do use this trick then when they are directly on top of your lurkers then they most probably will die because your opponent will not be able to withdraw his units fast enough.
This is just stupid.. wtf is the point.

Hold Lurkers- A variation of the allied lurker trick in which you group your lurkers with one overlord. Then you tell them to stop and they will attack when you press the attack button. (Munkeys)
You tell them to hold position. They will attack when you press stop or if they are attacked.

I have a right to say I invented it for myself.
This is like if you're a dumbass sitting in a cave, and one day you're playing with a magnet and a copper coil, and then you all of a sudden declare that you have invented electricity, despite the fact that everyone except you has been using it for a hundred years.

yeah of course, I mean that is only the best plays from the best players. wonder why starcraft.org doesn't have one.
The "pimpest plays" didn't invent the "trick" to break a zealot wall either. People have been doing it since brood war was released.

I am new. My problem: Is it possible to select more than 1 gateway and order construction of zealot or dragon?
Why don't you unwrap your copy of starcraft, install it on your computer, play a game, and find out?

ERazER
06-10-2004, 3:02 PM
The point in allied lurkers trick is that the lurkers will hit a whole line of rines and will instantly kill them, unlike when normally they'll hit just the front ones and the terran will receive the "you're under attack" message and will withdraw the rest or scan the area

Sambo83
06-10-2004, 3:59 PM
What is the point of allied lurkers when hold position does the same thing a whole lot more effectively, with a whole lot fewer clicks, and without making you unable to attack your opponent.

TF-Sasuke
06-11-2004, 5:11 AM
yeah i use hold, its faster: ) used it vs a 3 rax marine rush terran yesterday in fact, quite effective.

The_Grim_Reaper
06-11-2004, 4:31 PM
All I can say is....No.
Pardon my laguange, but u dumbass they WILL attack when told to hold position. If you weren't such a dipsh!t u'd notice that in the sc booklet or even in the tutorials that they say:"Units told to hold position will remain stationary and not move or chase an enemy but they will attack any units in range. And dun tell me that u didnt read the booklet and didnt do the tutorials cus then ur a moron. :mad2:

No offense to the guy who said that melee won't attack but they will. Try it make a couple of zlots hold position and when zlings come to attack them the zlots will fight back; they have the same range.

Glad i got that off my chest and onto his.:devil:

Sambo83
06-12-2004, 3:09 PM
Hold position lurks do not attack unless attacked. Obviously you've never tried it.

TF-Sasuke
06-14-2004, 8:05 AM
actually i think lurkers on hold will attack if units come close, what you need to do is select a unit that can't attack with your group of lurkers and then put them on hold. usually i use overlords.

Sambo83
06-14-2004, 12:53 PM
Burrowed lurkers don't have a hold position option. You need to select an overlord with them in order for the hold position command to appear.

TF-Sasuke
06-14-2004, 4:55 PM
right!

BroodBoy
06-27-2004, 4:54 PM
observer over turrent
i never noticed that the only porblem is if there is mult turrents or if ur unit dies before it gets over the turrent.

Kamikaze_Chicken
06-27-2004, 4:58 PM
multi turrents equals multi observers.. you gotta love how pissed off a terran player gets when all his turrents have been disabled and then you start reaver dropping etc

BroodBoy
06-27-2004, 5:04 PM
thats pretty useful that could totally allow u to make drops or air unit rushe and stuff

Sambo83
06-27-2004, 7:35 PM
or he could take 1 marine and spoil your fun..

Twitt
06-28-2004, 1:42 AM
Or just hit S........

BroodBoy
06-28-2004, 2:02 AM
oh well

BroodBoy
07-07-2004, 3:38 PM
does the interceptor crush strat really work? its kind of hard to beleive but its logical