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Starcraft utilizes the elements of both higher ground and cover to add a
deeper level of strategy to the game. Experimenting with different units in
these terrain types can yield some very effective tactics.
Units that are in trees are considered to be "in cover". Any units that are in
cover only have a 70% chance of being hit. Keeping more vulnerable units, such
as Marines, under the cover of trees greatly increases their life expectancy and
allows them to hold their own against more powerful units.
Units attacking from lower ground to higher ground only have a 70% chance to
hit. Also, units on lower ground cannot see higher ground but will counterattack
any units that are attacking from higher terrain (even if the higher terrain is
not visible.) Using units with longer ranges, such as Siege Tanks, on high
ground areas gives them a better field of vision and makes them much less
vulnerable to attack.
Damage Types & Unit Sizes:
Units in Starcraft have three different designations: small, medium and large.
The size of a unit is taken into account when calculating the effects of
different classes of damage. This means that while a Firebat is more effective
than a Hydralisk against a Marine, he is less effective against a Vulture.
The damage classes and their effectiveness in relation to the three unit sizes
are as follows:
· Normal Damage is equally effective against all types of units.
· Concussion Damage does 50% damage against Medium units and 25% against large
units.
· Explosion Damage does 50% damage against Small units and 75% against medium
units.
Some units, such as a Siege Tank, also have a Splash Damage modifier added to
their damage. Any units or buildings within a set radius of the target unit take
a peripheral amount of damage.
The following is a table that lists each of the damage types and unit sizes:
|
Terran Units |
|||
|
Unit |
Size |
Ground Attack Type |
Air Attack Type |
|
SCV |
Small |
Normal |
N/A |
|
Marine |
Small |
Normal |
Normal |
|
Firebat |
Small |
Concussive* |
N/A |
| Medic | Small | N/A | N/A |
|
Ghost |
Small |
Concussive |
Concussive |
|
Vulture |
Medium |
Concussive |
N/A |
|
Siege Tank – Tank |
Large |
Explosive |
N/A |
|
Siege Tank – Siege |
Large |
Explosive* |
N/A |
|
Goliath |
Large |
Normal |
Explosive |
|
Wraith |
Large |
Normal |
Explosive |
| Valkyrie | Large | N/A | Explosive* |
|
Dropship |
Large |
N/A |
N/A |
|
Science Vessel |
Large |
N/A |
N/A |
|
Battlecruiser |
Large |
Normal |
Normal |
|
Zerg Units |
|||
|
Unit |
Size |
Ground Attack Type |
Air Attack Type |
|
Larva |
Small |
N/A |
N/A |
|
Drone |
Small |
Normal |
N/A |
|
Zergling |
Small |
Normal |
N/A |
|
Hydralisk |
Medium |
Explosive |
Explosive |
| Lurker | Large | Normal* | N/A |
|
Ultralisk |
Large |
Normal |
N/A |
|
Infested Terran |
Small |
Normal* |
N/A |
|
Broodling |
Small |
Normal |
N/A |
|
Defiler |
Medium |
N/A |
N/A |
|
Queen |
Medium |
N/A |
N/A |
|
Overlord |
Large |
N/A |
N/A |
|
Scourge |
Small |
N/A |
Normal |
|
Mutalisk |
Small |
Normal |
Normal |
|
Guardian |
Large |
Normal |
N/A |
| Devourer | Large | N/A | Normal |
|
Protoss Units |
|||
|
Unit |
Size |
Ground Attack Type |
Air Attack Type |
|
Probe |
Small |
Norma |
N/A |
|
Zealot |
Small |
Normal |
N/A |
|
Dragoon |
Large |
Explosive |
Explosive |
|
High Templar |
Small |
N/A |
N/A |
| Dark Templar | Small | Normal | N/A |
|
Archon |
Large |
Normal* |
Normal* |
| Dark Archon | Large | N/A | N/A |
|
Reaver |
Large |
Normal* |
N/A |
|
Shuttle |
Large |
N/A |
N/A |
|
Observer |
Small |
N/A |
N/A |
|
Scout |
Large |
Normal |
Explosive |
|
Carrier |
Large |
N/A |
N/A |
|
Interceptor |
Small |
Normal |
Normal |
|
Arbiter |
Large |
Explosive |
Explosive |
| Corsair | Medium | Normal | Normal* |
* Splash Damage
|
Single and Multiplayer Options |
|
|
[F10] |
Game Menu |
|
[Alt+M] |
Game Menu |
|
[Alt+S] |
Save Game |
|
[Alt+L] |
Load Game |
|
[Alt+H] |
Help Menu |
|
[F1] |
Help Menu |
|
[Alt+O] |
Options Menu |
|
[+] |
Increase Game Speed |
|
[-] |
Decrease Game Speed |
|
[Ctrl+X] |
Exit Starcraft |
|
[Alt+X] |
Exit Starcraft |
|
[Ctrl+Q] |
Quit Mission |
|
[Alt+Q] |
Quit Mission |
|
[Ctrl+M] |
Toggle Music On/Off |
|
[Ctrl+S] |
Toggle SFX On/Off |
|
[SpaceBar] |
Center on Last Transmission |
|
[Ctrl+#] |
Assign Group# |
|
[#] |
Select Assigned Group |
|
[##] |
Center on Assigned Group |
|
[SHIFT+F{2-4}] |
Assign Location |
|
[F{2-4}] |
Center on Assigned Location |
|
[Alt+SelectUnit] |
Recall Group |
|
[Shift+IssueCommand] |
Set Waypoint |
|
[Ctrl+C] |
Center on Selected Unit |
|
[Alt+C] |
Center on Selected Unit |
|
[Tab] |
Hide/Reveal Terrain in Minimap |
|
[Shift+Tab] |
Toggle Diplomacy Colors in Minimap |
·Green = Your Troops
·Yellow = Allied Troops
·Red = Enemy Troops
|
[Shift+Select Unit] |
Add/Remove Unit from Current Selection |
|
[Ctrl+Select Unit] |
Selects all units of that type on the Main Screen |
|
Multiplayer Options Only |
|
|
[Enter] |
Send Message |
|
[Shift+Enter] |
Send Message to All |
|
[Ctrl+Enter] |
Send Message to Allies |
Micro Management
Overview:
Micro, means small scale. Micro Management basically is controlling your units
individually, to give you a better advantage. This skill is harder to use, and
learn. Once you become expert at this practice, you will have a great advantage,
and can easily beat large forces with small numbers.
Distractions:
Distractions can be used in many ways. You can lure their units to a part of the
map, and attack with the bulk of your force on the other side of the map. Or you
can spread your units throughout the map, creating a large lengthy front line.
Distractions can be used to enable you to set up drop attacks, secure map
locations, and to confuse your opponent.
Placing pressure on their choke, while you set up a Siege Tank Drop to attack
their Minerals, or Gas. You can also do a drop attack at this moment, or even a
Nydus Canal. This can also be used, to enable you to do a 4 Barracks drop on
their main base, while you apply pressure at their choke. Be sure they do not
see your Barracks though.
The Protoss High Templar Mirage special ability can be used to lure their units
to another part of the map. Another way to do this, is move a large group of
empty Overlords across the map, making sure that they see them.
Another way to do this, is to attack somewhere in their base with a small group
of units, luring them to stop that little force, then attack the other side of
the base, with your main force. Maximizing damage to their base, and economy.
Tech Tree Tricks:
Tech tree tricks, are basically, letting the other player see your tech tree,
then changing your strategy after they see it. Canceling the production of a
building after it being scouted, and building something else, can throw a player
off track. They will try to prevent something, while you have a different trick
up your sleeve.
Hiding key tech buildings also works well, when you wish to pull a surprise out
on them.
Splash Damage:
A good way to avoid splash damage, is to spread your units out. This is to
minimize the amount of damage your units will take. Another way, is to send in
one unit first, to take the damage, then send in your mass of units.
Sandwich:
One way to stop a few strong units, is to perform the good old "Sandwich"
technique. This is done by out numbering the opponent, and attacking their force
from all sides, creating a larger attack front for your forces.
Hills and Under Cover:
When units are hidden in a trees or on hills they are provided with a 30% chance
of being missed by an attack. Use this to your advantage.
Offensive Money Collectors:
When being attacked in early games, or when being dropped, sometimes it is best
to use your money collectors to their fullest. They all have an attack of 5, so
use that to your advantage. Some way to do this is to, run a unit around your
money collectors. Their units will chase your unit, while your money collectors
kill them.
Another way to do this, is in the early game. When you scout for their base, and
you find it, run your money collector around, attacking and killing their money
collectors. If they chase you, run, slow their money collection process!!!
Hiding Units:
When being chased by overwhelming forces, it is a good idea to hide your units,
until you have the stronger force. Run them around, and find a hiding spot,
until you have more re-enforcements there.
Attack, Back Off, Attack - Melee vs. Melee - Ranged vs. Ranged - Melee vs.
Ranged:
This is used with melee units, and ranged units. Right before, one unit is about
to die, back it off, so it is no longer being attacked, then run it back in.
This will maximize your fire power, for the full length of the attack. A good
rule of thumb, is to look at each unit. If there is more than one unit attacking
it at a time, you'll have to micro that unit sooner, than others. A skill full
player can counter this as well. If you see your enemy do this as well, try to
target the unit that is weakest.
Run In, Attack - Ranged vs. Melee:
This strategy works really well for this situation. Run your units, right up to,
or even just past their units, and then attack them. That way you can attack
them for a longer period of time, maximizing your attack.
Drop Ship/Shuttle Micro:
This is is the same as the above, just when your unit is about to be destroyed,
pick it up, and drop it.
Macro Management
Overview
Macro Management, meaning large scale control basically how you control and deal
with your economy. Effective mineral and gas management is key to winning the
game. If you find yourself getting rich, then you are not spending it fast
enough.
The Start:
At the start of the game, telling your money collectors to mine is important.
The best way to do this, is as soon as the game starts, quickly select your main
building, and use the hot keys to start production of another worker.
Then select all of your workers, and group them to a number, while clicking a
mineral spot. While they are on their way to the mineral spot, individually
select each unit, to go to a different mineral spot around that spot.
Throughout the production of new workers, set Rally Points to a new mineral
spot, and keep your next unit ready in the queue list.
Throughout the game, you want to keep producing workers, especially at the
start. Do not slow your worker production for the sake of teching, or building
other units, unless you have to.
Avoid Getting Rich:
If you find you are getting rich, then the simple way to put it, is your not
spending it fast enough. Now that you know the problem, you must decide how to
spend it.
For Terran, build more Barracks, Supply Depots, Factories, or Starports. Usually
with Zerg, the main idea is to build more Hatcheries, or mass preparing for an
attack. Protoss, you want more Gateways, or StarGates. Also, for all races,
Expanding, is good too.
Unit Production:
The best way to utilize a unit producing building, is to keep it in use. If you
build 2 barracks, be sure that they are constantly making units. If you find
yourself not using them both for a while, then perhaps you should of spent money
elsewhere. This goes the same for every building of this manner, Factory's,
Gateway's, Hatchery's.
However, this is not always the case. Sometimes, many buildings are required in
order for you to keep up with your enemy's production capacity. If you feel you
can defend your base will a small number of units, based on your micro ability,
it is a good idea to mass unit producing buildings. This will enable you to
defend your base more effectively, attack more often, and counter attack at the
right time.
Expanding:
As a goal, you want to expand whenever you can. The more your out mine/spend
them, the greater chances you have to winning.
One way to do this, is to achieve what is called "Power" or "Map Control". This
is done by putting pressure on the other player. You can do this by attacking
them, parking units outside of their choke, or by placing a unit at each
expansion point. Allowing you to see the map.
The skill of expanding properly, is all about timing. Each race match up, you
should expand in a different style. Usually, if they expand, you should expand,
or even expand twice. This will keep you scouting for their expansions, as
scouting is another important skill as well.
Another excellent time to expand, is when you are attacking. While you tie up
their forces with an assault, you can take full advantage of making an
expansion. Just watch out for a counter attack, be sure you can defend what you
build.
Irradiation Trick
You know how only biological units are affected by Science Vessel's Irradiate?
You can take advantage of this by irradiating your own unbiological units (for
Terrans, basically anything that doesn't come from the Barracks or Command
Center) and moving them towards biological units. You can use this VERY WELL on
Zerg! Also, you can try irradiating a flying unit (say a wraith)and sending it
straight for the drone workers.
Actually, if you're playing against Protoss, these strategies are nearly useless, because
only the zealot and the High and Dark Templars are biological. The best thing
about this strategy is that if you do it carefully, none of your units will
suffer damage from the spell.
Have a strategy? Send it in here.