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Sections:

  1. Higher Ground:
  2. Damage Types & Unit Sizes:
  3. Keyboard Shortcuts
  4. Micro Management
  5. Macro Management
  6. Irradiation Trick

Higher Ground:

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


Keyboard Shortcuts

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.


 

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