A friend of mine referred me to this breakdown of the Starcraft II interface, which has some pretty helpful stuff. But I have a few questions.
Workers are now targeted by default by enemy units, but repeatedly hitting “S” will lower their priority if you have the workers selected.
Huh? Is the idea that basically forcing workers into a idle state lowers aggro or something? I’m not sure this is very useful at any rate.
Hitting the Space Bar button after you heard a tactical nuke callout may bring you to the location of the red dot.
May bring you to the location of the red dot? Uh, what determines that? Because if it’s possible, I sure would like to know where it’s going to land.
When queueing up attack commands with Siege Tanks it will allow them to conserve their fire and not waste all their shots on just one unit.
Can someone explain that one?
MULEs can be used to either scout, supply fresh expansions or repair mechanical units or buildings. While they have infinite cast range, they must be cast in a visible area.
Ooh, I love this! MULEs as orbitally dropped repair bots!
Hatcheries can all be assigned to the same control group such that when the Larvae is selected, it will select every Hatchery’s Larvae simultaneously, which can all be given the same rally point.
Whoa! I’ve played well over a hundred games as Zerg and never knew this one!
Nydus Worms can have their own rally points. They can even be used to manually and “safely” mine from a separate mineral spot.
Wait a minute, what? Is this implying that I can open a Nydus Worm conduit between my main base and a location with gold minerals, and the drones will pass back and forth through it with golden minerals? I gotta test this one!
[Using shift-queued commands] an Infestor can be instructed to move to a location, burrow, move to another location while underground, unburrow, cast two Infested Marines, and then sneak out again all in one go.
God, I love Infestors.
-Tom