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Co-op Commander Guide: Swann

Chief Engineer

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Commander Summary

Swann relies on mechanical units, backed up with a powerful laser drill to control the battlefield.

Level Unlocks

Level/Icon
Name
Description

Vehicle Specialist

Swann builds SCV’s, vehicles and starships 20% faster than other Commanders. Factories and Armories do not cost vespene gas.

Combat Drop

Unlocks the ability to calls down 4 A.R.E.S. War Bots with timed life, stunning enemy units in the target area upon arrival. Call down the Combat Drop from the top panel.

Betty and the Gang

Increases the attack range of Devastation Turrets from 6 to 9. Attacks now slow enemy movement speed by 30%.

Increases the life of Missile Turrets from 250 to 325. Attacks now deal area damage.

Reduces the cost of Perdition Turrets by 50%.

Drakken Laser Drill: Pulse Cannon

The Drakken laser drill can now be upgraded a second time, increasing its attack damage from 30 to 50.

Also unlocks the Pulse Cannon ability, which deals 600 damage to all enemy units and structures in the target area. Activate the Pulse Cannon ability from the top panel.

Vespene Harvester

Unlocks the ability for Command Centers to call down automated harvesters that gather extra vespene from your Refineries or your ally’s vespene-gathering structures. 2 gas for each player every 6.3 seconds.

New Unit: Thor

Heavy assault mech. Built at the Factory.

Can attack ground and air units.

Factory Upgrade Cache

Unlocks the following upgrades at the Factory Tech Lab:

  • Allow Goliaths to attack ground and air units simultaneously.
  • Increase the damage of the Cyclone’s Lock-On ability by 100%.
  • Unlock the Thor’s 330mm Barrage Cannon ability, which stuns and deals damage to enemies in a target area.

Improved SCVs

Allows multiple SCVs to build a structure in tandem, reducing its construction time. Repairing no longer costs resources.

Armory Upgrade Cache

Unlocks the following upgrades at the Armory:

  • Increase the attack range of all vehicles and ships by 1.
  • Allow vehicles and ships to automatically heal themselves over time.

Tech Reactors

Combines Tech Labs and Reactors into a single add-on which contains upgrades for units while also allowing two units to be built simultaneously.

Engineering Bay Upgrade Cache

Unlocks the following upgrades at the Engineering Bay:

  • Allow structures to automatically extinguish fires and repair themselves to 50% of their maximum life.
  • Increase attack speed of all Turrets by 25%.

Immortality Protocol

Unlocks the ability for destroyed Thors and Siege Tanks to rebuild themselves on the battlefield.

Starport Upgrade Cache

Unlocks the following upgrades at the Starport Tech Reactor:

  • Upgrade Wraiths to evade 20% of incoming damage while cloaked.
  • Unlock the Science Vessel’s Defensive Matrix ability, which surrounds a target with a shield that absorbs 200 damage over 20 seconds.

Six for the Price of Four

Increases the number of A.R.E.S. War Bots called down by Combat Drop from 4 to 6. Call down the Combat Drop from the top panel.

Mechanical Know-how

Increases the life of Swann’s SCVs, vehicles, and starships by 20%.

Highlighted rows denote large power spikes for the commander.

Achievements

The commander-specific achievements for Swann are:

Achievement
Name
Description

Combat Ready
Kill 25 units with Swann’s Combat Drop before they expire on Hard difficulty.

Drop ‘Em Dead
Kill 250 enemy units with Swann’s Combat Drop in Co-op Missions.

Smooth Operator
Harvest 100,000 Vespene Gas for your ally with Rory Swann’s Vespene Harvester in Co-op Missions.

The Power of the Sun at Your Fingertips
Deal 20,000 damage in a single mission with Swann’s Drakken Laser Drill on Hard difficulty.

Calldowns

The calldowns for Swann, at level 15, with no mastery points added are:

Calldown
Name
Description
Recommended Usage
Numbers

Drakken Laser Drill Attack
Attack with the Drakken Laser Drill. Deals 20 damage per second and has unlimited range.

  • Auto-targets enemy units in vision.
  • Relatively low DPS, but useful for whittling down high-HP targets.
  • Can be used to take down objectives in vision.
  • Cooldown: 0 seconds

Concentrated Beam
Requirements: Drakken Laser Drill Level 1

Deals 400 damage to enemy units and structures in a line across the entire map.

  • Very useful for dealing with attack waves.
  • Can be used to help with base pushes if bases are aligned correctly.
  • Cooldown: 180 seconds

Pulse Cannon
Requirements: Drakken Laser Drill Level 2

Deals 600 damage to enemy units and structures in the target area.

  • Useful for dealing with clumped up enemies.
  • Very useful for dealing with bases.
  • Can be used for difficult attack waves.
  • Cooldown: 300 seconds

Combat Drop
Calls down 6 A.R.E.S. War Bots, stunning enemy ground units in the drop zone. The War Bots are controllable and fight for 60 seconds.

  • Should be used as often as possible, preferably as soon as they are off cooldown.
  • Useful for defending in the early game.
  • Can be used to tank for your units in the late game.
  • Coolup: 240 seconds
  • Cooldown:240 seconds

Sub-Ascension Leveling

Difficulty: Moderate

Swann plays the same way he does at Ascension levels when he is at lower levels. However, he is significantly slower to ramp up and build his army. In the early game, build a Commander Center next to your rocks, as it will take time for it to be built by a single SCV. Build four Factories in the later stages of the game, two with Tech Labs and two with Reactors to build your endgame armies.

While leveling through Mastery levels, allocate points into Power Set 1’s Concentrated Beam Width mastery until you hit the desired number of points, before allocating them to the Combat Drop duration mastery. Allocate points with an equal split on Power Set 3.

Masteries

Below are the three Power Sets for Swann with the recommended point allocations for each. Note that these are meant to serve a general, all-purpose build that is effective across all maps with no Prestiges selected. You are highly encourged to change these masteries to suit your playstyle and particular challenges you face (e.g. Weekly Mutations).

Power Set 1:

Power
Value
Recommended Points to Add
Further Considerations

Concentrated Beam Width and Damage
2% per point
60% maximum
19
Players that prefer to rely on their Combat Drops to tank for their main army should consider adding more points into that respective mastery. The Combat Drops can severely reduce the amount of damage their army takes.

Combat Drop Duration and Life
2% per point
60% maximum
11

The 19 points into the Concentrated Beam mastery ensures you can 1-shot Battlecruisers with the ability.

Power Set 2:

Power
Value
Recommended Points to Add
Further Considerations

Immortality Protocol Cost and Build Time
-2% per point
-60% maximum
?
Immortality Protocol can be critical to ensuring Swann is able to keep up with the eventual losses his army will take as the game progresses. However, it only applies to certain units, and it is important for a player to determine whether they will benefit from Immortality Protocol more than they will benefit from increased structure health.

Structure Health
2% per point
60% maximum
?

This is down to player preference. If you tend to rely more on Siege Tanks and Thors, then the Immortality Protocol mastery should be chosen, otherwise, the Structure Health is a better option, especially when relying on static defenses.

Power Set 3:

Power
Value
Recommended Points to Add
Further Considerations

Vespene Drone Cost
-3% per point
-90% maximum
?
Early Vespene Harvesters can provide Swann with the much-needed gas that he needs to get some of his higher-tech units out earlier. However, the Laser Drill mastery will allow the player to have a much more global presence on the map, allowing them to tech up to their end-game build without the constant harassment of attack waves. It is up to the player to determine which mastery/what ratio of mastery points to allocate for this.

Laser Drill Build Time, Upgrade Time, and Upgrade Cost
-1.5% per point
-45% maximum
?

The regular choice is the Vespene Drone Cost mastery. However, for more mineral-heavy builds, and builds that rely on the Laser Drill, the Laser Drill mastery is the preferred choice.

Prestiges

Below are the prestiges for Swann. Note that “Effective Level” is the level at which the prestige achieves it full effect.

Level
Name
Description
Effective Level
Notes

1
Heavy Weapons Specialist

  • Advantages:
    • The Laser Drill deals 100% splash damage and slows enemy movement by 70% and locks on targets 50% faster.
  • Disadvantages:
    • The Laser Drill’s abilities are unavailable.

1

  • Splash damage range is 1.5

This prestige, by itself, is not very useful. While it does compound really well with Vorazun’s Black Hole, the hit-and-run strategy for Swann isn’t particularly effective. Commanders that can provide global map vision (e.g. Stetmann’s Stetellites, Zeratul’s Xel’Naga Watchers, Kerrigan’s Creep Tumors or Nydus Worms) can help Swann get a little more mileage out of this Prestige by allowing him to deal with attack waves without the use of calldowns.

Level
Name
Description
Effective Level
Notes

2
Grease Monkey

  • Advantages:
    • Turret upgrades are 100% more effective.
  • Disadvantages:
    • Combat units cost 50% more vespene gas.

11

  • Fire Suppression Systems upgrade does not gain any benefit from this Prestige.

This prestige makes Swann’s already-powerful turrets even more powerful by further increasing their armor, attack speed and range. It should be a go-to pick for any defense-specific scenarios.

Level
Name
Description
Effective Level
Notes

3
Payload Director

  • Advantages:
    • Hercules have twice the cargo capacity and unload units instantly.
    • Science Vessels can use Tactical Jump and its cooldown reduced by 50%.
  • Disadvantages:
    • Top bar cooldowns increased by 50%.
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1
None

The extreme amount of burst damage this Prestige can provide may, at-first-glance, seem valuable in addition to the ability to not only Tactical Jump your damage dealers but also your detection and healer. However, with proper micro, players should not be losing Siege Tanks to enemy units, especially with a Goliath frontline combined with Science Vessel Defense Matrices. Additionally, the disadvantage of having longer cooldowns on the Drill abilities means that the abilities do not sync up with mission attack wave/event timings as well.

For general play, playing without a Prestige Talent selected is recommended, as none of the Prestige Talents available to Swann provide him with a solution to problem he cannot already overcome by proper play.

Recommended Army Composition

The recommended army composition for Swann is below. Note that this assumes no Prestige talent selected and recommended Mastery Allocations. This is a basic recommendation for your army framework. It is recommended to gain an understanding for each of the units in the Units section and further add tech units so that you are able to better handle the situations you face.

Mass Goliath builds can do fairly well in most situations, as Science Vessels can give Goliaths not only healing, but protective Defensive Matrices.

+

+

Add a Hercules with 8 sieged up Siege Tanks and drop them behind your line of Goliaths for powerful splash damage.

Combat Units

For more information on Swann’s unit stats, comparison between units and upgrade calculations, visit the Data Tables page.

Swann’s combat units are listed below:

Hellbat

  • Generally not worth making due to the poor HP.
  • Can be used as a frontline, but not very viable.

Skills: None

Upgrades:

Upgrade
Name
Effect
/
Research Time

Infernal Pre-Igniter
Hellbats deal +10 damage to light units in both modes.
100/100
60 seconds

Infernal Plating
Hellions and Hellbats gain +2 armor.
100/100
60 seconds

Advanced Optics
Increases the range of all vehicle and ship weapons by 1.
150/150
120 seconds

Regenerative Bio-Steel
Vehicles and ships automatically heal themselves over time.
150/150
90 seconds

Hellion

  • Generally not worth making due to the poor HP.
  • Has good mobility to allow you to get vision of areas of the map.

Skills: None

Upgrades:

Upgrade
Name
Effect
/
Research Time

Infernal Pre-Igniter
Hellbats deal +10 damage to light units in both modes.
100/100
60 seconds

Infernal Plating
Hellions and Hellbats gain +2 armor.
100/100
60 seconds

Advanced Optics
Increases the range of all vehicle and ship weapons by 1.
150/150
120 seconds

Regenerative Bio-Steel
Vehicles and ships automatically heal themselves over time.
150/150
90 seconds

Goliath

  • Great all-purpose unit.
  • Can target both, enemy ground and air units with the “Multi-Lock Weapons System” upgrade.
  • Does great anti-air DPS.
  • Slightly fragile, and will need micro to move weakened ones out of danger.

Skills: None

Upgrades:

Upgrade
Name
Effect
/
Research Time

Ares-Class Targeting System
Increases the Goliath’s anti-air weapon range by 3 and its ground weapon range by 1.
100/100
60 seconds

Multi-Lock Weapons System
Goliaths can target and attack ground and air units simultaneously.
150/150
90 seconds

Advanced Optics
Increases the range of all vehicle and ship weapons by 1.
150/150
120 seconds

Regenerative Bio-Steel
Vehicles and ships automatically heal themselves over time.
150/150
90 seconds

Siege Tank

  • Powerful defensive unit.
  • Can be used offensively with the Hercules.

Skills: None

Upgrades:

Upgrade
Name
Effect
/
Research Time

Maelstrom Rounds
Siege Tanks gain +40 attack damage while in Siege Mode. Splash damage remains the same.
100/100
60 seconds

Advanced Optics
Increases the range of all vehicle and ship weapons by 1.
150/150
120 seconds

Regenerative Bio-Steel
Vehicles and ships automatically heal themselves over time.
150/150
90 seconds

Cyclone

  • Can kite enemy units, making it effective for single-target DPS.
  • Relatively ineffective, as most attack waves have several units with low HP.
  • Very fragile.

Skills:

Skill
Name
Description
Cooldown
Energy Cost

Lock On
Locks the Cyclone’s weapons on the target unit, dealing 500 damage over 20 seconds. Can move while firing. Cancels if target moves out of range.
6 seconds

Upgrades:

Upgrade
Name
Effect
/
Research Time

Targeting Optics
Increases Cyclone Lock On range by 3.
100/100
60 seconds

Mag-Field Accelerator
Increases Cyclone Lock On damage by 100%.
100/100
90 seconds

Advanced Optics
Increases the range of all vehicle and ship weapons by 1.
150/150
120 seconds

Regenerative Bio-Steel
Vehicles and ships automatically heal themselves over time.
150/150
90 seconds

Thor

  • Draws a lot of enemy aggro.
  • Can body block each other, so if using Thors, make them in small quantities.
  • Does great anti-ground DPS.

Skills:

Skill
Name
Description
Cooldown
Energy Cost

330mm Barrage Cannon
Stuns all enemies in a small area. Deals 500 damage over 3 seconds in a larger area.
60 seconds

Upgrades:

Upgrade
Name
Effect
/
Research Time

330mm Barrage Cannon
Allows Thors to use the 330mm Barrage Cannon ability.
100/100
60 seconds

Advanced Optics
Increases the range of all vehicle and ship weapons by 1.
150/150
120 seconds

Regenerative Bio-Steel
Vehicles and ships automatically heal themselves over time.
150/150
90 seconds

Wraith

  • Incredibly powerful with the “Pulse Amplifier” upgrade, but it does require micro.
  • Getting the “Advanced Optics” upgrade can make the micro a little simpler to use.
  • Very susceptible to splash damage.
  • When massed, can 1-shot high-HP targets.

Skills:

Skill
Name
Description
Cooldown
Energy Cost

Cloak
Cloaks the unit, preventing enemy units from seeing or attacking it. A cloaked unit will only be revealed by detectors or effects.

Drains 0.9 energy per second.
0 seconds

Upgrades:

Upgrade
Name
Effect
/
Research Time

Pulse Amplifier
Increases the damage of Gemini Missiles by 100% and Burst Lasers by 300% while the Wraith is moving.
100/100
60 seconds

Displacement Field
Wraiths move 20% faster and evade 20% of incoming attacks while cloaked.
100/100
60 seconds

Advanced Optics
Increases the range of all vehicle and ship weapons by 1.
150/150
120 seconds

Regenerative Bio-Steel
Vehicles and ships automatically heal themselves over time.
150/150
90 seconds

Hercules

  • Can Tactical Jump to anywhere on the map, even without vision.
  • Load sieged up Siege Tanks to use them offensively.
  • When a Hercules dies, it unloads all its units where it died.

Skills:

Skill
Name
Description
Cooldown
Energy Cost

Tactical Jump
Warps to the target location. Hercules is invulnerable while warping.
60 seconds

Upgrades:

Upgrade
Name
Effect
/
Research Time

Regenerative Bio-Steel
Vehicles and ships automatically heal themselves over time.
150/150
90 seconds

Science Vessel

  • A must-have for any composition.
  • “Improved Nano-Repair” removes the energy cost of healing your units, which makes it very effective.
  • “Defensive Matrix” can be used on frontline units to reduce the amount of damage they take when they engage enemies.
  • “Irradiate” can be used against some biological attack waves like Zerg to weaken them.

Skills:

Skill
Name
Description
Cooldown
Energy Cost

Nano-Repair
Heals a friendly mechanical unit.

Heals 3 life per 1 energy.
0 seconds

Irradiate
Damages an enemy biological unit and adjacent enemy biological units, dealing 250 damage over 25 seconds.
0 seconds
25

Defensive Matrix
Surrounds the target with a shield that can absorb up to 200 damage. Effect lasts for 20 seconds.
20 seconds
50

Upgrades:

Upgrade
Name
Effect
/
Research Time

Improved Nano-Repair
Science Vessel’s Nano-Repair no longer costs energy.
100/100
60 seconds

Defensive Matrix
Enables Science Vessels to surround a target with a shield that can absorb 200 damage over 20 seconds.
100/100
90 seconds

Regenerative Bio-Steel
Vehicles and ships automatically heal themselves over time.
150/150
90 seconds

Build Order

Below is the standard economic build order for Swann. For more information on how to read and construct your own build orders, please check the Build Order Theory page.

14 Supply Depot
16 Factory (4 SCV’s)
18 Billy (4 SCV’s)
18 Billy (4 SCV’s)
21 Command Center (8 SCV’s)

Gameplay Guide

Playstyle Traps

A common trap for Swann players is to try and rush Thors out in the early game. Not only does it leave them extremely vulnerable to the early game, mass Thors can only work when actually massed in large numbers.

A much better build would be to start with Goliaths backed up with Siege Tanks and then transitioning to Thors as the economy improves.

Drakken Laser Drill Levels

The below table summarizes the Levels available for the Drakken Laser Drill.

Level
Drill DPS
Unlocked Abilities
/
Research Time

1
20
None

2
30
Concentrated Beam
200/200
190 seconds

3
50
Pulse Cannon
300/300
220 seconds

SCV Advanced Construction

Swann can send multiple SCV’s to build a structure. The time taken to complete a structure based on the number of SCV’s building is as follows:

SCV’s
Build Time (%)

1
100

2
62.5

3
45.5

4
35.7

5
29.4

6
25

7
21.7

8
19.2

9
17.2

10
15.6

Static Defense

Swann has a few of static defense structures available to him. These are shown below:

Building
Name
Stats

Flaming Betty
HP: 350
Attack: 16
(vs Light): 20
Range: 4
Speed: 1
Targets: Ground

Spinning Dizzy
Detector
HP: 325
Damage: 12 / 1
Attacks: 2 /8
Range: 7 /7
Speed: 0.86 / 1.78
Targets: Air / Air

Blaster Billy
HP: 300
Attack: 25
(vs Armored): 50
Range: 9
Speed: 1.5
Targets: Ground

Swann has upgrades that can improve his static defense. The upgrades are listed below:

Upgrade
Name
Effect
/
Research Time

Hi-Sec Auto Tracking
Adds +1 range to all Turrets.
100/100
60 seconds

Structure Armor
Upgrades the armor of structures by 2.
100/100
60 seconds

Fire Suppression Systems
All structure fires are automatically extinguished and all structures automatically repair themselves to 50% of their maximum life at a rate of 15HP/second.
100/100
60 seconds

KMC Auto-Loaders
Increases the attack speed of all Turrets by 25%.
150/150
90 seconds

The Drill on Dead of Night

The Drill should be used by Swann to clear infested structures on Dead of Night. Clearing defenders with the Concentrated Beam or Pulse Cannon is just an added bonus. The images below show suggested uses for both, the Concentrated Beam and the Pulse Cannon. Note that the Concentrated Beam here has the bare minimum number of mastery points added to 1-shot infested structures (13 points). You will get better results if you have more mastery points added (for example, if you follow this guide and allocate 19 points).

Also, notice the difference in Concentrated Beam Locations depending on the player. Because the beam exits your Laser Drill, the positioning is different depending on which player you are. Unfortunately, Player 2’s Concentrated Beams are significantly less efficient, purely due to the layout of the infested structures relative to the drill.

To get the best positioning consistently, Tactical Jump a Hercules to the location to get vision to perfectly position the beam.

Concentrated Beam Locations (Player 1):

11 Structures

Before
After

9 Structures

Before
After

8 Structures

Before
After

7 Structures

Before
After

Concentrated Beam Locations (Player 2):

9 Structures

Before
After

8 Structures

Before
After

8 Structures

Before
After

8 Structures

Before
After

7 Structures

Before
After

Pulse Cannon Locations:

9 Structures

Before
After

8 Structures

Before
After

8 Structures

Before
After

8 Structures

Before
After

Playstyle Tips

  • Always have enough Science Vessels on hand with your army. Not only do they provide you with detection, they also provide you with access to very useful abilities.
  • Upgraded Wraiths only deal high amounts of damage while moving. You will need to practice your stutter-step micro to use them effectively.
  • A Hercules can pick up sieged up Siege Tanks. Use it to move weakened and damaged Siege Tanks from the front to the back to prevent you from losing them.
  • Siege Tanks unloaded from a Hercules will always point in the direction the Hercules is facing. Orient your Hercules towards your intended target to minimize time it takes for the tank to turn its gun towards its target before firing.
  • Raynor can use your Tech Reactors! Make your Tech Reactors with a Factory at your ally’s base and then lift your building away so he can use it.
  • Use a Hercules to get vision so you can use the Drill to take out attack waves.
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[NEW] StarCraft/Game Mechanics and Glitches | scv starcraft – Vietnamnhanvan

Glitches

All Races

Avoiding the Hub Placement Constraints (Ignore Mineral Proximity glitch)

If you cannot see minerals or vespene geysers, they do not constrict the location in which you can build your command centre/hatchery/nexus. Therefore, if you can manage to start construction of a hub next to minerals, before actually revealing the minerals through the fog of war, you can get the hub to be closer to the minerals than intended. This can be achieved through the use of optical flares, or the build anywhere terran and zerg glitches. Works on at least version 1.00, and possibly other versions.

For some reason, this does not occur for all mineral patches, but it does for most.

GUI/Game control split

If (on a slow game speed) you set a control group and quickly select the same control group, the game will update faster than the user interface, meaning that the game will select the control group you set it to, while the interface will select the control group that had previously been set. This allows you to appear to be controlling one unit but really be controlling another. This is a precursor to many other glitches, allowing you to issue orders to unintended receivers.

Free resources in laggy conditions (controversial)

If the game is lagging, you can cancel units or structures multiple times, which results in free resources. Deliberately using third party programs to create lag should be disallowed, but if someone were to use a computer that meets the minimum system requirements for starcraft, without using third party programs, and it is possible to make the game lag during normal gameplay, the game may be considered to be running as intended, and the use of this glitch may be acceptable. The use of this glitch is highly controversial. As it requires old hardware or third-party software, this may require a different category to ordinary speedrunning. This got fixed in version 1.01, although a version of this relating to Guardians remained until version 1.02.

Terran

CC slide

Allows you to slide a Command Center to unbuildable locations, e.g. right next to resources. You can produce SCVs while the CC is moving and also build right on top of it after performing this glitch. To perform, lift off the CC and order it to land on a valid location, then hold shift and press S followed by a right-click on the location you want it to slide to. The CC stops sliding if colliding with any solid material. Works on version 1.04 and lower.

Produce units while lifting a building

Press L then immediately the hotkey for the unit/upgrade you want to produce. The building will begin production already while lifting off. If you float or slide the building after performing this glitch, units will still spawn where the building first lifted off. Works for any unit/upgrade, but annoyingly hard to pull off. Used together with the CC slide to get the first SCV out earlier. Works on version 1.05 and lower.

Build anywhere

By trapping an SCV near a cliff, you can force it to build basically anywhere on the map. The only exceptions are unexplored areas as well as areas unreachable by land (unless you have had units in that area already). Once trapped, be sure there is a little breathing space for the SCV and then order it to move diagonally, then simply place the building on a valid location. The construction of the building will start immediately and the SCV will fly to the set location. Works on version 1.07 and lower.

Zerg

Invincible Drone

Simply mutate a Drone into a building while its HP is one, then cancel the mutation. The Drone will stay invincible until mutated into another building. Does not work with Extractors. Works on version 1.03 and lower.

Teleporting Drone

Similar to the Terran build anywhere glitch, except you have to follow the standard building rules for Zerg. Unlike the SCV, the Drone can be trapped anywhere and will instantly mutate into the selected building. Works on version 1.07 and lower.

Note that the drone teleports to the destination for one frame before turning into a building. Ordinarily, when a drone is holding a quest item and turns into a building, the quest item will be teleported to it’s “home”. So when trying to move a quest item to it’s destination with this method, we have to interrupt the process of turning into a building without stopping the order to build until after the drone has teleported. The easiest way to do this is to use up minerals between starting the teleport and the drone reaching it’s destination, so that you no longer have enough minerals to build the structure.

Floating Drone #1

Order a Drone to mutate into an Extractor, then shift-right-click where you want the Drone to float. When the Drone is about to mutate, use up minerals so that you do not have the required 50 for the Extractor. The Drone will float over any obstacles until the destination is reached or it is given another order. Works on version 1.09 and lower.

This bug can also be triggered by telling a helper drone to mutate to an extractor before the flyer drone reaches the extractor. This makes it easier to execute this glitch if you already have a lot of minerals or you do not want to interrupt your economy too much. However, it does require the use of an extra drone.

Floating Drone #2

Order a Drone to mutate into an Extractor, then shift-click the geyser a few times and shift-right-click where you want the Drone to float. When the Drone is about to mutate, spam the stop command as fast as you can until you see the Drone’s shadow disappear. The Drone will float over any obstacles until the destination is reached or it is given another order. Hard to perform, recommended to lower the game speed two steps when ordering the stop command. Works on any version other than 1.10.

You need to press stop exactly one frame before the drone’s shadow disappears. You can buffer stop commands before this point, as they will have no effect. You cannot, however, buffer commands after or on the frame that the drone’s shadow disappears, or you will cancel the move order and the drone will stop floating. So it is a one-frame trick that can be buffered in exactly one direction.

Floating Drone #2 allows you to command the drone after it has started floating, although doing so will cause it to cease to float. It also avoids the landing procedure that happens if you use the other version of the floating drone trick. This means that Floating Drone #2 is generally better than Floating Drone #1, but it is much harder to execute.

Stacking units

Burrow any unit and assign it to a control group (ctrl-1). Select the units you want stacked, then quickly press U, ctrl-1, 1, U. Order the units around, and if the glitch was successful, the units should now be able to stack with each other. Burrowing turns them normal again. Also, lowering the game speed helps out a lot, since the key combination needs to be done before they have finished burrowing. Works on version 1.14 and lower.

Mobile Nydus Canal exit

When the exit of a Nydus Canal is mutating, morph an Overlord and assign it to a control group (ctr-1). Select the exit then quickly press ctrl-1, 1 and esc. Lowering the game speed helps. If done correctly, a Drone will pop out of the canceled exit which now acts as a mobile exit, even while burrowed or when inside an Overlord. Works on version 1.14 and lower.

Drone Heal

Mutating a drone into a building will ordinarily mean that the drone turns into a building, using the drone’s ID. However, turning a drone into an extractor will cause the geyser to turn into the extractor, and the drone to be deleted. When cancelling the extractor, it does not know what hp the drone that built it was at, and so it creates a completely new drone with full health. This is really only useful in RTA runs or marathon-safe strategies, so that if you fail the Invincible Drone glitch you can try again.

Extractor Trick

This is a very well known trick, which relies on the fact that a drone is consumed when making a building, and refunded when it is cancelled. By mutating a drone into a cheap building (such as an extractor or creep colony), you will lose supply. You may then build units even if you were previously supply capped, and then cancel the building to get the drone back. This allows you to go over your supply cap at the cost of a small amount of minerals (as cancelling a building does not give a full refund). This is particularly useful in accelerating your economy during the earlygame.

Protoss

Flying Templar

If you give two high templar or dark templar the order to merge, shift-click some location and give them the stop command as they are about to merge, they will float over any terrain to travel to the location that was shift-clicked. Works on version 1.10 and lower.

Near-Useless but Interesting Glitches (in the interest of completeness)

Mine from anywhere (at the cost of 150 energy)

Order a probe to mine from a patch of minerals. Place an arbiter on top of somewhere unwalkable, such as ocean or a cliff. Tell the arbiter to recall the probe, making sure to lead the shot so that the probe does not move out of the way. The probe will stop and begin mining minerals, even if it is nowhere near the mineral patch. This also works with probes returning minerals.

This actually leads to a few more similar glitches, but not every ability can be used at long range in this way. Most disappointingly, long-range nuclear strikes cannot be initiated at long range (at least without additional, unknown steps)

For example, building structures with SCVs at a long range will work (but building structures with probes at long range will not). This can be done normally with the SCV float glitch, however, so this is useless. If used on probes gathering gas, the probes will teleport to be inside the refinary. This is still practically useless, however.

Permanently Invisible Zerg Units and Buildings (requiring the use of the Protoss Arbiter )

If a zerg drone or other burrowing unit (obtainable via mind-control) is burrowed at the same time as it enters the cloaking field of an arbiter, then it will become permanently invisible. Buildings (other than extractors) created from this drone will also be permanently invisible.

See also  Hướng dẫn dùng Thuốc Bắc Tái Tạo Da Min Soo | min soo

Fully Refund Mutalisks (excluding larva cost)

Tell a mutalisk to morph to a guardian. Tell the mutalisk to stop morphing to a guardian twice in rapid succession on a slow gamespeed. The mutalisk will first revert to the morphing state, used for morphing larvae to mutalisks. The mutalisk would then revert to its normal state, but it is instead given a cancel order. Because it is in a state used for morphing larvae to mutalisks, it knows what to do and refunds it’s full cost. Unfortunately, a similar glitch does not work on sunken colonies (this would be more useful), because they do not come out of larva. In laggy situations, according to the starcraft patch notes, this can give multiple refunds. Fixed in version 1.02.

Unlimited Range Glitch

If a unit is in it’s pre-attack animation, attacking a non-combat unit through automatic target acquisition, then if an enemy unit attacks your unit or a unit nearby to your unit, your unit will acquire it as a target from an unlimited range. This is discussed here in Team Liquid

Untested Crazy Drone Bug from some Random You-Tube video (lol)

If you tell a (presumably mind-controlled) drone to become an extractor, use maelstrom on it, and get another drone to become an extractor on the same geyser, the drone will continuously attempt to build an extractor on the geyser, resulting in a lot of error messages. Recalling the drone after it has reached the geyser will cause the drone to fly back to the geyser and continue to attempt to become an extractor. May also work if minerals become insufficient to build the geyser (similarly to the floating drone trick).

Plague Recall

Untested, but according to multiple sources:

“Plague can be “recalled” by enemy’s Arbiter. This Plague + Recall replay is an example of Plague + Recall effect that was caused at about 39:10 when Recall from center to 3 o’clock natural was done and Plague was casted to center. The animation of Plague was shown at center but effect (units and building affected) was applied at 3 o’clock natural. (recalling Arbiter was affected too).” – Liquipedia

Replay link was broken.

Tips

Balance changes

Balance changes were made in patch 1.02, 1.04, 1.05 and 1.08. Thus the game version makes a huge difference when attempting to speedrun a mission, especially for the Protoss campaign since it is not relying on any glitches.

Visible in-game timer

Chaoslauncher is a third-party program that comes with a plugin called APMAlert, which features a visible in-game timer. Unfortunately it is only compatible with version 1.16.1.

Unit orientations

Units will take up to one second to respond to a movement order when idle depending on their orientation relative to the movement position. If facing the movement position, units will respond immediately. This is important in the beginning of some missions as the orientations of units are randomly chosen.

Manipulating spawns

For Terran and Protoss, you can manipulate units to spawn at a location different to the default one. Simply block the spawn location with a unit or building and the produced units will spawn at the next free location counterclockwise to the spawn location.

Incorrect elapsed time

Pre-1.03, a bug exists that incorrectly displays the elapsed time after finishing a mission. The time will be about two seconds slower on short missions (< 2 minutes), although the effect for longer missions is currently unknown.

AI behavior

The AI behavior was improved in patch 1.04. The changes are not completely known, although it has been noted that the enemy units have a larger awareness radius post-1.03 and will chase down attacking units from a greater distance.

Brood War

The minimum version Brood War runs on is 1.04, thus many of the glitches in the base game are not available.

Pause glitch

The in-game timer is paused while the game is in the menu. This can be abused during transmissions, which usually need to finish before the game can continue. There are three types of transmissions which require different pausing techniques:

Game goes on like normal
Just bring up the menu during the transmission. Go back to the game when the transmission is over.
Game pauses
Click the menu button and keep holding left-click until the transmission starts. Go back to the game before the transmission is over, or the in-game timer will have proceeded like normal.
Screen centers on a position followed by a pause
Press F10 right before the transmission starts. This is tricky as the timing window is just a few frames. Go back to the game before the transmission is over.

Note: Pausing the game does actually increase the in-game time by a certain amount each time (amount varies, but at least half a second). This can easily be seen when running the visible in-game timer and comparing it to the actual completion time. This means that, while it does make hitting the timing window of the third transmission type easier, excessive pausing should be avoided.

Super mutas

Be sure to have Lurker Aspect researched and at least 50/100 minerals/gas. Assign a Hydralisk to a control group (ctrl-1). Select any unit or building except another Hydralisk, then quickly press ctrl-1, 1, L. Lowering the game speed helps. The unit will turn into a cocoon which will hatch a Lurker. However, if you cancel the morphing of the cocoon, the unit will instead turn into a Mutalisk. The resources spent are returned, and the supply count will increase by 1. The Mutalisk will also gain certain upgrades that the unit had before being transformed. Thus this glitch is best performed on Zerglings; the Mutalisk will receive both the speed and attack rate upgrade once researched, at a cost of only 50 minerals and 3 supply for two Mutalisks. Works on version 1.04.

Notes on Types of Glitches (To keep in mind while glitch-hunting)

Starcraft has had a lot of hackers and similar in it’s history, as well as a lot of players, so it is likely to be very barren. However, there is always the possibility of new glitches, and they will probably fit into one of these categories.

Order queue glitches

Order queue glitches are caused when adding a command to the order queue, causing the command to be carried out at an unintended time, as the previous order has finished but the full consequences of that order have not yet been carried out. Order queue glitches include the CC slide glitch, the floating drone glitch and the floating templar glitch.

Order to Unintended Receiver Glitches

These are caused when an order is given to an unintended receiver, through the GUI changing too slowly as the unit’s state changes (as in the glitch that allows you to produce units in a floating building), or through the GUI/Game control split technique, which also relies on the GUI changing too slowly. The Stacking units glitch, mobile nydus exit glitch, super mutas glitch, and unit production in floating building glitch rely on this.

Screwed-up Proximity Check Glitches

These are caused when, for whatever reason, starcraft’s proximity algorithm screws up and it thinks that a unit is in the position that it is attempting to path to and so that it can begin whatever action it was going to do when it got there. This can occur when a unit is trapped and at the end of it’s pathfinding, or when a arbiter attempts to recall a unit while hovering over unwalkable terrain. The teleporting drone glitch and floating scv glitch rely on this.

Other glitches

Other glitches include the Ignore Mineral Proximity glitch and the invincible drone glitch. These do not belong to any large family of glitches.


DOOM Eternal: The Heavy Metal Choir


Get a behindthescenes look at how composer Mick Gordon assembled heavy metal vocalists to help create the ferocious new soundtrack for DOOM Eternal.
DOOM Eternal developed by id Software and published by Bethesda/Zenimax.
Twitter: https://twitter.com/Mick_Gordon
Facebook: https://www.facebook.com/MickGordonMusic
Purchase Doom here: doom.com
Subscribe for more: http://bit.ly/1v0JG1G
MickGordon.com

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DOOM Eternal: The Heavy Metal Choir

StarCraft 2 – Adjutant (Terran Advisor) Quotes


All of the quotations from the Adjutant, also known as the Terran Advisor, in StarCraft 2.
Voice actress: Julianne Buescher
\”Addon complete.\”
\”Our ally’s base is under attack.\”
\”Our allies are being attacked.\”
\”Auxiliary mining units activated.\”
\”Base is under attack.\”
\”Unacceptable build location.\”
\”Nuclear launch detected.\”
\”Command Center upgrade complete.\”
\”Construction interrupted.\”
\”Our SCVs are under attack.\”
\”Your forces are under attack.\”
\”Game paused.\”
\”Game resumed.\”
\”Landing sequence interrupted.\”
\”Mineral field depleted.\”
\”Additional Supply Depots required.\”
\”Insufficient Vespene gas.\”
\”Not enough minerals.\”
\”Not enough energy.\”
\”Nuclear missile ready.\”
\”Vespene geyser required for placement.\”
\”Research complete.\”
\”Salvaging operation complete.\”
\”Thor repair sequence complete.\”
\”Unacceptable landing zone.\”
\”Upgrade complete.\”
\”Vespene geyser exhausted.\”

StarCraft 2 - Adjutant (Terran Advisor) Quotes

SCV stack bug!!!


stack ur scvs to make a \”giant\” scv which can easily beat a zealot. also ok for probes and drones.

SCV stack bug!!!

Flying scv bug, new bug.(starcraft remastered)


Flying scv bug, new bug.(starcraft remastered)

Nhạc Trẻ Mới Hay Nhất 2021 – Liên Khúc Nhạc Trẻ Hay Nhất Hiện Nay 2021 – Nhạc Trẻ Tuyển Chọn #68


Nhạc Trẻ Mới Hay Nhất 2021 Liên Khúc Nhạc Trẻ Hay Nhất Hiện Nay 2021 Nhạc Trẻ Tuyển Chọn 68
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Lyrics
01. Ai Chung Tình Được Mãi (Demo) Đinh Tùng Huy
02. Nếu Như Anh Thành Công Nhật Phong
03. Em Đã Yêu Người Khác Rồi Cao Nam Thành
04. Nhắn Rằng Anh Nhớ Em Đình Dũng
05. Sầu Tương Tư Nhật Phong
06. Người Lạ Thoáng Qua Thương Võ Cover
07. Em Nào Có Tội Thương Võ
08. Tình Đẹp Đến Mấy Cũng Tàn Như Việt Ft Đình Dũng
09. Bỏ Lỡ Một Người Bỏ Lỡ Một Đời Châu Khải Phong
10. Hẹn Kiếp Sau Khả Hiệp
11. Như Một Người Dưng Nguyễn Thạc Bảo Ngọc
12. Đắm Trong Màn Mưa Dee Trần
13. Anh Phải Sống Thế Nào Nhật Phong
14. Buồn Thì Em Cứ Khóc Thúy Chi
15. Sao Em Lại Tắt Máy? Phạm Nguyên Ngọc ft. Vanh
16. Từ Em Mà Ra Lil ZPOET x Đức Anh
17. Đổi Tình Đổi Áo Gia Huy | Thái Học Cover
18. Anh Yêu Vội Thế Lala Trần
19. Chỉ Là Muốn Nói Khải
20. Bỏ Lỡ Một Người Lê Bảo Bình | Thương Võ Cover

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Nhạc Trẻ Mới Hay Nhất 2021 - Liên Khúc Nhạc Trẻ Hay Nhất Hiện Nay 2021 - Nhạc Trẻ Tuyển Chọn #68

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