This is a game I had earlier tonight on Kulas Ravine where I had the high ground by Terrans base which he was unable to get to because of rocks. My understanding is if you don't have an air unit or a unit on the ramp you can't see the units attacking you. However, after watching the replay, once my stalkers engaged the siege tanks on the lower ground they became visible to the Terran player and he was able to hit them with his siege tanks. He didn't have any air units gaining him line of sight or access to the ramp because of the rocks. He was even able to reach my colossus that was at max range with the range upgrade that was also on the high ground. An orbital command scan wasn't used either.
My question is how was he able to see my stalkers and attack them without gaining line of sight? My understanding of how that works seems to be incorrect.
So your understanding of Sight and Line of Sight is correct, without any unit up there there is no way he can see or target your stalkers (even if you attack him, which was not true in SC1), unless he:
Looking over the replay he does scan you at 14:08 to attack your stalkers at the high ground. At 12:16 he gains vision of your Colossus because it counts as an Air unit for purposes of vision.
Possible Duplicate: I can't beat Terran as Zerg when they do MMM with a splash of tanks, any ideas? What's the best combination of units as Zerg against MMM + Siege tanks behind them? With banelings u won't get close enough to do damage and pretty much any other massed unit (roaches/hydras/mutas) won't do enough damage considering the medivacs and siege tanks. Any suggestion appreciated!
to move static defense. Creep Queens with transfuse. Think spanishiwa and how he manages to defend with almost no units against a 4-gate. For Terran: Bunkers Siege tanks. Because siege tanks can...I play on a 2v2 team as Protoss, my ally is Terran. 1v1 rush handling is fairly straight-forward, and if you're prepared for it the defender gets the advantage because of quick reinforcements, high.... There are more options for the opponent to see high ground: hallucinated colossus, overloards, or because the army is so big, just running straight up the ramp. For example I just lost to a 6-minute marine
? This seems reasonable if you have air superiority, but requires a lot of micro... and actually is a little bit risky (he can scan you and kill easily while you tanks are not in siege mode yet...I'm wondering how to micro siege tanks in different modes. For example, 1. When you are harassing another Terran with siege tanks: The best option is to avoid that and make a drop to undefended part, but if he brought own tanks under your expand and you need to protect expand? In this case it would be good to bring you tanks till the 12-13 range of opponents tanks (they won't be able to shoot
their superior ground army to beat mine, and leaves behind a few marines in their base to deal with the Protoss air units. Sitting in my base, never leaving it until I have at least a couple Colossi.... Terran t1 units tend to do kill buildings faster anyway. Killing Pylons cripples the Protoss player much more than killing Supply Depots hurts the Terran. I end up being supply blocked and my warp gates have no power so I can't produce anything, while he can still make at least a few things from his barracks. Options I've tried: Leaving 2 or 3 sentries at my choke to slow them down. If I look
? I'm wondering if I can still use stealth to get by detection by the AI, and if I also need to counter their scouts or radars to prevent them from getting information about my base or unit movement. If yes, what if 'Fog of War' is disabled? Also, will this affect their long range weapons (artillery, missile launchers, etc.)? (Will they only hit what can be seen within their line-of-sight or radar... (expansion), not the first Supreme Commander game. Is the AI also limited by line-of-sight/fog of war, radar range or stealth?
Imagine for a moment that - in a dark match - I fire a rocket, which then successfully kills an enemy unit, but does so completely outside the line of sight for any of my units. Am I informed of this kill? Do I see that unit as dead, or "last seen at ..."? Can I spot the body later to have the unit classified as down from then on?
I've started revisiting Starcraft one with some friends just for fun. We've been playing some FFA games mostly with between 3–5 players. I usually play as Protoss. One of the players in our games usually plays as Terran and almost always turtles heavily. He creates a line of bunkers and backs it with a line of tanks in siege mode and lines the edges of his base with turrets. What strategies can I use to break this? It seems like if no one focuses hard on him in the beginning of the game he easily turtles and has unbreakable defenses. Thanks for any tips!
I just played a monobattle, where I went widow mines. A teammate told me to not to burrow my mines in his mineral lines because of their splash, but the only units they had for harassment were air units. So my question is, if a widow mine targets an air unit, would it also cause splash damage to ground units underneath it? For example, if a bunch of mutalisks come fly on top of my mineral line, and my widow mine fires at them while on top of my workers, would my workers also be damaged?
Each of the new multiplayer units is presumably designed to meet a need, to fill a role in a situation or tactic where previously its race was weak. What situation is each of the new units designed for, and why couldn't similar Wings of Liberty units fill that role? For example, Tempests are long-range aerial siege units that handle anti-air structures on the ground well, similar to Brood Lords or Yamato-using Battlecruisers. Void Rays lack the range to handle this, and while Carriers have the range, their Interceptors do not, so the Interceptors get shot down leaving the Carrier sitting