Can you hallucinate dark templars




















Quote from Kaias. You might try placing a dark templar for aesthetic value on the right side of the location, center a small location on [men] in at location and if there is no dark templar in the location anymore, you know a unit is there. I think you misinterpreted what Falkoner said Kaias. I think what he meant was have a trigger that always centers a location on any Men at the location you want to detect if a hallucination is inside, then another trigger bellow that to check if there is a unit in the location.

If there is no unit detected then it has to be a hallucination. Now if there are no men in the location when you try to center the location, the centered location will go to the middle of the map, and since there will most likely be no units there it will falsely think there is a hallucination in our location, so too stop that you just make sure there is a unit in the middle of the map. I understand that the reason of a unit being in the middle of the map is for it to not think there is a hallucination there.

You aren't correct, however, in that if you center a location on men in a location and there aren't any to detect it won't to the middle of the map.

It will go to the middle of the location the location is centering in. Knowing this, I was assuming Falkoner meant to check the entire map. Because the middle of the map is where it would go if you were doing the whole map and there weren't any units to center on.

I always just thought centering went to the center of the map if it doesn't find a matching unit. But then again i cant remember ever testing it outside of "center on units Anywhere" so Yes, if it doesn't have anything to center on, it will center in the middle of whatever its centering in. Jun 20 , pm Atlos Post Here's my hallucination gunner system I made a while ago. Not sure if it will be able to help but it shows the general idea of detecting them.

Jun 20 , pm jandii Post Thanks for the replies Here's some more specifics, my original idea was 1 level of my defence map would be a whole bunch of hallucinated dark templar, and 1 real dark templar. They'd flow single file around a path, then die and lose lives at the end point of the path. StarCraft: Ghost: Spectres. Psionic Powers. Aiur Chef. Barrier Blind Graviton prison Musk. Khala Void.

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Hallucinated Zealots as they appear to the owner. Hallucinated Zealots as they appear to the opponent. Mind Games. Why does a DT have to kill anything to be effective? Take a swipe at a drone and run into the smokescreen. Do the same for terran and force a scan, but run away before his scan even goes down. Mind games are a large part of SC. DT's are the ultimate mind game chess piece.

Starcraft is all about cost effectiveness, but not in a linear fashion. A collosus can take down X amount of Zerglings on its own. However, the sight of that collosus going down as it tries to defend the ramp of your base and you lose valuable macro time will give the impression that zerg has map control, and that you have to turtle more in fear of the next wave of lings.

Mind games can increase the cost effectiveness of not only your DT's but your other units as well, as well as decreasing the cost effectiveness of your opponent's macro. Instead of including a DT or two in your army every single push, keep them rotating from harrassing to being in your army to just hiding.

The initial discovery of DT's in your army forces your enemy to bring a detector to the fight and look for those imaginary DT's, making him invest concentration on that while you have more time to micro your forces correctly.

Now that I think about it, I may want to talk about Sentry's Hallucination as well. Hmmm, hallucinated Archons attacking a base with DT's as well. Then, some DT's can make archons and actually be doing damage as the hallucinations are around as well.

Or, hallucinate zealots to conceal the fact that there are DT's. The possiblities are endless. A discussion on Hallucination will probably take more space than this post, so I will sum up some strategies that I think may work.

Micro the hallucination as if it's a real unitand you pretty much have the armor of 2 collosi for the price of 1. Make certain high expense units that are actually hallucinations seem like prime targets. A pair of HT trying to desparately run away from a zergling mass seems much more appetizing than the 2 zealots and 1 sentry in the mix.

This may be redundant due to the fact that sentries already have force field, however. I'm still thinking how this can be , done. I don't have the beta, so I'm not sure whether the enemy you attack can hear the DT attack sound effects.

If they can, this is a lot less useful. Building snipe? Pylons for Protoss. Why use 2 DT's in the same mineral line when you can make them go to the main and expansion? You effectively waste 2 scans, or get more shots because the overseer has to go to 2 different places.

I could think of more, but I have found DTs to be quite effective vs Terran since they spend all their energy on MULEs and once they get a scan, I just run away, and they gotta wait for another 50 energy. I still have yet to try out DTs in an army, but I'm sure that's quite effective as well. One problem is that Terran's always have Raven tech available unless they don't build medivacs, so if they scout your dark shrine or get hit by a DT, a Raven can pop up pretty fast.

On April 12 Chairman Ray wrote: I have found DTs to be quite effective vs Terran since they spend all their energy on MULEs and once they get a scan, I just run away, and they gotta wait for another 50 energy. DTs are still pretty useful as harass and to keep your opponent on guard.

What isn't really viable any more are DT rushes. The DT nerfs separate tech, longer tech time, etc



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