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Читы для StarCraft: Brood War

Чит-файл для StarCraft: Brood War

StarCraft:
Brood War

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчики:Blizzard Entertainment и Saffire Association
Издатель:Blizzard Entertainment
Модель распространения:розничная продажа
ISO статус:релиз состоялся 18 декабря 1998 года
Жанры:Add-on / Strategy (Real-time) / Isometric
Multiplayer:(8) модем, нуль-модем, LAN, Internet

Даты выхода игры

вышла в марте 1999 г.
вышла 30 ноября 1998 г.

FAQ [ENG]

Информация актуальна для
STARCRAFT: BROOD WAR

Written by: Greg Retson.  aka. zerg master!

How to be a master at the _ZERG_

After playing SC for almost a year now, I would have to call myself an expert
with the zerg race. In my opinion, the zerg is the best race in the original
and in SC, BW.  There abilities and almost spontaneous regeneration makes
them my race of choice.  After looking at the starcraft and BW FAQs  in this
great site, I noticed a missing, very important part of this game: the zerg
special abilities.  Not only will I tell you the zerg special abilities, but
I will also show you some of the tactics that I came up with to win almost
every game you play on Battle.net.

Why I like the zerg....
When I first got SC, I started using the terren race first.  They seemed the
easiest to learn and the most fun.  But when I used terren on multiplayer, I
would always get spanked; by zergs!!! This was mostly the result of me being
a newbie, but the zerg also have some unique characteristics that make them
my most used, and, I think, is the most Deadly race on SC.


General Characteristics of the ZERG
Just like the SC strategy books say "the zerg is entirely biological, even
the buildings are alive" the zerg is especially susceptible to the irradiate
of the Science Vessel.  But being biological can work to your advantage.  I
will show you why.....

Note: I usually play SC on battle.net so most of my strategies are geared
towards a multiplayer battle, but most of these tips can also be used on
single-player games as well.


General tips for the ZERG
Here are some very General tips for using the zerg to your full
advantage......
-Build lots and lots of hatcheries, notice that is my #1 tip because it is
probably the most important.  I have found in the vicinity of about 20 will
do you nicely, but more is always better.  This characteristic of morphing
the larvae into fighting units is one of the zergs most valuable trait. Do
you want to attack your enemy?  Get all you units you can, then attack.  As
your units die, keep making new ones.  And keep making new ones as you send
waves and waves of your units at the enemy base. You can do this until you
demolish the enemy's base or run out of minerals.  (this tactic WILL NOT
usually work if your opponent is terren and they set up a blockade of siege
tanks).   This could also be useful if you are attacked.  If your enemy
attacks your base, make sure you have at least a healthy number of hydras,
then create many units that would counter those that attack you. This could
easily be done if you go to your group of hatcheries and double click on a
larvae, this selects about 12 larvae for you to morph to whatever you want.
Note: always upgrade your hatcheries to lairs, the larvae production and Hit
points increase.

-Another just as important strategy, just like the other 2 races,  have a
great deal of drones gathering resources.  In your base, you should make it
look real busy with a whole bunch of mineral and gas gathering drones.  You
should have about 5 gas extractors and 3 drones on each one.  And roughly
about 25 drones gathering minerals.  This strategy is mainly for multiplayer
games where fast resource gathering is essential to win the game.  Notice
that the above strategy will not work without a whole bunch of resources.  So
this strategy is as important if not more important than the one above.

-The Zerg overlord is like a terren storage building, the more OL you have,
the more units you can have. Until you reach 200,(thats your maximum # of
units you can have at one time) but you will notice that you can make more
and continue to make more overlords.  In fact, you can make as many as you
want.  How can this be helpful?  Well, there are a few ways that a great
number of OL can really help you.  For the obvious, the OL are detectors, so
put many of them around your base and also just around the map for early
detection on a attack or an enemy expansion.  Also they are good to take with
you when you attack.  To do this, select and OL and then right click it on a
your unit you want it to follow.  This is VERY important because you can get
spanked by some cloaked units before you even know what hit you.  A less
obvious reason for a great number of OL is.......use them for "shields".
Don't know that I mean? I'll explain.  Since you can create as many OL as you
want... Why not use that to you advantage.  When you attack with your air or
ground units. Send about 25  OL ahead of your units... So while your enemy is
busy attacking your OL, your other units are busy attacking your enemy.  So
your enemy is wasting attack on your defenseless and "useless" OL. Does this
sound familiar?  Think protoss?? Think High Templar??? Think
hallucination?????  This tactic doesn't work as effectively as the high
templar hallucination but you just gotta work with what you've got.

-Use your burrowing ability.  SC players underestimate this ability.  Its not
just for the lunkers, but also the other ground units. Here are some of the
good places to place your burrowed units.  Put a burrowed zergling next to
some resources, this makes you enemy unable to build anything where your
burrowed unit is.  Even if they have detection and kill your burrowed unit,
you now know where they are expanding.
Put a burrowed zergling way in front of the opening to your base,  this will
alert you when you will be attacked.
Put a burrowed zergling anywhere in the map,  it can't hurt you, and since
the lings are so cheap, it really won't make a big difference if you lose
them.

-The ZERG sunken colony is a Very good anti-ground defense. I believe each
hit on the enemy is 40!!!! In comparison, the protoss cannon is only 20.  But
the sunken colony is only anti-ground, It has no air attack.  I would suggest
putting a whole lotta sunken colonies at your base entrance and placing a
bunch of devourers as well as some OL for detection.  This set up is almost
unstoppable.  (notice I said "almost")

-Upgrade, Upgrade, Upgrade, (let that word sink in a little)  UPGRADE,  it is
sooooo important.  It could mean the difference between life and death.  Not
only should you upgrade your attack and shields, but your hydras speed and
attack range.  VERY important.  A group of upgraded hydras, (or mutas) for
that matter, can spank just about anything in their path.  If you are someone
who loves to create a whole bunch of one unit and attack. (i don't recommend
it unless absolutely
necessary) then create a hoard of fully upgraded hydras and attack, if you
didn't' kill your enemy, you caused some serious damage and your next waves
of hydras should finish them off.
-What do you think is the best unit against the high priced battlecruiser or
carrier? If you said the Devourer, you were close, they are very good for air
to air combat.  But you were wrong.  Scourge,  let me repeat.  SCOURGE are
your unit for the battlecruiser or carrier.  Usually a group of 8 can take
out a carrier pretty fast.  If the protoss player does not have any scouts to
defend this carriers, you can rest assured that your enemy wont have his
carriers much longer.  I found the best way to go about doing this is
separate your scourge into groups of 8.  Hotkey them.  (press control and
#1-9 at the same time) and then whenever you need them.  Just press the
number you designated for them (1-9) and then right click on a specific
carrier.  You need to designate a specific carrier otherwise the scourge
might just kill an interceptor.

ZERG Special abilities, explained, and Very good tips for beating anyone!
I have noticed the using the special abilities of any of the races are "old
school" just about nobody uses them. Except for the high templar's storm
ability, the special abilities are being used less and less.  I find that
suprising because I find that the ZERG special abilities not only help you a
whole bunch, but can win the game for you.  Most SC players on battle.net
just make massive forces of one kind of unit, for example, the Dragoon. And
then attack.  Then I laugh in their faces when I put "ensnare" on the
attacking units and  "plague" all of them.  Then I am able to easily kill off
the survivors.

QUEEN
-Early in the game, as soon as you get a queen, scout out your enemies'
bases.  This is very important, if the other player is NOT zerg, parasite a
high priced unit, if the other player is ZERG, parasite a drone gathering
minerals.  The purpose of the parasite is obvious, or so it seems. But why
parasite a drone? You ask?  This parasited drone could come in to play later
if that enemy ZERG player is careless and does not guard their main hatchery.
 Later in the game, as you climb the tech tree, build a nydus canal in your
base and put the opening in your enemy's base, right next to their first
hatchery where you parasited their drone.  If you are lucky, the enemy won't
spot your nydus canal being built and you are free to send your units through
your nydus canal opening in your base and come out automatically to you
enemy's base.  This could be especially deadly if they are attacking you when
you put your canal in their base.  Not only is this strategy useful, but I
have also won many games with it.  Also, if you or one of your allies is
attacking a zerg player, quickly nydus over to your enemy's base.  They will
usually be to preoccupied with you or your allies attacking their base that
it will go unnoticed until it is too late.
Note:  Hydras I have found, are usually the best unit for traveling through
the nydus.

-The Queen also has other uses as well, I found the "ensnare" ability is
especially useful in many situations.  What happens when you are attacked by
a half a dozen enemy carriers?  Use ensnare and then send a group of scourge
at them. What happens when you are being spanked by a group of scouts?
Ensnare them and set Hydras in their direction.  Being attacked by a whole
bunch of cloaked wraiths? Ensnare them and now you and your other units can
see and attack the cloaked wraiths.  Are you being attacked by a hoard of
Dragoons, or any other ground unit? Ensnare and then attack with guardians or
whatever you have.  The possibilities are endless.  Because Ensnare will slow
done any unit, you can therefore use it on any enemy unit.  As you can see,
this "ensnare" is very valuable.

DEFILER
Most zerg players ignore this unit because it has no direct attack.  Not only
is that stupid because this unit can win the game for you but you can really
see if you or anyone else is an inexperienced zerg player if you don't use
this very valuable unit.

-Because it has no direct, you have to use the Defiler in a different way.  I
have found dark-swarm is especially useful.  Are you being attacked by a
group of carriers?  Use dark swarm on your spore colonies or hydras.  This
makes them untouchable under that cloud so they can attack the carriers and
the carriers cannot attack them.  And you thought carriers were so powerful?
IN fact, I found they are the most retarded unit in the protoss race.  I even
enjoy when they attack my base because I usually (if I am prepared) end up
killing most of them with ease.  They are so easy to kill its a wonder
protoss players still use them or zerg players are killed by them.  Dark
swarm also has its uses when you are attacked my ground forces.  Dark Swarm
your sunken colonies so it confuses the enemy and you are able to get some
deadly shots on your enemy's ground force.  Dark swarm not only covers your
units for an attack, but also your allied and enemy units so be careful where
you use it.

-Another, even more rarely used ability of the Defiler is the "plague"
ability.  Like the Dark swarm, this  can turn the tide in battle very
quickly.  The Plague effect lasts for a short time but can be devastating in
their effects.  It can be used on enemy units (ground or air) and enemy
buildings.  What happens when you are attacked by a group of carriers
(carriers again)? Ensnare them with your queen and plague them with your
Defiler, It won't kill them but their hit points will go down significantly.
If you plague a protoss it won't touch their shields but go directly to their
hit points.  Plague is VERY useful if a whole group of enemy units are
attacking you in one big bunch.  That way the Plague effects just about
everything.



If you would like to use this Guide on your site please e-mail me at
BULKYPALO@aol.com and I will give you permission.

Also if you have a strategy of your own that you would like me to add, please
e-mail me at Bulkypalo@aol.com and include your name and I will give you
credit if I decide to use it on my Guide.

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