StarCraft чит-файл №1

>-----------------The Starcraft Terran Strategy Guide-----------------<
Copyright 1999 to Alexis
Hey sorry, I can't do ASCII graphics. If someone wants to do one, ok :)

Version 1
-Spelling Errors Corrected
-Corrected a few minor unit statistics
-Added a few more advanced strategies for the units
-Added a few tips in different sections
-Updated the 'Defeating' section
-Added more strategies for stopping carriers (same applies to bc's)
-The fine line between underdefending, and turtling in "Defending"
-Fixed the Zergling rush, there are faster ways :)
-Knowing why you are attacking is better than knowing how to attack (or is
it?...) Yes? no? Well, it's there under 'Starcraft Zen'-
-Story time! Read about my experiences in game, and what I learned from them.
Submit your own to be shown here!

Version .9

Initial release, don't expect it to be too explosive. I want this to be concise,
large, and informative to all terran players. You can be sure I'll update it and
make it better whenever I can (school is out now!)

-Introduction
-Quick Info
-Units
-Basic Strategy
-More advanced Strategy
-Starcraft Terran Zen
-Why do I keep losing
-How do I make my attacks more efficient
-How can I make better use of scouting (recon)
-Why am I still losing?
-Starcraft Situation Strategies
-Successfully dropshipping into a peon line
-Stopping a swarm of dragoons
-Stopping the Six-Zergling rush
-Stopping the four-zealot rush
-Stopping the Eight marine rush (Not common though)
-Stopping a fleet of Carriers
-Stopping a fleet of Battlecruisers
-How to get past a turtle (bunkers, tanks and turrets as far as you can
see)
-How to nuke... right
-Why you should not turtle
-Why people turtle anyway, but shouldn't
-Why 63% of all terran games are lost...and how to attack right.
-I keep losing to 25 carriers and battlecruisers... WHY? (Actually, I'll
answer that, here, stop playing Big Gay Hunters, but if it happens in a normal
game.. read here

-Defending.....
-Attacking.....

-Advanced Guide Section

-Credits!

----------Introduction----------

I'll be starting off with the units and how to make them work right. After that,
I'll be showing you how to use several types of units at once to efficiently
attack your enemy.

I am going to assume you know the *basics* of this game (at least what a Command
Center is)

This guide can be used by players of all skills, I believe. There is enough
strategies and tips in here that I think even some advanecd players already can
benefit from it.

Also, you may not copy or use any portion of this guide without direct
permission from Alexis, which is, me. You are free to save this and print it out
for personal viewing, just don't go out and sell it or use it without asking me.
If you are putting it on a site, ask for my permission first or I'll be unhappy
and when I can drive I'll find you and run you over.

----------Quick Info----------

A few things to know:
One matrix is one spot. One spot is about half the length of a missle turret.
That means a siege tank in siege mode with an attack range of 12 matrixes can
shoot down a line of 6 missle turrets (techincally, even a tiny sliver of
movement throws this off a little, but that's the idea).

-When I refer to attack range, I refer to the matrix distance.

-When I refer to NORMAL damamge, that means it always does that kind of damage,
no matter what (Well, the damamge - any armor)

-When I refer to CONCUSSIVE damamge, that means the unit will do 50% damamge to
medium units (such as hydralisks) and 25% to large units (like siege tanks or
reavers) so a firebat with an amount of 16 CONCUSSIVE damage, it would only do
four damamge when toasting a reaver's hp. Ouch. HOWEVER, remember that even if
it's concussive, it always does it's full damage to a protoss's SHIELDS (minus
any armor) so that's still handy :)

-When I refer to EXPLOSIVE damamge, that means I messed up because I will never
refer to it
because what I'll be telling you won't matter anyway along with it.

-When I refer to SPLASH damamge, that means units around the attacked unit will
also be damaged.

-If I say that a unit is a 'DETECTOR' unit, that means it can see cloaked units
for you as far as it can see by itself.
I'll also remind you of this periodically
We will begin with basic tactics for the units.

-Finally, there is a difference between attack range and their vision. If you
put a unit by itself in a field, the vision is how far they can see. Attack
range is how close the enemy has to be before they can open fire. Obviously,
zealots and zerglings have an attack range of zero because they fight at point
blank. Ghosts nuke at whatever their vision is, so upgrading them lets you nuke
farther away.

First, the ground units (Load little banner thingy)

->->->->Ground Units ->->->Using Them Generally by themselvs ->->->SCV->->->Marine->->->Firebats->->->Ghosts->->->Vultures->->->Siege Tank->->->Goliath->->->Air Units->->->Wraith->->->Dropship->->->Science Vessel->->->Battlecruiser