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From SC2 -> BW - what do I need to know first? - Page 4

Forum Index > BW General
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ArvickHero
Profile Blog Joined October 2007
10387 Posts
Last Edited: 2011-01-31 08:13:12
January 31 2011 07:51 GMT
#61
On January 31 2011 16:32 Dhalphir wrote:
Show nested quote +
On January 31 2011 15:08 Magus wrote:
On January 31 2011 14:57 Dhalphir wrote:
Yep I just had a game last night where the Terran just made nothing but vultures and ran them into my base around and around and around sniping workers.

It was like in SC2 when speedlings get into your base except instead of having crisp SC2 pathing to be able to intercept them with zealots and stalkers, I was shepherding a legitimately retarded Dragoon around trying to intercept something twice as fast and with 200% more intelligence.

You need to leave some goons where they're going, move some to cut them off and have some chase them. Otherwise you can just start playing the Benny Hill theme and lose all of your workers.


Oh I knew perfectly well what to do. The concept of intercepting Vultures with Dragoons is identical to the concept of intercepting Hellions with Stalkers in Starcraft 2.

The difference being that in Starcraft 2 you tell one Stalker to go HERE, and two stalkers to go HERE, and a fourth to go THERE and the hellion is neatly herded to its doom.

In Brood War, you tell one Dragoon to go HERE, and another to go THERE, and then a last one to go over by your ramp to cut off the Vulture's retreat, and what ACTUALLY happens is that the Vulture happily sits by your probe line killing workers while the dragoons go spastic in a corner of your base and one of them decides that the act of moving around has just become all too much effort and just sits still.

Having to babysit units is something I'm slowly getting used to but it is still frustrating at times.

wut you do is make a semi-wall w/ pylons at your nat choke w/ a hole big enough for one goon, and you rally your gates around that hole (preferably in the area in front of it). That way, shit doesn't just go flying into your base keep a control group of goons patrolling about clearing mines and you can park the rest of your army at your nat, and expand at willlll

Like said, you should watch a lot of VODs so you can learn this gamesense. Simcity is one of the most important aspects of Starcraft, something that SC2 lacks in depth.

I played a mock-game against nobody just for you to make an easy-to-see image for you+ Show Spoiler +
[image loading]

So I'd start making my pylon wall w/ my fourth pylon, after I expand (10 gate/11gas/13core/14zealot/16pylon(slight probe cut to do 16p)/dragoon/range), and actually I'd rather delay the second and third pylon at my nat until after I make my third/third's pylon wall and get caught up in supply.
Writerptrk
zobz
Profile Joined November 2005
Canada2175 Posts
January 31 2011 09:14 GMT
#62
Indeed some units in bw have better AI than others. The beauty of this game though is that every race has a number of things which are incredibly frustrating to deal with. Often it's by far the better strategy to avoid situations entirely where these issues come up, instead of accepting them too easily as a necessary part of your game and just trying to directly overcome them. Especially at lower levels of play the people who are most successful are those who are willing to take extreme measures in making certain parts of the game alot easier for themselves, instead of trying to be a progamer and bashing their heads against a wall like everyone else. This is why bm and excessive complaints of imbalance used to be so common in this game, even among the more mature players, because when you're stuck at a point where you don't know how to deal it can seem particularly unfair. But over time it just made us a more level-headed community since we realized that PvT can't possibly be as imbalanced as everyone thinks, when there are so many terrans and protosses complaining, and the same for every other non-mirror. Even after so many years though it is still a frustrating game, even for pros. The key is knowing how to be the one dishing out the frustration instead of being affected by it.
"That's not gonna be good for business." "That's not gonna be good for anybody."
Aquafresh
Profile Joined May 2007
United States824 Posts
January 31 2011 10:11 GMT
#63
http://www.teamliquid.net/forum/viewmessage.php?topic_id=60601
These are still worthwhile to read. A lot of specific details about the mechanics of certain units/situations. Someone already linked to the push breaking article, which is probably worth reading a couple times.



Make sure you watch some pro-gamer replays. There are a lot of replays from foreigners, korean amateurs, and a few from the actual pro's (usually practice games or WCG.) These really help a lot with getting down timings, hotkeys, how to attack, how to use the map, what to scout for, etc. The replay system isn't as advanced as in SC2 but it still helps a lot to try and follow a pro's thought process.

For PvT specifically try this.
http://www.teamliquid.net/replay/index.php?player1=&team1_race=Protoss&map=&description=&uploader=&player2=&team2_race=Terran&search=1

Also read this when you start to focus on PvZ.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=62652

Walling in BW requires practice. If you go and try to do a makeshift FFE wall in a PvZ lings will ruin your day half the time. You probably won't be playing much on some of the maps in that thread, but the rules for ling tight wall offs will help you make your own serviceable wall ins. In PvT keep in mind that two pylons next to each other will block units like Dragoons and Vultures but will let probes slide through unharmed. It is often a good idea to seal off expansions with pylons this way to deflect vulture harass. Again watching replays will give you a good sense of how and when the the pros do this.
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