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[G] Mechanics of StarCraft

Forum Index > Brood War Strategy
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GeckoVOD
Profile Blog Joined August 2006
Germany814 Posts
Last Edited: 2009-11-03 18:43:33
November 02 2009 17:10 GMT
#1
Introduction


This is going to be the first time that I'm writing a strategic guide in English. I'm a staff member at broodwar.de. We've build a whole section for beginners, and because TL.net was so kind to offer us a lot of help (by allowing us to translate several guides) this is going to be my version of a „thanks a lot“.

We discovered that it isn't so easy to provide real beginners with high quality guides since a beginner doesn't know where to start. The whole „Newbie-Help“ section paid off during the last year and we were even able to host a dedicated battle.net server for the german beginners community. I observed those beginners playing a lot and discovered many stereotypical mistakes. This guide should describe how to start, how to prevent you from doing those mistakes and help you improving your own gameplay. It covers the very basics of the game while putting them into a beginner-friendly context. This guide is dedicated for beginners and low level players (around ICCUP D-/D/D+ players). It won't turn you into some semi-pro over night, but it helps you to learn StarCraft and explains how the mechanics you need work.


First Steps


It doesn't really matter why you started playing StarCraft in the first place. I guess the most popular reason is the announcement of StarCraft II. You should always be aware that StarCraft is one of the oldest games out there. This causes a lot of problems you won't recognize so easy. The unit AI is quite buggy compared to newer RTS games. The community is very experienced and the lower level players are still quite skilled. Your first games online are going to be devastating losses. Still: this doesn't mean that StarCraft isn't a lot of fun.

I assume if you read this guide you didn't neccessarly play online before. If you watched a lot of streams before you may know at least something about the game. If you only read descriptions of the gamestory / watched VODs of StarCraft II previews and Battle Reports I suggest you should play the single player first to gain a feeling for the game. It's very important that you know the very basics of each race. Where the differences are, why Zerg are completely different from Terran or Protoss. What building needs a specific tech, how the units attack works like and which spells are available. Playing the campaign is quite nice since the story is pretty exciting. It should help you to chose your race. I think you should really focus on a single race if you're planning to give the multiplayermode a try. When you chose you're race you should start to read startegy guides around here and watch a lot of replays. You must know how a match up works before you're able to improve your own game. It isn't too important to know each match up in detail, so don't spend way too much time on reading guides and watching replays. Just make sure that you understand the general patterns that are used. Try to understand why Terran uses marines&medics versus Zerg, and why Terran uses tanks and vultures against Protoss. Or which units Protoss uses versus Zerg, and so on. You're going to have it easier when you learn things right from the start. It helps a lot if you used evey available unit in the singleplayer before – trust me.

I saw a lot of users over at broodwar.de that made the first mistake here. They watched some StarCraft II trailer, installed StarCraft Brood War and immediatly entered the battle.net. You can do that, but it will be demotivating. You cannot possibly understand why you lost, and it would take a lot of time before you discover where you failed in the game.
Even if those overmotivated users spend a little time on reading some guides or watched some streams, they focused on the wrong guides. They try to immitate the korean pros – which can only end in a big fail. They focus on learning the units statistics listed in obscure tables at www.battle.net. Those statistics aren't that much help as they seem to be. If upgrades are important they will be listed in „serious“ guides you can find around here. When this sort of user lost his first 10 games online they quit forever since they didn't understand what was really going on, they tend to think StarCraft is imbalanced or other stupid shit. You're not going to do this mistake if you're smart.



Understanding Strategy Guides


I suggested you should read many strategy guides. But you should now how to do this. Most of those strategy guides are written with some sort of strange „slang“. You first need to know what those strange numbers mean. You may stumble over something looking like this:

8/9 Pylon

You don't have a clock inside the game that tells you how long you played. So need another anchor point that tells you how long you already played. The supply count in the upper right helps you out here. As you should have understood by now it isn't possible to write „build a plyon after 55 seconds in the game“. So the author tells you: „build a pylon when the supply count changes from 7/9 to 8/9 and when you have enough money for that building“. Many beginners just don't understand what this means and why the supply count is used to describe the time gone by within the game.

Another important point is this: most of this strategy guides are written for advanced players. It's very important for Terran and Protoss users to build workers all over the game. A beginner should never stop training workers at any point in the game. Those guides leave this out since a better player trains worker all the time without being remembered to do it. You're not going to train workers all the time because you simply forget it. Try to train workers and try to keep that in mind at any time.

You need to know that most guides are focussing on special situations in special match ups on special maps. Some guides – most time the real big guides – offer a general description on what you should play like in a special match up. Why a Terran uses mech-units like tanks or vultures when he faces Protoss. You should read them first. When you read those you'll be easier able to understand what you see when you watch replays or streams. When you think you understood why a specific unit mix is used try to use the same strategy online. You're going to do a lot better if you follow this strategy than experimentating with other unit combinations.

Besides general strategic guides there are Build Order focussed guides. They tell you how you can build a special unit combination for a timed attack. If you know a little about the general patterns you can start trying to use them. But you should be aware: most timed attack Build Orders are only effective in special situations. Try a few Build Orders. You will find out which ones serve you the most and which one is just too hard for your skill level. Focus on the easiest Build Orders (those you can handle the best) and try to improve them. It's quite dumb to try all Build Orders at the same time. This is going to slow down your learning process. Many beginners tend to try out each and everything they read. If you focus on a few Build Orders you can improve your mechanics and adapt your mechanics somewhen in the future on other Build Orders.



Chosing the strategy


I told you to focus on the right Build Order guides. But what are „the right“ Build Order guides?

To fully understand StarCraft, its strategies and the game itself you need to know that there are several ways to play and special terms that describe how the mechanics behind StarCraft work.

Micro, Macro and Multitasking

If you played RTSGames before you can skip this part and move on to the next topic. If you have no clue what Micro, Macro or Multitasking means, just go on.

„Micro“ or „microing units“ means to control your units. Giving them orders like „move“, „attack“ or „mine“. If you enter a fight you want to be in the best position. That is why you „micro“ your units as best as you can. Bringing them into an optimal position, make hit&run micro and so on.

„Macro“ or „macroing“ means to spend your ressources. In StarCraft you can't possibly want to save minerals. There are exceptions to this rule, but you will find out pretty soon when you save a lot of money in order to build a lot of units. Macroing covers pretty much everything that is related on managing your base. Building production facilites such as Warpgates, Hatcheries and Barracks. Researching upgrades, building Workers and send them to mine, training units, build supply facilities such as pylons, depots and overlords. And of course: expanding. Building up static base defenses. And so on.

Multitasking is the term that describes how good you can switch from macro mode to micro mode and back. Or from micro mode to macro mode and back.

There are several ways how your gameplay can look like. You can either focus on a microintensive strategy, which means you harass your opponent a lot while you macro less until your opponent eventually dies to your small and hard attacks, or you use a macrointensive strategy, which means you're expanding a lot and simply overpower your opponent with a giant army.

I told you that StarCraft is a very old game. In the ancient times when small maps like LT were used, the majority of the community focussed on more micro based strategies. They simply worked better then. Nowadays macrointensive builds are more popular. Most Build Orders are very effective against micro based Build Orders, simply due to their timing that guarantees safety.

I suggest you focus on macrointensive Build Orders and guides. They are very effective against most of the other Build Orders and strategies. Furthermore you will be able to learn more about the mechanics (which i will explain below). Don't understand me wrong: there are still many microintensive strategies that are quite nice. But they are – compared to the macrointensive strategies – quite hard to learn and even harder to perform. You can do a lot of mistakes when you use Macro strategies before they will be fatal for your game. A microintensive strategy simply doesn't allow that many mistakes. A silly pathfinding bug can fuck up your whole game. And even if a microintensive strategy works out for you, you won't learn how to manage a large army or more than two or maybe three bases, since the game ends in earlier stages. Most micro builds last until midgame before the game is over. Most macrobased games last during the endgame and provide you with much more information that you need to improve your game.




Control – they key to StarCraft

A Hotkeysystem


So much for our theorycrafting. Reading guides alone won't help you to win games. You need to learn how to macro, micro and multitask during the actual game. We discussed a long time what a beginner needs to learn first. I think we covered all the important things you need to know. If you read the guides, picked two or three Build Orders, you can start to improve your control. It isn't so important to fully understand StarCraft in detail. Well it's quite impossible to fully understand it since its strategic level is so deep. Most lower level players are better than a beginner due to their multitasking „skill“. They don't know so much about the game as it seems. They can simply do a lot more than you. They train much more units than a beginner due to their advanced control, not because of their StarCraft wisdom. You can gain a lot of information only by reading guides, watching replays and playing. If you improve the very basic mechanisms – meaning your control / multitasking – you will win a lot more. If you're up to a D+/C-/C level on iccup strategies and strategic analysis become more important if you want to advance. But this guide aims for D-/D players. So read the following part and try to follow it as best as you can, and you will reach the D+/C- barrier pretty fast.

If you watched First Person VODs before you should have recognized, that the players don't play mouse-only. They use their keyboard a lot. The following text explains how you can pimp your macro system a lot. We're trying to speed you up.


Hotkeys, Shortcuts and Waypoints

It's important for you to understand the different little helps that StarCraft offers. We're start with the shortcuts. When you played the singleplayer you should have seen that you can train units in production buildings via keyboard. If you select a gateway for example you can press „D“ to train a dragoon. This function is called „shortcut“. When you move the mousecursor over any given unit in the building frame at the bottom of your screen the name and a short description of the unit should pop up. The bold printed latter is a symbol for this shortcut. You must learn each of those Shortcuts. They work for buildings and commands too. If you select a fighting unit and press the „a“-key and rightclick somewhere on the map the unit moves with attack-order towards this point. The same works for move, patrol and mine. If you select a worker you can raise buildings via shortcuts.

The next thing that makes gaming easier for you is the „waypoint“ function. There are two different types of waypoints, the actual waypoints and the rallypoints. If you select a unit production facility and rightclick somewhere on the map you're setting up a rally point. If a unit leaves this „rallied“ building it walks to this rallypoint. Note: this unit moves there, which means it won't attack even it is going to be attacked by your opponent. So be aware. Setting rallypoints in your opponents base isn't the best idea if you don't intend to do a rush Build Order.
The actual waypoints work on your units. If you select a worker or a fighting unit you can press the shift-key and give them more orders. An example: if you select a probe and press shift, give it the order to build a pylon and give it an order to mine again while you still press the shift key. The probe now moves and builds the pylon and goes back to mining shortly after. This waypoints are very helpful. You can give more patrol-points to a fighting unit, stop SCVs and probes from being idle after warping in / constructing a building or giving a flightroute to your Shuttle/Overlord/Dropship. You can even mixe different orders: like move to point a, attack-move from point a to point b, and patrol from point b to point c.

Hotkeys are the last and maybe the most important thing to pimp your control. You can either bind 12 Units or a single building to one hotkey. If you select 12 Dragoons and presst CTRL+1 you group them together and bind them to the hotkey 1. If you press the key „1“ one time you automatically select those 12 Dragoons. If you press the key „1“ twice the screen will jump to those dragoons and put them into the center of your screen. You can „hotkey“ units/buildings to the keys „1“ - „0“.

If you press Shift+F2 you save the screen you're looking at the moment. Let's assume you saved your main hatchery on F2 and scrolled somewhere else. If you press F2 now you'll jump back to your main hatchery. You can save screens with this method to the keys F2, F3 and F4. Note: you can't save units/buildings to those F-keys, only screens!

Last thing to be explained: your minimap. The minimap helps you a lot. It helps you to keep an overview over your army, your base and the whole map. If you select a unit, you can give it an order either on the main screen or on the minimap. If you want to move a single dragoon across the map you can either select the goon, scroll down the entire map and right click when you see the target position. Or you can rightclick on the target position on the minimap. But: be carefull, since the orders that are given via the minimap are kinda sloppy. If you're clicking 2 pixels too far on the left it can be the difference between standing close to a minefield and standing in the minefield. It's ok to move your army over large distances that are „close“ to a dangerous area. If you're planning to attack, you should use the main screen to micro.

If you put the hotkeys, the shortcuts, the minimap and the waypoints together you can improve your control a lot. Here is an example why you should use your keyboard a lot, and how a hotkeysystem works.

We're comparing a fictional Protoss vs. Terran game, you being the Protoss. One time with a hotkey system and one time without. You have two groups of dragoons grouped on two different hotkeys. They're standing outside the Terrans base, ready to fight back any attack. You have your main base and your natural (the expansionspot that is next to your main). You want to train more units and you want to expand one more time.

Without hotkeysystem

0:00 You're looking at the choke of the Terrans base. Your army is there, the Terran is not moving.
0:05 You scrolled back to your main nexus and built a probe with mouse only.
0:09 You scrolled to your natural nexus and bilt a probe with mouse only.
0:25 You scrolled to your gates and built 4 dragoons in your four gateways. Mouse only.
0:26 You selected a lone probe
0:40 You scrolled to an expansion spot
1:01 You built a nexus there with mouse only.
1:10 You scroll back to the Terrans choke. You see: nothing but blue soup group.

What has happened? In Second 35 the Terran decided to push 20 meters in your direction and finished all of your dragoons. Too bad. You reacted too slow, and now you pretty much lost the game.

With hotkeysystem

0:00 you switch trough our two dragoon groups by pressing their hotkeys twice. No movement. Good.
0:01 you press your hotkey for the main nexus one time and train a probe with a shortcut. Note: you're not jumping to it, since we only press the hotkey one time.
0:02 same with the nexus at the natural
0:09 you're jumping with a F-Hotkey to our gateways, select them with the mouse one by one, and train dragoons with shortcuts
0:10 you select a lone probe
0:11 you gave the probe order to move to the expansion spot (via minimap!)
0:14 you left-clicked on the minimap, and you now see the expansion spot
0:18 you placed down the nexus with shortcuts
0:22 you switch back to our dragoons via pressing their hotkeys two times. You're seeing the Terrans Tanks unsieging. Time to attack?

I hope this example underlines the importance of using a hotkeysystem / your keyboard. I can't possibly tell you how you should use your hotkeys. Which units/buildings you bind to a hotkey depends on your gamestyle, your race and much more factors. The most important thing here is that you are fast when you use it. The longer a game lasts, the more hotkeys you need for your army. The less hotkeys you use for single production facilities. A Zerg may need less hotkeys for hatcheries, the more he needs for his army. He can impossibly group all his army since he has a lot of zerglings. Just experimentate. Your main goal is to keep your minerals on a low level. You shouldn't have too much minerals. If you can keep your ressources on a low level and if you can keep your army out of dangerous situations well enough, you're doing it right.


A few things to make life easier



Using a hotkeysystem is a huge step forward. If you're using it you're definatly on the right way towards becoming a better player. But this alone doesn't guarantee you a gosu macro. You can still make a few things better.

Since i obsed a lot of rookies i recognized one thing: most of them have a really strange building placement. A gateway in the north of the base, a second one somewhere in the south, the next two grouped along the natural expansion. It's smart to group unit production facilities together. They should be placed somewhere between your main nexus/hatchery/command center and your natural expansion. If you hotkey one of those buildings you can jump there and manually select the other buildings one by one. You'll still be fast, and have enough spare hotkeys for expansions or your army / buildings like a comsat.

Try to rally your unit production facilities towards your chokepoint. That is the point your natural expansion ends, and the „normal“ open map starts. Your reinforcements arrive there, which is an advantage since you don't need to send them one by one to your choke point. If you press shift+CTRL+Hotkey 1-0 you can group the trained units to your already existing army. This makes life really easier on maps like Blue Storm where you have difficult choke points.

You may want to group similar units on one hotkey. Zealots on Hotkey 1, dragoons on Hotkey 2 for example. This is an advantage, since the units in the same hotkeys have the same moving speed, the same attack speed, same damage and so on. It's way easier to handle such armies when the hotkey groups are not mixed. Unit AI fuck ups can be prevented in that way. This won't be possible in the late stages of the game, but you can handle the first initial fights better. If your army is too big to group them on hotkeys, focus on the most expansive and most important units. And try to manually command the rest of your army with your mouse. It's possible, but it needs a lot of training.



Routine


I wrote a pretty similar guide to this one in german. What I didn't know back then was: most beginners read the guide and understood the importance of a hotkeysystem, but they didn't use it properly. This is why I'm underlining, that you need the hotkeysystem with a sort of routine, or it won't work on maximal efficency. A decent player has a routine in his mechanics. You normally don't switch your hotkeys in a diffuse and chaotic way. You don't look on your army, switch back to your production facilities and back to dragoons, shortly after take a glimpse and any point, and back to your army.

This is what you should do regularly:

Step 1: select your army. Is it in danger? Is it going to be attacked?
Step 1.1: If it is in danger: attack if you can win
Step 1.2: If it is in danger: retreat if you can't win
Step 2: Take a look at your supply limit
Step 2.1: Enough supply for units? Yes -> move on to step 3
Step 2.2: If no (that kicks in if you're close „0<x<5 supply points“ ): build depots/overlords/pylons
Step 3: Build workers in all your nexus / command centers (Zerg should think more about it, since they have a difficult larvae system)
Step 3.1: Send trained workers to mine
Step 4: Train units
Step 4.1: Send your reinforcements to your main army / group them onto hotkeys
Step 5: Take a look at the minerals: how much do you have? Decent amount: -> Repeat Step 1-5
Step 5.1: It rises although you trained units. Expand if you're in advantage or if the game is about to be a draw
Step 5.2: If you're not in an advantage, or if your opponent could prevent you from expanding: build more production facilities / build tech buildings
Step 6: repeat Step 1 – Step 6

You should run this circle through 2-3 times per minute. The ranking should be following: do not lose your army only because you don't check out the minimap / its position. Do not be held back by your supply count. Train worker.s Spend money. Expand or tech depending on situation.



Scouting



You have to make a shitload of decisions during a normal game. You need to react on your opponents Build Order and strategy, on his expansion behaviour, on his army mix and so on. As total beginner you won't be able to make always the right decisions. Experience is missing. You can try to compensate experience by a good scouting. Many beginners tend to give away their advantages cause they don't scout good enough.

You have plenty of options to scout or to read (if you're a poker maniac) your opponent. You need to gather information where you can get it. Just follow your intution and don't think too long when you have to make a quick decision. Thinking over and over just keeps you busy with things that shouldn't keep you busy at all. Focus on macro. If you're macro is good enough you can do a lot more mistakes than you think. That doesn't mean you shouldn't try to get more experience.

When you had to make a difficult decision and failed (what happens often in the first games) don't bother. You'll learn fast, if you scout well. Just remember what you saw. Watch the replay afterwards and learn what you should have thought when you seen it. When you missinterpreted your opponents behaviour. He went for reavers before observers and hit you bad with a drop for example. What haven't you scouted, what places should you check out the next time?
Have you forgot to check expansions? Have you missed an important sign? You learn to ask the right questions and you learn the right answers. Step by step and faster than you think if you scout well enough.

Scouting means to check out your opponent and gather information, as said before. Scouting starts usually with a worker or the initial overlord. You run into his base before he has any static defense or fighting unit. Keep your worker alive as long as possible. Check out: does he intend to rush you? Is he going for a fast tech? Is he expanding? Whatever he does, this is going to give you the possibilty to make the right decision and gives you opportunity to respond.

After the early game scout (game between minute 1 and ~minute 8) you should still check few things. Use observers, overlords, single workers, single zerglings. Check out how big his army is, check out whether he switches the tech tree, or whether he is trying to expand.

As Protoss you can use following units:
A corsair vs. Zerg. This unit is very mobile and is hard to kill. Don't lose it because you don't pay enough attention.
You can send a probe towards the opponent in any match up. This gives you a short glimpse. It provides you with the information of how big his army is, which tech units the opponent has and if he expanded yet. Losing a probe is not a high price compared to the useful information you can gain.
Use observers versus Terran or Protoss. Due to their cloaking ability they're not so easy to spot. You can scout almost all of his base without you're opponent being able to kill it immediatly. You need observers almost in any non-all-in Build Order.

As Zerg:
Use your overlords vs Zerg and Protoss. It takes a while until the opponent will be able to kill your overlord. Information you can gather until the overlord dies is important.
Zerglings are cheap and if you lose one you won't lose the game. Send them with move command towards his base.
If you're using Mutalisks you can fly around his base, without being in too big danger if you're acting carefully.

As Terran:
SCVs are the unit. A single Marine is okay too, if you still have one. Comsat + scan is the most powerful scouting tool ever. Don't wast all of your comsats energy to scout though, since you may need it against cloaked units. In Terran vs. Terran or Terran vs. Protoss you can use vultures with mines. You won't need all of the mines to push. Placing some mines around expansion spots and choke points is better than not scouting.

This is what you want to see:

The opponents choke.
It's important to know when your enemy moves out and tries to attack you. You can either place your whole army in front of the choke point, since you can retreat if his attack is too big. Or you place some cheap unit like a worker or a zergling in front of it. You don't need to check out the minimap the entire time, since you get a warning when you're being attacked. Depending on what match up you play you have to be very careful. An attacking Terran can kill your little contain in seconds. So always pay enough attention if you're standing close to the choke point. It's always a trade off between covering a huge area, not allowing your opponent to move out and you're army being in a safe position.

The opponents army size:
Is it big? Bigger than yours? You can see if you're safe or not, if you can attack or expand. And so on. If you need more tech units like observesr or counter units like Archons vs. Mutalisks.

The opponents tech tree: you can either scout for tech buildings as a templar archives, a hive or something like this. Or you can look at the opponents army and its mix. Check out for their upgrades too. Are those Zealots having Legs already or not? Do they have +1 attack Upgrade, or not?

Your opponents production capabilities.
You may want to place observers above the Terrans facilities, you may want to know how much barracks he has, how much gateways a Protoss built and so on. It's not possible to gather this information all the time. Still it's a very useful information.

And probably the most important information: the expansion behaviour.
In most match ups there are several rules when to expand. A Protoss needs at least one expansion more than the Terran has. If he expands, you should expand. A Zerg needs more expansions than the other two races. And so on. A player can gain a huge advantage if he manages to set up a secret expansion. When a player expands he has to be very careful. Losing an expansion can end the game. When you expand you're not able to reinforce your army for a short period of time since you need the extra money for a hatchery/command center/nexus and static defenses like sunkens, cannons or turrets. That gives your opponent opportunity to attack you when you're in a very dangerous situation – or he will be able to expand himself if you're too safe.
To be sure that you know whether your enemy expands or not, you should check out the expansion spots all the time. After 8 minutes – this is the time the „normal“ mid-game starts – you should place single units at the expansion spots.

Protoss:

A Protoss can move an observer over some expansion spots, fly around with corsairs or let a lone dark templar patrol between to expansion points. If you have enough money you can block the most important expansion spots by building a pylon near the mineral line. If you don't have enough observers or units you can use to check expansion spots use probes. You can always compensate the loss of a single probe.

Terran:

Terrans are able to scan. Scan the expansion spots from time to time. You can lay mines at expansion spots or move a single vulture to them. You can use SCVs to check out the expansion spots from time to time too. Just place a turret near the mineral line to block possible expansions. In some match ups you won't need all of your buildings. In Terran vs Terran you don't need to have your barracks or engeneering bay standing inside your base. Just lift it off and fly them to isle expansions or to other expansion spots. Even if you're losing that stray building: the gathered information is of more worth to you than the time and money you need to rebuild it.

Zerg:

A Zerg is so much more mobile than any other race. It's very easy to scout well. Just put some overlord over the most important expansion sets, or command a single ling to them. You don't really need to do much more, since you can pretty much almost sneak by any opponent to check his expansion behaviour.

Your main goal is to gather information as said. You have to learn so much besides scouting, like macroing, microing and multi-tasking during the game. If you're scouting good you're playing with a legal map hack. You know where the opponents army is, you know how much expansions he has and you know his tech tree. That gives you much more time you may need to make decisions. You simply know more than without scouting.

Another good thing is: if you place fighting units or buildings in expansion spots you can slow down his whole expansions. You may have discovered this on your own: if you want to expand while you're distracting your opponent you'll only send a worker to an expansion spot. If your opponent placed a fighting unit like a zergling in that spot you're whole distraction strategy fails, since your worker is going to die to that fighting unit. And you have to retreat and try to expand once more. You lose a shitload of time and he gains a little advantage. Even if there is „just a mine“ or „just a turret“ placed you have to kill that mine or building before you can expand. A beginner/low level player can be pressured in that way since he has to put more energy in expanding than he expected to.



Decisionmaking


As mentioned before: games on a beginner level are often decided by the macroing skills of the players, not so much by decisions that are made. I guess it should be obvious that even a pro can lose to a bad strategy decision. Like going five pool on air maps. Still decisionmaking is linked to scouting and macroing/multitasking routines. You may want to reflect on your strategy.

I suggested that you pick a few Build Orders and train them. Your goal should be to optimize them. You will die to a lot of things. You're going to lose since your micro sucks, you die because your opponent is just a lot better, you die since you don't scout well. If you read strategy guides as I told you, you're able to learn of your fails. Losing doesn't mean you're a bad player, and you shouldn't go emo mode because you just lost to a cheese play. Simply watch the replay and try to understand why you lost. Every single lose tells you why your strategy didn't work. And you'll be able to prevent you from doing the same fail all over again. The more you play the better you understand your strategy.

But this replay analysis aren't as easy as they seem to be. A lot of beginners over at broodwar.de did just a lot of bullshit when they watched their games after a lose. They tend to focus on the wrong things and therefore missinterpreted the whole game. You have to put the replay you just watched into a context of a guide. A fucked up mass fight can be a sign for you to improve your micro. But not neccessarily. It could mean that your macro was just bad and you weren't able to reinforce your troops fast enough. A fucked up harass doesn't mean you performed bad and it doesn't mean you have to improve your harass. It could be the case that you just harassed for too long while you didn't pay enough attention to your macro system.

An ally of mine send me a quote of Chill where he said something like: beginners focus too much on finesse when they just should learn to do a lot of shit.

There is a big danger for rookies: you read strategy guides, watch replays and think you understand all of the information that is provided to you. Most guides are for advanced players that understand how a match up works, when they can do attacks, when they are able to expand and so on. The players in the replays are most times very experienced players with a really good control. When they use harass they use it in a very good manner. They can snipe out a shitload of workers before they lose too much mutalisks, for example. Rookies tend to watch this harass whereas they simply ignore the macro/expanding behaviour of the players playing. They focus on the wrong thing.

Let me give another example. Let's assume you read a guide for Zerg vs Terran. The guide tells you to go for three-hatch-mutalisks. When the mutalisks are out you have to harass the Terran, while teching further and expanding if it's possible. What you don't know: the suggested Build Order works best vs an fast-expanding Terran. A fast expanding Terran stands very safe vs any sort of rush. He's very static though, since he can't possibly train a lot of units right from the start. When he expands he gets a huge advantage when it comes to macro. He is able to mine more minerals that he can spend on more units. Until this economical/macro advantage kicks in he can't leave his base, because he needs his units for defense.

A beginner now uses mutalisks for harass. He attacks here and there and is able to snipe stray marines and SCVs. A harass needs a lot of control. So the Zerg is able to keep the Terran at his base, while gaining a few more minutes where he could expand and tech on further. That is what he needs to do, if he wants to keep up with the rising Terran economy. At some point the Terran is able to attack with his army while having enough units in his base to be safe against the mutaharass. The Zerg simply missed to go for lurkers and expand one or two times. Now the Zerg is in a huge disadvantage. The Zerg expanded once, but didn't manage to build drones at this expansion. He has like two or three lurkers and is around 65 supply. The Terran has two tanks, a vessel and two control groups of marines. He kills the Zerg.
Now the missinterpretation starts: the beginner Zerg thinks that the harass wasn't that good. He had to little time to expand and to mass more army. Fact is: he spend too much time on his harass and didn't tech on.

So always try to understand whether you simply fucked up a harass or whether you fucked up your macro. IF you're not sure try the macro explanation. Just relax next game, spend less time on a harass and try to expand and mass units. The faster you're able to macro well, meaning spending little time on macro issues like producing units, the more time you'll gain to harass on. It's important for any beginner to be more aware of their macro problems than to spend too much time on „unimportant“ issues. You can fuck up more fights and harasses if your macro works well. If you spend enough minerals and enlarge your supply count you're almost unstoppable for other beginners. If you need 2,5 minutes to macro (build drones, units and expand) you have 30 seconds to harass (kill some units) with your mutas in the first game. After like 20-30 games your macro routine just takes 1 minute and you'll be able to harass 2 minutes with your mutas. Your harass/micro/multitasking gets better when you focus on macro. It's not so obvious to rookies, but it works. Trust me.




Psychology



A thing that is left out in almost any guide I read until now is the psychology. As a beginner you don't face your opponent so much as you face your own alter ego. Don't get me wrong: I don't mean to flame you for being an idiot. You simply are if you don't follow certain rules. Any player that is not confident in himself or isn't willing to improve their own game makes a lot of mistakes.

Limits of control

You'll soon discovere that you face huge problems when it comes to fully control the game. There are so much user-unfriendly things. The units AI, difficult maprelated things like very narrow choke points and so on. If you're still learning the hotkeysystem you're just not able to handle your units perfect. That doesn't mean you're and idiot or you're being an untalented moron. Simply try to find out how much you can do before you just overwhelmed by the game. At some point you have to much units to control, you're ressources are piling up and the general stress level gets to you. Simply relax and take it easy. Try to learn where your limits are, and work on those limits. Just do everyting one by one. Macro – watch your army – scout – macro – and so on. You get faster every game. Sometimes you get so much faster you recognize the learning effect. Most times you won't. The best thing is to save the very first games you played. After a month compare those early replays to your game now. It's a huge help for your ego, since you'll discover how much you learned.

Stress

The better you become the better are your opponents. You won't face low level players when you advance to higher ranks in ICCUP. The level rises. You'll be in stress. There are tons of situations that can creep you out. Goons, that are to stupid to move from point a to point b, reavers that won't hit a single SCV. You're opponent putting you under pressure by harassing a lot more. Same tipp as before: just relax and work it out all one by one.

There are some players that try to freak you out. By playing very microintensive. Always remember: the more anyone micros the worse his macro will be. At least on lower levels. You need to understand that he is under pressure himself. If his attacks won't work out he will be in a bad position. Just try to defend anything that he throws at you. Even if you lose a couple of workers, units or even one building or two: it doesn't mean you lost. If the first inital attacks don't kill you, the next ones won't kill you immediatly if you're prepared. The more you defend, the worse his situation is going to be. Try reverse psychology in stress situations. Don't panic if you don't have to. Don't suicide attack to counter, simply relax and hold on to your strategy. Macro, expand and eventually kill him when you're having an army big enough.

If units bug, don't blame yourself nor blame the units. It isn't your fault. If a group of dragoons bugs around a temple, a mineral, or a critter, just spend a little more time and give them orders again. If you freak out you'll lose control, you'll lose overview and eventually you'll lose the game. Losing a game without the opponent dealing any serious harm to you is just stupid.


The right mindset

You are going to lose so much games it will get to you at some point if you're not prepared. Losing in StarCraft never means anything bad. Except your Idra, and you lose street credibilty. You never want to flame your opponent for your loss. That's never a good idea. You are going to get flamed and noone wants to help you. Remember: this is only a game, and you're doing it for fun. A loss means you have more opportunity to improve your game. Any mistake you make helps you to get better. So, if your main goal is to become a better player loses are just a sign you're improving. Take them as a help, but never as a sign for you not evolving. If you don't lose you're not going to improve, simply you don't know what you could do better. If loses freak you out too much you should ask yourself whether you're playing StarCraft. Do you really want to play it for fun, or do you need any sort of attention since you're an attention whore? Losing and flaming afterwards is just a sign that you're a poor idiot trying to get attention for nothing.




Conclusion


Now I'm pretty much done. I can't offer you any more general advice. If you understood how important the hotkeysystem, a macrobased game and a good scouting is, you should really be able to advance a lot, if you read more guides. You're now able to help yourself improving, without asking for much help. It should give you an idea what to learn first, where to put the focus. I hope this was a help for you, and i really hope it prevents you from doing to much of those stereotypical fails that normal beginners tend to do.




Post Scriptum

I read anywhere in this forum that you should be a better player before you publish a guide. I don't have any recommendations, since I'm not a gosu player, and I don't consider myself among those „better players“. I played WGT, PGT and ICCUP, but never reached a blue rank. I was able to get C+ at PGT, that's about my skill. Still: I'm pretty sure, that those advices listed in this topic are very helpful if you still try to learn. Since I discovered that there are still much players beginning / coming back from inactivity after years, I'm convinced it could really help people. I'd be really happy if you're reading this guide without flaming me right from the start. If you consider it as „worth reading“ you could plant it somewhere in the liquipedia if you want to.

Regards, Gecko. Thanks again for helping us (broodwar.de) out by offering this much guides . Additional hugs, kisses and more thanks-stuff is going to: Quint (for helping me with translation/understanding issues), power[Xp] (for helping me out with understanding stuff), noob)hot( (for being the first sc2 pro and sharing much love) and all of former team [Xp] (who helped me getting a "decent player").
@DonGeckone on Twitterstuff // JOIN THE YODA FANCLUB OR YOU'RE REALLY REALLY UNCOOL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=398220
alexpnd
Profile Blog Joined March 2009
Canada1857 Posts
November 02 2009 17:19 GMT
#2
Wow! I'm definitely sharing this with some nub friends.
www.brainyweb.ca //web stuff!
DyEnasTy
Profile Blog Joined October 2009
United States3714 Posts
November 02 2009 17:22 GMT
#3
Good Job! Im going to copy paste this linkto whenever a super noob asks for advice on iccup!
Much better to die an awesome Terran than to live as a magic wielding fairy or a mindless sac of biological goop. -Manifesto7
CursOr
Profile Blog Joined January 2009
United States6335 Posts
Last Edited: 2009-11-02 18:00:47
November 02 2009 17:57 GMT
#4
Especially with protoss... should be making a "tech" building every couple of minutes. With other races too. You might wanna add that to the things you are doing every so often. Lower lvl players can get stuck on, just dragoons, without adding Observers, Arbiters, DT, and Dropships at all.

I really like the "steps you should be doing" every so often. I think tech should have its own "step". I've always thought of Macro ==> Tech ===> Micro. Getting out teched is often as bad as getting out marco'd.

edit: Also, getting upgrades is crucial under the "tech" umbrealla... especilly in mirror matches. But ya, this is more about the basic control of the units/buildings...
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
jekstarr
Profile Joined May 2009
United States43 Posts
November 02 2009 19:18 GMT
#5
good read, thanks for typing this out. im not sure how different german keyboards are but it seems like where you put "STRG" would be a Control (CTRL) key on an american/english keyboard. not a big deal though.
sc2 platinum; nabby.426
Captain Mayhem
Profile Blog Joined August 2009
Sweden774 Posts
November 03 2009 01:34 GMT
#6
Ooo, very nice! Thanks, alot of that will help me. Especially the to-do-list, I need to start doing that. *Prints out and puts up on the wall*.

Very few typos to point out as well, the only thing I really noticed was that you forgot to translate "oder" to "or" under the Scouting - Terran part
Gravity is just a theory anyway.
GeckoVOD
Profile Blog Joined August 2006
Germany814 Posts
November 03 2009 18:48 GMT
#7
On November 03 2009 02:57 cUrsOr wrote:
Especially with protoss... should be making a "tech" building every couple of minutes. With other races too. You might wanna add that to the things you are doing every so often. Lower lvl players can get stuck on, just dragoons, without adding Observers, Arbiters, DT, and Dropships at all.

I really like the "steps you should be doing" every so often. I think tech should have its own "step". I've always thought of Macro ==> Tech ===> Micro. Getting out teched is often as bad as getting out marco'd.

edit: Also, getting upgrades is crucial under the "tech" umbrealla... especilly in mirror matches. But ya, this is more about the basic control of the units/buildings...


I see your point, and I guess you're right. Writing such a guide is always quite hard, since you have to think like a total beginner, that doesn't know where to start. I recommended that beginners should read a lot of guides besides playing. And if they do so, they should learn when to tech and when not. I can't possibly cover every decision they have to do somewhen in the game. Thats why I recommended those other strat guides very often and left out the tech. I think it's more important to have the focus on the macro part, because this is the part where most newbies are simply too slow. Most tech/techswitch decisions are made, sometimes right, sometimes wrong. Teching issues can be learned without a general help, macro not so much.

Note: edited STRG -> CTRL and I eventually found the "oder" hidden. Thanks!
@DonGeckone on Twitterstuff // JOIN THE YODA FANCLUB OR YOU'RE REALLY REALLY UNCOOL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=398220
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
November 03 2009 18:50 GMT
#8
I gave a gliding eye to this I will definitely read it more later. Looks informative for the noobs that just don't quite get it .

Nice work!
"We have unfinished business, I and he."
RaptorX
Profile Blog Joined July 2006
Germany646 Posts
November 03 2009 19:31 GMT
#9
holy shit!
Awesome Guide!
I suggest this should be so stickied that when you open an account in here you get that read as a welcome!!

11/10!


note to self:
------------------
Damn If I would only be on the same city as this guy?
I am here in Germany but I am in the lastest corner of this country, no SC players over here... T_T
I won
zerush
Profile Joined April 2008
Germany6 Posts
November 03 2009 22:36 GMT
#10
very nice gecko
fc
Profile Joined September 2009
19 Posts
November 03 2009 23:10 GMT
#11
very nice guide just like the german version
Sharp-eYe
Profile Blog Joined August 2009
Canada642 Posts
November 03 2009 23:21 GMT
#12
thanks a lot


your welcome
Are you truly so blinded by your vaunted religion, that you can't see the fall ahead of you? - Zeratul III AKA WikidSik ingame (anygame)
nayumi
Profile Blog Joined May 2009
Australia6499 Posts
November 04 2009 01:00 GMT
#13
I have only glanced through the whole thing but it seemed very well written. Mad props for the huge effort spent ... Gonna read it later ... *bookmark*
Sugoi monogatari onii-chan!
Jackal03
Profile Joined October 2009
Brazil7469 Posts
November 04 2009 01:14 GMT
#14
bookmarked!
BW is back
Ryuu314
Profile Joined October 2009
United States12679 Posts
November 04 2009 01:30 GMT
#15
darn it. why couldn't u have written this earlier? it would've helped me SO much.

that said it's a great guide for beginners (though lengthy). i had to learn all that through painful trial and error with a lot of losses so i'm a little bitter x]
thopol
Profile Blog Joined May 2008
Japan4560 Posts
November 04 2009 01:55 GMT
#16
I just skimmed it because it ain't aimed at me, but I can tell you that it is an awesome achievement. Thanks so much for making this guide. I will pass it along.
Sentient66
Profile Joined July 2009
United States651 Posts
November 04 2009 02:23 GMT
#17
Wow, fantastic guide! This should really help new players a lot.
seNsiX.421
ThunderGod
Profile Blog Joined February 2009
New Zealand897 Posts
November 04 2009 03:26 GMT
#18
Wow I totally didn't know you could shift click orders, never seen that advice in any other guide. Also I always use 'r' to set rally - didn't realise you could just right-click lol.

Thanks!
"Certain forms of popular music nowadays, namely rap and hip hop styles, are just irritating gangsters bragging about their illegal exploits and short-sighted lifestyles." - Shiverfish ~2009
Knickknack
Profile Joined February 2004
United States1187 Posts
November 04 2009 03:31 GMT
#19
The best guide for beginners out there now. Nice job.

You could consider adding on to it over time and making more sections. For instance a section on how to get started with iccup, or actually I think iccup has a page like that so just give an intro and link to that. A section to give perspective on bw as the best rts, a section on progaming, and the demands of a pro player. Since you recommend new players read a ton of guides, so go ahead and link to the good ones. And so on.
| www.ArtofProtoss.vze.com |
Yuma
Profile Joined May 2009
United States51 Posts
November 04 2009 17:19 GMT
#20
Great Guid OP this should definately be sticky so noobs like myself dont get discourged and can keep trying!
Death is on your left side about an arms distance behind you.-Don Juan
nosliw
Profile Blog Joined December 2008
United States2716 Posts
November 04 2009 18:11 GMT
#21
Thanks for all the work. It is a really nice guide.
HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
November 04 2009 21:37 GMT
#22
Wow, that was a really impressive guide. Great job dude!
iNkA
Profile Blog Joined December 2006
United States206 Posts
November 04 2009 22:31 GMT
#23
u hvae a lot of time
kawoq
Profile Joined November 2005
Guatemala357 Posts
November 04 2009 22:35 GMT
#24
Really nice guide, if you allow me I am going to translate it to Spanish to share with the Guatemalan StarCraft Community...
"It is not a shameful thing to be unable to reach the goal. It's becoming afraid and running away, even before considering the fact that the road is long and rough, that is truly cowardly." by - Lim Yo Hwan aka SlayerS_Boxer from "Crazy as me"
GeckoVOD
Profile Blog Joined August 2006
Germany814 Posts
Last Edited: 2009-11-05 21:10:48
November 05 2009 21:09 GMT
#25
On November 04 2009 12:31 Knickknack wrote:
The best guide for beginners out there now. Nice job.

You could consider adding on to it over time and making more sections. For instance a section on how to get started with iccup, or actually I think iccup has a page like that so just give an intro and link to that. A section to give perspective on bw as the best rts, a section on progaming, and the demands of a pro player. Since you recommend new players read a ton of guides, so go ahead and link to the good ones. And so on.


We worked over a year on the section. There are a lot of articels beside this one. On how to micro, what APM is, where you can download replays, and where to play. As i said: we once had a tutorial for ICCUP; it's gone by now since we have a own private server. Not as big as ICCUP but it's our own server. It took me over a year to write this guide here. I collected many questions that where asked at bw.de, things I observed when I watched the newbies play and other FAQ stuff. I don't think I have enough experience at the pro scene to write a guide on this topic. But well, writing is sort of fun, although it's very hard to do if you have to use a foreign language. Maybe I'm going to write some other guides.
Thanks for the positive answers by the way. I really appreciate them =)

On November 05 2009 07:35 kawoq wrote:
Really nice guide, if you allow me I am going to translate it to Spanish to share with the Guatemalan StarCraft Community...


Yeah, well go ahead.
@DonGeckone on Twitterstuff // JOIN THE YODA FANCLUB OR YOU'RE REALLY REALLY UNCOOL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=398220
Equaoh
Profile Joined October 2008
Canada427 Posts
November 05 2009 21:50 GMT
#26
Liquipedia needs this!
MoOnrai11
Profile Blog Joined September 2009
United States30 Posts
November 06 2009 00:14 GMT
#27
about that cntrl+shift+ hotkey thing so you can press that to group units while there still training?
I just am.
gamecrazy
Profile Blog Joined January 2008
United States421 Posts
November 06 2009 04:04 GMT
#28
This guide is definitely very encouraging, and i think it covers the bases really well for beginners like me. The "steps" in gameplay have redefined how i think about my play. And, if and when I break D+, I'll be sure to thank you first.

Amazing guide.
julealgon
Profile Joined December 2008
Brazil120 Posts
November 06 2009 15:28 GMT
#29
Reading this was very pleasing and informative. I really appreciate the amount of work put into this guide and I can assure you it was very helpful for me, although I tend to believe that following build orders and going for a macro based game is very boring.

I think that since I'm not a pro player, and since I do not intend to be one, experimenting and trying new strategies is much more satisfying and, bearing in mind the opponents are not high level either, they can and do work out very well sometimes.

When people say that you need to go vultures and tanks against protoss as terran because "it's meant to be that way" or something like that I get very disappointed, and end up thinking those people are just trying to copy what the koreans do (to be the most effective or whatever) instead of having fun with the game.

It is much more satisfying when I can come up with something different that works against the people I'm playing with. This week, for example, I was considering researching optical flare as my first upgrade against protoss and was toying with the idea, just because I like to go unorthodox style. IMHO, people start to cease thinking for themselves and just try to clone whatever the most successful gamer of their race is doing right now.
Here is hoping God implements save/load in the next version of life
cgrinker
Profile Blog Joined December 2007
United States3824 Posts
November 06 2009 19:39 GMT
#30
Add it to the wiki!
endGame
Profile Joined June 2009
United States394 Posts
November 06 2009 22:14 GMT
#31
Wow. What an amazing guide. Great work!
"...As the world goes, is only in question between equals in power, while the strong do what they will and the weak suffer what they must." -Thucydides
Heyoka
Profile Blog Joined March 2008
Katowice25012 Posts
November 06 2009 22:35 GMT
#32
This is very well written, thanks a lot
@RealHeyoka | ESL / DreamHack StarCraft Lead
7mk
Profile Blog Joined January 2009
Germany10157 Posts
November 17 2009 06:09 GMT
#33
Wow, this guide should really be one of the Recommended Threads in the strategy section imo.
beep boop
Cele
Profile Blog Joined December 2008
Germany4016 Posts
September 12 2013 06:23 GMT
#34
bumped for asking whether we could sticky this as recommend thread? It's such a great guide, and helpful regardless of played race.
Broodwar for life!
pebble444
Profile Blog Joined March 2011
Italy2497 Posts
September 15 2013 13:47 GMT
#35
wow, can' t believe i never found this before, this is awesome!
"Awaken my Child, and embrace the Glory that is your Birthright"
krzych113
Profile Blog Joined April 2003
United Kingdom547 Posts
September 18 2013 22:26 GMT
#36
On September 15 2013 22:47 pebble444 wrote:
wow, can' t believe i never found this before, this is awesome!

+1
and i think it should be on sticky, its probably crucial
GeckoXp
Profile Blog Joined June 2013
Germany2016 Posts
September 19 2013 08:25 GMT
#37
On September 12 2013 15:23 Cele wrote:
bumped for asking whether we could sticky this as recommend thread? It's such a great guide, and helpful regardless of played race.


Well, not really needed. Imo the recommended threads do have better / more exhaustive guide lines, also, Ver's guide on how to improve features most of the text. It was only thought as addendum and as thanks to TL's community in 2009.

Most of this guide, Ver's thoughts and Chef's posts were already added to the Liquipedia and does feature a better and more updated overview, even though most people tend to miss it: (Wiki)Portal:Beginners
Cele
Profile Blog Joined December 2008
Germany4016 Posts
September 27 2013 02:08 GMT
#38
On September 19 2013 17:25 GeckoXp wrote:
Show nested quote +
On September 12 2013 15:23 Cele wrote:
bumped for asking whether we could sticky this as recommend thread? It's such a great guide, and helpful regardless of played race.


Well, not really needed. Imo the recommended threads do have better / more exhaustive guide lines, also, Ver's guide on how to improve features most of the text. It was only thought as addendum and as thanks to TL's community in 2009.

Most of this guide, Ver's thoughts and Chef's posts were already added to the Liquipedia and does feature a better and more updated overview, even though most people tend to miss it: (Wiki)Portal:Beginners


fair enough, i want aware myself (;
Broodwar for life!
DMarS
Profile Joined November 2014
Mexico17 Posts
December 14 2014 04:48 GMT
#39
Hi, i have problems with my mechanics, i can´ win a single game, my macro goes so so down, i don´t constantly keep on producing army, nor scv´s, my mutlitask is horrible, and i can´t keep that continious cicle of army-workers-macro-expand/production facilities. I´m going mad man :c
I play with some sc friends from other places, but they´re both T, and if I suck so much vP and vZ, vT i get so srewed.
Does anyone has a training routine on how to improve my mechanics and start improving?
Thanks to everyone who helps.
I want to be a gosu Terran o:
konadora *
Profile Blog Joined February 2009
Singapore66163 Posts
December 14 2014 11:15 GMT
#40
most important thing is to always have on your mind what you are doing and what you need to do, and then to execute it.

constantly analyze the enemy's build order and timings, expansions, what you need to do to counter and how you should be moving your army etc.
POGGERS
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
December 14 2014 12:57 GMT
#41
On December 14 2014 20:15 konadora wrote:
most important thing is to always have on your mind what you are doing and what you need to do, and then to execute it.

constantly analyze the enemy's build order and timings, expansions, what you need to do to counter and how you should be moving your army etc.

I would argue that just focusing on your own play in a match is way more important for beginners
The harder it becomes, the more you should focus on the basics.
castleeMg
Profile Blog Joined January 2013
Canada761 Posts
December 15 2014 03:46 GMT
#42
On December 14 2014 13:48 DMarS wrote:
Hi, i have problems with my mechanics, i can´ win a single game, my macro goes so so down, i don´t constantly keep on producing army, nor scv´s, my mutlitask is horrible, and i can´t keep that continious cicle of army-workers-macro-expand/production facilities. I´m going mad man :c
I play with some sc friends from other places, but they´re both T, and if I suck so much vP and vZ, vT i get so srewed.
Does anyone has a training routine on how to improve my mechanics and start improving?
Thanks to everyone who helps.


not to discourage you but learning broodwar takes alot of time, mental focus and muscle memory just get the hang of it, all i can suggest is practice. even if your getting owned game after game just practice, take breaks and more practice. eventually your win loss ratio will become more even. 2 things that i tell myself when playing broodwar is:

1. pursue progression, not perfection
2. nothing great is achieved without passion

i hope this will help you
AKA: castle[eMg]@USEast/ iCCup
Chef
Profile Blog Joined August 2005
10810 Posts
December 15 2014 20:21 GMT
#43
Sometimes the problem is just that your opponent is pushing you around and you don't know how to push back / don't know how to react efficiently to his attack.

For example, if you play vs a computer, it's really easy to have perfect macro right? Because the computer is predictable and doesn't attack much. By extension, the better you can predict your opponent and react to his attacks on your own terms, the more manageable your macro will become.

StarCraft is about multitasking, but that doesn't necessarily mean doing things at the same time. You need to give your units orders so they can keep going for a little while without you while you do something else. Shift click moving your scout is an example. Just move clicking your army away if you're not ready for the attack, or just move click using the minimap so you don't have to move the screen. Use hotkeys as much as possible so you don't have to look back at your base unless you're building or telling a peon to mine or defending.

Sometimes the way you do things might just be really inefficient. If you want to check if your opponent made an expo, how do you make a zergling or zealot move there? I take one of my hotkey groups for my army, tell them all to go, then shift deselect the wireframe of the unit I actually want to go there and move my army where I want it and rehotkey it. I don't even have to move the screen to my army to do that.

There's so many little things you can do to optimize the way you play. More often than not this is what speed really means in sc. Lots of players remember a time when it was hard to get above 80 apm, because they spent a lot of time moving the screen around and focusing on making sure their buildings actually build and their units don't get lost. But when you get better at all that stuff, you get up to 150apm and you don't feel like you're doing things faster, you're just not getting overwhelmed by the little things anymore.

I want to tell you this because training specifically to move your arms and hands faster is painful. It's better to figure out ways to do more with less, and just understand the UI of StarCraft a little better.
LEGEND!! LEGEND!!
[PAPPA]
Profile Joined December 2011
Netherlands6 Posts
December 16 2014 11:31 GMT
#44
I myself am a big noob (D). APM around 120-130. Started at 90 but was glad with little steps. Watched a lot of replays and streams and learn from them to make my play more effecient in a technical way. Yesterday i had a 30min game and my apm was 167, won the game and was really proud of it. Not to brag but i can say from experience, as any1 here, that practice is the key. And try to find ways to improve yurself.
Examples: when i'm on left side of map I move my larva to the left, hotkeying spawning units, chef's tip for checking expo.
Play a lot, watch alot, read a lot. In the beginning it's a lot but over time it get's better .

If u want to practice vs z u can message me. iccup nick: [026].
rndmally
Profile Joined March 2015
Argentina2 Posts
March 27 2015 19:12 GMT
#45
Thank you Gecko, one of the best introductions regarding mindset/stress response/ psychology for begginers that I`ve read.

Many players focus only on macro/micro and leave metagame aside, but I think that having the right state of mind (be prepared to lose and lose and lose) for noobs its key to understand the game and not get frustrated. Lucky for me, I have a great friend from real life (user locobolon ICCUP) who introduced me to BW, teached me, encouraged me, and walked me trough every single little step, from splitting probes to late game macro. And he still does. Having positive feedback its very important, knowing that from every loss there are tons of things to be learned. We treat each other with utter most respect and I am thankfull he showed me the best game in the world. Patience is the mother of all virtues.
TY locobolon - Honor Thy Master -
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