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Active: 2004 users

BOs: The Importance of Build Orders

Forum Index > Brood War Strategy
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1 2 Next All
ShadowMaster
Profile Joined September 2004
United States238 Posts
Last Edited: 2004-10-29 06:38:51
October 29 2004 06:36 GMT
#1
This old post is unavailable due to an encoding issue. Please contact an admin if you would like this post restored for historical reasons.
Orome
Profile Blog Joined June 2004
Switzerland11984 Posts
October 29 2004 06:47 GMT
#2
I've been telling people to do what you summarized in 2 for years... GJ, I totally agree.
On a purely personal note, I'd like to show Yellow the beauty of infinitely repeating Starcraft 2 bunkers. -Boxer
MPXMX
Profile Joined December 2002
Canada4309 Posts
October 29 2004 09:37 GMT
#3
I think this year's WCG has shown how important build orders are. I'm sure the vast majority of the top 32 practiced their builds for the specific maps countless times. It can be seen as their macro and timing were exceptional at all times, nothing like what they display in online tourneys. And it's obviously wrong to say that they never try their best online, WCG is simply something they specifically practiced a lot for, something they had hopes for

The importance of build order depends on how much you can scout, however the higher the skill level is the further into the "psi" players are able to follow build orders. (and they do). I think players of the highest tier have build orders worked out until 10 minutes or so into the game, slightly situational of course. If your macro is excellent and you know exactly what you are aiming for every step of the way and how to adapt to what you find out about your opponent's intentions, just a build order is essential to the game in a competitive environments.

Recall oov's comment about the restarted game (vs nada?) ; he said they knew each other's build orders but did them again anyway because they practiced them so much. But, for a simple player, it is too time consuming to learn a build order that well when he doesn't even have a firm grasp of game theory. The build order beyond the opening is just another of the things that separates average players from good ones
RuGbUg
Profile Joined June 2003
United States2347 Posts
October 29 2004 09:53 GMT
#4
pvz is very dependent on your build order and how you play it.

and yes in the same way toss can control the zerg's build order very strongly
anguish: its like that time i asked my bestfriend who happened to be black if his dick was bigger than mine anguish: he got angry anguish: and told me i was racist and gay
ShadowMaster
Profile Joined September 2004
United States238 Posts
October 29 2004 11:56 GMT
#5
On October 29 2004 18:37 MPXMX wrote:
I think this year's WCG has shown how important build orders are. I'm sure the vast majority of the top 32 practiced their builds for the specific maps countless times. It can be seen as their macro and timing were exceptional at all times, nothing like what they display in online tourneys. And it's obviously wrong to say that they never try their best online, WCG is simply something they specifically practiced a lot for, something they had hopes for

The importance of build order depends on how much you can scout, however the higher the skill level is the further into the "psi" players are able to follow build orders. (and they do). I think players of the highest tier have build orders worked out until 10 minutes or so into the game, slightly situational of course. If your macro is excellent and you know exactly what you are aiming for every step of the way and how to adapt to what you find out about your opponent's intentions, just a build order is essential to the game in a competitive environments.

Recall oov's comment about the restarted game (vs nada?) ; he said they knew each other's build orders but did them again anyway because they practiced them so much. But, for a simple player, it is too time consuming to learn a build order that well when he doesn't even have a firm grasp of game theory. The build order beyond the opening is just another of the things that separates average players from good ones


Thanks for an excellent post. I wonder if you're right about them knowing the BOs that deep; personally, I think that sounds a little extreme. The game isn't old enough for that yet.
Nal_Testie
Profile Joined April 2004
Canada1257 Posts
October 29 2004 12:04 GMT
#6
A bunch of little things amount to one big thing.
Everything matters.
Everything.
The fact that we have flamethrowers means at some point someone said to himself - Gee I sure would like to set those people on fire over there but im just not close enough to get the job done, if only I had something that would throw the flame on them
AznSkillz88
Profile Joined July 2003
52 Posts
October 29 2004 12:04 GMT
#7
well they have to train and practice for hours to prepare for a certain matchup on a certain map. and they train for a lot of hours before their actual game so i think that they would know the timing. they would only have to know how to react to what their opponent does. and this game is pretty old compared to other games
Blue(o.O)Berry
IA-Taiyoushin
Profile Joined October 2004
United States33 Posts
October 29 2004 12:25 GMT
#8
On October 29 2004 21:04 Nal_Testie wrote:
A bunch of little things amount to one big thing.
Everything matters.
Everything.


so true. in ZvZ, most of the time the winner is the one who makes the least mistakes during the game.
AMD_STorM
Profile Joined July 2004
China50 Posts
October 29 2004 12:27 GMT
#9
can show some pics?
I love Sinky, I love STAR, I love Boxer
RuGbUg
Profile Joined June 2003
United States2347 Posts
October 29 2004 13:40 GMT
#10
On October 29 2004 21:04 Nal_Testie wrote:
A bunch of little things amount to one big thing.
Everything matters.
Everything.
just because you think you're badass doesn't mean you gotta start getting all chuck norris on us. do you think it matters if i jammed d-d-d-d-d for my very first drone?
anguish: its like that time i asked my bestfriend who happened to be black if his dick was bigger than mine anguish: he got angry anguish: and told me i was racist and gay
NeverTheEndlessWiz
Profile Joined November 2003
Singapore827 Posts
October 29 2004 13:50 GMT
#11
to me (as a terran player), a build order is fixed with minor changes to suit the game
e.g
TvZ 2 rax academy ->fact -> port -> ebay
if lurker add fact addon, 4 tanks and 1 dropship
if muta add sc fac, 2 vessels and irradiate

its like you make the same buildings (base) but make diff units out of them (specific)
Retired Brood War player / WCG SG Top 8 for 2002, 2003, 2004, retired, then made minor comeback to Top 8 at 2008. 2009 = bleh xD
pheered.user
Profile Joined March 2003
United States2603 Posts
October 29 2004 14:46 GMT
#12
On October 29 2004 22:40 RuGbUg wrote:
Show nested quote +
On October 29 2004 21:04 Nal_Testie wrote:
A bunch of little things amount to one big thing.
Everything matters.
Everything.
just because you think you're badass doesn't mean you gotta start getting all chuck norris on us. do you think it matters if i jammed d-d-d-d-d for my very first drone?


i was thinking the same thing but chuck norris kicks my idea in the ass :O
Looking for Skilled players to join an Active, Involved clan. PM Me for Details.
PtL)ZerG
Profile Joined October 2004
64 Posts
October 29 2004 15:25 GMT
#13
cooooool !
Just one Of those PatheicGamers
ToKoreaWithLove
Profile Blog Joined September 2002
Norway10161 Posts
October 29 2004 16:08 GMT
#14
Impressive post Shadow. However, I think zerg/terran is a lot more controllable than classic play has led us to belive. Just take a look at all July vs oov games, esp the ones from the bo5 in last OSL. July refused to play defensively and oov suddenly realized his whole knowledge of tvz was reduced to nothing when facing a totally different opponent.

And to answer your post. I've been playing this game a long time, and its prequel as well. I don't think memorizing build orders is worth anything in general play. You can pretty much feel when you should build stuff anyway. For example, if I see a VOD with a cool strat I can pretty much duplicate the strat later after trying it a game or 3.

What is more important is a game plan. Knowing what you want to do, how you want to kill that pesky opponent, what grades to get for later use.

ModeratorFather of bunnies
RuGbUg
Profile Joined June 2003
United States2347 Posts
October 29 2004 16:31 GMT
#15
i was gonna argue some more just for arguments sake but TKWL is so hot
anguish: its like that time i asked my bestfriend who happened to be black if his dick was bigger than mine anguish: he got angry anguish: and told me i was racist and gay
j-man
Profile Joined August 2004
United States153 Posts
October 29 2004 17:42 GMT
#16
i think the most important aspect of knowing build orders is being able to relate them to strategies or intended strategies. For example in a TvP you see the toss put down 2 gates, cycore w/range and a healthy supply of pylons you expect that he wants to mass up some units before moving on to higher tech or expanding. Or probably the easiest example, if you scout a zerg with 1 hatch a very early -soon to be completed pool and 3 larva sitting around, you can damn well expect to find lings on your doorstep in the near future. Likewise you need to know what builds work best to support the strategies that you are going for.

In that regard i think it is much more important to know the strategies and effects of different build orders than simply knowing what to build and when to build it.

Fignuts!
zero89
Profile Joined September 2004
United States295 Posts
October 30 2004 01:23 GMT
#17
hmm im a newbie at sc
can anyone explain me what is "opening"?
Cause everything is nothing, and emptiness is in everything. Cause reality is really just a fuct up dream...
Yarertz
Profile Joined February 2003
Djibouti1891 Posts
October 30 2004 02:12 GMT
#18
OMG you dont know what is opening?;/
StarCraft : 26.IX.2001 - 8.XII.2004 (1167 days) R.I.P [`]
ShadowMaster
Profile Joined September 2004
United States238 Posts
October 30 2004 02:52 GMT
#19
On October 30 2004 10:23 zero89 wrote:
hmm im a newbie at sc
can anyone explain me what is "opening"?


In general, I define the opening as that phase of the game before both players have expansions.
IntoTheWow
Profile Blog Joined May 2004
is awesome32277 Posts
October 30 2004 02:57 GMT
#20
It would be your starting building choice and how soon or late you choose to do them.

example:

You can make Barracks as a terran at 10 supply or go fast expo at 14 supply and a barrack later on.

It depends in the choice your opponent had. And thats the main importance of scouting.
Moderator<:3-/-<
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