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Forum Index > Brood War Strategy
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pooper-scooper
Profile Joined May 2003
United States3108 Posts
July 24 2006 23:50 GMT
#41
I think his advice is sound, and i will add my meager addition.

Tip 1: Adding to the great things pylons can do, in pvt if t holes up place one in obvious drop paths as they can warn you. They will often die as a result, but will be more than worth it when you don't lose all your probes.

Tip 2: Midgame is where you macro really heats up. Blossoming from two production facilities to 10 or more. However, sometimes it is hard to find a place to put all of this production (esp as terran, toss is also a little hard, zerg is easy), which can lead to delays in getting production optimal. Designate a place to put these up I am a big fan of the 1-2 central pylons and the 10-12 gates or 8 interlocking factories.

Tip 3: Once you have a central production area with many facilities give it a a SHIFT+ F2 and use that to macro. (dont' forget to rally point them)

Tip 4: Don't be afraid to queue up 2-3 units at a time. If you were a perfect player with 350 apm you wouldn't need to do this, but you aren't, so it is necessary sometimes. As long as you have enough macro facilities this isn't so bad.
Good...Bad... Im the guy with the gun
JoMal
Profile Blog Joined April 2006
Trinidad/Tobago1177 Posts
July 25 2006 00:24 GMT
#42
That's the kind of responses that i was hoping to achieve from this thread. pooper-scooper ftw !~
Oh you mad cause i'm stylin on you
{ToT}Strafe
Profile Blog Joined October 2004
Thailand7026 Posts
July 25 2006 00:26 GMT
#43
Tip1 stop trying to be good if you are still newbie and enjoy the game
PersonMan
Profile Joined March 2006
United States113 Posts
July 25 2006 00:37 GMT
#44
I hope you dont mind if i combine these.

TIPS4Noobs:

TIP1 : Early game I ensure that I have pylons/supple depots well placed in my base to prevent, what i call in base proxies due to the fog of war.

TIP2 : It essential that your scounting probe is kept alive. After adequately scouting the enemy's base always make a stop at you mineral only expo. because they make for brilliant proxy placements. Just today i have been proxy DT'ed and proxy dropshipped + Vulture dropped via. my mineral only.

TIP3 : Forget about APM. If you focus on how to play then your apm will go up, but it's still a distraction and some people do stupid crap because they are ostensibly 'raising their apm' when they should just learn how to win.

TIP4 : Adding to the great things pylons can do, in pvt if t holes up place one in obvious drop paths as they can warn you. They will often die as a result, but will be more than worth it when you don't lose all your probes.

TIP5 : Midgame is where you macro really heats up. Blossoming from two production facilities to 10 or more. However, sometimes it is hard to find a place to put all of this production (esp as terran, toss is also a little hard, zerg is easy), which can lead to delays in getting production optimal. Designate a place to put these up I am a big fan of the 1-2 central pylons and the 10-12 gates or 8 interlocking factories.

TIP6 : Once you have a central production area with many facilities give it a a SHIFT+ F2 and use that to macro. (dont' forget to rally point them)

TIP7 : Don't be afraid to queue up 2-3 units at a time. If you were a perfect player with 350 apm you wouldn't need to do this, but you aren't, so it is necessary sometimes. As long as you have enough macro facilities this isn't so bad.

TIP8 : If you're getting 4 pooled, clog your ramp with 2-4 SCVs and have them repair each other to buy time for your Marines OR Stack your workers by Right Clicking on a Mineral, go through the Zerglings by Right Clicking on another Mineral, then Attack. This will cause the Zerglings to jump around while your workers get free hits.

TIP9 : Try not to go over 500 Minerals early game. Thats enough for an Expo and if you werent intending on expoing then your falling behind on your Macro. Try not to go over 1000 Minerals mid game. That's enough for an army you could have had if you kept up on your Macro.

TIP10 : In Midgame, if you're not getting attacked, scout with a worker or two(lings if Zerg) and use Ovies/Obs/Scanners to see if they're going Hive/Carrier/BC/Arbiter Tech, Mass Expo, or Massing to 200/200. Better safe than sorry.
WastedYouth
Profile Joined March 2006
United States563 Posts
July 25 2006 00:38 GMT
#45
when dealing with dt TvP, surround your turret with scvs until you can float an ebay on top of it.
Luck is what happens when preparation meets opportunity. Skill is what happens when luck becomes habit
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
July 25 2006 01:13 GMT
#46
Always leave a worker outside their choke, and another one at their nat. Later, leave one at each potential expo. Zerg can put lings there which is even more effective for killing workers, but not as good for immediate expoing.

Another not-nearly-as-well known fact that should be better known: upgrade air armor before air attack in ZvZ for muta v muta fights
What fun is it being cool if you can’t wear a sombrero?
micronesia
Profile Blog Joined July 2006
United States24671 Posts
July 25 2006 02:25 GMT
#47
I think tip 7 should be removed. It's not a good tip to give to a noob.


On July 25 2006 10:13 GrandInquisitor wrote:
Always leave a worker outside their choke, and another one at their nat. Later, leave one at each potential expo. Zerg can put lings there which is even more effective for killing workers, but not as good for immediate expoing.


I don't agree with the way you play. How many workers are you going to sacrifice?
ModeratorThere are animal crackers for people and there are people crackers for animals.
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
July 25 2006 02:35 GMT
#48
um...

on LT: I have one watching his army to move out, one to watch his nat

After that, unless it's PvT (where I'll use an obs to scout a main/nat/island) I put one at the nat of each base to see if he tries to expo there, plus one at his minonly/other easy places for him to expo. So it's no more than 5-6 workers all game long.
What fun is it being cool if you can’t wear a sombrero?
Sequence~
Profile Joined February 2006
United States418 Posts
July 25 2006 03:04 GMT
#49
Tip 1: learn to plai n00b
Sequence~
Profile Joined February 2006
United States418 Posts
July 25 2006 03:05 GMT
#50
Honestly, the most important thing a newbie should learn is that in the early game don't stop making SCVs/Drones/Probes. Furthermore, don't play fastest or BGH.
pooper-scooper
Profile Joined May 2003
United States3108 Posts
Last Edited: 2006-07-25 04:16:28
July 25 2006 04:10 GMT
#51
On July 25 2006 11:25 micronesia wrote:
I think tip 7 should be removed. It's not a good tip to give to a noob.



I of course disagree with this. In fact I think "don't be afraid to build supply structures in bulk" should be added to this tip.

Watching some pro players makes you feel like you have to build units one at a time and supply structures one at a time. The fact is that this just isn't feasible, or correct especially in the heat of a game.

Come back after a small battle to 3k mins and no pylons? Cue some units and build a 9 pack of pylons. IN FACT if you had been willing to queue some units and overbuild pylons before the battle you may have come back home to a second army!

So maybe you will never challenge Nada or even Nony with this type of play. But you sure will house some average plus people who think it is a cardinal rule to do the above.
Good...Bad... Im the guy with the gun
Slayer91
Profile Joined February 2006
Ireland23335 Posts
July 25 2006 04:25 GMT
#52
On July 25 2006 13:10 pooper-scooper wrote:
Show nested quote +
On July 25 2006 11:25 micronesia wrote:
I think tip 7 should be removed. It's not a good tip to give to a noob.



I of course disagree with this. In fact I think "don't be afraid to build supply structures in bulk" should be added to this tip.

Watching some pro players makes you feel like you have to build units one at a time and supply structures one at a time. The fact is that this just isn't feasible, or correct especially in the heat of a game.

Come back after a small battle to 3k mins and no pylons? Cue some units and build a 9 pack of pylons. IN FACT if you had been willing to queue some units and overbuild pylons before the battle you may have come back home to a second army!

So maybe you will never challenge Nada or even Nony with this type of play. But you sure will house some average plus people who think it is a cardinal rule to do the above.


This man wins
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
July 25 2006 05:06 GMT
#53
On July 25 2006 09:37 PersonMan wrote:
TIP8 : If you're getting 4 pooled, clog your ramp with 2-4 SCVs and have them repair each other to buy time for your Marines


And how exactly are you going to scout the 4 pool and have SCVs ready to intercept the lings at your ramp.
micronesia
Profile Blog Joined July 2006
United States24671 Posts
July 25 2006 06:26 GMT
#54
On July 25 2006 13:10 pooper-scooper wrote:
Show nested quote +
On July 25 2006 11:25 micronesia wrote:
I think tip 7 should be removed. It's not a good tip to give to a noob.



I of course disagree with this. In fact I think "don't be afraid to build supply structures in bulk" should be added to this tip.

Watching some pro players makes you feel like you have to build units one at a time and supply structures one at a time. The fact is that this just isn't feasible, or correct especially in the heat of a game.

Come back after a small battle to 3k mins and no pylons? Cue some units and build a 9 pack of pylons. IN FACT if you had been willing to queue some units and overbuild pylons before the battle you may have come back home to a second army!

So maybe you will never challenge Nada or even Nony with this type of play. But you sure will house some average plus people who think it is a cardinal rule to do the above.


Apparently I was somewhat misunderstood. It is not my opinion that you should tell a noob to emulate pro level macro. Obviously that won't work. On the other hand a noob is going to have a hard time going half way with this. Watch some noobs play and you see that they have a tendency to either build tons of uneeded gateways (or analogue) or at the other extreme to have 1-2 gateways with 5 units queued up at each. The way you get better is to transition. One game you do the 5 units per building queueing like a noob. The next game you start to get the feel for the fact that you are about to queue up 5 units per building, so you add a couple of gateways. Eventually you end up queueing 5 units at each gateway again. The next game you get an even better feel for when to add gates, and before you know it your macro is c level. I would just be careful about telling a new player that it's "O.K." to queue up several units at each building. More like, it's going to happen as you get better, but watch the replays and learn how and when to add buildings correctly. The same generally goes for supply but in that case I admit they are better off at first overproducing them ahead of time....that way while it's bad practice increasing supply, it doesn't prevent them from practicing every other element of the game.
ModeratorThere are animal crackers for people and there are people crackers for animals.
Yogurt
Profile Blog Joined June 2005
United States4258 Posts
July 25 2006 06:29 GMT
#55
On July 25 2006 13:10 pooper-scooper wrote:
Show nested quote +
On July 25 2006 11:25 micronesia wrote:
I think tip 7 should be removed. It's not a good tip to give to a noob.



I of course disagree with this. In fact I think "don't be afraid to build supply structures in bulk" should be added to this tip.

Watching some pro players makes you feel like you have to build units one at a time and supply structures one at a time. The fact is that this just isn't feasible, or correct especially in the heat of a game.

Come back after a small battle to 3k mins and no pylons? Cue some units and build a 9 pack of pylons. IN FACT if you had been willing to queue some units and overbuild pylons before the battle you may have come back home to a second army!

So maybe you will never challenge Nada or even Nony with this type of play. But you sure will house some average plus people who think it is a cardinal rule to do the above.


I agree. Even though I play zerg, i think queing units is an advantage for the other races, considering how slow i am.

I know i bad at jokes ¬¬
ok dont not so good something is something ok ok ok gogogo
NonYold
Profile Joined April 2004
United States2814 Posts
July 25 2006 06:54 GMT
#56
pros will build supply in bulk (2+ at a time). if you have more than 4gates/facts then each round of units needs more than one depot/pylon. it'd just be dumb to be building them one at a time, cuz you'd be building supply more often then you're building units, and it's hard enough to just keep up with units.
Drowsy
Profile Blog Joined November 2005
United States4876 Posts
Last Edited: 2006-07-25 08:06:20
July 25 2006 08:01 GMT
#57
A real tip for newbs: this game's skill level comes in platues. for the first 6 months, don't expect to have any more than a remote grasp on whatever matchups you're playing, and you sure as hell won't get any good at this game in less than a year, I sure haven't and haven't met anyone who has. BE PATIENT!~ This isn't warcraft 3 where you can pick it up and beat anyone in the world after 8 months of effort.
Our Protoss, Who art in Aiur HongUn be Thy name; Thy stalker come, Thy will be blunk, on ladder as it is in Micro Tourny. Give us this win in our daily ladder, and forgive us our cheeses, As we forgive those who play zerg against us.
dream-_-
Profile Blog Joined April 2006
United States1857 Posts
July 25 2006 08:17 GMT
#58
Forgeting about apm is not a good idea.

Only people who tell you this are people who canot be fast, and constantly claim its useless rather than train. I dont see why people with 140 apm think they can act as the authority on the subject.
suxN
Profile Blog Joined March 2004
Finland1167 Posts
Last Edited: 2006-07-25 08:24:57
July 25 2006 08:20 GMT
#59
Tip #idontknow:
You should try to prevent your opponent from building what he wants:
Take opponents gas in zvz and pvt.
Keep your scouting peon where your opponent is trying to build expansion.
Try to kill enemy scv:s that are building, without losing your own peon.

Tip #x2
Keep terran scans in hotkeys 098

Tip #3
Do not be afraid to tech tier3 in middlegame (arbiters, defilers,+3upgrades..)

Tip #4
Check your base for proxy rushes
In zvz 4 drones are enough to destroy enemy sunken colony, that has just started morphing.

In zvp/t opponent can try to rush your expansion with static defence, morphing hatchery does not see far enough to warn you about danger.. either have a #2 overlord at expansion or use drone.

tip#5
Dont get cocky if you have the adventage, i dont know how many easy games i have lost because i want to win fast.

I think these tips are not something everyone knows, although i am sure that people with more than 200games know these.

I dont want to be totally out :3
intrigue
Profile Blog Joined November 2005
Washington, D.C9933 Posts
July 25 2006 08:53 GMT
#60
On July 25 2006 17:01 Drowsy wrote:
A real tip for newbs: this game's skill level comes in platues. for the first 6 months, don't expect to have any more than a remote grasp on whatever matchups you're playing, and you sure as hell won't get any good at this game in less than a year, I sure haven't and haven't met anyone who has. BE PATIENT!~ This isn't warcraft 3 where you can pick it up and beat anyone in the world after 8 months of effort.


this one's really good =) plateaus is a very good way to describe it, for me i improved abruptly, stagnated, then went up again out of the blue

MesAiur, a request for you: take these tips in this thead and edit them into your first post. maybe we can make this one of the recommended strategy threads =P
Moderatorhttps://soundcloud.com/castlesmusic/sets/oak
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