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[BW] Some of the Mechanics of Terran

Forum Index > Brood War Strategy
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CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
Last Edited: 2014-05-29 08:16:32
May 29 2014 07:25 GMT
#1
So being an absolutely terrible new Terran player, but having spent a lot of time in SC2 building up some form of mechanical ability, I came to some frustration on how the mechanics I had in SC2 don't translate very well to Brood War. Builds, strategy, timings, these things exist in all games and come with experience, but mechanics must be drilled down intentionally and early. However obvious it is, to me it was surprising how mechanically different the games really were.

So with a new field of play there are new tricks and skills to learn. Luckily there's the advantage of Snipealot streams that make access to the top Brood War FPViews easy to find. So I studied a little bit of mechanics of some solid Terran players in terms of mech and bio play.

Much of these points will seem glaringly obvious, but truly these mechanics were developed through trial and experimentation over the course of Brood War's lifetime. To new players these things aren't so obvious. Again, I'm thankful for the convenient streams so easily accessible, and for the great Korean players that enjoy sharing their games. Much of these notes are from the perspective of moving from SC2 to BW.

+ Show Spoiler [APM] +
APM doesn't fucking matter and foreigners get so infatuated with it. Turn off your APM counter and focus on what really matters: the game. Spamming for APM is fine if you enjoy it, or want to warm your hands up. I do these things and so does most everyone else. What isn't okay is to spend focus on what your APM is like, when you really should be focused on mechanically executing what is most important (link) at any given point in the game.

If you want to play and improve with good habits, your focus with every mouse movement and keystroke should be on accuracy. The rule of thumb is anything that can be done with your keyboard instead of your mouse should be done on the keyboard. The mouse is a very important input device, but easily bottlenecks. Because of this physical input bottleneck as much work needs to be offloaded to the keyboard as possible. The mouse should only do the most important of tasks.

Mouse Movement
Whenever you make a click with your mouse don't try to click there quickly, try to click there accurately as fast as your mind permits. If you find yourself missing clicks on mineral patches, or unit orders because you're trying to go to fast, this is a sign to slow down. The idea is to gain extremely fast and precise mouse actions, not just fast actions. You have to start with precise to learn to have a speed that is useful.

You can really tell between an amazing player and a decent one by how they execute commands in game. A great player will click on a building once, and order his unit a single time. A bad player trying to play fast and forgetting his precision will order his units many times, miss mineral patches, and make consistent mistakes all game long.

It makes sense to me that accurate and fast movements are something that will come almost entirely from muscle memory. How do you want to train your muscle memory? Do you want to have jittery movements and many mistakes, or speed and elegance? This is about habit forming.


+ Show Spoiler [Control Groups] +
Control groups remain very subjective. There are a few guidelines to follow, but as for what is most efficient there's quire a large grey area. I feel this is one of the only grey areas in terms of mechanical efficiency.

All Terrans need roughly 4-7 army hotkeys to move their army. In the early and mid game I usually see 2-4, and it actually isn't too common to ever see upwards of 7. 7 usually came from a 200/200 mech army where a couple individual Science Vessels or a Dropship made an entire control group. Nada comes to mind when he likes to take on 9 base Protoss with 3 base mech, and win.

In the earlier portion of the game, for both Mech and Bio, the number of control groups for an army always starts as one or two and grows into the mid game. Bio requires way more control groups and mechanical skill once the late game comes on. This may be one of the contributing reasons as to why late game Mech switches have become so popular in TvZ, but I won't pretend to intimately know the details of Mech switching.

Many players use 1-6 for their army. I myself prefer to use 3-8, as hitting 3a4a5a6a7a8a is much easier in my poor hand than cringing around to hit 1a2a3a4a5a6a. Again, this is a subjective area up for an amount of personal preference.

Command Centers
Following the idea of applying focus where it is most needed, command centers are only important until SCV saturation is achieved. Once mineral saturation is achieved the Command Center becomes a location of little importance, and hotkeys can be freed up to be used on something more important. If SCVs are lost at some point in the later portion of the game and new ones to be constructed, it would make sense to re-apply the earlier control groups until no longer necessary.

However it is important to note that some players don't even hotkey more than their original CC. As I type this I see sSak only had his first CC hotkeyed and used Fkeys to move screen location for this second command center. The motivation here may be that in order to move an SCV to mine minerals you must jump to the location of your CC. This can be done with a single keystroke with an Fkey, so Fkey is superior to a double tap on a control group. Additionally the Fkey does not take up a vital control group! These control groups that were once used for CCs can now be applied to the first two Factories for easy constant production mid-micro.

Medics
Medics really should go on their own control group so you can stim all of your Bio at any given moment. It is a good habit to have even with your first Bio that moves out towards the Zerg's third Hatch as it's constructing.

Science Vessels
Science Vessels are pretty useful for their detection abilities, so they don't have to be in their own control group. To cast a Science Vessel spell you must individually click on each Vessel to avoid overkill casting anyways, so Vessels can go great along with your Goliaths in Mech builds.

Siege Tanks and Science Vessels
When playing Bio in the mid-game, especially during the 3 Siege Tank timing against Lurkers I often see the Siege tanks in an entire group of there own. This makes sense as Siege Tanks obviously need to siege at key moments in time, but more importantly Siege Tanks don't actually belong in the same location as Marines or Medics much of the time in TvZ. They belong in their own defined location, and so require special treatment in their own group.

However beyond this timing when Vessels arrive in TvZ I do often see Tanks and Vessels in the same group. Mong has done this, and so has Mind. The idea here must be that if it isn't too important to use Siege Tanks extremely efficiently, then they don't require their own group. Perhaps there aren't many lurkers, or your bio force is just too large and requires much attention. This lends to the idea of making a judgement call on what is most important to focus on, and is what sets great players apart from decent ones.

Rally Points
In key points of the game when rally points need to be set it is important to know how to efficiently do this. There are two ways: control groups and fkeys. Which one you choose is a judgement call, but that judgement should be made to choose whichever is least important at the time. Do you really need Fkeys at this point in the game for other things? Then use control groups. Do you have a lot of spare control groups currently, and not too many production facilities to rally? Control groups might be best.

However when huge numbers of production facilities are rallied it seems more efficient to use two temporary Fkeys (more details in Fkey section).


+ Show Spoiler [Fkeys] +
Brood War only has 3 screen keys for use. Since I'm used to SC2 I have endless screen keys at my disposal, so I didn't have to do much intelligent prioritization of what my screen keys were doing. In Brood War screen keys are a precious resource much like the mouse, and have to be treated with care.

TvZ
In TvZ much of the focus is at your natural and at your ramp in the early and mid game. The ramp is an area of focus due to Mutalisk harass, and represents the only connection between your two SCV lines, which are the points of focus for the Mutalisks. The other point of focus for the Mutalisks, which usually only comes into play when a good Zerg faces a bad Terran, are your Barracks. If not defended properly Mutalisks can kill all Marines spawning from Barracks to prevent a small critical mass of Marines from forming.

In understanding these points of interest in ZvT, TvZ screen keys can be optimized. Mong commonly uses one key for his main CC. This acts as an access point for constructing Supply Depots, getting upgrades, etc. The second screen key is over the Barracks because Marines build so damn fast. Some players in the early game will use 3-5 normally unused control groups specifically for Barracks to avoid spending an Fkey, but this always devolves into just 1 control group, or an Fkey.

The last is used at the Natural for obvious reasons. By the time a third is taken a mech switch is usually made, and a third base is taken. Fkeys are swapped around slightly. There is often a screen key applied to the Factories, one at the Factory rally point, and the last screen key seems to be used much more dynamically and varies from player to player. As the late TvZ onsets the locations of actions spread across the map as the Terran constantly attacks the Zerg to make the Zerg dizzy. This might explain why the last dedicated Fkey becomes less important. It may be a good idea to leave it in your main for fast Supply Depot and upgrades, or perhaps at your third/fourth as they are each set up.

TvP
In the early game I usually see 2 Fkeys on each CC (main and Nat), and the last is either not used too often, at the Rally point, or placed onto the Third expansion preemptively. Fast thirds are very common in TvP so SCVs from each CC is quite common.

Once saturation is nearly achieved on either 2 or 3 bases the Fkeys are almost always placed in the main, the nat and the Factories. The reason it is not as important in the mid-game to have an FKey on the rally point is because often the 2-5 Factories can quickly be hotkeyed to move the rally point to the enemy's base while playing aggressive. This does not work so well for Bio for obvious reasons. The second is that Protoss love to both recall and use Shuttles in the mid game. Often quick transfers of SCVs or moving of the mech army is necessary.

As late game rolls around the screen keys seem to be dedicated just to the Factories and rally point.

Setting Rally Points
Fkeys for rally points are most common in the late game when many (upwards of 6 and beyond) production facilities need to be rallied. Using 2 screen keys means you'll have to reset at least one of them, and usually immediately. The simple trick employed by Mong is to temporarily re-control group his Natural CC, double tap the hotkey number to center the screen, and place the Fkey screen location. This is a reliable and consistent way to reset your screen location onto any CC.

Fine Tuning the Screen Location
Some players are very good at setting screen positions in black fog of war. Often times though a player will finely adjust the screen location once vision of the base (usually the Nat) is viewable. There are two ways to do this: flick the mouse or use the arrow keys. I cannot remember the Terran, but on in particular used very low-sensitivity arrow keys to accurately and quickly fine-tune the screen position that was set by a more wild mouse click onto the minimap.


+ Show Spoiler [Scanners] +
Scanners should be hotkeyed for quick access game round. However much of the time you don't want to use them. They belong quite objectively on hotkeys 9 and 0. When energy runs out you can manually set 9 or 0 to a full comsat.


+ Show Spoiler [Moving the Army] +
One aspect of SC2 is that your army hotkeys will likely never really change throughout the game. You'll have a max of 3, and they are pretty much in stone. In Brood War you'll have much more, and they are way more dynamic. Often times Goliaths and a few tanks will be the focus, even though there exists 150 supply of Terran on the map. Another moment you will need to hotkey two groups of vultures to move them and lay mines. In another game at times you'll need to move Marines and Medics up a ramp to assault a Zerg's third Hatch, and after up the ramp you can overwrite those groups for more important ones at your Nat as the Zerg counter attacks. These are examples of the dynamic nature of control groups that is largely absent in SC2.

Again, as Flash said, it's important to focus on what is most important. You don't need all of your mech army hotkeyed at all times, unlike SC2. You just need what is important at quick access, and the focus can shift around the map a lot. Sometimes just select moving groups of tanks/vultures from the rally to the battle is the best idea.

Moving around with Bio is still mostly a mystery to me, and I'm horrible at it. You need a lot of control groups and to be very comfortable with them. It's just difficult, and maybe in the future I will have more to say about this. For now the key point seems to be to not stress out about playing badly, but to form good habits and not be afraid to play badly while forming them.


Mechanics are important in Brood War and act as a way to set apart the great, the decent and the bad players. This form of separation doesn't exist in SC2 the same way. To me this means that I can trust in good habit forming, mechanically oriented play and I know that in time I'll have the opportunity to become a good player. In SC2 many builds win games, and the allins are much easier to execute; the age old "macro is most important" type of anecdotal mentality that took so long for everyone to figure out is largely BS in SC2, is actually important in Brood War.

I'd like to thank Jemah for being so nice in helping me get acquainted with Fish, and a Korean keyboard so I can host games!

If anyone has advice I'd love to hear it.
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
Last Edited: 2014-05-29 08:46:12
May 29 2014 07:53 GMT
#2
To me this means that I can trust in good habit forming, mechanically oriented play and I know that in time I'll become a good player


You can't get good with mechanics. You can get borderline decent, that's it. Mechanics are a prerequisite to being any good, but they don't make you good on their own.

Edit: They can get you to D+ though. Probably higher, but I am being conservative in my estimation.
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
May 29 2014 07:59 GMT
#3
Yeah! I think you said it better than I did, and I agree with you. Thanks.
ArvickHero
Profile Blog Joined October 2007
10387 Posts
May 29 2014 08:01 GMT
#4
I knew a Terran who was a solid C rank with only 150 apm
Writerptrk
krndandaman
Profile Joined August 2009
Mozambique16569 Posts
May 29 2014 09:45 GMT
#5
--- Nuked ---
pebble444
Profile Blog Joined March 2011
Italy2496 Posts
May 29 2014 10:11 GMT
#6
Hurray for a bw terran Blog!! i think the most important part of TvP is actually blowing up goons with siege tanks
"Awaken my Child, and embrace the Glory that is your Birthright"
2Pacalypse-
Profile Joined October 2006
Croatia9490 Posts
May 29 2014 11:09 GMT
#7
You should've posted this in BW Strategy forum, it's a pretty good introduction of mechanics to new players.

I especially like the advice that you should rather play more slowly with increased precision, instead of trying to be as fast as possible and end up miss-clicking a lot.
Moderator"We're a community of geniuses because we've found how to extract 95% of the feeling of doing something amazing without actually doing anything." - Chill
konadora *
Profile Blog Joined February 2009
Singapore66155 Posts
May 29 2014 12:06 GMT
#8
i usually have 1-6 for my army group, 7 for 1 production building (10 years and i've yet to use to F hotkey... idk how lol) and 8-0 for scans

On May 29 2014 19:11 pebble444 wrote:
Hurray for a bw terran Blog!! i think the most important part of TvP is actually blowing up goons with siege tanks


can't say how important this is. tank splash killing your vultures faster than they should die really hurts during engagements. split several groups of 5 tanks or so to focus a clustered group of goons, while letting vultures tank some hits and retreat back and let tanks die, then take some more hits and repeat. the reason being is that unlike protoss that can quickly retreat goons after losing all zealots, you can't do that with sieged tanks. if you have zero vultures and decent number of tanks but protoss still has some number of zealots, arbiters and dragoons, you've probably lost the engagement. focus firing with tanks during engagements is severely underrated.
POGGERS
wingpawn
Profile Blog Joined June 2013
Poland1342 Posts
May 29 2014 13:56 GMT
#9
Correct me if I'm wrong, but isn't leaving all your medics alone in a separate control group a little unconvenient? I mean, I'm pretty sure that if you do that, you can't actually "A-move" their group to the ground, which is essential, if you want them to heal any Marine that is wounded while they're all "in transit". To avoid that problem, I've always grouped Medics with a single Marine to retain the A-move ability, but maybe my life has been a lie all the time...
-Dustin-
Profile Blog Joined July 2011
United States718 Posts
May 29 2014 14:14 GMT
#10
On May 29 2014 22:56 wingpawn wrote:
Correct me if I'm wrong, but isn't leaving all your medics alone in a separate control group a little unconvenient? I mean, I'm pretty sure that if you do that, you can't actually "A-move" their group to the ground, which is essential, if you want them to heal any Marine that is wounded while they're all "in transit". To avoid that problem, I've always grouped Medics with a single Marine to retain the A-move ability, but maybe my life has been a lie all the time...

I've always early game hotkeyed my Marines to 1, Medics to 2, and Firebats/additonal Marines to 3. The medics will stop and heal if a unit gets damaged.
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
Last Edited: 2014-05-29 15:47:39
May 29 2014 15:43 GMT
#11
Cecil, tell Jemah to stream more often so I can pull jokes on him during stream.

The thing about Mech switch TvZ was that it came about as a way for terrans to be able to play against Dark swarm (even if you dark swarm a mech army, the splash damage from the deathball will still be retarded) late game and force zerg to be on the toes while giving terrans more options. It basically exploits a timing window in which zerg just gets dark swarm against the initial bio push at which terrans has map control. This allows for Terran to split the map if they can't get the kill with the vessel push since mines can literally defend 1 half of terran side while the deathball pushes another side of the map. Flash vs Zero games are probably the best Mech TvZ games I have seen, both from Terran perspective and Zerg perspective. That's not to say that SK terran late game isn't bad (Hiya loves this playstyle still because of his m&m control).

The one weakness of mech switching is that if terran loses map control with his initial m&m ball while the factories are being built, you're fucked. This is why most terrans will still produce from their barracks while they build the factories so at least they can still maintain production if their map control weakens and also why factory layouts in late game TvZ are terrible .

I should start playing bw on Fish again ~_~.
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
konadora *
Profile Blog Joined February 2009
Singapore66155 Posts
May 29 2014 16:19 GMT
#12
On May 29 2014 22:56 wingpawn wrote:
Correct me if I'm wrong, but isn't leaving all your medics alone in a separate control group a little unconvenient? I mean, I'm pretty sure that if you do that, you can't actually "A-move" their group to the ground, which is essential, if you want them to heal any Marine that is wounded while they're all "in transit". To avoid that problem, I've always grouped Medics with a single Marine to retain the A-move ability, but maybe my life has been a lie all the time...

but that prevents marines from using stim

u can just 1a2a3a and medics with move and heal as necessary
POGGERS
quirinus
Profile Blog Joined May 2007
Croatia2489 Posts
May 29 2014 16:29 GMT
#13
Very good write-up! Pretty much everything you say is spot-on.
Definitely deserves the feature.

Mech late game is for fighting ultras and dark swarm (because of the splash killing stuff that's under it or running to/under it, and z units don't have much hp), as well as *defensively* securing more than a few expos (with MM you mostly have to defend them offensively).

Handling many control groups of bio can be daunting, yes. Use a combination of hotkeys and mouse selection. Practice your 1click2click3click4click...etc. 1a2a3a4a5a6a... then, while doing this, make sure your vessels don't die. There was one terran (amateur I think) who was insanely good at MM micro (better than boxer/nada), but I don't remember his name...

Hotkeying tanks and vessels together at the start: it's because unsieged tanks outrange lurkers, so you can just a-move them into a lurker field together with vessels and forget about it (having a MM support behind, and being wary of scourges), while if they were on 2 hotkeys it would be a lot harder to do it (plus you'd have to use 2 groups instead of 1).
All candles lit within him, and there was purity. | First auto-promoted BW LP editor.
Kau *
Profile Joined March 2007
Canada3500 Posts
May 29 2014 16:38 GMT
#14
On May 29 2014 22:56 wingpawn wrote:
Correct me if I'm wrong, but isn't leaving all your medics alone in a separate control group a little unconvenient? I mean, I'm pretty sure that if you do that, you can't actually "A-move" their group to the ground, which is essential, if you want them to heal any Marine that is wounded while they're all "in transit". To avoid that problem, I've always grouped Medics with a single Marine to retain the A-move ability, but maybe my life has been a lie all the time...


The shortcut key for heal is A so A-moving medics just tells them to heal move.
Moderator
DarkNetHunter
Profile Joined October 2012
1224 Posts
May 29 2014 16:52 GMT
#15
Really nice writeup, definitely find that precision is the most important aspect, its easy to get caught up in the tornado and not play properly.

You should really get this transferred to the BW section IMO, as its a nice thing and would be good for others there to see!

Learn from the mistakes of others. You can't live long enough to make them all yourself.
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
May 29 2014 16:54 GMT
#16
Okay sure! If any mod that reads this would like to switch, go for it! I'll PM 2pac.
2Pacalypse-
Profile Joined October 2006
Croatia9490 Posts
May 29 2014 18:01 GMT
#17
Moved to BW strategy.
Moderator"We're a community of geniuses because we've found how to extract 95% of the feeling of doing something amazing without actually doing anything." - Chill
Deleted User 268575
Profile Joined June 2012
146 Posts
June 02 2014 06:16 GMT
#18
Wow nice in-depth and accurate write-up. Accuracy over speed is the major thing I need to work on. And lol no need for the shoutout but I much appreciate it; it was all stuff you could have probably figured out within 5 minutes haha.
http://twitch.tv/jemah
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
June 02 2014 11:58 GMT
#19
On May 29 2014 16:53 vOdToasT wrote:
Show nested quote +
To me this means that I can trust in good habit forming, mechanically oriented play and I know that in time I'll become a good player


You can't get good with mechanics. You can get borderline decent, that's it. Mechanics are a prerequisite to being any good, but they don't make you good on their own.

Edit: They can get you to D+ though. Probably higher, but I am being conservative in my estimation.


Having good macro is great, but the thing that stops people from getting to C ranks quite often (and I know it's the same with myself) is that dealing with early cheese (which there's a lot of in D ranks be it smurfs or other d rankers) doesn't rely on macro or even your build order, it requires you to adapt and win from that situation.

It's all great having perfect build orders, but if you can't react well to stuff early and get thrown off (which can happen even if your mechanics is good) you'll never get into C ranks. This is a great guide though by the way, thanks <3
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
McRatyn
Profile Joined January 2013
Poland901 Posts
Last Edited: 2014-06-02 21:08:02
June 02 2014 21:07 GMT
#20
On June 02 2014 20:58 Qikz wrote:
Show nested quote +
On May 29 2014 16:53 vOdToasT wrote:
To me this means that I can trust in good habit forming, mechanically oriented play and I know that in time I'll become a good player


You can't get good with mechanics. You can get borderline decent, that's it. Mechanics are a prerequisite to being any good, but they don't make you good on their own.

Edit: They can get you to D+ though. Probably higher, but I am being conservative in my estimation.


Having good macro is great, but the thing that stops people from getting to C ranks quite often (and I know it's the same with myself) is that dealing with early cheese (which there's a lot of in D ranks be it smurfs or other d rankers) doesn't rely on macro or even your build order, it requires you to adapt and win from that situation.

It's all great having perfect build orders, but if you can't react well to stuff early and get thrown off (which can happen even if your mechanics is good) you'll never get into C ranks. This is a great guide though by the way, thanks <3

But wouldn't you agree, that when you are mechanically proficient with used builds,it makes it a lot easier to adapt? Maybe not macro alone but the mechanical skill frees your mind a lot letting it think about your opponent instead of yourself. I could even risk arguing that there is nothing that helps you more with adapting, desicion-making and just general planning that mechanical proficiency, as it is an entry point to all of those things.
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