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Calgary25969 Posts
Below is a list of definitions for the new user. This thread explains the what, not the why or how. Feel free to add terms in the reply.
Please post this link in threads where people ask what a certain term means. Thanks.
GENERAL DEFINITIONS + Show Spoiler +# Building – As in 6 Pool. Tells you what supply you had when you made that building. Not to be confused with things like 4 Rax and 2 Fact, which refers to the actual number of buildings. All-in - A one-time attack. If this attack does not kill the opponent, you have lost. Build Order / BO - The order and timing at which buildings are made at the start of the game. Cheese - Difficult to define. Generally a strategy that will immediately result in a loss if scouted or defended. Examples are proxy buildings and Cannon rushes. Choke - An area of terrain with a small passage, such as a ramp, that is easier to defend than attack. Often the attacker needs many more units than the defender to break through a choke. Cliffing - Dropping units on the high ground behind an expansion to deny mining. Done with ranged units or buildings; typically Siege Tanks, Cannons or Lurkers. Cloning - Giving a group of units a different target each. Done by giving a group a command, removing one unit from the group, and then giving this new group a separate command. This process is repeated until every unit has a separate command. Examples are sending your starting workers each to a different mineral patch, or sending Scourge to each attack a separate Mutalisk. Contain – An enemy blockade at a choke point, generally outside of your natural, which prevents you from moving out. Can be made up of any units, but is typically made up of highly defensive units, such as Siege Tanks, Lurkers, or Cannons. Cooldown – The time a unit must wait before attacking again. Counter - Attacking a player's base while his army is attacking another location. Typically you sacrifice an expansion to counter your opponent's main base. Dancing – Running units away during cooldown, firing, and then running again. Repeat. Also involves rotating damaged units to the back to spread damage. Most common with Hydralisks and Dragoons. Doom Drop - A massive drop. Generally done by Zergs. Drill - As in Drone Drill or Worker Drill. A technique used to get past units holding position in a choke or, more typically, a ramp. Workers are told to mine minerals on the other side of the choke, putting them into gather mode and allowing them to pass through units. When these workers pass through the units on the ramp, they are told to stop, shuffling both them and the units on the ramp, and allowing friendly units to engage or run past the choke. Expansion / Expo - A base constructed at another resource location other than your main base. FE – Fast expansion. Ferry / Elevator – Using a single transport to drop several units up or down a cliff. Flank - Attacking one army from multiple angles simultaneously. Foreigner - Non-Korean. Gas Steal - Building on an opponent's Vespene Gas geyser so that his mining of gas is delayed. Han Bang - "One time". Can mean an attack that is meant to do significant damage at a specific timing; alternatively, can mean the same as All-In. Hungry – Playing extremely aggressively with very few expansions. Typically applied to Zerg. The opposite of Powering. ICC - ICCup. The most popular, current ladder. WebsiteMaynard – Moving workers from an existing base to a newly formed expansion. Macro – Unit production rate and expansion. Maxed - Being at 200/200 supply. Micro – Unit control. Min Only - An expansion without Vespene gas. Multi - Korean term for expansion. Natural – Your closest expansion. PGT - An old ladder, popular with Koreans and foreigners alike. Was hacked and shut down. Powering - Building workers and expansions, rather than fighting units, with the intention of having faster production later. The opposite of Hungry. Proxy – Building a building outside your main base, generally closer to your opponent to help execute a rush quicker, or to conceal a certain tactic or strategy. Rush - An early-game attack; Foregoing tech and instead getting quick attacking units with the intention of killing or damaging your opponent early on. Second Nat – Your second closest expansion. Stacking - Clumping air units on top of one another so their numbers are disguised and they are easier to control. Teching - Researching new technology or building advanced buildings which are prerequisites for new units or buildings. Turtle - A defensive player who rarely leaves his base. Can be used as a verb (Turtling) to describe an extremely defensive playing style.
RACE SPECIFIC DEFINITIONS
Protoss + Show Spoiler +General ProtossInfinite Psionic Storm - Having so many Templar that you can cast Psionic Storm endlessly during a battle. Manner Pylon - Building a Pylon in your opponents' mineral line. Ideally this traps workers and restricts access to one or two mineral patches, decreasing mining efficiency. Storm Raid / Psi Raid - Dropping High Templar from Shuttles to cast Psionic Storm on an enemy's workers. PvPPvT3 Gate - 3 Gateways before expansion. Bulldog – A quickly timed attack with many Dragoons from 3 Gateways and 4 Zealots in Shuttles; Meant to defeat a Terran’s fast expansion. Refugee Protoss – Running from base to base as Terran kills them. Generally happens when Protoss has many Carriers. Spirit Protoss – Attacking with wave after wave of Zealots and few Dragoons. Generally involves almost no unit control with more of a focus on unit production. "Spirit" refers to the death animation of the many dying Zealots. Zealot Bomb - Dropping Zealots from a Shuttle onto the Mines of a Terran push, causing the Mines to explode and destroy the Terran push. Alternatively, this is dropping Zealots from a Shuttle onto Tanks, causing nearby Tanks to fire and destroy the Tank due to splash damage. PvZ2 Gate - Making 2 Gateways before Gas. Typically used to Zealot rush. Bisu / Beesuit – A build first made popular by Bisu; involves a fast expansion into a mid game of many Corsairs, harassing Dark Templar and relatively fast Observers.
Terran + Show Spoiler +General TerranAllied Mines - Laying a minefield and then allying your opponent. You unally your opponent once he is in the center of the minefield, to maximize damage. Banned from all competitive leagues and ladders. Ball / Blob - A massive late-game army. Comes from the picture on the minimap when Terrans move out in the late game, keeping their large army grouped tightly together. Wall-in - Blocking the entrance to your base early on, typically with Supply Depots and a Barracks. TvP2 Fact – Two Factories before expansion. Biomech - Typically a rush build consisting of Marines, Medics and Tanks. FD - Meaning "fake double" (As in fake 2 Fact rush). Terran rushes with similar forces from a Gundam, but from 1 Factory only, with the intention of expanding immediately. Gundam – A quick rush from 2 Factories (1 Add-on), meant to push Protoss back far enough to allow Terran to Bunker and contain him. Terran moves out at the same time as an FD, but quicker than a Joyo. Joyo – A slower timing rush off 2 Factory (2 Add-ons), meant to push Protoss back far enough to deny an expansion. Terran moves out later than an FD or Gundam, but with more units and research. Push - The standard Terran mid and late-game offensive, led by Siege Tanks. Characterized by "leapfrogging" Sieged Tanks from the back into Tank mode, moving them to the front and Sieging them, and then repeating to move the attack towards a target. Tornado - A build popularized by Nada, Tornado Terran involves harassing with many Vultures at the end of the midgame to stall Protoss, while Terran builds up his forces. This build's trademark is an eventual attack of almost pure Tanks in a maxed Terran army. TvTTvZ2 Fact – A Tank-heavy build, with few Vessels coming from 1 Starport and many Tanks from 2 Factories. 8 Rax – Building a Barracks on 8/10 supply with the intention of Bunker rushing. BBS – Barracks, Barracks, Supply (Depot). Building two Barracks before Supply Depot with the intention of Bunker rushing. Eraser - Casting Irradiate on one's own Science Vessel, which is then flown over Drones to kill them. Metal - Playing TvZ with Factory units - primarily Goliaths supported by Tanks. MnM / M&M / MMF - Marines and Medics (and Firebats). SK Terran – An infantry-heavy build relying on no Tanks, 2 Starports making Vessels, and 9-12 Barracks making Marines and Medics. Sparks Terran – Making infantry from 3 Barracks with the intention to break through a Zerg’s Sunken line before his tech is complete. Sparks refers to this strategy’s heavy dependence on Firebats, as they take 3 hits rather than 2 to die from a Sunken Colony. Vessel Cloud - Several (>7) Science Vessels.
Zerg + Show Spoiler + General Zerg
3 cm Drop / Slow Drop – Using slow moving Overlords to drop units up or down a cliff.
Crackling - Zerglings with the Adreanline Glands upgrade researched.
Extractor Trick - Building an Extractor, then a Drone, then cancelling the Extractor to get 10/9 supply. Generally only done when 9 Pooling.
Overpool - 9 Overlord 9 Pool.
Speedling - A Zergling with the Metabolic Boost upgrade.
Sunken Line – The defensive line of Sunkens a Zerg player will make at his expansions. Mostly used against Terran at Zerg’s natural while he waits for his first tech to research.
ZvP Sauron – An expansive, low-tech Zerg build. Initially, Zerg matches Protoss attack upgrades with Carapace upgrades, and maintains a 3:1 ratio of Zerglings: Zealots, while all remaining minerals are spent on expansions and Drones. Zerg will be making massive amounts of Hydralisks and Zerglings from the midgame through the endgame.
ZvT 2 Hatch – Getting only two Hatcheries before beginning to gather gas and tech. Usually involves highly aggressive play to compensate for lost economy.
3 Hatch – Getting three Hatcheries before beginning to gather gas and tech. Usually involves a longer game with more units and expansions made. A very common build.
Hold Lurkers - Glitching Lurker AI so they don't attack, even when units are in range.
Infinite Dark Swarm - Using the same Defiler to cast Dark Swarm in the same place just as an old Swarm runs out. The Defiler then consumes units to regain mana and repeat the process.
ZvZ
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i don't agree with timing description. basically its much wider term. "sence of time" - preparing 6 larvaes before getting spire done , getting crucial upgrades in time (3rax rush +attack timing) , getting detection before dt // turrets before muta. anyway gj ^^
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CA10824 Posts
i thought spirit protoss style referred to pusan' (nicknamed spirit-toss) style of play where it's just a constant stream of units being sent in, not the death animation...?
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Calgary25969 Posts
On October 24 2007 02:21 NoDDiE wrote: i don't agree with timing description. basically its much wider term. "sence of time" - preparing 6 larvaes before getting spire done , getting crucial upgrades in time (3rax rush +attack timing) , getting detection before dt // turrets before muta. anyway gj ^^
Well it's such a broad term, how are you going to define that? So I narrowed it down to expanding timing and timing attack. Saving Larvae for Mutas isn't really timing in my eyes.
On October 24 2007 02:30 LosingID8 wrote: i thought spirit protoss style referred to pusan' (nicknamed spirit-toss) style of play where it's just a constant stream of units being sent in, not the death animation...?
I could be wrong. Can others confirm this or cite sources please?
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thedeadhaji
39489 Posts
Hm that's more along the lines of Chill's original definition of Spirit Toss, but I corrected it into what it is right now...
It definitely refers to Pusan's playstyle, but remmeber that Pusan's other nickname is "Zealot Factory", and that he does indeed sends in streams of streams of zealots, which all become "spirits".
When you hear commentators say "spirittttttt~~~~~" it's nearly always when 10+ zealots are rushing in. So I think the definition is pretty accurate, where the "definition" is that
Attacking with wave after wave of Zealots and few Dragoons. Generally involves almost no unit control with more of a focus on unit production.
while the term "spirit" is derived from the numerous zealot death animations that result from employing the Spirit Protoss Style.
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Shouldn't min only be in general, and not just TvZ?
Great thread though, thanks a lot.
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Calgary25969 Posts
On October 24 2007 03:20 Lemonwalrus wrote: Shouldn't min only be in general, and not just TvZ?
ROFL WTF? Thanks dude, I have no idea how the fuck that happened.
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could add "manner pylon"
also, obvious unit definitions like zeal for zealot, goon for dragoon aren't needed, but maybe "terror" for scourge? that one isn't exactly intuitive.
Also wondering for my own sake, what a "han bang" rush is. Searched it up and found "Han-Bang = all in, do-or-die attack.", but I've also heard it used to describe 4 fac off two base quick mass of units, and also to describe Tornado Terran.
2CM drop I've heard as "slow drop" a lot. maybe you could put a synonym.
Oh I found this thread while searching for Han bang, maybe you'll get something useful out of it. http://www.teamliquid.net/forum/viewmessage.php?topic_id=60111
Also "powering" - for general Z, pumping drones while forgoing unit count when you think you have a safe amount of time.
Deep 6, Maybe as synonym for biomech build. This one involves a one fac FE first though, kind of to fool toss, before going 6 rax.
Just realized these next two DO explain the "why and how", but it's kind of hard to explain hold lurks and stacked mutas without using their why and how.
hold lurkers: Selecting lurks with an overlord, so that the command "Hold Position" becomes available. Having the lurks hold their fire until a group of units (generally used in ZvT vs marines) walks closely into range, and then letting the lurkers attack.
Stacking (mutas? maybe other units too.) : Selecting mutalisks with an OL so that they all group together in one stack, letting them do damage together, and making them difficult to target.
Cloning, maybe? Not sure entirely how to describe it.
besides those, maybe "turtling" or "gg'ing" (maybe nobody except me says that one.)
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I was under the impression tornado terran also implied the way you move out, only seiging to attack an expansion or engage the protoss forces.
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I always thought Sauron zerg was the condition where you have so many expansions and hatches, that you can be replacing your 200/200 army just as fast as it dies.
It's not a build because it implies the zerg wins. Mass hydra/ling is a build yes, but it doesn't mean the zerg has such a strong economy.
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GrandInquisitor
New York City13113 Posts
Tropics is kind of right - tornado terran is associated commonly with unsieged tanks attacking.
BO: Build Order
Metal should be under general terran, I think, not just TvZ. Metal being factory units, bio being barracks units
Note that in PvZ +1 refers almost always to the +1 weap thing
Perhaps under each matchup you should post the common BO's associated with that matchup. For example, "2gate" PvT builds are way different than "2gate" PvZ builds. So maybe something like:
PvZ: 1 gate - Gassing immediately after first gate and playing a tech style on 1 base 2 gate - Aggressive play with zealots FE - Fast expanding, with a forge on 10/10 and a nexus as early as 14 supply
PvT: 1 gate (robo) - expanding before second gate but after robotics 2 gate (range) - expanding after some aggression from 2 gateways of dragoons
etc.
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Calgary25969 Posts
You guys are getting way too picky. This is a list to help people who don't understand terms, not a strategical compendium.
only seiging to attack an expansion or engage the protoss forces.
When else does a Terran Siege when moving out in a normal game? I think this is implied to be honest...
I always thought Sauron zerg was the condition where you have so many expansions and hatches, that you can be replacing your 200/200 army just as fast as it dies... Mass hydra/ling is a build yes, but it doesn't mean the zerg has such a strong economy.
I really disagree. I'm pretty sure Sauron is only applied to expansive, HydraLing play through the midgame. Have you ever heard of a "Sauron LurkerLing build?" If you have, we'll have to ask other people, because I haven't.
Metal should be under general terran, I think, not just TvZ. Metal being factory units, bio being barracks units
Metal is the norm in the other two matchups, so it doesn't need to be defined. No one says "I went Metal TvT."
Note that in PvZ +1 refers almost always to the +1 weap thing
Not sure how I feel about this, I will consider it.
Perhaps under each matchup you should post the common BO's associated with that matchup. For example, "2gate" PvT builds are way different than "2gate" PvZ builds. So maybe something like:
PvZ: 1 gate - Gassing immediately after first gate and playing a tech style on 1 base 2 gate - Aggressive play with zealots FE - Fast expanding, with a forge on 10/10 and a nexus as early as 14 supply
PvT: 1 gate (robo) - expanding before second gate but after robotics 2 gate (range) - expanding after some aggression from 2 gateways of dragoons
I really think no, but I'll consider it.
also, obvious unit definitions like zeal for zealot, goon for dragoon aren't needed, but maybe "terror" for scourge? that one isn't exactly intuitive.
I think zeal and goon are too obvious. Ive never heard "terror" for scourge ever...
Also wondering for my own sake, what a "han bang" rush is. Searched it up and found "Han-Bang = all in, do-or-die attack.", but I've also heard it used to describe 4 fac off two base quick mass of units, and also to describe Tornado Terran.
HanBang is hard to define as it doesn't really mean all-in, but more an attack that is intended to succeed at only one point (terrible definition but best I can do). I'll try to come up with something, and I'd love input on it.
2CM drop I've heard as "slow drop" a lot. maybe you could put a synonym. k thx
Deep 6, Maybe as synonym for biomech build. This one involves a one fac FE first though, kind of to fool toss, before going 6 rax.
No one does deep 6. If this was 1999 I would put it, but yea.
To Be Added:
-manner pylon -slow drop -powering -hold lurkers -stacking -cloning -turtle
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I think zeal and goon are too obvious. Ive never heard "terror" for scourge ever... Oh no, I agree about them being too obvious, that was my point. You've really NEVER heard terror for scourge? I think.. isn't it what the koreans call them?
No one does deep 6. If this was 1999 I would put it, but yea. lol. fair.
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Are these only strategy-related terms, or for more broader b.net/sc use?
This is very helpful and I have some terms to add. Feel free to use or discard these, some of these may be too basic or too advanced, but I figured they'd be important for a beginner to know.
General
#-# - used to signify the attack and armor upgrades of a particular unit type. A marine at 2-2 means that Infantry attack & Infantry armor upgrades are both at 2.
worker - SCV, drone, or probe
mineral line - the area (most often visualized as a line due to the fact that mineral patches are next to each other in a line) between mineral patches and the Command Center/Nexus/Hatchery, where workers are most tightly packed. Very vulnerable to attack.
harass - any act that distracts from an opponents macro. Includes disrupting opponents economy, and using early-game scouts to distract opponent
air - any flying unit
anti-air - units specifically designed to counter air
Expo - short for Expansion
Nat - short for Natural
Build Order - the order and timing in which buildings are made in the opening of a game, typically the first 5 minutes. Many strategies are based on their Build Order.
BO/build - short for Build Order
camping/turtling - staying behind one's defenses to build a larger army before attacking.
safe - term used to describe a build order that has been proven to be effective against a certain build order or combination of build orders.
Tech - term used to describe the tactic of spending resources on any building or upgrade that furthers the progression of a race's army to higher-tier units, rather than spending resources on a larger army of lower-tier units. (feel free to change the wording here, I couldn't quite think of the perfect defintion)
Zerg general
Stacking - the act of putting a group of units in the same group as a non-attacking unit, allowing the attacking units to 'stack' at a certain location when the move command is executed. Used to increase the effectiveness of focus fire and hit-and-run tactics. Commonly used by zerg to stack mutalisks.
Lurker stacking - the act of burrowing a lurker, then moving another lurker directly on top of the burrowed lurker(s) and burrowing it there as well. Gives the opponent a false impression that there is one lurker at a location when there are actually two (or more).
ZvT
Lurker hold - the act of continuously pressing 'hold position' on a group of lurkers so that they do not immediately attack enemy units within range. An overlord is needed to be grouped with the lurkers so that the 'hold position' command is available. Used to surprise enemy units at close range so that they cannot run away in time. Most commonly used ZvT against marines.
Terran General
m&m - marines & medics, a common Terran infantry combination.
push (pushing) - the act of heavily fortifying an offensively strategic position to give yourself a tactical advantage. Most often applies to sieging tanks at a particular location, but can also include laying vulture mines and building turrets.
Protoss general
HT raid - loading multiple high templar into a shuttle for the purpose of using psionic storm against an opponent's worker units.
reaver drop - loading two reavers in a shuttle in order to harass an opponent, usually by attacking their workers.
I'll add more as I think of them. Not sure if it's appropriate, but you might include abbreviations for units (i.e. lurk, ling, vult, sair, BC, etc. although i think these are painfully obvious >_< )
EDIT: fixed some definitions. And I see I repeated some that a previous post has mentioned. Cloning is excellent, but I'm not sure the best wording for such a definition
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thedeadhaji
39489 Posts
oh, i guess you could add that 3cm drop is also sometimes referred to as "2 inch drop", or "elevator" in korean.
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Calgary25969 Posts
I put that an elevator is using a single drop ship to move multiple units up, aka ferry.
Is that wrong, or is it an ambiguous definition?
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Chill, maybe im wrong, but i thought Sauron's key is that all the expos produce all their own drones and don't required them to be maynard'ed from home??
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Calgary25969 Posts
I don't think that has anything to do with it to be honest. We'll need second opinions since everyone has problems with my Sauron definition.
But honestly, let's get focused here. What comes into your mind when someone goes talks about Sauron. Are you thinking about expansive HydraLing, or the fact that he has a lot of Hatcheries? For me it's not even a question, but maybe I'm alone.
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You have to add these things in:
Gas Steal Manner Pylon Doom Gates (bisu vs that protoss @ peakdu?)
Han-Bang (i have a thread on it)
I have more ; I'll continue to edit in.
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On October 24 2007 05:35 thedeadhaji wrote: oh, i guess you could add that 3cm drop is also sometimes referred to as "2 inch drop", or "elevator" in korean. i know some people call it a "ladder"
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Russian Federation4235 Posts
On October 24 2007 06:05 Chill wrote: I don't think that has anything to do with it to be honest. We'll need second opinions since everyone has problems with my Sauron definition.
But honestly, let's get focused here. What comes into your mind when someone goes talks about Sauron. Are you thinking about expansive HydraLing, or the fact that he has a lot of Hatcheries? For me it's not even a question, but maybe I'm alone.
Sauron refers to the old playstyle that does involve a lot of hydraling low-tech with taking as many bases as possible. One of the dominant zerg playstyles in 2002-2003.
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this one
I think this thread should be helpful.
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United States42168 Posts
On October 24 2007 06:43 fight_or_flight wrote:Show nested quote +On October 24 2007 05:35 thedeadhaji wrote: oh, i guess you could add that 3cm drop is also sometimes referred to as "2 inch drop", or "elevator" in korean. i know some people call it a "ladder" Staggered drop
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CA10824 Posts
3cm is the correct korean term. phonetically, they call it "sam-sen-chi"
as for the scourge thing, koreans call them scourge... hence why you hear the commentators yelling it during matches. when they say "terror" they aren't calling the scourge themselves that, but rather the role of scourge, primarily in ZvT where scourge pick off dropships and sci vessels a lot.
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CA10824 Posts
oh and as for the 한방 (hanbang) attack
hanbang literally means one-blow.
so when you hear them say "hanbang rush," it usually means that the player is going for a single attack that can have a huge impact on the game, usually in a specific timing. for instance in TvZ the "hanbang" would be when the T is massing M&M while defending vs mutas, and then when he gets 2 tanks and a sci vessel, all those unit combined would be considered a "hanbang" force.
or at least, that's how i understand it.
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United States20661 Posts
For Spirit Toss, what about the actual build? 3 gate fast speedlot 8 goon 8 lot or so, timing attack.
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Calgary25969 Posts
Spirit Toss is late game dude when you're trying to just bowl over your opponent with hundreds of units. And we're not going to get into builds in this thread.
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On October 24 2007 04:14 Payt wrote: Also wondering for my own sake, what a "han bang" rush is. Searched it up and found "Han-Bang = all in, do-or-die attack.", but I've also heard it used to describe 4 fac off two base quick mass of units, and also to describe Tornado Terran.
Yeah, hanbang in Korean means one shot, or more appropriately an all-in attack.
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I think this has been overlooked, and is very important: VARIOUS BOMBS! I don't know how you'd classify them, but the obvious ones are Gol Bomb (Hwasin used it recently), Zealot Bomb, DT Bomb.
In case someone is confused, it's when you drop a unit on top of an enemy mine where he has densely packed forces, killing them all.
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how come NaDa gets a link to his profile in the OP but Bisu didnt?
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Calgary25969 Posts
On October 24 2007 11:01 YanGpaN wrote: add FD
Did you even read it?
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Calgary25969 Posts
On October 24 2007 12:19 XCetron wrote: how come NaDa gets a link to his profile in the OP but Bisu didnt?
oversight. thx
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Hmm for proxy you can also add that it can be used to hide your tech. Like a proxy templar archive.
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On October 24 2007 04:45 LxRogue wrote: I always thought Sauron zerg was the condition where you have so many expansions and hatches, that you can be replacing your 200/200 army just as fast as it dies.
It's not a build because it implies the zerg wins. Mass hydra/ling is a build yes, but it doesn't mean the zerg has such a strong economy.
Saroun is a style and a build, not a condition.
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On October 24 2007 10:28 fanatacist wrote: I think this has been overlooked, and is very important: VARIOUS BOMBS! I don't know how you'd classify them, but the obvious ones are Gol Bomb (Hwasin used it recently), Zealot Bomb, DT Bomb.
In case someone is confused, it's when you drop a unit on top of an enemy mine where he has densely packed forces, killing them all.
Agreed. I did not see zlot bomb or I am blind.
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Belgium9945 Posts
Lingburn: When toss has 1 more attack grade than zerg has armour grades and therefore kills a zergling in 1 hit less
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On October 24 2007 06:05 Chill wrote: I don't think that has anything to do with it to be honest. We'll need second opinions since everyone has problems with my Sauron definition.
But honestly, let's get focused here. What comes into your mind when someone goes talks about Sauron. Are you thinking about expansive HydraLing, or the fact that he has a lot of Hatcheries? For me it's not even a question, but maybe I'm alone.
hahah, i always thought it includes drones from your own expansion on top of what you said, but i could be wrong. id take your opinion over mine in this situation =p
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Calgary25969 Posts
Updated.
I read this thread and all the links. If you still feel any are missing or wrong, please let me know. Ones people suggested that arent on the list were most likely left off on purpose, but if you really feel something should be added, let me know.
Thanks guys.
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One thing you missed: in the hold lurker def. , it says
glitching the AI so they do attack Should say "don't attack."
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Calgary25969 Posts
Wow youre fast. I found that as I proofread it and changed it.
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haha. yeah, just bad timing.
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United States4471 Posts
I think cloning should mention the fact that the targeting of multiple units is accomplished by group selecting and then deselecting the units one by one. At least that's what I've always thought cloning entailed. For example, I don't believe it was considered cloning when Boxer locked down all those BCs by assigning individual Ghosts to different hotkeys.
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United States4471 Posts
In regards to cliffing, I believe it'd be more accurate to state that it's the utilization of ranged units/defensive structures to attack from high ground, generally in a way that makes it difficult for opposing ground units to dislodge them, and then state that it is often accomplished with sieged tanks, lurkers and cannons.
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Calgary25969 Posts
I don't want to get into how to do everything, or else we have to explain how do you stack mutas, how do you hold lurkers, how do you etc.
This is supposed to help noobs who have no idea wtf is going on. So if someone says "you have terrible scourge, clone your scourge against vessels" and this kid has no idea what's going on, will he be able to understand once he reads these definitions?
At least that's what I've been thinking in the back of my head while writing these.
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United States4471 Posts
In regards to dancing, I believe that not only is it the management of unit cooldown, but also the maneuvering of damaged units to the back to rotate healthier units to the front.
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Calgary25969 Posts
But, putting tanks on your high ground at 9 on Python isn't cliffing. I don't even think lining the high ground on Hitchhiker with Tanks is cliffing. Do you?
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On October 25 2007 02:39 Chill wrote: I don't want to get into how to do everything, or else we have to explain how do you stack mutas, how do you hold lurkers, how do you etc.
This is supposed to help noobs who have no idea wtf is going on. So if someone says "you have terrible scourge, clone your scourge against vessels" and this kid has no idea what's going on, will he be able to understand once he reads these definitions?
yeha, that's better than describing it. Im trying to learn poker now, and the defs are killing me. Something like this would help a lot there. Terminology guides are usefull
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United States4471 Posts
On October 25 2007 02:39 Chill wrote: I don't want to get into how to do everything, or else we have to explain how do you stack mutas, how do you hold lurkers, how do you etc.
This is supposed to help noobs who have no idea wtf is going on. So if someone says "you have terrible scourge, clone your scourge against vessels" and this kid has no idea what's going on, will he be able to understand once he reads these definitions?
At least that's what I've been thinking in the back of my head while writing these.
I agree that you shouldn't go too far into the actual mechanics or processes, but when the very definition of something is based upon how it's accomplished it should be included. When you're defining a particular tactic or technique, as opposed to a theory, strategy or concept, a general description of how it's pulled off is going to be needed.
As an example, for BOs, a general description of what it's tryin to accomplish and how it accomplishes it is enough. The actual specific build is unnecessary. Describing a 9hat 9pool as a hungry build that sacrifices economy for better defense against cheese or rushes while also taking an expansion is sufficient, without including the actual build itself. However, for tactics such as air unit stacking or hold lurker, these are actual "moves" (for lack of a better term) and how they are done is what defines them.
If you don't say that air unit stacking is accomplished by including including a unit of a different type within a control group, then the person you're trying to explain it to doesn't really know what air unit stacking is. It could be confused with just manually pulling your air units together. If you don't say that hold lurker is accomplished by group selecting lurkers with another unit that has a hold function, then you're not really defining what hold lurker is. It could be confused with stop lurker or even allied lurker. The same could be said for allied mine being confused with blinded mines, or other similar tactics.
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United States4471 Posts
On October 25 2007 02:40 Chill wrote: But, putting tanks on your high ground at 9 on Python isn't cliffing. I don't even think lining the high ground on Hitchhiker with Tanks is cliffing. Do you?
I sorta do, but I understand if you don't consider it as such. If you want to narrow it to the attacking of expansions or workers, you could modify it to
"The utilization of ranged units/defensive structures to attack expansions or workers from high ground, generally in a way that makes it difficult for opposing ground units to dislodge them. This is often accomplished with sieged tanks, lurkers and cannons."
My only MINOR concern is that cliffing can be done to main bases as well, although it's rare for a map to have a main that can be cliffed. I seem to remember some bases where this is possible, but they are few and far between so it doesn't seem like a real concern.
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United States4471 Posts
In regards to contain, isn't it basically the usage of a choke to keep a player inside their base? My only concern with your definition is that contains can be accomplished with any unit, so long as they're keeping their opponent at home. You can contain a P with a large amount of lings in early game, you can contain a Z with m&m early in the same way. The way your currently define a contain may confuse people when others suggest that they attempt to "contain" their opponent while meaning that they should keep them at home instead of setting up a wall of tanks, lurkers or cannons.
Suggestion: "Preventing an opponent from leaving their base or natural expansion by maintaining an army outside of their entrance. Generally this is accomplished by the utilization of a choke, superior unit count or the setting up of defensive units/buildings."
In regards to cooldown, I think should change "firing" to "attacking". It's a minor change (so totally okay if you don't change it), but not all units "fire".
In regards to counter, I would suggest you change "while his army is out" to "while his army is attacking another location". After all, the idea of a counter is to react to an attack with another attack. I don't believe it really fits when the guy's army just happens to be somewhere else, such as defending a new expansion.
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United States4471 Posts
I think the definitions of micro and macro are too narrow, but it will probably have to take some work to come up with good definition. I understand that you don't want to get into a discussion as to what macro and micro really are, since it can turn into a rather involved discussion (as has happened in threads), but making the definitions too narrow isn't very good either. Other people have come up with some pretty good definitions in other threads, but I don't have those links handy. Maybe make a thread asking people to suggest definitions for these terms, as they're such major concepts that it's actually worthy of its own thread.
Should we define expansion? Maybe "A base constructed at another resource location other than your main base."
I think proxy should change from "Building a building outside your main base, generally closer to your opponent to help execute a rush quicker or to conceal a certain tactic or strategy."
The definition of 2 Gate implies that it necessitates a Zealot rush, which I feel is misleading. 2 Gate is often suggested not just to rush, but also because it's "safe" and handles rushes better than 1 Gate builds. Maybe just say it's a standard PvZ build order that involves getting two Gateways before gas, and supports a Zealot rush. Or even "Two gates before gas", since you put "Two factories before expansion" for 2 Fact.
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United States4471 Posts
By the way, a lot of these definitions are great. Just wanted to mention that since I don't want anyone to think that my suggesting all these changes is meant as a criticism of Chill's efforts.
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Calgary25969 Posts
No your suggestions are great, even if I don't agree with all of them - we were having good discussion going. I'm just eating lunch so I'll take a look after I'm done.
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Cannon rush? Bunker rush? Sunk rush (ZvZ)? #Pool? Manner gas?
I think there was a name for lifting barracks and landing them in the opponent's base, I might be wrong though.
Also for pylons blocking the ramp in PvT.
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The current Crackling describes a Speedling change that and add Crackling!
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On October 25 2007 06:04 mahnini wrote:The current Crackling describes a Speedling change that and add Crackling!  When I think of Crackling I think of 3-3 + adrenal glands Speedling o;
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I thought it was just a Zergling with both Metabolic Boost and Adrenal Glands, had no idea it also needed the 3-3 portion of it to be considered a crackling :-/
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Calgary25969 Posts
Cracklings used to be: 3-3 + metabolic + adrenaline Over the past couple years the definition has changed to just metabolic + adrenaline Speedlings are just Metabloic
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Why are manner pylons called Manner pylons?
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Zurich15315 Posts
I would add speedling nontheless you here it more often than crackling (obviously).
Also, does flanking neccessarily mean attacking from multliple angles? Isn't it more like attacking from an angle that is generally favorable for you troops? Like attacking the back or side of a terran push where no vults are or a line of marines from the side so that the medics can't get back to heal fast enough?
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Flanking definitely means attacking from multiple angles.
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On October 25 2007 19:02 zatic wrote:
Also, does flanking neccessarily mean attacking from multliple angles? Isn't it more like attacking from an angle that is generally favorable for you troops? Like attacking the back or side of a terran push where no vults are or a line of marines from the side so that the medics can't get back to heal fast enough? no, multip;e angles.
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Zurich15315 Posts
Thanks for clearing that up.
On October 24 2007 07:56 LosingID8 wrote: as for the scourge thing, koreans call them scourge... hence why you hear the commentators yelling it during matches. when they say "terror" they aren't calling the scourge themselves that, but rather the role of scourge, primarily in ZvT where scourge pick off dropships and sci vessels a lot.
They really say terror? Funny because that is the name of the scourge in the German version of the game. Took me a while to get used to scourge.
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Calgary25969 Posts
Re: CyRic
- I don't think cloning needs to be redefined because someone can get the point from the current definition without us going into the mechanics. I guess if you disagree we can discuss this more. - I think cliffing is at an expansion. Again, disagree -> discussion. - I altered contain, saying it happens at a choke and saying it's typically Tanks/Cannons/Lurkers but can be any unit. - I think stacking is fine as is. When someone clumps Mutalisks on a mineral patch, you say he stacked them. I think you can stack things without control groups. - Changed cooldown - Changed counter - Will look into micro / macro - Added expansion using your definition - Changed proxy - Changed 2 Gate to be more general
Re: Fanatistic - Cannon rush, bunker rush and Sunk rush are all under the term 'rush'. I think anyone can figure out that Cannon Rush = Rush definition... with Cannons. etc. - Manner gas is under Gas Steal. I don't think it's often called manner gas.
Re: Everyone else - Flanking is from more than one direction (angle) as people have said - Added Speedling even though it's common sense...
Should I add Speedy Zeals? Or Legs?
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United States4471 Posts
On October 25 2007 23:32 Chill wrote: - I don't think cloning needs to be redefined because someone can get the point from the current definition without us going into the mechanics. I guess if you disagree we can discuss this more
Go with what you prefer, but I still think that the term cloning specifically refers to deselection no? I remember that whenever people ask what cloning is, others inevitably define it by the method of targeting multiple units by deselecting units from a control group. I.e. is it still cloning to target multiple units via Boxer's 1-unit-1-hotkey method or to target multiple units in any other manner?
- I think cliffing is at an expansion. Again, disagree -> discussion.
That's fine, but maybe change "defensive units" to "ranged units/buildings" (cannons aren't units after all), since some people do it with Goons, Hydra, or even Marines as well.
- I think stacking is fine as is. When someone clumps Mutalisks on a mineral patch, you say he stacked them. I think you can stack things without control groups.
Totally forgot about the min patch method, definition is fine by me.
- Changed cooldown
Sorry to be anal, but... "attack" -> "attacking" 
Should I add Speedy Zeals? Or Legs?
Personally, I don't think it's necessary. I don't really hear the term "Speedlots" or anything like that very often. "Speedlings" is actually rather common, so that's understandable, but I think this case is different. (btw, you put it as "speedline")
A few other things:
-Timing seems like something that we shouldn't have to define. It's meaning in the SC/BW context is pretty much the same in any context. Timing is timing.
-Should we add "drone drill" or even "worker drill"? I'm not sure of the most common term used for it, but utilizing (abusing? ) the way workers can pass through other units and each other when mining is pretty common.
-Should we also mention under "Turtle" that it can also be used as a verb ("turtling") to describe playing in a very defensive manner?
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Calgary25969 Posts
k updated all typos/spelling mistakes deleted timing added drill updated turtle updated cloning ( -_- ) haha
The wording for cloning / drill seems awkward, so make it better for me. Thanks
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United States4471 Posts
Cloning: A technique used to quickly give separate commands to units within the same control group. It is accomplished by giving a control group a command and deselecting units while issuing separate commands until each unit or smaller group of units is assigned to a different task. Typical usages include sending multiple workers to separate mineral patches and splitting scourge into smaller groups to target multiple units.
Drill: A technique utilizing the ability of worker units to pass through each other and other units while mining. It is accomplished by telling a group of workers to mine one resource node (mineral or gas) which allows the workers to stack and/or overlap with each other and also pass through other units. Typical usages include commanding workers to drill through a wall of units and then cancelling their mining to have them unstack in the middle of the wall, thereby breaking it apart (typically a Zealot wall blocking a ramp), and stacking workers to allow them to fight off enemies more effectively.
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CA10824 Posts
maybe for protoss define "critical mass" in reference to carriers.
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On October 26 2007 14:18 LosingID8 wrote: maybe for protoss define "critical mass" in reference to carriers.
I thought this term applied more to tanks in TvP
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Zurich15315 Posts
Why is 3 cm Drop / Slow Drop under General and not Zerg?
The Ball / Blob should be general Terran imho or at least also under TvZ.
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On October 26 2007 17:05 zatic wrote: Why is 3 cm Drop / Slow Drop under General and not Zerg?
The Ball / Blob should be general Terran imho or at least also under TvZ.
yeah, def add ball/blob.
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Calgary25969 Posts
Doom drop is already there Moved 3cm drop to z general Moved ball/blob to t general
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United States4471 Posts
M&M and MMF are good ideas. Critical mass has the same definition and usage as it does in any context, so no need to specifically define it for SC/BW.
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Dunno if people listed it but manner gas is not on there. It should be another definition of gas steal.
Also Vanilla Zerg- A zerg strategy usually involving low tech units such and lings/hydras and lots of hatcheries and upgrades. Typically no Broodwar expansion units (at least for the better half of the game).
Is Imba on there? Worker (refering to drones, scvs, probes), HQ (referring to nexus, CC, and hatch). Also hatch and CC are slangs of their original words. Also Nat, Min only, expo/multi. Hold lurker, muta (air unit) stack.
I think you should probably add user sayings and phrases as well. Like BM, MH, GG, etc.
edit- also AV- allied victory, SV-shared vision, AC- Allied chat, RIG(ged)-referring to making a map in someones favor,Stack(ed,ing)-referring to making public team game in a teams favor by putting the best players on your team.
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Calgary25969 Posts
Charlie did you even read my list?
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United States42168 Posts
I think we out to make up a name for +1 speedlots (or speedlots with 1 more attack than zerg armour) simply because they're so pivotal in PvZ. They're like auto map control for the protoss. Speedlots for speeded zees and cracklots for 1 more than ling armour plus speed lots?
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United States42168 Posts
Oh, and crossing the T. Originally a naval term to describe the same maneuvere, it's basically when you create a situation where their fleet is attacking as a column into your line of ships. It's a critical micro technique in bw for the same reason, to minimise their fire output while maximising your own.
Also, concave defensive formation. When you set up a concave line of units around a choke (like below a ramp) to maximise the unfairness of any attack.
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Never heard of either of those terms used, ever.
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i just thought of one. I saw someone call it chafing but I like to call it a vulture hop or marine crush . It is when you lift your rax or whatever and land it to push your units through a mineral wall. Protoss have pylon hops.
Also Marine pacing is a pretty basic term. Lastly, 4 hatch hydra
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That's not a seperate terminology... It's a strategy build... No need to define the obvious xD
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Hong Kong20321 Posts
On October 27 2007 11:34 fanatacist wrote: Never heard of either of those terms used, ever.
yeah me neither.. i think those are too general to be SC only terminology things...anyone would understand them i'd say
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Thief Vults? Like, when you lay mines around your enemy then run away as their ball explodes.
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CA10824 Posts
"control" is the korean term for micro
also, maybe "vulture control" or something like that to refer to the patrol-vulture where it shoots without stopping.
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Calgary25969 Posts
Whats with all these terms that I don't think are real terms?
Crossing the T? Marine Pacing? Marine Crush? Thief Vultures?
I've not heard any of these terms a single time. Are you guys making them up?
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I heard thief vults in another thread of TL...
Never heard the others.
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Bay Float-putting an engineering bay or any other floating building over a turret so DTs cannot target it directly.
also, using Hold position on a lurker group with an ovie doesnt work im pretty sure. What you do is select your lurkers then attack a building of your opponents that is in fog of war, they wont attack until you attack the group or press stop.
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A term that should be defined that has not been (unless I am a blind monkey): sense of star. Can't think of any others.
This thread should have been posted a long time ago (years ago). But, better late than never.
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GrandInquisitor
New York City13113 Posts
I've heard of thief vultures, the name being how your vultures don't attack the dragoons, so the P hopefully doesn't notice at all before he finds out one of his control groups turned into a lot of blue goo
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On October 27 2007 09:52 Chill wrote: Charlie did you even read my list?
Yea, I did. You are lacking some of these definitions and some of them are alternative slangs like vanilla zerg, manner gas. They deserve their credit.
And the stacking definition is pretty vague. It should be more specific like: grouping a trapped or stationary ground unit with a group of air units to allow them to move around as 1 unit and attack at the same time etc.
Same with hold lurker. It should be more specific.
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has anyone ever heard of "infinite psionic storm" or "infinite dark swarm"? that just sounds silly =/
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United States42168 Posts
Crossing the T is hundreds of years old, a basic naval term. I only mentioned it because it occurs a lot in Starcraft. Moving your army so they are a vertical line and yours is a horizonal cross to it.
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I think they call that "spreading your units into an arc. The person with the bigger arc wins. It's even better than an e-penis." The only actual strategy in Evolves really
I should start telling people to cross their Ts though, see what their reactions are
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Also for general:
AV-Allied Victory SV-Shared Vision AC-Allied Chat Rig(ged)-using a map created in your favor Stack(ed)-Using a premade team in public games or putting the best players on your team based on records/stats.
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On October 27 2007 11:19 Kwark wrote: I think we out to make up a name for +1 speedlots (or speedlots with 1 more attack than zerg armour) simply because they're so pivotal in PvZ. They're like auto map control for the protoss. Speedlots for speeded zees and cracklots for 1 more than ling armour plus speed lots?
Manlots?
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United States4471 Posts
I think people need to realize that this list of definitions is primarily aimed at providing new players with definitions of terminology they will encounter while learning the game on this site. We're not really out to define terms that may be used while talking about the game in general but rarely in strategic discussions (i.e. "AV", "SV", "rigged", etc.), we're not aiming to list terms that have never or very rarely been used but might useful if someone decided to use them (i.e. "crossing the T"), and we're definitely not here to come up with new terms, even if they may be very useful (i.e. "manlots" or whatever other term is made up for +1 speedlots).
While it may be cool to have a list of all terms that are used when SC regulars discuss the game, I think our efforts should initially focus on terms that will apply to the Strategy forum and the discussions that will take place in it.
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United States4471 Posts
On October 28 2007 03:08 Hypnosis wrote: Bay Float-putting an engineering bay or any other floating building over a turret so DTs cannot target it directly.
also, using Hold position on a lurker group with an ovie doesnt work im pretty sure. What you do is select your lurkers then attack a building of your opponents that is in fog of war, they wont attack until you attack the group or press stop.
"Floating" could be defined as using the lift off function on certain Terran buildings, but it's not only used to describe doing so to cover a turret. It's more general than that.
Please confirm your facts when trying to refute what others have said. Selecting an Overlord with a Lurker or group of Lurkers does provide the whole group with a Hold command, thereby giving the Lurker(s) a Hold command that they normally wouldn't have. I believe that's the most common method by which Hold Lurker is accomplished.
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How bout simcity toss? I've always wondered what that meant.
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simcity = when you build structures close together, usually referred to for terran when they are playing vs a rush
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Well written, but I thought sauron zerg was something similar to that... like a whore expanding bitch and then just maxing out like nothing
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Belgium9945 Posts
On October 24 2007 19:10 RaGe wrote: Lingburn: When toss has 1 more attack grade than zerg has armour grades and therefore kills a zergling in 1 hit less still think you should add this
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Calgary25969 Posts
Searching Team Liquid shows it's not a very popular term. I think it used to be 3-4 years ago, but it's been replaced with the term "+1".
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On October 28 2007 03:08 Hypnosis wrote:
also, using Hold position on a lurker group with an ovie doesnt work im pretty sure
I tested it. RIGHT this moment. It works.
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It do work, mostly, but sometimes a lurk decides that it don't want it to work that way and fires anyway. I've never had that problem when attacking a fogged building.
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sauron: mass expanding, not bother to build any static d for ur expos
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Calgary25969 Posts
Stop posting definitions that are already in the list, especially when my definition is better than yours.
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bulldog is 2 gateways not 3
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I disagree with your deep 6 thing, i don't hear it mentioned often, but i play zerg 99% of the time and in the last month i have done deep 6 like 2-3 times o_O it's a fun effectvie build if you can hide the +1 on your terran infantry and with some decent turret placemetn to block obs.
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And no, Sauron has always referred to not using higher levles of tech, and controlling the feilds with near infinite waves of hydra ling. Mass expanding, mass hatcheries, mass hydra ling. Basically flinging shit at the protoss army, just a lot of it. and basically reach the point where you have more units then he has storm. But it's not as strong anymore with tosses having better storming skills and timing, etc. Still can be effective none the less, as a surprise build, not a general build of ZvP.
However if you wanna alter the build somewhat which i like to do, early game hard hydra ling while whoring up +3 expo's (Normally on longinous where this means 4gas) and just overwhelm opponents early on and keep feild control, then switch to tech as soon as you have your bases set up.
The misunderstanding comes from a common state that can occur, during any stlye of play, but noticable in sauron zerg when the zerg gets a more then significant advantage. Where in more tech heavy styles you might have lets say 8-10 hatches, and while playing sauron you will have around 15+ or some rediculous amount. That state is where you can just keep sending and remaxing with an insane hatchery count and economic advantage. Which is more commonly seen in a Sauron style becuase it usually contains way more hatcheries then other tech heavier styles. Hence the confusion.
I don't think there is any actual name for the state of being able to max--> attack --> remax --> attack /repeat until win. Maybe that's called being sAviOr.
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On November 17 2007 09:40 G5 wrote: bulldog is 2 gateways not 3 I'm relatively certain it's 3.
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Calgary25969 Posts
MonkeySpanker, Deep 6 is a TvP build. My Sauron definition is accurate.
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Calgary25969 Posts
On November 17 2007 09:40 G5 wrote: bulldog is 2 gateways not 3
You sure? I don't know anything about PvT but I thought it was 3. Can someone confirm/deny?
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On November 18 2007 03:04 Chill wrote:You sure? I don't know anything about PvT but I thought it was 3. Can someone confirm/deny? I've always thought it was 3.
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Hmmm... There are definitions of ladders and I think that WGTour should be added too... And - maybe some of old ladders (like Gamei) but they are dead and forgotten so your choice...
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Harass: To damage your opponent's economy/units/buildings. For example: Muta harass, drops at mineral line, defiler's plague (it's kind of harass), vessels with irridate etc..
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On December 29 2007 04:59 Hyperionnn wrote: Harass: To damage your opponent's economy/units/buildings. For example: Muta harass, drops at mineral line, defiler's plague (it's kind of harass), vessels with irridate etc..
Kind of a loose definition -- you can call anything a harass by that definition.
It's more like an attack meant to annoy, to divert attention. Often used to damage economy (e.g. muta harass, reaver drop, vulture raids) but can be used to kill specific units (irradiate for defilers), not meant to destroy entire armies.
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Belgium9945 Posts
On November 18 2007 03:04 Chill wrote:You sure? I don't know anything about PvT but I thought it was 3. Can someone confirm/deny? kinda depends on the timing and the use, some people stop probe production, some dont, some use it as a follow up after reaver, some dont. I wouldnt care too much if i were you though, its just a definition, not a guide to the build. People will get what you mean if you're talking about an allin against a Terran FE accompanied with a shuttle
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On January 09 2008 11:46 akio123 wrote: What does APM stand for?
You used the search function. Congratz 
Actions per Minute.
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United States20661 Posts
Are we including korean terms such as 'baedak' or 'mudang' since we already have 'hanbang'?
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51384 Posts
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On January 09 2008 13:00 InfesTeD]i[ wrote:You used the search function. Congratz  Actions per Minute.
i dont think you can search for things with 3 characters or fewer
what about terms like gosu ,hasu, chobo, and babo?
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Foreigner - Non-Korean.
lol! In case there was any doubt, haha.
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On May 01 2008 12:36 ZianG wrote: <3 That PvT bulldog.
Yeah I do that like 70% of the time to people I don't know. Scares them shitless when they think they're "safe" behind that wall :D
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Id like you to add -Splash Damge -Concussive Damage -Normal Damage -Explosive Damage -Unit Size
even if they are closely related to the 'how's and 'why's you explicitely stated you wont be talking about in this thread, i think some noob ppl wont know, what we are talking about when it comes to the various forms of damage and unit sizes.
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hmm..how about expo? expo is another term used to call expansions...
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On January 09 2008 19:17 GTR-2-Go wrote: EE HAN TIMING?
ROFL
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Where did Febuary go? And about half of April is gone too. Good bump though, I think there is still more to expound on, even just for new users to look at.
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On January 09 2008 19:17 GTR-2-Go wrote: EE HAN TIMING?
In all seriousness, what does that mean?
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Calgary25969 Posts
E = This Han = one (noun)
Ee han timing = this one timing, ie. one chance, this one time, etc.
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ZvT : Crazy Zerg : Style popularized by Kwanro / Luxury/ YellOw[Arnc] / KTF Zergs, that involves 3hatch muta with an extremely early +1 and then +2 carapace upgrade for zerglings, using a massive mutaling flank to kill the Terran midgame push and then transition straight into Ultralisks, skipping lurker and defiler tech altogether.
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i think im going to start using this crazy zerg style, it seems interestingly sexy
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Kwanro used it to beat Midas and Sea (I think both times) in what were some of his first televised games, it's extremely sexy
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Ferry / Elevator – Using a single transport to drop several units up or down a cliff.
this doesn't do justice. some people might think, "hello, dropships shuttles and overlords can hold 8 units, not just 1???" how about something like,
Moving more than one load's worth of units up a cliff by using a single transport to make repeated runs drops over a cliff. aka by koreans as "3 cm drop"
this thread needs to go into the articles.
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Crossing the T is probebly a term right now becouse all the shoutcasters are joking about it and, they have even started to say it
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thanks man now I know the basic terms of starcraft that before I did not know
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United States42168 Posts
On May 05 2008 02:10 Get.Midikem wrote:Crossing the T is probebly a term right now becouse all the shoutcasters are joking about it and, they have even started to say it  Didn't you hear? Everyone knows what crossing the T is. It's like a really well known term.
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On May 19 2008 14:35 Kwark wrote:Show nested quote +On May 05 2008 02:10 Get.Midikem wrote:Crossing the T is probebly a term right now becouse all the shoutcasters are joking about it and, they have even started to say it  Didn't you hear? Everyone knows what crossing the T is. It's like a really well known term.
I don't know what crossing the t is.
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Isn't Sparks Terran refering to the sunkens exploding and looking like sparks(fireworks) and not the usage of bats?
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On May 29 2008 23:15 neliel wrote: Isn't Sparks Terran refering to the sunkens exploding and looking like sparks(fireworks) and not the usage of bats?
I thought it was because of the attack picture of Marines and the lights and "sparks" that seem to appear on enemy units. Lots of them = fireworks! :D
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Crossing the T should be well known if you're interested in military history, but outside of that I don't see how the average SC watcher would know that off-hand. Though really, you just have to think a little to figure it out.
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hey so reading the live reports for Kal vs ForGG, I learned about the "stove" PvT strategy. Fast scout into dt into arbiter or something like that?
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Calgary25969 Posts
Yea, you got it right. It's a joke build which is why it's not in this thread.
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On June 21 2008 03:27 Chill wrote: Yea, you got it right. It's a joke build which is why it's not in this thread. damn, so it doesn't really work? I was about to go online and try it out
eh I just tried it anyway and I won, woohoo lol
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United States7166 Posts
this may be a nit-picky thing, but for the All-In definition, maybe instead of
All-in - A one-time attack. If this attack does not kill the opponent, you have lost.
it should be:
All-in - A heavily-invested attack that must succeed. If this attack doesn't damage the opponent enough, you have lost.
perhaps there is a better way to word it than what I put, but I believe all-in's often refer to something like this. For example, + Show Spoiler [2008 Ever OSL Finals. Do I need this?] +in the last OSL finals with July vs Best, when July 5-pooled, I think most people consider that build all-in, and yet it still didn't 'kill the opponent.' He denied the expansion attempt, forced Best to pull probes off until the cannon finished, lost 1 probe, and a forge/pylon. It succeeded to a degree, enough to make up for the cost of such a risky maneuver.
I guess the only reason I'm saying this is because I recently had an argument with my bro about what all-in means (I felt he often did all-in'ish sort of plays)
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I don't like the "cheese" definition as it is.
To me, cheese implies a notion of time, which is lacking in the said definition. That is to say you can't "cheese" your opponent after, let's say, the first 5 min of the game, nor at tier 2 and up. (while this is arguable in the case of a proxy fact)
Also, I would say that "cheese" implies a very uncommon build (--> not standard one), which would result in having some buildings outside your general base, for protoss and terran, and making a lot units, but less buildings, for zergs.
At last, I would like to underline the element of surprise that is pursued with cheese, at the cost of a high risk factor : this is a win / lose situation, if it succeeds you put yourself in a very good situation to win, and if you fail, it will be very hard if not impossible to recover.
Therefore, here is the definition of "cheese" i submit to your admission :
cheese : An uncommon build that you realize in the beginning of the game, in an attempt of surprising your opponent and take a quick, or decisive advantage. ie : 4 pool, proxy gateways, proxy cannons, proxy barracks, proxy facts...
note : this is not to be confused with the "All-in" notion, which can result from a very standard build and happen anytime of the game. Still, you can articulate both notion, because a "cheese" can be moderate (proxy facts attempt, then lift off) or can be "all-in" (bunker rush, 3 marines + all scvs).
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Germany2762 Posts
On September 24 2008 01:22 Yank31 wrote:
...
Therefore, here is the definition of "cheese" i submit to your admission :
cheese : An uncommon build that you realize in the beginning of the game, in an attempt of surprising your opponent and take a quick, or decisive advantage. ie : 4 pool, proxy gateways, proxy cannons, proxy barracks, proxy facts...
...
this is correct but this definition sounds like an imba uber build that anyone can do. you should add the fact that you (most likely) lose the game if it fails.
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Edit : all, i get your point.
cheese : An uncommon build that you realize in the beginning of the game, in an attempt of surprising your opponent and take a quick, or decisive advantage. This often leads to a riskier game, for your buildings are not in your base, and/or you have a weaker economy. ie : 4 pool, proxy gateways, proxy cannons, proxy barracks, proxy facts...
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Cool thread Chill. Learned one or two new ones and got better definitions for the ones I allready know. I think all the definitions here are spot on.
By the way, you should consider adding "Mechanics" to the general definitions. I'm pretty sure I know what it means but I couldn't define it well if asked. Maybe something like: the way a player controls his buildings and units which then shows in his play execution. Nah, that was horrible . But I'm sure Chill could get a good definition seeing as all the others are well written. I apologise if this has been discussed earlier btw. Tried to read through all posts but didn't have much time unfortunately.
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Mechanics : Performing the mechanical actions required by the game : building workers, assigning them to mineral patches, minding the psi, cycling through different buildings.
"Having good mechanics" means wasting less, to no-time, while performing those.
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Cycling : Going through your different buildings to make units. Should be fast ^^
Cycling through your gateways to pump zealots, cycling through hatcheries to make mass hydras.
Protoss, PvZ
Death ball : A critical amount of mixed Protoss units moving in a "ball" formation. This formation and state is very cost-effective, and makes it very hard for the Zerg player to kill anything, without the heavy artillery (ie. defiler, ultras, flanking).
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On June 21 2008 03:27 Chill wrote: Yea, you got it right. It's a joke build which is why it's not in this thread. Yea, I've always though it was a retarded build. If you go scout they might get a turret or two, making the DT useless, and even further making the arbiter useless.
I remember something Rekrul said like 5 years ago, something about it being a Sword strategy in the world of Guns.
Someone tried it on me in a random game a few weeks later and I just laughed (and won).
PS- Chill there is a typo in crackling def., you left out infinite stasis for P (you should really just remove the other defs and move it to general term for 'infinite X'; etc.), and mirror as a term of same race matchup. Shock/shockers is also a lesser used term for psi storm and HT.
imo you should add some strategical terms in there as well, such as: Pincer, Crescent/Half-Circle, Wrap, Massing, etc.
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On October 24 2007 06:43 fight_or_flight wrote:Show nested quote +On October 24 2007 05:35 thedeadhaji wrote: oh, i guess you could add that 3cm drop is also sometimes referred to as "2 inch drop", or "elevator" in korean. i know some people call it a "ladder"
you guys have it kinda confused though, this term applies only to fast drops from Z. any other drop with a singular shuttle/dropship early game would be ; elevator, ladder, ferry, etc. etc
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On September 24 2008 16:45 CharlieMurphy wrote:Show nested quote +On June 21 2008 03:27 Chill wrote: Yea, you got it right. It's a joke build which is why it's not in this thread. Yea, I've always though it was a retarded build. If you go scout they might get a turret or two, making the DT useless, and even further making the arbiter useless. I remember something Rekrul said like 5 years ago, something about it being a Sword strategy in the world of Guns. Someone tried it on me in a random game a few weeks later and I just laughed (and won). PS- Chill there is a typo in crackling def., you left out infinite stasis for P (you should really just remove the other defs and move it to general term for 'infinite X'; etc.), and mirror as a term of same race matchup. Shock/shockers is also a lesser used term for psi storm and HT. imo you should add some strategical terms in there as well, such as: Pincer, Crescent/Half-Circle, Wrap, Massing, etc.
i beat a zerg with the stove today. sort of.
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On September 24 2008 17:34 dream-_- wrote:Show nested quote +On September 24 2008 16:45 CharlieMurphy wrote:On June 21 2008 03:27 Chill wrote: Yea, you got it right. It's a joke build which is why it's not in this thread. Yea, I've always though it was a retarded build. If you go scout they might get a turret or two, making the DT useless, and even further making the arbiter useless. I remember something Rekrul said like 5 years ago, something about it being a Sword strategy in the world of Guns. Someone tried it on me in a random game a few weeks later and I just laughed (and won). PS- Chill there is a typo in crackling def., you left out infinite stasis for P (you should really just remove the other defs and move it to general term for 'infinite X'; etc.), and mirror as a term of same race matchup. Shock/shockers is also a lesser used term for psi storm and HT. imo you should add some strategical terms in there as well, such as: Pincer, Crescent/Half-Circle, Wrap, Massing, etc. i beat a zerg with the stove today. sort of. did you get to the arbiters or did you win before that?
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Chill can u put in MU for matchup?
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Calgary25969 Posts
I think that's pretty common knowledge to be honest.
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On October 16 2008 03:04 Chill wrote: I think that's pretty common knowledge to be honest. i didnt know it. i had to think really hard before i got it right. i thought mu meant moo or something. i was like "wtf you guys talking about talk english you communist bitches."
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I've been playing Starcraft for ages, but almost exclusively campaign. With SC2 coming up, and a few friends picking up competitive Starcraft, I decided to come here and really read up on strats and almost immediately realized I needed to read up on terms first, so here I am.
Because I've read the entire thread in the last day, I think I might have a few good perspectives/discussion summations. So with respect and no further ado, I submit the following suggestions:
All-in, cheese, and han-bang are all similar and overlaping, I think the following definitions are the simplest way to describe how they relate (as I understand):
All-in: A very heavily invested, one-time attack. If this attack does not immediately tip the game in your favor, you will likely lose. Can be seen as a desperate cousin of han-bang.
Cheese: A type of strategy that entails using a non-standard opening build intended to defeat your enemy by surprise early in the game. Examples are proxy buildings and Cannon rushes. Like an all in, if this does not tip the game immediately in your favor, you will likely lose, however, because of the early-game aspect, that risk is magnified.
Han-bang: "One time". An attack that is meant to do significant damage at a specific timing. Can be seen as a calculated, purposeful cousin of all-in.
I saw someone mention that "Infinite *" might be placed into the General section. I think this is a good idea - Storm and Dark Swarm could just be the notable examples. ie:
Infinite ***: Having the ability to cast an offensive spell without end in battle by either having enough casters or use of Consume. Examples are Inf. Storm and Inf. Dark Swarm.
I've heard this for other RTS games, but not Starcraft - and though most people get it pretty quick it can confuse: Military unit: Usually refers to any non-worker with an attack command, but may also include casters with direct offensive spells..
Someone mentioned having a term for floating buildings over turrets to keep them from being explicitly targeted. I don't know if it's a tactic used often, but I've had success with a similar tactic - floating a bay and my first rak over a wall when performing an FE so that the units at the wall can be diverted to defending my natural without diverting econ to building additional military units. (this is mostly useful vs a slow but large speedling rush, or a similar zeal rush) Because one depot will likely burn down under such a rush, the wall can then be gated as usual. ...Back to the point, I've been in discussions where we've termed the tactic "shadowing" or "shadow hiding."
Finally, am I the only one that uses mass-Hallucinate on a somewhat regular basis? ie casting Hallucinate from as many as 12 templar to create a disposable spearhead when breaking a fortified position or push (against terran) with speed zealots, or clogging anti-air to sneak in a strike at an opponent's mineral line or similar. As above, I've discussed this before and we called it an "H-sponge." ie "He used an h-sponge of scouts to get his shuttles through." I'm surprised that there's no common term for it. I'll grant you the times you'd do something like this wouldn't come up often, particularly against skilled players, but it can save the day if you're up against a wall anyway, if you have giant gas reserves, or if you just catch someone getting lazy.
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On October 25 2008 05:12 Redsplinter wrote: I've been playing Starcraft for ages, but almost exclusively campaign. With SC2 coming up, and a few friends picking up competitive Starcraft, I decided to come here and really read up on strats and almost immediately realized I needed to read up on terms first, so here I am.
Because I've read the entire thread in the last day, I think I might have a few good perspectives/discussion summations. So with respect and no further ado, I submit the following suggestions:
All-in, cheese, and han-bang are all similar and overlaping, I think the following definitions are the simplest way to describe how they relate (as I understand):
All-in: A very heavily invested, one-time attack. If this attack does not immediately tip the game in your favor, you will likely lose. Can be seen as a desperate cousin of han-bang.
Cheese: A type of strategy that entails using a non-standard opening build intended to defeat your enemy by surprise early in the game. Examples are proxy buildings and Cannon rushes. Like an all in, if this does not tip the game immediately in your favor, you will likely lose, however, because of the early-game aspect, that risk is magnified.
Han-bang: "One time". An attack that is meant to do significant damage at a specific timing. Can be seen as a calculated, purposeful cousin of all-in.
I saw someone mention that "Infinite *" might be placed into the General section. I think this is a good idea - Storm and Dark Swarm could just be the notable examples. ie:
Infinite ***: Having the ability to cast an offensive spell without end in battle by either having enough casters or use of Consume. Examples are Inf. Storm and Inf. Dark Swarm.
I've heard this for other RTS games, but not Starcraft - and though most people get it pretty quick it can confuse: Military unit: Usually refers to any non-worker with an attack command, but may also include casters with direct offensive spells..
Someone mentioned having a term for floating buildings over turrets to keep them from being explicitly targeted. I don't know if it's a tactic used often, but I've had success with a similar tactic - floating a bay and my first rak over a wall when performing an FE so that the units at the wall can be diverted to defending my natural without diverting econ to building additional military units. (this is mostly useful vs a slow but large speedling rush, or a similar zeal rush) Because one depot will likely burn down under such a rush, the wall can then be gated as usual. ...Back to the point, I've been in discussions where we've termed the tactic "shadowing" or "shadow hiding."
Finally, am I the only one that uses mass-Hallucinate on a somewhat regular basis? ie casting Hallucinate from as many as 12 templar to create a disposable spearhead when breaking a fortified position or push (against terran) with speed zealots, or clogging anti-air to sneak in a strike at an opponent's mineral line or similar. As above, I've discussed this before and we called it an "H-sponge." ie "He used an h-sponge of scouts to get his shuttles through." I'm surprised that there's no common term for it. I'll grant you the times you'd do something like this wouldn't come up often, particularly against skilled players, but it can save the day if you're up against a wall anyway, if you have giant gas reserves, or if you just catch someone getting lazy.
I like your definitions, and a little off topic but yes you are one of the few people that uses mass hallucinate, and there are reasons for that. - the hallucinations takes double the damage(even though you get two they die horrendously fast) - psionic storm costs less, and most people consider it to do more damage - even if you do get hallucination it is usually not for a while, and is more of a late game thing when you should have arbitors or carriers - it's a waste of energy to hallucinate such low-cost easy producible units. if anything use it on one of their siege takes in the mass of their army, or on your arbitors/carriers. (see PP for recall ownage) i'm sure there are probably more but those are some common problems with your logic
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Thanks for the input I arranged my post so that the relevant bits were first - and I hope Chill sees them as fit definitions.
As for hallucinate, I know some of the common issues, and restrict it basically to cases where getting an opponent to waste even one or two attacks is worthwhile, or when fighting asymmetric warfare where the trickery itself might throw someone off. Anywho, don't want to get off topic again - rather just reiterate the fact I was surprised its out of most people's playbooks completely.
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I have one, Feeding - when you micro a unit to take the impact of an aoe shot, typically vs the Reavers scarabs, but all aoe damages apply..
Instead of moveing away from the enemy you single out 1 of your own units and move it towards the enemy, drawing fire onto it and hopefully spareing rest of army from AoE impact.
I think it's a pretty well known definition. But maybe it could be explained better
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Shadow Toss - When a Protoss player attempts a Dark Templar rush and, if unsuccesful, proceeds to tech to Arbiters. An example of the build would be in Reach vs Boxer on Katrina
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United States3824 Posts
Dinosaur Toss- When a toss player proxy dt's into two-gate carrier and you can't do anything about it. Example would be games that Stork plays in Proleague
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You know, the Fantasy Build probably deserves a stringent definition. It gets annoying when people call any build the Fantasy Build, the same way the Bisu build is a specific follow up after FE.
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Zileas invented the reaver, all reaver use should be named after him!
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Korea (South)3086 Posts
On October 28 2008 12:19 thunk wrote: You know, the Fantasy Build probably deserves a stringent definition. It gets annoying when people call any build the Fantasy Build, the same way the Bisu build is a specific follow up after FE. Isn't that build called SKT1 Metal or something like that? Or am I wrong? I thought it's specifically when it's a 2 vulture drop into Valkyries and gols. (Sometimes mixed with tanks, depending on the zerg player's unit mix)
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may be you should add a line "WGT: the best Clan League and Nation Wars", since there is ICC and PGT
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Backstab should be included imo
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Wouldnt this stuff be called "jargon"?
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United States4796 Posts
I hope this is considered a reasonable bump..
But the game has changed enough.
In the definition of Dancing, it says it is most commonly done with hydras and goons. I believe mutalisk should be added to that now?
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On September 08 2009 09:01 El.Divino wrote: I hope this is considered a reasonable bump..
But the game has changed enough.
In the definition of Dancing, it says it is most commonly done with hydras and goons. I believe mutalisk should be added to that now?
I've never heard anyone say "muta dancing" or anything of the like before.
But I don't think anyone uses "second natural" anymore. They say third.
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hmmm... this thread seems a bit obsolete now what with Liquipedia and all.
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On September 08 2009 12:32 caldo149 wrote: hmmm... this thread seems a bit obsolete now what with Liquipedia and all. But it's nice in that it has everything in one place, and that it goes in-depth.
Liquidpedia does have a Definitions page, but it's quite brief and general. So props to Chill for the thread.
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On April 29 2015 08:49 Leon1das1 wrote: nice necro thanks.
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Why would you necro this to respond to a comment from 6 years ago?
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On April 29 2015 16:06 ninazerg wrote: Why would you necro this to respond to a comment from 6 years ago? I blame it on the voices in my head. 
Oh and also, it's a nice list, and it might be interesting if ppl added new definitions, or updated old ones.
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fuck the haters. I'm fine with your necrophilia.
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On April 29 2015 16:46 [[Starlight]] wrote:Show nested quote +On April 29 2015 16:06 ninazerg wrote: Why would you necro this to respond to a comment from 6 years ago? I blame it on the voices in my head.  Oh and also, it's a nice list, and it might be interesting if ppl added new definitions, or updated old ones.
Dude, you should make a thread all about Brood War slang.
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On April 30 2015 18:48 ninazerg wrote:Show nested quote +On April 29 2015 16:46 [[Starlight]] wrote:On April 29 2015 16:06 ninazerg wrote: Why would you necro this to respond to a comment from 6 years ago? I blame it on the voices in my head.  Oh and also, it's a nice list, and it might be interesting if ppl added new definitions, or updated old ones. Dude, you should make a thread all about Brood War slang. Slang and definitions aren't exactly the same thing. But that was a fun thread, and one you contributed to. So, thanks for that. 
Oh, and the BW forums are slow to the point of comatose, but I'm a huge problem. Got it.
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On October 24 2007 02:30 LosingID8 wrote: i thought spirit protoss style referred to pusan' (nicknamed spirit-toss) style of play where it's just a constant stream of units being sent in, not the death animation...? I thought it came from pusan's heavy zealot style, where zealots die and the animation looks like their spirit wanishes into air.
edit: as deadhaji already said.
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On September 08 2009 11:19 RoieTRS wrote:Show nested quote +On September 08 2009 09:01 El.Divino wrote: I hope this is considered a reasonable bump..
But the game has changed enough.
In the definition of Dancing, it says it is most commonly done with hydras and goons. I believe mutalisk should be added to that now? I've never heard anyone say "muta dancing" or anything of the like before. But I don't think anyone uses "second natural" anymore. They say third. I've heard "dancing under the storms" multiple times :-D
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