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! [G] Timing - Page 2

Forum Index > Brood War Strategy
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Prev 1 2 3 4 Next All
UbRi
Profile Blog Joined March 2007
Italy603 Posts
January 26 2008 11:49 GMT
#21
Very well written, it's a more theorical approach to important aspects of the game that we usually experience and try to improve, it could help those who never thought about it.
ReiKo
Profile Blog Joined September 2007
Croatia1023 Posts
January 26 2008 11:59 GMT
#22
nice writeing
ZerG~LegenD
Profile Blog Joined August 2007
Sweden1179 Posts
January 26 2008 12:23 GMT
#23
I know quite a few "Joshs" =)
Even a broken clock is right twice a day
d1v
Profile Blog Joined September 2007
Sweden868 Posts
January 26 2008 16:30 GMT
#24
Very nice writeup, appreciate your efforts. I think you pronounced something which is commonly known to the experienced player, yet totally unknown to the beginner. You should make it a sticky within the beginner section of your recommended threads collection.
Adams Æbler
ZerG~LegenD
Profile Blog Joined August 2007
Sweden1179 Posts
January 26 2008 17:27 GMT
#25
Btw, I too think this deserves to be in the recommanded threads.
Even a broken clock is right twice a day
Lemonwalrus
Profile Blog Joined August 2006
United States5465 Posts
January 26 2008 18:02 GMT
#26
As others have said, the counter production timing thing was new for me. Thanks for the writeup.
ShaLLoW[baY]
Profile Blog Joined January 2007
Canada12499 Posts
January 26 2008 18:23 GMT
#27
Wow, the concept of counter-timing opened a few doors for me. Thanks Chill
ALEXISONFIRE ARE FUCKING BACK (sAviOr for life)
Andaroo
Profile Joined March 2007
Canada70 Posts
January 26 2008 18:54 GMT
#28
Great guide, helped me a lot. Please make more!
Motiva
Profile Joined November 2007
United States1774 Posts
January 27 2008 07:12 GMT
#29
Indeed, Thanks for this... Any elaboration upon particular match-ups would be amazing
Kingsp4de20
Profile Blog Joined February 2007
United States716 Posts
January 30 2008 17:35 GMT
#30
well writen guide
Xiberia
Profile Joined September 2007
Sweden634 Posts
January 30 2008 18:27 GMT
#31
Great guide!
BruceLee6783
Profile Joined March 2007
United States196 Posts
Last Edited: 2008-01-30 19:26:45
January 30 2008 19:19 GMT
#32
What about halting production from previously built buildings such as gateways or factories in an effort to get more buildings quicker?
Let's say you know 2 gas can support 4 fact tank pumping. After 1 fact cc'ing, you halt production at first fact until all 4 facts come online, then produce from all 4 in synchronization, thus simplifying macro?
You have enemies? Good. It means you stood up for something.
ketomai
Profile Joined June 2007
United States2789 Posts
January 31 2008 01:01 GMT
#33
That firebathero game was amazing, as was your guide. Thanks a bunch =D.
Metaspace
Profile Joined November 2006
Austria670 Posts
January 31 2008 10:11 GMT
#34
Good article, thank you. Perhaps a list of typical timings (you already mentionned academy, muta, lurker, defiler) would futher illuminate the issue.
Wir haben zuwenig Vespingas!
Equinox_kr
Profile Blog Joined December 2006
United States7395 Posts
January 31 2008 13:28 GMT
#35
On January 31 2008 10:01 nevake wrote:
That firebathero game was amazing, as was your guide. Thanks a bunch =D.


HEY

I was really pissed when Savior lost like that

Not exactly sure on the timing but there's a moment when the camera goes to his face and he looks like sorta-resigned "wtf" look
^-^
Meh
Profile Joined January 2008
Sweden458 Posts
February 01 2008 00:49 GMT
#36
I'm such a Josh...
"Difficult task balancing! So I will continue to gaebaljin gemhamyeo balancing. But we are exceptional talent!" - Blizzard
Avius
Profile Joined October 2007
Iraq1796 Posts
February 01 2008 01:41 GMT
#37
Thanks, timing is something I still completely lack but I hope it'll come with time and experience.
aka. Samael
MegaZergling
Profile Joined April 2008
United States13 Posts
April 14 2008 03:04 GMT
#38
Awesome, very well written.

Still, to pro-players, this is like scratching the surface of gaming
I was a Zergling. Guess what I am now?
Kage
Profile Blog Joined May 2007
India788 Posts
April 14 2008 04:47 GMT
#39
Great article Chill. Thanks for sharing it. I just want to know what are the easiest way to see these timings? Do you play games against various people and then observe, or do you watch from replays/VODS? As an SC newbie, understanding this method of expansion/teching is a little hard :/.
infinity21 *
Profile Blog Joined October 2006
Canada6683 Posts
Last Edited: 2008-04-14 06:46:48
April 14 2008 06:42 GMT
#40
This just occured to me but try to take measure your build order's timing. Taking TvZ as an example at xx:xx you'd make your first mnm push, and at yy:yy, your first science vessel comes out for the push, etc. Then time it with the zerg's build orders. You will then be able to modify your build so your timing matches with the timing when the zerg is weak (as mentioned in the article). Of course, when you're actually playing a real game the timing differs slightly. But you should get a good idea of when to move out and when to defend.
I'm gonna try this as soon as I have some free time. =)
This will lead me to come up with my own variations of builds, etc. Even practicing against the computer, I can try to optimize my build so I maximize my power (in terms of unit count, tech, etc.) during these pushes.
It's like I just discovered SC. That was an englightening article, Blake =)
Official Entusman #21
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