! Day[9] Podcasts E14: TvZ on Heartbreak Ridge - Page 4
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Xeris
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Shikyo
Finland33997 Posts
On March 17 2009 21:59 Day[9] wrote: QFT That's why I'm always hesitant to release replays or to talk about build orders. Rather, I really like to focus on the underlying logic that forms so many "rules." I'll definitely pop some "builds" into audios from time to time, but mainly I want to teach people how to teach themselves! YAR! So, no podcast about drone timings? =( I don't mean build orders, but especially in the late game ZvT I'll just pump units non-stop and my main would only have about 6 drones on minerals, I'll only make expansion drones off the expansion hatchery and so on. I've seen even many top non-koreans have bad drone saturation. And when I do make drones, it seems like I make too many and I end up dying because I have no units. I don't know wether or not it's too complicated a request, but I'd really love to hear something about it... Testie, thanks a lot for your response, I found it very helpful. In the beginning of the game I always attempt to get away with as few units as possible. However, when the non-stop pumping begins, I have no idea when I'm supposed to switch into drone production, and making drones out of just the expansion hatchery feels extremely ineffective. I am repeating myself quite a bit here, sorry about that. | ||
Day[9]
United States7366 Posts
On March 18 2009 01:31 Shikyo wrote: So, no podcast about drone timings? oh sorry i wasn't clear! i'll definitely have a podcast about drone timings! I just wanted to point out that Testie is correct in emphasizing how many variations there are in Starcraft. The issue is that people want "the build" they can mechanically follow every game to victory. When that build stops working they want a new build. Though I encourage the exploration of different builds and solutions, SO many people (including most of TL) don't want to come up with the builds/solutions on their own. They almost expect better players to provide them, whether it be through VODs, replays, or forum posts. The obvious problem with this (other than the time/effort needed to share) is that there are SO many deviations that occur in starcraft. It's often FAR too time consuming to explicitly enumerate each situation and how to properly respond. Moreover, its even more difficult for a reader to cram all this information into his head. As a result, I want to focus heavily on the underlying theory and logic of many situations rather than share builds. Underlying theory not only is easier to understand and shorter to explain, but also allows players to rework and rethink a wide variety of situations (even totally new ones!). For instance, let's say I want to make a new ZvT build on a certain map. I note that most terrans early expand on this map and, therefore, move out with the first push around 9:30-10mins. I decide hydra/lurk is the strongest option on this map and begin to play from there, forming a good amount of hydra/lurk for that first push. Let's say, however, that I encounter a player who goes for 2 factory tank. Though his push comes out slower (around 10:30-11mins), I find it almost impossible to kill. Fortunately, should I see the 2 factory being built, I note that I can tech to hive EXTREMELY quickly, skip a big hydra/lurk army altogether, and get a bunch of guardians asap. If I provided a "hydra/lurk build," a huge number of players would start losing to the first 2factory push, and then complain that they need a build, or that a "gosu" needs to list a counter. However in this particular example, I didn't begin with a build order at all. Rather, I began with the timing logic of "the first terran push." Such logic allowed me not only to construct a nice hydra/lurk build but also to account for and formulate proper changes (aka the guards). In future audios, I'll happily provide some sample build orders and describe noteworthy responses in certain situations, but I want to focus consistently on underlying logic, and continually emphasize why theory is more important than builds. For your "drone timing question," I'll provide the ideas of when to power drones, and then provide some example situations. That way, you'll be able to devise your own timing! :D >>insert quote about teaching men to fish rather than providing fish<< | ||
R3condite
Korea (South)1541 Posts
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Shikyo
Finland33997 Posts
On March 18 2009 02:10 Day[9] wrote: As a result, I want to focus heavily on the underlying theory and logic of many situations rather than share builds. And that's why I love your podcasts. Good luck with the next one! Looking forward to it(And the ones to follow). | ||
Day[9]
United States7366 Posts
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Crunchums
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Marine50
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Ideas
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Scaramanga
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Kage
India788 Posts
Love the stuff that talks about improving and such. I would like to request Mindgames and how does "general RTS" rules play out. Specifically from one coming from a Warcraft background, what are the things to do to adapt into a "new game" and stuff. If you have already mentioned that in these audios, then my apologies, I'll be hearing it now. | ||
ffswowsucks
Greece2291 Posts
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MasterZilla
Sweden234 Posts
I was listening to the latest one on my way to work today, and it really got me thinking about my game, and how I do things that really are unnecessary. I have quite a few ideas on things to change now, thanks! There is something in how you present the stuff you're talking about that always makes me think about Josh Waitzkin's deep-analysis chess tutorials from the Chessmaster series, even though you have a somewhat different style.. Oh and by the way, in one of your first audios, you mention something about working on a video series as well.. Any more info on that? ![]() | ||
dP1
United States7 Posts
i dont know much about you day9 | ||
BoGardFurY
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freelander
Hungary4707 Posts
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neliel
Sweden63 Posts
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