http://forums.battle.net/thread.html?topicId=23329184332&sid=5000
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So hello there, before you just glance over this post and go away from this thread I want to help you. I want to help the average player become better. To go from total newb to something even remotely considering a decent player is a tough road. Its filled with a lot of hours, which if you have talent doesn't necessarly mean a lot of games hours in a short session. I know the manager of Infernal Gamers, a SC1 pro gaming team, he says on average they practice about 10 hours a month(some of them). Yet they are able to best probably 90% of the SC1 population(casuals included). To do this you just have to learn a few simple effective rules that each race has(and can become apparent after a lotta games I have quite a few secrets to share about protoss economy later on in the game) and have an effective training routine. Im here to spread this information to you. This is the method that a lot of korean pro gamers use to practice in Starcraft 1.
To Do List
--------------------
1:Update Images
2:Catorgerize
3:Iunno I'll think of something else later.
First off:
Find friends. Make threads, get out there notice people who are around your skill level. Ask them to become your friend/practice partner. Now say in PvZ you have trouble with roaches, the zerg will use his roach build(which he will perfect and fine tune according to what you do) and you go and explore possible Build Orders that are effective against roaches. Now some of you are probably asking, "what is a build order?" A build order is a effective pattern of building things at specific food counts to effectively maximize something. Like in the original starcraft there were all sorts of build orders. For instance a protoss 2-gate zealot rush was along the lines of 8pylon 9 gateway 10 gateway 12 zealot 14 zealot 14 pylon then keep pumping zealots and adding pylons as accordingly and occasionally produce probes. This was an all-in build order though because of the economy destruction he gets attacking units fast, however he has to end it because there will be a turning point where he can not keep up with his opponents mass of units.
Second off:
Read guides, watch replays, from those replays you can figure what works and what doesn't. You can watch a specific point in the game, a battle, the opponents build, everything and anything. Comb over the replays you lost, sometimes its something simple like you supply blocked yourself too many times and just got out massed. Other times its other intricate things like the 1 micro mistake or delayed reaction casting a spell. From there you know what to work on, hone and sharpen. Remember its not as simple as using that 1 on the spot build, but finding a build that will work 9/10 times against what you can't beat.
Also:
Protoss Economy Secret:
best way to get started is 9pylon from there you decide to go gate pylon or pylon gate:
Faster tech is about the only advantage, recommended for:
PvZ: 9pylon 13 gate 14 or 15pylon
PvP
pylon 11 pylon 14 or 15 gate
PvT: 9 pylon 13 gate 14 or 15pylon
The reason why you go 9 pylon 11 pylon 14/15 gate in pvp is that you can use the chrono booster to get out your first few zealots early enough to stop a rush againster other gateways. In PvZ/PvT the rush threat is more imminent from a tech standpoint(Stalkers/Sentry > Reapers/Roaches) so you have to have the required tech as soon as possible.
2xMineral Patches(right now most maps use 8 mineral patches in the main)=Required mineral saturation
+6 probes(gas geysers)=Requires Gas saturation
--------------------------------------------------
22 probes to effectively run your economy.
(Special Thanks to Teamliquid.net for finding this out and doing the calculations, will go find the links a bit later.)
Now what does this mean?
it means once you hit the mineral saturation limit you use chrono booster on your other items(tech, gateways, warpgates. etc) to effectively get up and going to your chosen tech path sooner. But that doesn't mean stop producing probes the rest of the game. It means you just cut probes to get that tech or make that unit quicker and then you que up the probe with the remaining minerals while you wait for the tech to finish/units to make.
Bonus Tip:
The effective key to expanding is just knowing that your army can hold the opponents army while your stuff warps in. How do you do this? Scout scout and then scout some more. It won't hurt you to sacrifice a probe every minute or so to scout stuff. Doing that has saved my skin more times then I care to mention, just because of the way the units move now you have a better chance of running into your opponents advancing units and that allows you a few extra precious seconds to effectively assess the situation(like preparing your sentry to iunno force field a ramp to hold off a zealot/zergling rush?)
If I've kept you this long, thank you.
Also you're welcome.
To Do List
--------------------
1:Update Images
2:Catorgerize
3:Iunno I'll think of something else later.
First off:
Find friends. Make threads, get out there notice people who are around your skill level. Ask them to become your friend/practice partner. Now say in PvZ you have trouble with roaches, the zerg will use his roach build(which he will perfect and fine tune according to what you do) and you go and explore possible Build Orders that are effective against roaches. Now some of you are probably asking, "what is a build order?" A build order is a effective pattern of building things at specific food counts to effectively maximize something. Like in the original starcraft there were all sorts of build orders. For instance a protoss 2-gate zealot rush was along the lines of 8pylon 9 gateway 10 gateway 12 zealot 14 zealot 14 pylon then keep pumping zealots and adding pylons as accordingly and occasionally produce probes. This was an all-in build order though because of the economy destruction he gets attacking units fast, however he has to end it because there will be a turning point where he can not keep up with his opponents mass of units.
Second off:
Read guides, watch replays, from those replays you can figure what works and what doesn't. You can watch a specific point in the game, a battle, the opponents build, everything and anything. Comb over the replays you lost, sometimes its something simple like you supply blocked yourself too many times and just got out massed. Other times its other intricate things like the 1 micro mistake or delayed reaction casting a spell. From there you know what to work on, hone and sharpen. Remember its not as simple as using that 1 on the spot build, but finding a build that will work 9/10 times against what you can't beat.
Also:
Protoss Economy Secret:
best way to get started is 9pylon from there you decide to go gate pylon or pylon gate:
Faster tech is about the only advantage, recommended for:
PvZ: 9pylon 13 gate 14 or 15pylon
PvP
pylon 11 pylon 14 or 15 gatePvT: 9 pylon 13 gate 14 or 15pylon
The reason why you go 9 pylon 11 pylon 14/15 gate in pvp is that you can use the chrono booster to get out your first few zealots early enough to stop a rush againster other gateways. In PvZ/PvT the rush threat is more imminent from a tech standpoint(Stalkers/Sentry > Reapers/Roaches) so you have to have the required tech as soon as possible.
2xMineral Patches(right now most maps use 8 mineral patches in the main)=Required mineral saturation
+6 probes(gas geysers)=Requires Gas saturation
--------------------------------------------------
22 probes to effectively run your economy.
(Special Thanks to Teamliquid.net for finding this out and doing the calculations, will go find the links a bit later.)
Now what does this mean?
it means once you hit the mineral saturation limit you use chrono booster on your other items(tech, gateways, warpgates. etc) to effectively get up and going to your chosen tech path sooner. But that doesn't mean stop producing probes the rest of the game. It means you just cut probes to get that tech or make that unit quicker and then you que up the probe with the remaining minerals while you wait for the tech to finish/units to make.
Bonus Tip:
The effective key to expanding is just knowing that your army can hold the opponents army while your stuff warps in. How do you do this? Scout scout and then scout some more. It won't hurt you to sacrifice a probe every minute or so to scout stuff. Doing that has saved my skin more times then I care to mention, just because of the way the units move now you have a better chance of running into your opponents advancing units and that allows you a few extra precious seconds to effectively assess the situation(like preparing your sentry to iunno force field a ramp to hold off a zealot/zergling rush?)
If I've kept you this long, thank you.
Also you're welcome.