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GreenSamo
Profile Joined June 2010
United States13 Posts
July 07 2010 17:19 GMT
#1
Searched all the key topics I could think of that would be pertaining to this, didn't see anything in SC2 topics, seen a decent BW one, does everyone do the same?

Not a very experienced SC2 player yet, played about a month or so of sc2 in phase 1 (bronze :X), been practicing alot with different AI's since it went down, but to a point where its pretty trivial.

I've been playing around with different ideas, but I am finding them not to be very ideal. Anyway, just thought I'd ask everyone what yours typically looks like? At work or i'd post some of mine, will try to later if net works when I get home!

Also normally play Terran, been trying to do a layout with my supply depots in between my buildings, so would be something like SD|RAX|ADDON|SD.. etc.. It has its ups and downs, been noticing the downs more and more lately tho.

Whats your base look like? Do you prioritize clumping or spreading? Hiding tech? etc.


Thanks! and I hope I didn't miss something while searching :X

PS: Can't watch replays atm, so pls don't suggest that. I've tried every solution on this forum, and they still don't work.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
July 07 2010 17:27 GMT
#2
This is really too broad of a question to answer in a format like this. Basically every aspect how 'how to play Starcraft' could enter the conversation. I'd suggest going to day9tv.blip.tv and checking out some of his analysis. If you like to play Terran, I might start with the brat.ok specials from a couple weeks ago.
monitor
Profile Blog Joined June 2010
United States2404 Posts
July 07 2010 17:31 GMT
#3
As Terran, I like to space my buildings out so I can catch armies in narrow chokes.

As Protoss, I like a more compact base (I don't know why).

As Zerg, I like to build behind paths so I hide tech and allow big areas to get surrounds.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Baksteen
Profile Blog Joined June 2010
Netherlands438 Posts
July 07 2010 17:32 GMT
#4
The new daily 152 is quite good also, shows Jinro playing mech:

7/06 Day[9] Daily #0152 Starcraft 2 Jinro vs Lalush: Epic TvZ (Blip.tv)

And you should check him out anyway, such a baller <3
You can use his thread on TL or this fansite, recommend any of those 2 tbh.
Derp Derp Derp
GreenSamo
Profile Joined June 2010
United States13 Posts
July 07 2010 17:43 GMT
#5
Sorry, was looking for screenshots/vids or something, not really an explanation. Explanations of why you did what you did in said screenshot, cool, but yea.... Pictures worth 1000 words. Been working my ay through Day9 stuff when I get a chance, hes absolutely changed my gameplay in many ways for the better. Epic stuff. :D Thanks for the example Baksteen!
KaiserJohan
Profile Joined May 2010
Sweden1808 Posts
Last Edited: 2010-07-07 17:48:14
July 07 2010 17:46 GMT
#6
I assume by your post that you play T.

Generaly:
-- I don't make any attempts to hide tech except if you try to rush banshee or secretly amassing a BC force!, but the later is easly discovered due to the time it takes and the stage of the game.
-- Build supply depot at destructable rocks/any backdoors into your base. That way you are atleast somewhat prepared.
-- Build the rest centered, or you'll risk muta/voidray sniping off buildings etc.
-- You gain the most of using buildings as barricades into your base. I build a factory and rax infront of my natural just to create choke. Your siege will hit anything anyway.
-- Always make sure you have room on your fact/rax/starport for potential addons you might need later.
-- You can wall-in your mineral lines with supply depos, it's atleast some protection against suprise drops/DT
-- Sensor tower is superb mid/late, but I have a habbit of covering my base with turrets if I am at mineral excess, so put the sensor tower(s) offensively instead.


Against Z:
-- You need vision in every single space of your base, otherwise your open to nydus attack. Have a siege in your base to defend any nydus worms you see popping up.
-- Against early mutas, two turrets (one on each 'end' of the mineral line) is enough to deter mutas from your workers. They are free to snipe your buildings though unless you have early thors or a great marine force. Vikings blows hard vs mutas.


Against P:
-- Lategame, pop up turrets so they cover your entire base. They will kill warp prisms before they can deploy and sneak attack you, however they can prolly drop in time.

England will fight to the last American
GreenSamo
Profile Joined June 2010
United States13 Posts
Last Edited: 2010-07-07 18:46:31
July 07 2010 17:58 GMT
#7
I really need to just find a screenshot to show you guys what i'm looking for. I guess I shouldn't have posted this at work, or until I have one. Only thing new from the post above was the turrets, but thats mainly because I havn't really been up against many games that got to air. Generally throw up a sensor turret toward the front, bottom/top of my base. Mainly for my siege tanks, do they still use them to target?

I guess i'll just ask this, is my building placement, being that I have my Rax/fact/starport all lined up straight up from the wallin building, leaving 2 spots in between the wall and the first building, leaving 2 squares for addons, and then 2 squares for future/existing Supply depots a good placement?

example as in OP,
SD|STA|AD|SD|RAX|AD|SD....
SD|FAC|AD|SD|FAC|AD|SD....
SD|SD|SD|SD|SD.....
-----RAX|SD|SD <wall in..

^^ something like that..
I like it becuase if my army wipes I can just raise my SD's and be completely walled in from an incoming attack, unless they drop behind it or something, but at the same time it makes it very hard to mass up again. Some micro thrown in could aleviate from me walling myself in I guess..
First learned it off an AI, they made it a very large pain in the butt to get my ground army to their mineral line...

I'm REALLY REALLY Just interested in screens/examples of other Terran bases. But don't want to limit it just to the Terran. Anyone have a screenshot of their base toward mid/end game?
peckham33
Profile Joined April 2010
United States267 Posts
July 07 2010 18:07 GMT
#8
secor towers tell you unit location but not the unit, and the tank targets the unit not the unit location. sensor tower only give you information, not your units.
dead men tell no lies, and i am dead, yet i can talk so i must be alive, but i was just shot in the head five times so i must be dead, but if i am dead then all i have said must be true, so now i am dead and alive?
ToxNub
Profile Joined June 2010
Canada805 Posts
July 07 2010 19:00 GMT
#9
Honestly, for the most part, I don't think it matters.

I mean, your choke is important, your nexus is important. You want decent base visiblity, and if you're protoss you want decent psi coverage. Otherwise, don't really matter imo. As terran it might be nice to have places to tuck tanks, but I can't see it being a deciding factor in most games.
RawK
Profile Joined April 2010
United States125 Posts
July 07 2010 19:04 GMT
#10
On July 08 2010 04:00 ToxNub wrote:
Honestly, for the most part, I don't think it matters.

I mean, your choke is important, your nexus is important. You want decent base visiblity, and if you're protoss you want decent psi coverage. Otherwise, don't really matter imo. As terran it might be nice to have places to tuck tanks, but I can't see it being a deciding factor in most games.



This.
Hail to the Thief. RawK > http://bit.ly/b3gS25
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
July 07 2010 19:26 GMT
#11
It certainly matters, especially if you plan to tech. If you place a building two spaces apart rather than one, then you have a very small chance of defending an early rush because you can be surrounded.

-Protoss player

-I clump my base too, like I did in Warcraft 3, but probably mostly because you have to put stuff near pylons
Knowing is half the battle... the other half is lasers.
statikg
Profile Joined May 2010
Canada930 Posts
July 07 2010 19:58 GMT
#12
He is asking about how to setup the inside of his base. I am not an expert at this but I have a few thoughts on the subject. I just want to point out that I don't think it makes a huge different to your overall game 95% of the time, but when the beta is down for weeks is the perfect time to work on these small details that may only be a game changing detail 1 in 50 games. I assume you know how to block your entrance.

Supply depots should be placed in any dark area of your base, especially behind vents/near destructible rocks to avoid getting nydus wormed/dropped without any notice.

Other good spots are behind your mineral line as well as to either side by your refinerys, you can put them down if they are interfering with mining paths. This means that if some lings/zealots/reapers get into your base you immediately raise up all these depots and they will have a harder time getting to your scvs and if they do they will have a harder time escaping, kiting you around. I don't have any screenshots but just play around with this idea and you will get the idea. Blocking the movement path behind the back of the minerals is especially important to reduce kiting/speedling gayness.

Now I sense what your really getting at is that you want to set up your entire base in a defensive formation. I'm not really well versed in how to do this beyond what I have said already, but it sounds like allowing troop movement corridors via lowered depots which can be raised to act as walloffs within your base is a good idea. I imagine you would want to make sort of a concave of buildings around your entrance wall-off to buy yourself a few more seconds if your entrance gets busted. Keep in mind the disadvantages of spreading your buildings out like this is that they become more vulnerable to air/drops/siege tanks.


FlameSworD
Profile Blog Joined December 2009
United States414 Posts
July 07 2010 20:29 GMT
#13
its pretty similar to bw macro building close together and a wall defence then supplys in a nice little corner
skyhighftw on iccup
GreenSamo
Profile Joined June 2010
United States13 Posts
Last Edited: 2010-07-07 20:41:01
July 07 2010 20:35 GMT
#14
So I guess from the sounds of it, not many people really put very much thought into building placement. I personally thought it was more of an issue with terran considering the supply depot lowering/raising and the fact that we have all range units.

Like statikg said, after smashing my face against the yabot thing, and the multitasker ums, just isn't that much more tweaking I can do to my strats until I can start playing against humans again. Just looking for anything else to improve gameplay. But again, doesn't really look like many people put much thought into this past the ramp wall-in, or los supply depots.

Terran seem to have a slight advantage when it comes to the defense of the base because we can raise and lower our supply depots. The concave idea has sparked some ideas, I'll try and work on that a bit see what I can come up with.

I especially like doing this with my buildings against tier 1 units, lings/zeal especially, I can raise 1 supply depot, fire at them without getting hit, even after they break down my wall. If they come close to breaking down the front SD, just micro my rines back and raise the next one. Might take more SD damage, but just seems better to have them beat on a sd for 10 seconds then surround my units. I figured if it annoyed me enough against the computer doing it to me, it'd annoy the living crap out of a player enemy. You just destroyed their entire army, you're going in for the base kill, but wait, not only are they walled in, but they're entire base is walled off. If you don't have drop ships of some sort, you're not getting to my mineral line anytime soon.

Its helped me come back against ai, being able to rally my troops back and mass a little before being picked off again, where as 10zeals vs my 1/2 marines that just spawned is just going to get rolled. Tanks too, being able to spawn my tanks and shoot past my 2-3 buildings where they can't even see me is huge compared to spawning a tank on top of their army. Very slight edge, but maybe just enough to climb outa the hole. Again, statikg hit it perfectly, might help 1 in 50 games, but it still is good practice incase of that one game.

I generally spread out the first few SD's after the wall to give me both los of my base, and los of the cliff below my base, especially on scrapyard where a SD placed below your nat on the ledge gives GREAT vision of any kind of incoming push, especially if they've forced you off the Zel'Naga. Totally forgot about the smoke tho, good point!

Edit: I'll try and get a screenshot of my building placement later today, just hope my net works
GreenSamo
Profile Joined June 2010
United States13 Posts
July 08 2010 00:37 GMT
#15
This is an example base of what I'm talking about. going through a lot of buildings to get into it, unless you have some air support/reapers. Obviously this isn't a real game where I'm trying to spend resources or build a real army.. Just an example base

Also, its not always placed at the frnt door like this, depends on spawn location, if I can place it underneath my base between the ramp/cc, i'llput it farther up so its extremely hard to get into the mineral line without trying to go around.

[image loading]
KaiserJohan
Profile Joined May 2010
Sweden1808 Posts
July 08 2010 00:45 GMT
#16
My only concern with the screenshot above, is that your vulnerable to bling bust earlygame TvZ if you put depots like that.
England will fight to the last American
GreenSamo
Profile Joined June 2010
United States13 Posts
July 08 2010 00:50 GMT
#17
True, like I said isn't always like that, especially the ramp. Just was a fast example of what my racks/fact/port/ SD's generally look like somewhere in the base.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
July 08 2010 02:26 GMT
#18
On July 08 2010 09:37 GreenSamo wrote:
This is an example base of what I'm talking about. going through a lot of buildings to get into it, unless you have some air support/reapers. Obviously this isn't a real game where I'm trying to spend resources or build a real army.. Just an example base

Also, its not always placed at the frnt door like this, depends on spawn location, if I can place it underneath my base between the ramp/cc, i'llput it farther up so its extremely hard to get into the mineral line without trying to go around.

[image loading]


I think you're putting a little too much thought into building placement in your main. Walling off gives you a great defensive advantage for the early game, but once you want to push out or expand, your wall-off in the main ceases to be relevant. It won't hurt to make your wall-off a few extra supply depots deep except maybe against void rays because it gives them an extra target at the fringes of your base, but it's not going to help you much either. You shouldn't be relying on your wall-in any more by ~5 min into the game.
InTriX
Profile Joined July 2010
United Kingdom149 Posts
July 08 2010 02:28 GMT
#19
This only seems useful when trying to survive against a tiny amount of units with even less. My personal responce would be, bring a single scv to make up the difference.
Life is Not worth Dying for.
Kpyolysis32
Profile Joined April 2010
553 Posts
July 08 2010 03:13 GMT
#20
I'm a Protoss player, and...

Versus Terran, I try and spread my buildings out around my base to force him to waste scans, and only have double pylon power at the partial wall at my choke for most of the game

Versus Zerg, I spread out my buildings enough to see the edges of my base in case of drop/nydus, then try to keep my buildings powered by many pylons

Versus Toss, I hide my Robotics Support Bay, Stargate, or Twilight Council, or 4th Warpgate, but then keep everything else in plain sight near my choke.
Man, do I not keep this up to date, or what?
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