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Request a Guide/Discussion Thread - Page 3

Forum Index > StarCraft 2 Strategy
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the p00n
Profile Joined September 2010
Netherlands615 Posts
April 18 2011 17:34 GMT
#41
I would love to see a topic about how to properly deal with (marine/hellion) drops as zerg, especially on maps like scrap station. I feel like I can't play properly against it, because there's almost no time to react or to make units as you would normally do when you see the Terran move out of his base. I would have to make a blind army, which seems counterintuitive.
arcang3l
Profile Joined December 2010
United States6 Posts
April 18 2011 18:14 GMT
#42
Less so a single specific guide, but I would like to see two things:

1) More posts along the lines of iamke55's excellent "Standard Play" threads (here and here, for reference) covering every matchup with the most common standard/safe openings and styles, since I feel that any sort of good discussion on these is difficult to find. For instance, if I want help in TvT, I can find a lot of really interesting one-off builds like iEchoic, but virtually nothing on the good old mainstay of 111 tank/marine/viking.

2) Either a dedicated section in the "recommended posts" sticky, or even a dedicated sticky for such builds. I think this step alone would cut down on a lot of the "I need a good build for ZvT" type posts, and make important information much easier to find for us unwashed masses =)
Autofire2
Profile Blog Joined May 2010
Pakistan290 Posts
April 18 2011 22:26 GMT
#43
I agree with a much earlier poster that there should be a guide written down exclusively for Macro below diamond.

I doubt Day 9 as the time to write it, but perhaps some of his gems from Mechanics and other Newbie Tuesdays could, with his permission and crediting him obviously, be put down in written form? The reason i say this is that though I love Day 9's style, he often talks about random things and repeats himself, which is great for the show (watching and listening being a great way to learn) and I think it would take less than a quarter of the time to absorb that info through text and image captures. Plus, of course, it would be much easier to go back if you want to recall a specific piece of advice rather than thumbing through a long video.


Other threads which deal with subpar Macro tangentially (like the stalkers-only no-micro run to diamond) could be linked to it.
Lea
Profile Joined September 2010
Sweden120 Posts
Last Edited: 2011-04-18 23:21:58
April 18 2011 23:04 GMT
#44
On April 09 2011 04:25 ZeroTalent wrote:
I know it sounds crazy, but there is still no good "How to analyze/improve my macro" for low level (let's say, mid-diamond and below?) players. There are a couple of day9 episodes that focus on mechanics, but someone really ought to put these in writing.

There were a couple of attempts but they seem to be evolutionary dead ends, especially since they focus heavily on one-base play.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=191745
http://www.teamliquid.net/forum/viewmessage.php?topic_id=182518

The "macro your way to diamond" OP doesn't actually say anything about what to look for when analyzing macro for errors, nor does the Replay Analysis OP. I'd volunteer to write this up but I'm almost certain I don't have enough cred .

There should be some sort of culling of outdated/less useful guides, or at least prioritizing them so that us newbs know which of the fifteen things in the Beginner sections we should read/watch first.

I think a big issue with such a request is that it requires quite a lot of in depth knowledge for all three races as macro differs somewhat between them (I have no clue how to play as zerg for example, where larvae injections and the way you use your larva is crucial and that is the majority of zerg's macro play).

Generally though, there are a couple of things all races must keep an eye on, being supply, constant unit production unless you opt for a build that requires less than a saturated base to be truly effectful (then again, being able to stop at the right time is also part of good macro), building buildings on the right time and continue building buildings when you can (i.e. supply, production buildings after an expansion) and the energy level of their racial special ability (i.e. chrono boost, mule/scan and inject larvae). However, these things differ, particularly for zerg since supply is a part of their unit production for example. I would happily write up such a guide would I not be so bad when it came to zerg mechanics. Then there are areas where macro also interconnects with micro, that your units for example are actually being useful after they are finished. Producing works to a place near the mineral patch is not helping you in any way.

ineffablepwnage
Profile Joined December 2010
22 Posts
Last Edited: 2011-04-19 02:55:00
April 19 2011 02:51 GMT
#45
I would love to see a thread that is dedicated to organizing all the good guides that are already out there. I play zerg and know that there are a lot of really good resources such as 12 weeks with mr bitter, etc. I remember seeing a couple threads 3-4 months ago outlining basic zerg play against terran and protoss that had flowcharts that outlined a couple basic openings, all the openings he could think of from the other race and how to deal with them, leading to a set of 2-3 midgame goals (ie 3 base, +1 roach w/ speed) and led to their midgames and how to counter them then to a end game army and how to get there. the only problem is i lost it in my bookmarks and can't find it again. When I was just starting, I saw at least 50 threads asking questions that were answered in this one in-depth guide to a match-up and think a stickied thread with links to the best guides for different openings, playstyles, and matchups would go a long way, and also give some incentive for people to write better, more comprehensive guides in the hopes of getting linked in a stickied thread.

EDIT: http://www.teamliquid.net/forum/viewmessage.php?topic_id=149113 this is the kind of guide I was talking about, except it's not as in-depth in explaining the counters for what the other player is doing and doesn't have as many pictures.
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
April 19 2011 03:08 GMT
#46
I'd personally love to see a definitive end-all guide to several variations of 4-gates that protoss can do. Something that goes into 7 or 8 variations:

econ (no probe-cutting)
korean 4g
basic 6stalker 1zealot
etc etc

I'd like to learn how to execute these well when I play protoss, and at least I've had trouble searching this forum for a pros/cons/in-depth analysis on why each build exists etc
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
Nakas
Profile Joined May 2010
United States148 Posts
April 19 2011 03:52 GMT
#47
Saracen, have you considered a "peer review" approach like Scholarpedia? Scholarpedia is a wiki where a respected expert is invited to write an article. The article is then reviewed by other experts for accuracy and offer suggestions before it is published. As a result, the articles tend to have a much higher quality than other wikis that can be created and modified by non-experts. This would address my biggest problem in extracting useful information from the TeamLiquid site, which is that I often can't be confident in the accuracy of what I read.
lorkac
Profile Blog Joined December 2010
United States2297 Posts
Last Edited: 2011-04-19 04:25:57
April 19 2011 04:22 GMT
#48
I've been doing a Reactor Hellion FE strat in my TvZ

The build normally goes as such

10 Supply Depot (The scout is normally sent as I cue up the 11th SCV but before he starts being constructed)
12 Barracks
13 Refinery
15 Orbital + Marine (Bringing the supply to 16)
16 Supply Depot
@100 Gas Factory (constant Marine production)
@50 Gas Reactor at the Barracks (Pull SCVs off of the Refinery)
@400 Minerals Command Center

This allows me to push with 4 Hellions + 3-6 marines while my Command Center is being built. However, transitions are difficult since I pull guys off of gas.

A guide on how to properly transition out of this position would be nice since my lowly Platinum rank doesn't really know when to send SCVs back into the refinery, when to build the 2nd Refinery, when (and on which building) should the tech lab be built and what to scout for to let me know which of those choices to make. I've tried searching the site but other than Blueflame builds and mech transitions, I haven't found anything helpful.

EDIT:

I'd also like to include a request for a bare bones guide on how to scout.

How does one count workers
Tricks on how to check amount of minerals mined
Building placement tells
Red Herrings
etc....
By the truth we are undone. Life is a dream. Tis waking that kills us. He who robs us of our dreams robs us of our life --Orlando: A Biography
Geovu
Profile Blog Joined November 2010
Estonia1344 Posts
Last Edited: 2011-04-19 04:34:01
April 19 2011 04:33 GMT
#49
I would kill many men for a standard TvP guide.

Esp one centered around holding 3/4 gates with a FE and coming out strong afterwards, and also the 'standard' midgame army comps and stuff. Sometimes it's EZ and sometimes I have jack shit in terms of units and just get rolled lol. I'd make a thread myself but I can't be assed to put enough content into a quality OP atm.
Grapefruites
Profile Joined April 2011
Sweden2 Posts
April 19 2011 07:38 GMT
#50
In game 1 in NASL with Rainbow v Morrow. Morrow won by a 2 base baneling/ling/roach bust. I would love if someone would analyse the replay, make a guide and dicuss the timings of that build.

Thx in advance
osten
Profile Joined March 2008
Sweden316 Posts
April 19 2011 14:59 GMT
#51
Something I think everybody would love to see, is a Terran nuke analysis, I should not do it because I don't know the builds that would be needed, but it seems like something that is powerful, and underused. If it is too broad, I think it would be most effective in TvT, and should focus on that.

Because there is so much to be said about the positional advantage you can get with nukes, and how they are worth doing, even tough pros usually don't.
Rexar123
Profile Joined April 2011
Croatia49 Posts
April 25 2011 19:48 GMT
#52
I would like someone to write a guide on TvZ mech
this is my startegy and if someone could comment it also
i an dimaond player 5th in EU server and win 65% TvZ but i need to improve it

can someone do a guide on mech play vs zerg
how to setup for it
how to secure 3rd expo
what army composition
when to push out
are attack or armor upgradesbetter??'
how to harras??
-----------------------------------
i will say my strat
it is reactor hellion expand
do factory,reactor on racks then CC in base then gas
when i have 4 hellions i go out and harras (dont suicide)
when i push out i land CC make 1 fact 1 starport and armory
and ASAP 2xrefinery on expo
from then i do 2 thors
and 2xfactory
-----------------------
i do it on 2 base allin style
when i push out i have 8 tanks 4 thors and 12 hellions 2+attack upgrades raven(2xPDD) medivac viking and 30 scv at 15;00
my problems are that i need to be more aggresive cause sometimes i lose when i allow zerg to have sick eco and tech to hive extra fast,have 4,5 bases,kill me with like 70,80 banelings can someone suggest another opening or what am i doing wrong??
i cant unfortunantely add replays cause im on holidays now but i described my build order
diamond terran rank 1 soon master
Rexar123
Profile Joined April 2011
Croatia49 Posts
April 25 2011 20:11 GMT
#53
[QUOTE]On April 19 2011 13:22 lorkac wrote:
I've been doing a Reactor Hellion FE strat in my TvZ

The build normally goes as such

10 Supply Depot (The scout is normally sent as I cue up the 11th SCV but before he starts being constructed)
12 Barracks
13 Refinery
15 Orbital + Marine (Bringing the supply to 16)
16 Supply Depot
@100 Gas Factory (constant Marine production)
@50 Gas Reactor at the Barracks (Pull SCVs off of the Refinery)
@400 Minerals Command Center

This allows me to push with 4 Hellions + 3-6 marines while my Command Center is being built. However, transitions are difficult since I pull guys off of gas.

A guide on how to properly transition out of this position would be nice since my lowly Platinum rank doesn't really know when to send SCVs back into the refinery, when to build the 2nd Refinery, when (and on which building) should the tech lab be built and what to scout for to let me know which of those choices to make. I've tried searching the site but other than Blueflame builds and mech transitions, I haven't found anything helpful.

EDI
I'd also like to include a request for a bare bones guide on how to scout.
How does one count workers
Tricks on how to check amount of minerals mined
Building placement tells
Red Herrings



look at my question above ,but the same strat brought me to diamond with good follow up to mech
and i had 80& TvZ wins in platinum
diamond terran rank 1 soon master
Artisian
Profile Joined October 2010
United States115 Posts
April 25 2011 23:41 GMT
#54
I'd really like to see some dedicated discussion threads for a specific pro player's play style. There are regularly discussion threads for a specific game and some for a build order such and such pro has perfected/discovered, but rarely one that follows someone like Idra's Builds as the metagame changes and discoveries are made. It would be a great way to find the "next big thing" when a strategy starts to become a build order loss.
Supply is a conspiracy against me...
eunheeseung
Profile Joined April 2011
43 Posts
Last Edited: 2011-05-03 20:46:49
April 25 2011 23:45 GMT
#55
How much percent does corrupt reduce dmg?
MormonWithoutACause
Profile Joined March 2011
United States94 Posts
April 26 2011 01:22 GMT
#56
I would really appreciate an in-depth analysis of AdelScotts' playstyle. I prefer it, but it seems almost out of reach to copy it from replays. I would love it if someone could transfer what I myself cannot replicate in game into words that can be interpreted into a comprehensive guid for people that want to stray away from deathball PvT.
UmUmCookies
Profile Joined December 2010
Australia7 Posts
April 26 2011 01:33 GMT
#57
Not sure if Day9 mentioned it before, but I'd love to see a discussion about using DTs to defend drop play and force scans in PvT as a mid-late game transition.
rolfe
Profile Joined September 2010
United Kingdom1266 Posts
May 03 2011 19:14 GMT
#58
would people be interested in me writing a guide on getting competent (not good, merely competent) at the game? that awesome CecilSunkure guide seems more designed getting diamond players into masters and masters players into high masters and to a semi pro level. day9 is awesome of course and a far better teacher, player and probably writer than me but i think to some extent hes too good at the game and RTS in general to maybe be that helpful sometimes. i have been thinking about doing this for a while and there have been a few threads from bronze/silver players here recently asking for advice so it resurrected the idea for me somewhat. i managed to get from bronze into diamond in season and at one point peaked relatively high in diamond so i think its something i might be able to do. what do you think?
life will not be contained. Life breaks free, it expands to new territories and crashes through barriers, painfully, maybe even dangerously but there it is. Life finds a way
Encrypto
Profile Joined August 2010
United States442 Posts
May 03 2011 21:05 GMT
#59
I would like to see a guide containing strategies on early / midgame Zerg aggression that is not all-in. I would love to see timing attack builds for Zerg. A lot of what people have been focusing on lately is how to counter this and how to deal with that. Most strategies have been revolving around the staying alive mentality and how to deal with late game compositions. However, I think a good solution to this is more midgame, economic pushes.
Indrium
Profile Joined November 2010
United States2236 Posts
May 12 2011 05:51 GMT
#60
To bump this, I'd really just like to see more Terran guides, specifically ones about standard play. I feel like new Zerg and Protoss players have really good resources for learning to play, I feel like most of the Terran guides sort of revolve around non-standard play and gimmicks. My Terran play is much weaker than my other races because I don't know what the hell I'm doing.

If anyone takes this up or is working on this, you're awesome.
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