Request a Guide/Discussion Thread - Page 3
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the p00n
Netherlands615 Posts
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arcang3l
United States6 Posts
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
Pakistan290 Posts
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
Sweden120 Posts
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
22 Posts
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
Korea (South)1231 Posts
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 | ||
Nakas
United States148 Posts
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lorkac
United States2297 Posts
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.... | ||
Geovu
Estonia1344 Posts
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
Sweden2 Posts
Thx in advance | ||
osten
Sweden316 Posts
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
Croatia49 Posts
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 | ||
Rexar123
Croatia49 Posts
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 | ||
Artisian
United States115 Posts
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eunheeseung
43 Posts
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MormonWithoutACause
United States94 Posts
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UmUmCookies
Australia7 Posts
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rolfe
United Kingdom1266 Posts
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Encrypto
United States442 Posts
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Indrium
United States2236 Posts
If anyone takes this up or is working on this, you're awesome. | ||
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