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Attacking Where Your Opponent is Weakest - Page 6

Forum Index > StarCraft 2 Strategy
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kimono38
Profile Joined February 2011
Malaysia23 Posts
April 28 2011 10:39 GMT
#101
It sound a lot like art of war, straight forward advise that may or may not be true.

For example, in the beginning (5min), zerg is the lower eco race until he has queen and more hatch. Zerg can produce more drone but he need to be wary that a timing push may come therefore, instead of eco boom, he need to make army or tech up to scout. Roughly 7min+, zerg still not the best eco race.
Anomandaris
Profile Joined July 2010
Afghanistan440 Posts
April 28 2011 11:00 GMT
#102
There are 3 ways to spend your money. Tech, army and eco. None will deny that.
However the examples given by the OP are often bad, or even totally wrong. His examples show his ignorance of starcraft 2. I don't think this thread is useful at all imo.
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
April 28 2011 11:47 GMT
#103
One has to understand that the OP is wrong because of mitigating factors, as listed in the example, attacking the spawning pool would be a good idea.

Just not at the early game. As others have pointed out, the "early" destruction of the spawning pool by two early banshees does not damage the Zerg defender in any meaningful way due to the sufficient HP a spawning pool and defensive options available to the Zerg defender has.

On the other hand, at the mid-game with both armies evenly tied in strength, the sudden destruction of the spawning pool can mean certain end to the Zerg defender. Why?

Because both armies would have committed to a certain build, suddenly the opponent doesn't have to worry about lings or banelings for the next 65s. That will mean certain end.

Thus any reasonable Zerg player would have to frantically defend his spawning pool, potentially making losing decisions in the process.
Cauterize the area
Escape
Profile Joined April 2010
Canada306 Posts
April 28 2011 13:27 GMT
#104
On April 28 2011 14:25 Ryno00 wrote:
Show nested quote +
On April 28 2011 09:04 Saracen wrote:I'm not saying this thread itself is bad - it outlines a way of thinking that should be implicit to all Starcraft players. But it's such a rich and complex topic, and with all the misinformation in the OP, I don't feel it does it justice.


I agree, and on that note, here is a resource that does do the topic justice:
Day9's Starcraft Podcast

for anyone not familiar these are essentially the Day9 Daily beta, auido-only podcasts where day9 reflects on some of the most core concepts to broodwar and RTS games in general.

in fact they are so core that they still translate perfectly to SC2 except for the in-game examples. including an excellent dissection of abusing weaknesses and the concept of "sidestepping".

i can highly reccomend listening to all of them, more than once if possible as they are very complex ideas that take a while to sink in.


Thanks for this! It's a treasure trough.
Grubbegrabbn
Profile Joined November 2010
Sweden174 Posts
April 28 2011 13:36 GMT
#105
On April 27 2011 17:05 han_han wrote:
This was a nice read, but how can you stop a 4-gate with cloaked units???


Nah its not possible to stop it as such - its just that the appropriate response to a 4-gate (which is considered low-tech in the OP) is to tech up and gain an advantage. In this particular case, Banshees - even without cloak - will force a response that will stop the 4-gate in its tracks. Provided that the defender held off the initial attack ofc. Once cloak finishes the 4-gater must have an observer or cannons. While getting that, the terran will have built an expansion to get further ahead, this time economically.
Wolverick
Profile Joined November 2010
Canada13 Posts
April 28 2011 14:17 GMT
#106
eumm I wouldn't kill the spawning pool, all drones are still mining like crazy and queens are vomiting larva, zerg could make 5 spawning pool and still laugh that your banshee were worthless
shut'er down
TLurker
Profile Blog Joined October 2010
51 Posts
April 28 2011 15:59 GMT
#107
Responses to the OP have done a good job appreciating the thread's theorycraft value and the truth of some generalizations, and also at seeing many of the fallacies and poor examples used in the initial post, so I'm not going to be redundant. Additionally, people have pointed out that one of the most essential points, the "real time" part has been left out, that is micro, positioning, the importance of intel on what your opponent is doing and reactions to it(mind games) and also (static) defenses.

Two additional points I'd like to bring up are that upgrades need to be taken into account and so should mirror match-ups since these are unavoidable.

I was really glad that when I opened this thread it wasn't completely lacking in substance which is something I half expected, and I was also happy to see input from higher level players and hope to see more. Currently the generalizations are so general that they aren't really useful and where it tries to be specific in breaking strategy down into 3 pillars and also the examples provided seem to need some evidence or tweaking to be more correct.
dave333
Profile Joined August 2010
United States915 Posts
Last Edited: 2011-04-28 16:46:45
April 28 2011 16:46 GMT
#108
Can't say I like this. At all.

"A fast expansion sacrifices tech. So the best Terran response to a Protoss FE is cloaked Banshee. The best Zerg response to a Terran FE is a fast spire. The best Protoss response to a high econ Zerg is to move quickly to tier 3."

This in particular. The best response to a terran FE is a fast spire? This is just bad info. If the terran does a greedy build like CC before rax, you're better options are either double expanding or if you want aggression, a pure baneling bust. Likewise, a protoss response to high econ zerg (aka greedy zerg) is to kill him. Teching to T3 is not going to do jack on one base. Banshees might be a good response to a toss FE, but a toss on his game will know the dangers of banshees, and will actively seek it out.

Rest of it is pretty obvious if you have any sense of the game.
tskarzyn
Profile Joined July 2010
United States516 Posts
April 28 2011 17:20 GMT
#109
The examples were pretty poor as people have pointed out... but the general concept is strong and should be applied whether you are playing SC or involved in a boxing match. You also ignored a pretty big concept when you mentioned 2 rax, which is executing/feinting something to induce a desired reaction. Feinting pressure by bringing a marine, an scv, and starting a bunker (to be cancelled) forces Z to over-commit to lings. ogs.MC feinting a 3 gate expo to let Z over-drone, and then cancelling the nexus and performing a warp gate rush. thanks to OP for bringing up these concepts though... it seems like common sense to many long time RTS'ers but may be helpful to younger players.
Saracen
Profile Blog Joined December 2007
United States5139 Posts
April 28 2011 18:46 GMT
#110
This is just a warning, since I have seen way too much of it in this thread and been far too lenient. If you don't know what you're talking about, don't post. I'm going to start taking action on future trash/clueless posts in this thread.
firehand101
Profile Blog Joined March 2011
Australia3152 Posts
Last Edited: 2011-04-29 19:38:56
April 29 2011 13:31 GMT
#111
On April 28 2011 23:17 Wolverick wrote:
eumm I wouldn't kill the spawning pool, all drones are still mining like crazy and queens are vomiting larva, zerg could make 5 spawning pool and still laugh that your banshee were worthless

but you have to remember, zerg cannot make ANYTHING without the spawning pool. It is their most vital structure, and if you are able to snipe this, they cannot make drones, or any kind of unit. If you were harassing early game, and managed to snipe the queen with your banshees so they didn't die, and take out the spawning pool, there is literally nothing the zerg can do if that was their only tech building.

They can't even make another queen for anti air!

Mod Edit: Nope.

User was temp banned from Strategy Forum for this post
The opinions expressed by our users do not reflect the official position of TeamLiquid.net or its staff.
Johnny_Vegas
Profile Joined December 2007
United States239 Posts
April 29 2011 20:11 GMT
#112
“There is no exception to the rule that every rule has an exception.”

To someone new to baseball, it would appear to be all about throwing, catching, and hitting a ball. An experienced player would understand there is much more to it than that. Such is the problem with your 3 pillars, it is a colossal oversimplification. As many have pointed out, it is in fact unusable, as it rests on many false assumptions.

Experience is the best teacher, and experience tells us its better to kill the drones. Why? Because after we kill a lot of drones, we discover that we tend to win games. Experience has also shown us that we tend to lose games when we waste time focusing down a cheap and highly durable evo chamber only to be chased away by Queens.

You are ignoring very important concepts such as incremental damage and targets of opportunity. One of the reasons workers are targeted with such high priority is killing them can be an easy way to inflict damage due to their low health. Not only that, you don't have to kill ALL the workers to do damage, every one you kill helps. Compare that with killing a Lair. If you don't finish off all 2000 health, you've done zero damage. To go for high health targets like that takes a judgement call based on accurately assessing the game situation at hand, and cannot be summed up with your 3 pillars.

A proper analysis would take someone with extreme knowledge, months to write, and a more accurate title would be something like "The 142 pillars".
battlereports.com (co-founder/developer), Nohunters Discussion Forum operator
EliteAzn
Profile Blog Joined April 2010
United States661 Posts
April 30 2011 05:06 GMT
#113
Very nice post and analysis. Nice to keep these in mind while playing games...The little details can make huge differences in these games.
(╯`Д´)╯︵ ┻━┻ High Five! _o /\ o_
Guppers
Profile Joined October 2010
United States94 Posts
April 30 2011 12:13 GMT
#114
+ Show Spoiler +
On April 28 2011 22:27 Escape wrote:
Show nested quote +
On April 28 2011 14:25 Ryno00 wrote:
On April 28 2011 09:04 Saracen wrote:I'm not saying this thread itself is bad - it outlines a way of thinking that should be implicit to all Starcraft players. But it's such a rich and complex topic, and with all the misinformation in the OP, I don't feel it does it justice.


I agree, and on that note, here is a resource that does do the topic justice:
Day9's Starcraft Podcast

for anyone not familiar these are essentially the Day9 Daily beta, auido-only podcasts where day9 reflects on some of the most core concepts to broodwar and RTS games in general.

in fact they are so core that they still translate perfectly to SC2 except for the in-game examples. including an excellent dissection of abusing weaknesses and the concept of "sidestepping".

i can highly reccomend listening to all of them, more than once if possible as they are very complex ideas that take a while to sink in.


Thanks for this! It's a treasure trough.


that's a terrible place to keep your treasure, I may have a spare trove for you

My thoughts on this post: I think that the OP brings up a facet of the game which is perhaps not spoken about enough in the terms of the OP (the pillar system of looking at it). I like the idea of a thread exploring this further (some people have already added great posts to clarify) but so far it's mostly bitching about the banshee example, holy cow people in case you haven't been paying attention for the love of god do not under any circumstances target the spawning pool!

so in an attempt to get this thread to a better place I have a few questions to ask to the better players (my own input would probably be ignorant)

1) We've established that the game is too complicated to be simplified in a general model as outlined by the OP.
However what is the simplest model that we COULD come up with that gives a flowchart of how to make decisions based off of the tech/army/econ pillar idea?

2) If the idea is indeed to complicated to even attempt to create such a flow chart, then specifically what are the nuances that make it impossible follow such rules, if we can understand why it can't be THAT simple then we can start to take the complicated stuff and at least make it as simple as possible.

3) what are the normal "obvious" examples that would support the OP (or our new model if we found one) so that you could show a less informed player how the idea basically works?

4) what are some correct decisions following this kind of model that might seem counterintuitive on the surface (for example if the OPs banshee example WAS correct then that would be a case of "holy cow i didn't know I should do that instead")


i hope this is a sufficient contribution to the thread, i really feel there should be another discussion thread about this that focuses on producing a way of thinking rather than focusing on some bad examples to a good idea.
remember that anyone who has accomplished less than you is a noob, and anyone who has accomplished more has no life.
Amarkov
Profile Joined December 2010
United States131 Posts
Last Edited: 2011-04-30 12:49:06
April 30 2011 12:48 GMT
#115
It's not that there are nuances that make it impossible to follow such rules. It's that such rules don't even exist, because the three categories given are not useful.

There are the obvious places where the OP's generalizations fail. The correct protoss response to a terran FE is a slightly later expansion, and the correct protoss response to a heavily droning zerg is not 1 base colossus. But you can explain these away without too much effort using the same basic model, so they don't constitute a particularly strong argument.

The issue is that in some cases it just straight out doesn't work. For example, take ZvP. There are two reasonable responses zerg has to a forge FE: they can either mass an army and attempt a bust, or they can take very quick thirds to try and regain an econ advantage. Neither of these make any sense within this three pillars framework; the protoss dropped a nexus at 16 for huge economy, and he's building cannons for a huge army. The response you would predict from this theory (rushing tech and ignoring economy) simply does not work in the slightest.

Starcraft is in some sense "about" army, econ, and tech advantages, sure. But that doesn't mean that you can usefully consider army, econ, and tech as independent and discrete things, where correct play only depends on which thing X build maximizes.
_Search_
Profile Joined February 2011
Canada180 Posts
April 30 2011 23:43 GMT
#116
Just edited the OP, giving replays outlining the Banshee v Zerg example.

The games I played illustrate that the correct target for a Terran doing a tech build (i.e., Cloaked Banshee) is to target tech structures, not economy.
Superpower
Profile Joined April 2011
Australia212 Posts
May 01 2011 00:18 GMT
#117
Guys, look search i completely agree, from a zerg point of view. That if you kill my spawning pool i can't do anything it eliminates lair, all-ins, more queens however if you kill my naturals 20 drones i've ALREADY got a long time of mineral gathering time with 20 drones and can easily rebuild all of them almost instantly,if you see my double gas, i would not have lost gas time because of my main, but you further my economy by not going for the pool/hatch
Taeja <3
Saracen
Profile Blog Joined December 2007
United States5139 Posts
May 01 2011 00:44 GMT
#118
On May 01 2011 08:43 _Search_ wrote:
Just edited the OP, giving replays outlining the Banshee v Zerg example.

The games I played illustrate that the correct target for a Terran doing a tech build (i.e., Cloaked Banshee) is to target tech structures, not economy.

I'm sorry, but the reason you won in the replays was because Zerg kept suiciding his anti-air and failed to get enough gas for enough mutas, not because you targeted tech structures. No matter how many drones he has, and no matter how much tech he has, of course he's not going to be able to deal with 6 banshees and 6 vikings if he just has 3 mutas and 3 queens. Killing his spawning pool made no difference at all. And I think in all but one of the games, you didn't even kill the spire the first time through. Similarly, the reason you lost the game where you killed so many drones is that you went for the same strategy but your opponent actually responded correctly, meaning he had an appropriate gas timing and didn't suicide his early mutas (you'll notice that he's the only one who didn't continue to harass your base once he saw the vikings).
The bottom line is: in the games you won, you won because your opponents suicided their anti-air defense and didn't keep on producing it. In the game you lost, you lost because your opponent didn't suicide his anti-air defense and actually responded approriately. It had nothing to do with you killing a spawning pool.

If you don't mind, I'd like you to play against me in any scenario, it doesn't even have to be the banshee vs Zerg example. I'll show you why you are wrong.
Ydriel
Profile Blog Joined September 2010
Italy516 Posts
May 01 2011 00:59 GMT
#119
Great job by the OP.
Quite an interesting read, looks at a facet of the game that isn't often spoke of. Day9 went on to mention it in a Daily (can't remember the name atm), but he didn't quite delve into it.

In fact, I agree with the "kill the tech" decision in the banshee example: taking away a Spawning Pool prevents Queens to be built, Zergling and hence Banelings, locking the Z with his econ, giving you map control, etc. Or if they have a Spire, taking that down, considering the time it takes to remake. Then again, I guess it depends on the circumstances.

What I disagree with, though, is your black-and-white description at the races. You are right, for example, that Terran's strongest point is his tech, but that doesn't mean that they can't play on the other 2 pillars. The 6 rax rine build for Terran, that have been used against both Z and P, even if it seemingly plays against Terran's strength, is pretty good. Why? Because for a Z or P it can be hard to scout and hit when they're weak. There are econ based builds for the 3 races, and they do work, same as army and tech based builds. FE builds for P work quite well, allowing their better econ to get a good-sized army and tech, booming into the mid-game. I know you're not implying to limit each race's choice to his strongest point, just saying that different builds work for different reasons, be it access to map control, or being quite difficult to scout (and hence defend without the appropriate counter).

Not trying to downgrade the post or anything though, just trying to add my 5 cent. Will be definitely something I'll keep in mind to improve my game play.
<3 SC2 <3<3 Dota 2. Steam ID: HellS
Whitewing
Profile Joined October 2010
United States7483 Posts
May 01 2011 01:02 GMT
#120

Since games are won through an advantage in either army, tech, or economy, and advantages increase exponentially, it's crucial to learn to attack your opponent where they are weakest.


I want to point out how important it is to think things out in general, and not just follow any single maxim like this one blindly. Yes, it is a great idea to hit the weak point most of the time, however, various strategies and plans don't revolve around this, and it's not because they're bad. If you army is stronger than your enemy's strongest point, then it can be rewarding to hammer their strong point. If you are expanding along a certain path, it is generally good to attack along that path, even if your enemy is weaker elsewhere.

The gist is: make sure to think about it.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
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