[G] How to win - The ETA-Concept - Page 3
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meatybacon
United States36 Posts
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SEA KarMa
Australia452 Posts
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KiLL_ORdeR
United States1518 Posts
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RoboBob
United States798 Posts
However I thought the second half (Examples) was wishy-washy. It feels like you tried to force those 3 principles into rock-paper-scissors. (Army beats Economy beats Technology beats Army) I think thats a really bad application, because it ignores skill differentials. For example, I'm Terran playing against Protoss. I decide to open with 1 Rax FE, because I feel most comfortable in the lategame. I see my opponent going Nexus first. What should I do? According to the last half of your guide, I should punish the Protoss for being more greedy by pumping up Army. What your guide fails to consider is my unique weakness, which is that I'm bad when it comes to early pushes. It also fails to consider my unique strength, which is a really strong lategame (relative to others in my league). So in my case, it actually makes more sense for me to allow the Protoss to get away with his Nexus first, than it is to punish it. Yes, my opponent will end up with a small economic advantage over me. But I will pay that price 100% of the time in order to ensure that we move to the lategame where I can outclass him. I suppose you *could* argue that I should try to punish with Army even though terrible at it, in order to improve my weakness. But there's a huge difference between playing to improve and playing to win. (and this is a thread on how to win) This is especially true on the ladder, where you do not know the individual strengths and weaknesses of your opponents. In my previous example, the Protoss will probably THINK he's ahead by comparing the ETA between us. He'll definitely have more stuff than me. But what he cannot realize is that by moving towards the lategame he's also moving us towards a gamestate where I will overwhelm the small advantage I intentional gave him with my stronger relative skill. | ||
dbald27
United States49 Posts
only thing i'd like to see included is production capability, macro hatches, extra warpgates, barracks starports etc. its an important thing to manage for late game and timing pushes. i guess id put it in the technology area, but i think its important to note | ||
dnld12
United States324 Posts
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Risen
United States7927 Posts
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kraggy
Denmark30 Posts
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Remfire
492 Posts
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Theeakoz
United States1114 Posts
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Czarnodziej
Poland624 Posts
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warblob004
United States198 Posts
Overall, very nice guide ![]() | ||
BotD
United States136 Posts
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HawaiianPig
Canada5155 Posts
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-Asmodeus-
Poland31 Posts
On January 04 2012 00:01 Felo wrote: Changelog: 04.01.2012 - 1.1 Added in several corrections pointed out by Buddhist and groms - Thank you <3! 03.01.2012 - 1.0 Posted the Guide So excited that I've posted this. Buddhist? THE buddhist? The one button, flying, frozen, shiving, dancing, Ming killing, Master of Shunpo rogue? I love this guy's movies. If it's him i'm glad he came to SC2. Anyway, the guide is really great for an average player that wants to understand the game better, good job. | ||
Osmoses
Sweden5302 Posts
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lac29
United States1485 Posts
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Drxz
Australia115 Posts
But seriously I love the guide, it is logical yet I did not seem to recognize it myself. | ||
Tobberoth
Sweden6375 Posts
On January 04 2012 15:40 RoboBob wrote: Great guide! I really liked the first half, breaking things down to Economy Technology and Army was really well done. Adding intangible resources like scouting information, map vision, and positioning into Army was especially eye-opening. However I thought the second half (Examples) was wishy-washy. It feels like you tried to force those 3 principles into rock-paper-scissors. (Army beats Economy beats Technology beats Army) I think thats a really bad application, because it ignores skill differentials. For example, I'm Terran playing against Protoss. I decide to open with 1 Rax FE, because I feel most comfortable in the lategame. I see my opponent going Nexus first. What should I do? According to the last half of your guide, I should punish the Protoss for being more greedy by pumping up Army. What your guide fails to consider is my unique weakness, which is that I'm bad when it comes to early pushes. It also fails to consider my unique strength, which is a really strong lategame (relative to others in my league). So in my case, it actually makes more sense for me to allow the Protoss to get away with his Nexus first, than it is to punish it. Yes, my opponent will end up with a small economic advantage over me. But I will pay that price 100% of the time in order to ensure that we move to the lategame where I can outclass him. I suppose you *could* argue that I should try to punish with Army even though terrible at it, in order to improve my weakness. But there's a huge difference between playing to improve and playing to win. (and this is a thread on how to win) This is especially true on the ladder, where you do not know the individual strengths and weaknesses of your opponents. In my previous example, the Protoss will probably THINK he's ahead by comparing the ETA between us. He'll definitely have more stuff than me. But what he cannot realize is that by moving towards the lategame he's also moving us towards a gamestate where I will overwhelm the small advantage I intentional gave him with my stronger relative skill. In defense of the guide, I don't think your example here is applicable. While it's true you do well by letting the protoss keep the nexus since you're better at the late game, you ARE technically doing a worse strategy. If a toss goes nexus first, it's better to punish it than not and a pro would punish it. You, however, consider yourself better in the late game than the opponents you're matched against on ladder, so you do a bad strategy, on purpose, because you have a better chance at winning that way. This situation is not really something any guide can account for, it has to go with what strategies are superior. | ||
Exempt.
United States470 Posts
Edit: I guess you did mention time somewhat at the start of your guide. I think since you've already written an excellent guide you should finish it with information on time after the pillars (because otherwise we have another example of newtonian physics -- A generalization of how things work). | ||
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