[G] How to win - The ETA-Concept - Page 5
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Nate.F
918 Posts
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NeWeNiyaLord
Norway2474 Posts
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kirdie
Germany221 Posts
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ComaDose
Canada10343 Posts
Its that star sense. If you know your opponents ETA you can adjust yours to survive and capitalize. I liked the part about the billions of possibilities. | ||
Ravomat
Germany422 Posts
On January 04 2012 22:15 AnalThermometer wrote: I think any ETA concept needs to really be ETATI to succeed in practice, with Time and Information as equally important resources. The turtle example is kind of silly without the inclusion of the time resource for many reasons. I don't quite agree with this. ETA is a status at a specific point in time. That means your ETA is constantly changing and time is already being taken into account. Information is a little tricky. I'd define it as a checkpoint or trigger. When you get information sometimes you have to stop what you're currently doing and adjust to what your opponent is doing while at other times you have to change nothing at all. It depends on your build. If you play blindly you risk investing too much in the wrong department. So information is required before making an investment otherwise it's a risk. | ||
Childplay
Canada263 Posts
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aiuradun
Denmark115 Posts
thank you for writing this :-) | ||
ShObiT
Dominican Republic39 Posts
Keep the good work. | ||
Theovide
Sweden914 Posts
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strongandbig
United States4858 Posts
Second, this reminds me a lot of the central concepts of a lot of the day9 dailies, at least the more overview-ey ones rather than the ones where he talks about a specific strategy. Third, I think you shouldn't worry about the time aspect of strategy that some people were criticizing. Time is just a resource like minerals and gas - or rather, mineral-time and gas-time (having minerals or gas earlier is worth more, since it could be earlier econ, tech, or army). It's just another little plus to be invested in econ, tech, or army and as such is already accounted for in the guide. | ||
FenneK
France1231 Posts
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sAfuRos
United States743 Posts
What has happened in the game to allow you to get so far ahead? You FE'd and defended 1 base all in and he stayed? You ninja expod quick and he didn't notice? These are the types of factors that impact such a scenario, just as you say in your graph with "Time vs Understand of why loss" | ||
TidusX.Yuna
United States239 Posts
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Symbioth
Poland103 Posts
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Grumbels
Netherlands7028 Posts
I think a good approach for creating a generic game plan is to know how your investments will pay off in comparison to your opponent's investments. For instance, investing a lot into economy when your opponent is hardly doing so will be pointless, as you only have to get slightly better economy to gain an advantage. You might have the potential of getting a great advantage, but as you only need a little one, and the game is supposed to be balanced, you can almost count on this being the wrong decision. If you build a lot of army and your opponent can counter it with almost as much army, but a little bit more economy, you have usually made the wrong decision. This is because economy gives you benefits later on, so it will usually be the case you can have more army than your opponent if from that point on both of you keep investing into army. Maybe your opponent would have been better off simply investing everything into army, nothing into economy, so that with your more 'balanced' approach, you would lose out. This is a bit of a generic way of thinking about RTS games though. I feel like the only match-up where this really plays out this way is ZvZ and PvP, both match-ups with little defender's advantage. A race like terran can so easily defend a lot of attacks that investing into army is virtually pointless. Unless you use your army investment to secure more economy and prevent third bases. But this is already too specifically about Starcraft 2, not a generic RTS, so the abstraction stops working as well, I feel. One should consider army investment though. Usually mind games are a lot about: "if I invest a bit more into long-term, I can still hold off his army and gain an advantage later on". And your opponent will think the same, unless he decides to be tricky and make assumptions about his enemy's choices and decides to all-in or go for even more pure economy/tech. But how well this works depends on scouting, on race specifics, and the dynamics of it change wildly with different races/strategies. It's a good perspective to keep in mind though. | ||
palanq
United States761 Posts
Your choice of ETA allocation forms the basis of your strategy. Everything else you do (micro, positioning, expansion placement, even general macro smoothness) can be classified as tactics. Scouting is important so you can pick the right strategy; mechanics are important so you can execute tactics properly. For the economy vs. army+tech axis, these are "greedy," "safe," and "aggressive." Greedy play emphasizes economy, perhaps even to a fault. Aggressive play (sometimes "cheese") can be low-tech or high-tech aggression, but has very little economy focus and is designed to kill plays that are too greedy. Safe play is somewhere in the middle of the space. All such designations are relative to your opponent; opening forge-nexus PvZ is safe vs. 13pool, but greedy vs. 9pool; doing a 3gate expand is typically a very safe or aggressive build, but against a 1 gas protoss PvP it might be rather greedy. For the tech vs. no tech axis, the interactions are complex and don't have any real rules to generalize from; tech can generally substitute for army in some situations (if all you have is bio vs. a templar-heavy army, maybe all you need is more bio, not ghost/EMP), and in others you need some lower tech thing to fend of other tech aggression (e.g. detection). (two axes in the 2-simplex should span the space of possible income allocations :p) | ||
acrimoneyius
United States983 Posts
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tehemperorer
United States2183 Posts
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Draconicfire
Canada2562 Posts
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ApocAlypsE007
Israel1007 Posts
E+++ T+++++++ A+++? Like a Terran who goes heavy with Banshees and BFH? | ||
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