[H][D]Diary of A Terran Player Entry 1: Questions - Page 2
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Lionbacker
United States47 Posts
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Cadoink
United States67 Posts
On April 10 2012 04:07 Lionbacker wrote: I like your attitude. I will stick with you. Thank you! It means a lot! Cad | ||
Cadoink
United States67 Posts
On April 10 2012 03:34 PeanutsNJam wrote: I think the issue may be you're trying to do high-level analysis when it's not necessary. There are simpler solutions to improve in the lower leagues. I believe this is mainly because in bronze -> plat, rarely do you have someone who pressures. I don't mean "4 gate pressure" or "7 pool pressure", but like "attacking with the first zlot and stalker when doing a 1gate expand pressure". Because no such things happen, all you need to do in lower leagues is: A.) Deal with allins like 4gate, 2rax scv, 6rax, 7rr, etc. B.) In the event the other player isn't allining or doing a pre-set build like 14/14 sling expand into mass lings, outmacro him. I've realized against players up to gold, if they try something like a FFE or 1rax expand, as Z i can get like 4 bases and not build more than 4 lings without scouting. Things like build orders, expansion timings, gas timings, unit composition and stuff are all really, really important. But those things are the easiest to learn. The hardest thing to learn is good mechanics and good macro. The reason why players want "strategy tips" and not "macro better" is because they want a quick way to move up the leagues. You can improve at tennis by learning where to position yourself or something, or you can improve at tennis by doing drills and exercises and becoming more athletic. Oh, and build orders, expansion timings, etc. are all useless without good mechanics. Similarly, knowing how to do a sick spin is useless if you can't move yourself around the court fast enough to get to the ball. I agree with this. Macro and mechanics are the top issues for lower league players. Even in platinum I am constantly working and practicing on mine. The issue is you can only be taught so much. You can be told hold to hold the racket and hit the ball all day, but until you go out on the court and play you won't be improving. The player is only good if he practices, which doesn't require a video or coach. My goal is to help improve various aspects. I will do episodes on mechanics and on macro. But for my first episode I wanted to do something a little more general. I thought asking questions was good topic or skill. Cad | ||
PeanutsNJam
United States175 Posts
On April 10 2012 04:40 Cadoink wrote: I agree with this. Macro and mechanics are the top issues for lower league players. Even in platinum I am constantly working and practicing on mine. The issue is you can only be taught so much. You can be told hold to hold the racket and hit the ball all day, but until you go out on the court and play you won't be improving. The player is only good if he practices, which doesn't require a video or coach. My goal is to help improve various aspects. I will do episodes on mechanics and on macro. But for my first episode I wanted to do something a little more general. I thought asking questions was good topic or skill. Cad You can't teach good mechanics, but you can teach a good attitude that leads to good mechanics. | ||
unix04
United States89 Posts
On April 09 2012 22:00 sieksdekciw wrote: What do you think about the fact that, on big maps, no matter what the terran does, the protoss can turtle up to three bases, eventually get a lucky storm and then sweep the game cause of warp gates reinforcements mechanics? Overall, what do you think about storm and fungal and reaction time that is given to terran in engagements? more often than not, it's not a lucky storm. it's terran getting too caught up in dishing damage that they don't see the HT's coming (very slowly) to storm the bio army. i used to always wonder why the storms would hit me so hard, and then i realized i could dodge a majority of them by simply keeping my distance from the HT's while kiting the death ball. skip a round or two of attacks if it means u can dodge 2 or 3 money storms from wiping out your army. also, maybe except for high masters and GM, a lot of toss players still tend to group up their HT's. while running away, get an EMP in when u have the chance. sometimes i'll miss on my EMP's and i opt to stim 3 or 4 bio units to snipe the HT's while I continue kiting the deathball. sometimes i snipe a couple of HT's, but the real benefit is they move their templar back and allows the bio ball to dish out more damage without fear of storms for a short moment. OR they will just waste storms on the small pack of units. | ||
Hider
Denmark9376 Posts
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Cadoink
United States67 Posts
On April 10 2012 08:10 Hider wrote: OP is misunderstanding the difference between "midgame plan" and "midgame units". Mid game plan and mid game units are very closely related. Your mid game plan consists of what kinds of units you would like to have, how many bases you would like to have up and protected, when you would like to beginning putting on pressure, what kinds of pressure you want to put on. Its all related. Cad | ||
Cadoink
United States67 Posts
Also I am working on the next episodes topic. Cad | ||
Cadoink
United States67 Posts
I would just use fraps so no webcam, but the quality of video would be much better. Cad | ||
c0sm0naut
United States1229 Posts
On April 10 2012 08:52 Cadoink wrote: Mid game plan and mid game units are very closely related. Your mid game plan consists of what kinds of units you would like to have, how many bases you would like to have up and protected, when you would like to beginning putting on pressure, what kinds of pressure you want to put on. Its all related. Cad i disagree a midgame plan is something like: 1. 1/1 done + landing third cc at 11 min:20 unless he goes for X(mutas, just using my tvz as an example), then turrets first and then take the expansion 2. push when 2/2 is done with large army of X amount of gas spent on army, while making a 4th base and adding on infrastructure for the "late" game/on the way destroy important rocks blocking paths you want to take or bases you need 3. start 3/3 and scout the map / try to deny expoes with drops like, you don't need to go bio with this strategy persay (it would probably be easier) but imo you want more focus onto what your income is doing and the pace at which you're taking bases | ||
Cadoink
United States67 Posts
On April 11 2012 22:57 c0sm0naut wrote: i disagree a midgame plan is something like: 1. 1/1 done + landing third cc at 11 min:20 unless he goes for X(mutas, just using my tvz as an example), then turrets first and then take the expansion 2. push when 2/2 is done with large army of X amount of gas spent on army, while making a 4th base and adding on infrastructure for the "late" game/on the way destroy important rocks blocking paths you want to take or bases you need 3. start 3/3 and scout the map / try to deny expoes with drops like, you don't need to go bio with this strategy persay (it would probably be easier) but imo you want more focus onto what your income is doing and the pace at which you're taking bases I agree! This is a good mid game plan. Mid game plans can be as specific or as general as you'd like. So long as it helps you thats all that matters! Cad | ||
Cadoink
United States67 Posts
However I will be continuing to cast. So enjoy that in the mean time! :D Cad | ||
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