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[D] Macro Cycle List and Guidelines

Forum Index > StarCraft 2 Strategy
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Cheshyr
Profile Joined November 2010
United States78 Posts
Last Edited: 2012-07-01 15:51:39
July 01 2012 15:51 GMT
#1
I saw, in another thread, a reference to keyboard macro cycles. When I compared my own cycle to a well developed macro cycle, I realized 4sd with the occassional deviation for injects wasn't going to cut it anymore.

I'm curious if people have specific macro cycles, what they are, and how they adjust them. My hope is for this thread to develop a small list of basic cycles that cover more than just drones/probes/scvs, and some guidelines for adapting/adding to them. I play Zerg, so those are the cycles I'm most interested in, but obviously any race's cycle is desired and welcome.
essencesc2
Profile Joined May 2012
United States18 Posts
July 01 2012 16:02 GMT
#2
I play terran and zerg at a high plat / diamond level so

terran cycle:
1. follow build timings
2. scvs
3. units
4. count scvs on each cc / re-rally ccs
5. upgrades

zerg cycle:
1. follow build timings
2. inject
3. units / drones
4. count drones on each hatch / re-rally hatches
5. creep
6. upgrades

Sianos
Profile Joined April 2011
580 Posts
July 01 2012 16:36 GMT
#3
I play terran at high diamond level:

1. Build scvs
2. Build units
3. Build supply depots
4. Follow build
5. count scvs and rally ccs
6. upgrades
7. watch minimap
benthekid
Profile Joined March 2011
United States132 Posts
July 01 2012 16:38 GMT
#4
terran cycle:
1. follow build timings
2. scvs
3. units
4. count scvs on each cc / re-rally ccs
5. upgrades

You forgot mules, Army movement and building static defense
"Protoss is really strong recently. Perhaps, it's time for there to be some changes for Terran." -MMA (back in WoL) (Funny how it's still true)
Nuclease
Profile Joined August 2011
United States1049 Posts
July 01 2012 16:40 GMT
#5
High diamond Protoss cycle:

1. Warp gates
2. Probes
3. Pylons
4. Other production (robo, stargate, etc.)
5. Upgrades
Zealots, not zee-lots. | Never forget, KTViolet, Go)Space. | You will never be as good as By.Flash, and your drops will never be as sick as MMA.
Demonhunter04
Profile Joined July 2011
1530 Posts
July 01 2012 16:44 GMT
#6
Interesting. I don't follow a specific cycle, I just do whatever is almost done (queue units if they're almost done, get ready to continue upgrades, etc)
"If you don't drop sweat today, you will drop tears tomorrow" - SlayerSMMA
Mavvie
Profile Blog Joined May 2012
Canada923 Posts
July 01 2012 16:45 GMT
#7
This isn't so much a list, but I use queens on hotkeys 5-9, and whenever I inject, I check
1) Drone count at each base
2) Progress of upgrades
3) Overlords derping around, not spread around the map

And then I micro army until the next inject cycle, making units/overlords as needed.
Getting back into sc2 O_o
Sianos
Profile Joined April 2011
580 Posts
Last Edited: 2012-07-01 16:55:15
July 01 2012 16:53 GMT
#8
If you follow your build before you have checked your scv, unit production and supply you end up with idle time on your production and/or with little supply blocks, so I wouldn´t recommend following the build first.
HeeroFX
Profile Blog Joined November 2010
United States2704 Posts
July 01 2012 17:00 GMT
#9
On July 02 2012 01:44 Demonhunter04 wrote:
Interesting. I don't follow a specific cycle, I just do whatever is almost done (queue units if they're almost done, get ready to continue upgrades, etc)



Lol same here. I just keep in mind what i want to do and just do it.
Entirety
Profile Blog Joined April 2012
1423 Posts
July 01 2012 17:08 GMT
#10
Terran cycle:

1. Build SCVs
2. Built units
3. Supply Depot
4. MULEs (when is the last time I scouted my opponent? Sometimes save a MULE in favor of scan)
5. Check saturation + overall count of SCVs (60-80 is a good place to stop)
6. Check rally points
7. Upgrades
8. Check production facility ratio (not enough Barracks? that sort of thing)
9. Check add-on ratio (using recently scouted information, need more Marauders = more Tech Labs)
10. Do 1-4 again
11. Build more CCs/Turn existing ones into OCs/Build more upgrade buildings (Armories and whatnot)
12. Build Refineries/check Gas saturation/check Gas to Mineral ratio
13. Check tech (lay down Ghost Academy, etc.)
14. Check idle SCVs/misc. stuff (I didn't Supply Depot block my 3rd, etc.)
15. Rebind camera hotkeys

Lategame macro cycle (short, used during battles)
1. Unit spam
2. Lay down a production facility
IMMvp (정종현) | Fan Club: http://www.teamliquid.net/forum/viewmessage.php?topic_id=211431
Servius_Fulvius
Profile Joined August 2009
United States947 Posts
Last Edited: 2012-07-01 17:10:06
July 01 2012 17:08 GMT
#11
When I started playing and when I play multiplayer I tend to go:

Inject
Overlord
Build
Upgrade
Creep
(optional scout or move units)

I stopped doing this in the early game because many of the actions are "built in" with all the repetition of learning my builds.

As the late game progresses it becomes "inject, build, upgrade, expand (or static defense/replace drones)", but most of the time I'm managing battles and only have time to inject and check upgrades. I'm working on trying to fit the cycles into late game more efficiently.
shishy
Profile Joined May 2011
United States115 Posts
July 01 2012 17:36 GMT
#12
Master Terran, this cycle usually comes naturally since it's what I got used to:

Look at supply (See if I need to make depots)
Check orbitals/CC/PF to make SCVS
Check production on army units
Check upgrades
Then I go back to my Orbitals to check energy, and decide if I need to mule or save scans in case I am pushing (e.g. TvZ for creep or TvT/TvP for enemy positioning)
Then I look at resources right after making units to see if I have extra that I can invest in Army, Tech, or Econ (Depending on what's appropriate).
I constantly hotkey my army at the end and examine my map presence at this time before I repeat the cycle.

When I am pushing or what not, I always push right after I make new units, not after they are done so I can push initially without worrying about macro immediately. When I need to macro during a push, I make sure I position myself so I don't get raped while I am doing something else.
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
Last Edited: 2012-07-01 20:04:24
July 01 2012 20:03 GMT
#13
I think, during my time 2raxing, I was able to develop a fairly good early- to mid-game cycle that goes something like this:

1. build SCVs/MULES
2. build units (2 marines/1 marauder)
3. build supply depot
4. rally rax

The first 3 are done watching the minimap as well as money. In general, I try to look at the minimap while building a building and look at my money/supply when building units. Practicing 2rax in a custom game will immensely help any terran player to understand and practice a macro cycle.

I'm still trying to understand how to macro well at 10:00+, experimenting with different things. In general, my APM as terran drops off the edge after a certain point because I don't know what to do when I don't need to make supply depots or make SCVs, as dumb as that sounds. It's easier for zerg because you're ALWAYS doing the same actions the entire game.
StrategyAllyssa Grey <3<3
rufflesQueso
Profile Joined May 2012
100 Posts
Last Edited: 2012-07-01 20:26:30
July 01 2012 20:23 GMT
#14
Terran

*Pay very close attention to minimap while going through the cycle.
1. Check resources / supply
2. Build SCVs
3. Build Units
4. Upgrades
5. Allocate left over resources where needed
6. Cycle through CCs/OCs for saturation.

After macro cycle:
1. Micro
2. Repeat macro cycle
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
July 01 2012 20:34 GMT
#15
Same here, I don't have a drilled-in cycle. Now of course that's not exactly a good thing, since I often hit ~2000/1000 min/gas lol. But still, my supply/res/energy awareness is improving, so I guess i'll work on one later.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Kotreb
Profile Joined June 2011
Croatia1392 Posts
July 01 2012 20:49 GMT
#16
On July 02 2012 02:00 HeeroFX wrote:
Show nested quote +
On July 02 2012 01:44 Demonhunter04 wrote:
Interesting. I don't follow a specific cycle, I just do whatever is almost done (queue units if they're almost done, get ready to continue upgrades, etc)



Lol same here. I just keep in mind what i want to do and just do it.


yeah, same here. i know what i want to do and just do it.
If you don't sin Jesus died for nothing.
KingLumps
Profile Joined January 2012
74 Posts
July 01 2012 20:54 GMT
#17
I play toss

1. Probes
2. Units
3. Pylon(s)
4. Forges/other upgrades

If I still have extra resources then more gates/production/expo
iSuck
LiSAuCE
Profile Joined August 2011
United States47 Posts
July 02 2012 00:11 GMT
#18
Don't know if you guys remember this, but someone posted a thread of protoss pimpin'

P - production
I - income
M - minimap
p - pylons

Breaking this down to:

1. probes
2. pylons
3. warpgates
4. robo/stargate
5. upgrades and tech(storm, charge)
7. observers (2-3, check up on them, move them around, see whats up)
6. expand? (y/n)


Throw in check minimap every 2-3 steps.


http://www.teamliquid.net/blogs/viewblog.php?topic_id=203113
"Ashley Schaeffer BMW! Woo!"
Clarity_nl
Profile Joined November 2011
Netherlands6826 Posts
Last Edited: 2012-07-02 06:27:58
July 02 2012 06:20 GMT
#19
On July 02 2012 01:44 Demonhunter04 wrote:
Interesting. I don't follow a specific cycle, I just do whatever is almost done (queue units if they're almost done, get ready to continue upgrades, etc)


I think the better way to look at it is: In what order do you check what needs doing? And if multiple things need doing, what do you do first? (they should be one and the same, but it's possible that they're not) If you can be conscious of this it'll help

As for mine:

Production (watch minimap)
Overlords (watch minimap)
Army movement
Injects (watch minimap)
Tech/gas etc
Creep
Overlord spread (watch minimap)
Saturation check

If too much is going on or I'm playing too slow, stuff at the bottom gets scrapped. Army movement includes scouting, burrowing lings at expansions, battles etc etc
FIGHT THE GOOD FIGHT AGAINST STUPIDITY CLARITY, I BELIEVE IN YOU! - Palmar
Cheshyr
Profile Joined November 2010
United States78 Posts
Last Edited: 2012-07-02 12:14:17
July 02 2012 12:09 GMT
#20
This has gone an interesting direction, and there's a lot of good info here. My intent was to find a keyboard cycle that I can practice spamming to get my APM up. From there, I can make deviations for things like Build Order, Defense, Aggresion, etc. It hadn't occured to me that many people use custom hotkey setups.

In all the following cases, keeping an eye on the Minimap was assumed.

For Terran, it appears almost everyone starts with SCVs. Half the cycles didn't mention Mules, and none of those that did were consistent with each other. Some people check supply before SCVS, most after Units. The most general 'summary' of the cycles listed appears to be:
  • SCVs
  • Units
  • Supply
  • Saturation
  • Upgrades
  • Other Misc (Spend Extra Money, Rally, Rebind Army, Rebind Cameras, etc)

Protoss seems pretty consistent, although the top three appeared in 3 different permutations.
  • Probes
  • Pylons
  • Units
  • Special Units
  • Upgrades
  • Other Misc (Observer Placement, Expand, etc)

The Zerg lists were pretty sparse. This is likely because Zerg is a reactionary race, but you'd think it could benefit from some of the structure the other race's cycles show.
  • Inject
  • Overlords
  • Units
  • Saturation
  • Upgrades
  • Other Misc (Creep, Overlord Placement, Spend Extra Money)

So that's the summary of the currently suggested cycles. What can we improve?
Fairchild
Profile Joined February 2011
133 Posts
July 02 2012 17:56 GMT
#21
What's with you guys and your 15 point cycles. That's kinda missing the point, I thought something short and sweet was the entire purpose of it because it's something you repeat many times a minute. As in:

Minimap (check for drops/movement)
Money (spending)
Supply (never get blocked)

-and that's it O_o

Isn't going up to 7 or 8 points kind of pointless because you'll be interrupted often; as it takes more than 2 second go through?

Correct me if I'm wrong but I thought the point was to have something so quick you squeeze it in between everything else and can be done completely every time in a matter of seconds. Keeps you on top of your basic needs, and keeps you from falling off plan or getting blocked.
Cheshyr
Profile Joined November 2010
United States78 Posts
July 03 2012 02:01 GMT
#22
For me, I have a cycle, but it is insifficient to keep me on my toes. Having a more elaborate cycle that covered by bases better; something I can practice just the raw mechanical speed of the pattern... could enable a longer cycle. I wasn't looking for 15-step cycles.. but I think the 6-step stuff isn't too bad. It should be short enough I could get it down to 2-3 seconds or so with practice, and then go back to my army control. That's my thought process anyway.
Clarity_nl
Profile Joined November 2011
Netherlands6826 Posts
Last Edited: 2012-07-03 13:07:18
July 03 2012 13:07 GMT
#23
On July 03 2012 02:56 Fairchild wrote:
What's with you guys and your 15 point cycles. That's kinda missing the point, I thought something short and sweet was the entire purpose of it because it's something you repeat many times a minute. As in:

Minimap (check for drops/movement)
Money (spending)
Supply (never get blocked)

-and that's it O_o

Isn't going up to 7 or 8 points kind of pointless because you'll be interrupted often; as it takes more than 2 second go through?

Correct me if I'm wrong but I thought the point was to have something so quick you squeeze it in between everything else and can be done completely every time in a matter of seconds. Keeps you on top of your basic needs, and keeps you from falling off plan or getting blocked.


This is how I started my cycle yes, and slowly... very slowly I added things. I'm able to break off mid-sequence if my attention is required elsewhere, that's why it has a particular order.

I don't know if injects should come before production but I feel I can do both and when it comes down to it I'd rather have my injects a second late than my units a second late more often than not. (production obv happens more than injects)
FIGHT THE GOOD FIGHT AGAINST STUPIDITY CLARITY, I BELIEVE IN YOU! - Palmar
KalWarkov
Profile Blog Joined December 2011
Germany4126 Posts
July 03 2012 13:17 GMT
#24
On July 02 2012 02:00 HeeroFX wrote:
Show nested quote +
On July 02 2012 01:44 Demonhunter04 wrote:
Interesting. I don't follow a specific cycle, I just do whatever is almost done (queue units if they're almost done, get ready to continue upgrades, etc)



Lol same here. I just keep in mind what i want to do and just do it.


same here, i dont have cycles, i dont even use exact builds or watch the clock too much.
i just do whatever i feel has to be done, i feel when a certain timing might come and i somehow always build probes when the last one is at 90ish%, same with cronoboost @ upgrades. i almost everytime hit the right time when the last boost expired.
like its obviously not nearly as sick as stephanos spider sense, but i do pretty well with it.
i litterlally dont even know at what supply to add gates and stuff, i just do it :D
DiaBoLuS ** Sc2 - Protoss: 16x GM | Dota2 - Offlane Immortal | Wc3 - Undead decent level | Diablo nerd | Chess / Magnus fanboy | BVB | Agnostic***
partycat
Profile Joined January 2012
Finland16 Posts
July 03 2012 13:34 GMT
#25
On July 03 2012 02:56 Fairchild wrote:
What's with you guys and your 15 point cycles. That's kinda missing the point, I thought something short and sweet was the entire purpose of it because it's something you repeat many times a minute.

Agreed.
Personally as a former zerg player, I think having some event to trigger a chain of actions is more beneficial, this way you can have even less 'steps' on your checklist. Also, getting used to things like:
  • Everytime you make an overlord, send it somewhere on the map
  • Check supply when making units
  • Having your build orders timed by gas (100gas, take lingspeed.. 100gas, lair...)

about how a specific event triggers a chain of actions. Like build orders, you can have timings like: as I begin my Lair, add 2 more gas and a roach warren etc.. So, on checklist I have, lets say:
  • Are the injections done?
  • Do I have larva?
  • How is my map vision?
..And everytime I have to inject, I execute following list of things:
  • Inject larvae
  • Spread creep
  • Make overlords
  • Spend larva

Basically I just check if injections are compleated, if yes, execute the other list, if no, do other stuff. I've got used to check my money constantly, so executing gas timed builds is rather easy.
This has worked quite well for me, practically perfect injections, no supply blocks, all larva spent.
mizore
Profile Blog Joined September 2009
40 Posts
July 03 2012 13:41 GMT
#26
It's interesting to me to see such detailed cycles in terms of having a lot of bullet points. I tried to eliminate bullet points by compounding when I check things on my cycle.

I do my cycles between things that I've called "key actions." A key action is basically any action that doesn't require immediate babysitting on your units such as moving your army a long distance across the map, or the last order you think you need to order in a fight.

My cycle is pretty short though, it's just
1) tap production
- if something needs building then build it/energy for mules drop them
- if something was built check supply/money
- if supply is needed to maintain production add depots
- if after a big macro cycle (including depots) your money is high add production
2) go about your business

All of this is assuming that you're watching the minimap whenever you're not checking the top right corner or placing something that you need to focus on. It's not possible to literally multitask, but this is the next best thing I've been able to find.

You would assume that because I check my supply after I build units that I tend to get supply blocked often, but it's actually because I always check while building my units I have a good sense of when I need to add depots based on my current production rate. My cycle feels weird after reading all of these though...
KingLumps
Profile Joined January 2012
74 Posts
Last Edited: 2012-07-03 15:21:48
July 03 2012 15:18 GMT
#27
On July 03 2012 22:17 KalWarkov wrote:
Show nested quote +
On July 02 2012 02:00 HeeroFX wrote:
On July 02 2012 01:44 Demonhunter04 wrote:
Interesting. I don't follow a specific cycle, I just do whatever is almost done (queue units if they're almost done, get ready to continue upgrades, etc)



Lol same here. I just keep in mind what i want to do and just do it.


same here, i dont have cycles, i dont even use exact builds or watch the clock too much.
i just do whatever i feel has to be done, i feel when a certain timing might come and i somehow always build probes when the last one is at 90ish%, same with cronoboost @ upgrades. i almost everytime hit the right time when the last boost expired.
like its obviously not nearly as sick as stephanos spider sense, but i do pretty well with it.
i litterlally dont even know at what supply to add gates and stuff, i just do it :D


I don't think that's a good thing. There are reasons people follow builds and timings because they get you the most stuff in the shortest time. Pros may not follow build orders because they create them, they just understand the game and know what to do when. When your in a close back and forth battle and a couple seconds with your eyes off your army means it could evaporate, you don't really wanna have to think about what needs to be done. You wanna just do it, and do it as fast as possible which is why macro cycles exist.
iSuck
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
July 03 2012 19:03 GMT
#28
On July 03 2012 22:34 partycat wrote:
Show nested quote +
On July 03 2012 02:56 Fairchild wrote:
What's with you guys and your 15 point cycles. That's kinda missing the point, I thought something short and sweet was the entire purpose of it because it's something you repeat many times a minute.

Agreed.
Personally as a former zerg player, I think having some event to trigger a chain of actions is more beneficial, this way you can have even less 'steps' on your checklist. Also, getting used to things like:
  • Everytime you make an overlord, send it somewhere on the map
  • Check supply when making units
  • Having your build orders timed by gas (100gas, take lingspeed.. 100gas, lair...)

about how a specific event triggers a chain of actions. Like build orders, you can have timings like: as I begin my Lair, add 2 more gas and a roach warren etc.. So, on checklist I have, lets say:
  • Are the injections done?
  • Do I have larva?
  • How is my map vision?
..And everytime I have to inject, I execute following list of things:
  • Inject larvae
  • Spread creep
  • Make overlords
  • Spend larva

Basically I just check if injections are compleated, if yes, execute the other list, if no, do other stuff. I've got used to check my money constantly, so executing gas timed builds is rather easy.
This has worked quite well for me, practically perfect injections, no supply blocks, all larva spent.


Seems to me like a perfectly good macro cycle. When I used to play zerg, this is all I would do: inject, spread creep, make overlords, spend remaining larva. Other than that, I just had the general rule of watching my minimap while making buildings/injecting and watching my minimap while making units. It's a nice macro cycle that times itself.

Terran and protoss, on the other hand, have much more difficult cycles to follow. For example, terran has to continually make SCVs that take 17 seconds, marines that take 25 seconds, other units that take X seconds, drop MULEs every 90 seconds, build supply depots every 30 seconds, and make sure they hit upgrades as soon as they finish. All of this is mind-boggleingly impossible to keep straight in your head. Therefore, terran has fairly complex macro cycles so they can continually check up on these things and make sure they nail the timings without queuing a lot of stuff up.
StrategyAllyssa Grey <3<3
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
July 04 2012 00:37 GMT
#29
My cycle:

* Macro
* Harrass

:-)
21 is half the truth
saaaa
Profile Joined November 2010
Germany419 Posts
July 06 2012 19:10 GMT
#30
i want to establish my own macro cycle

this is my cycle until now:

gathering information about supply / ressources
check supply (if needed make depots)

check orbitals/CC/PF to make SCVS
check production on army units
check upgrades
---------------
build production structures
build CC / turning insisting ones into OC
check energy of CC's Scan/Mule
check mineral+gas saturation
---------------
check Rallye point
rebind army

Whats are your thoughts about this one?
At what steps of my cycle i should watch at the minimap?
Should i build my production facilities after the supply depot step or nearly at the end?
When should i check my energy for scan/mules?
Do i miss any important steps?
Crypdos
Profile Joined December 2011
Netherlands110 Posts
July 06 2012 19:28 GMT
#31
High master EU Z here.

IMO a good macro cycle should be really dynamic; prioritizing whatever is most important at that moment, rather than having a static list of things you constantly check.




padfoota
Profile Blog Joined February 2011
Taiwan1571 Posts
Last Edited: 2012-07-06 19:51:45
July 06 2012 19:31 GMT
#32
To be honest, I think this actually isnt that great. I dont like it when people force themselves to follow very specific things rather than focus on feeling out the game. You are playing a list, not the game itself when you do this. When soldiers are out in the battle field, they dont "check a list" and follow the "list". Nobody is going to give you that luxury, and especially as terran, you cant give yourself that luxury either.

I really really hate how the old TL ideal on sc2 of "macro" has become so entrenched into many peoples minds that they prioritize macro over everything and forget that macro is only a small part of the game.

Back then, and probably still now, "Macro better" has been the "plaster answer" that became almost the same as how religions will say "God is the answer", and lets face it, its rather backwards.

From a terran perspective, it is a very horrible ideal if his priority is to "macro". He cannot sit there and macro and hope to win against protoss and zerg. He cannot sit there and macro and not die to multiple drops from terran. There are simply too many things to do for any terran to simply sit there and macro even when he is meching. He will need to constantly retake map control, be aggressive with a squad at all times and possibly still do multi-pronged attacks.
If he is meching, he is constantly scouting and reacting to what the opponent is doing. He is moving and unsieging his very expensive and hard to replace fragile as fuck army to protect his very fragile as fuck bases. If he had simply focused on macro, he would lose to a sudden unforseen drop. He would lose to a huge ass army rolling him over. He would lose to an unending swarm of enemy units until he dies.

If he is a good player, then he would prioritize map control, attacking and being aggresive. His priority would be to control the game, and if he comes back from a battle and realizes he has no army at his rally point, and he dies from the resulting counter attack, he will remember the lesson and the rage, and each time he does a drop, engaging the enemy, or is defending a drop, he will remember the pain of losing because of no backup army, and he will macro like his life depended on it during engagement each time he can find an opening to do so.

If he had simply chose to prioritize macro, and manages to make it through the lower leagues simply with a big army, he will then realize that in the upper leagues, his big army does squat, and he'll have to relearn the entire fucking race over again in the lower leagues, because he does not have the habit of being aggressive, or controlling the game, and he certainly doesnt have the habit of macroing while doing these things.

On July 07 2012 04:10 saaaa wrote:
At what steps of my cycle i should watch at the minimap?
Should i build my production facilities after the supply depot step or nearly at the end?
When should i check my energy for scan/mules?
Do i miss any important steps?



1. You should always be glancing at the minimap. Including it into a "step" is going to make you really bad at map awareness. You have to be aware of it all the time.

2. Production facilities vs making more ccs.

This is a rather personal topic and I will answer it in a very personal matter, so take it with a grain of salt - In the current maps, most of the time, you will not be easily expanding past 3 bases, and as terran, sometimes it is very hard to get past 2 bases already. If it is a two base build, there should be a build order that is followed to the detail, and this question should not be needed.

However after your 3rd base is running, when I start to pool money, even tho I am not supply blocked or limited, my scv is still constant, my army production is relatively constant, then I throw down extra production facilities. Say on 2 base you have 3-4 rax, 1 starport. On 3 base, since you will be maintaining pressure, your macro will slip a bit, so after the third base I would like to immediately pop it up to 6 rax before the 3rd base has finished running, and add 7 and 8, plus 1 or 2 more starports if macro is still slipping hard.

After that, if I see still money being pooled (by this time itll easily pool to 800-1000), Ill throw down expansions.

3. You should check energy each time you make an scv. Its a very nice habit to have.



On July 07 2012 04:28 Crypdos wrote:
High master EU Z here.
IMO a good macro cycle should be really dynamic; prioritizing whatever is most important at that moment, rather than having a static list of things you constantly check.


Exactly. I believe that there shouldnt be a macro cycle anyone needs to discuss about, but simply as a personal skill that you develop as you understand the game and your own playstyle more, and that the "macro cycle", should it even exist, would be different in each game you play.
Stop procrastinating
saaaa
Profile Joined November 2010
Germany419 Posts
July 06 2012 22:35 GMT
#33
On July 07 2012 04:31 padfoota wrote:
To be honest, I think this actually isnt that great. I dont like it when people force themselves to follow very specific things rather than focus on feeling out the game. You are playing a list, not the game itself when you do this. When soldiers are out in the battle field, they dont "check a list" and follow the "list". Nobody is going to give you that luxury, and especially as terran, you cant give yourself that luxury either.

I really really hate how the old TL ideal on sc2 of "macro" has become so entrenched into many peoples minds that they prioritize macro over everything and forget that macro is only a small part of the game.

Back then, and probably still now, "Macro better" has been the "plaster answer" that became almost the same as how religions will say "God is the answer", and lets face it, its rather backwards.

From a terran perspective, it is a very horrible ideal if his priority is to "macro". He cannot sit there and macro and hope to win against protoss and zerg. He cannot sit there and macro and not die to multiple drops from terran. There are simply too many things to do for any terran to simply sit there and macro even when he is meching. He will need to constantly retake map control, be aggressive with a squad at all times and possibly still do multi-pronged attacks.
If he is meching, he is constantly scouting and reacting to what the opponent is doing. He is moving and unsieging his very expensive and hard to replace fragile as fuck army to protect his very fragile as fuck bases. If he had simply focused on macro, he would lose to a sudden unforseen drop. He would lose to a huge ass army rolling him over. He would lose to an unending swarm of enemy units until he dies.

If he is a good player, then he would prioritize map control, attacking and being aggresive. His priority would be to control the game, and if he comes back from a battle and realizes he has no army at his rally point, and he dies from the resulting counter attack, he will remember the lesson and the rage, and each time he does a drop, engaging the enemy, or is defending a drop, he will remember the pain of losing because of no backup army, and he will macro like his life depended on it during engagement each time he can find an opening to do so.

If he had simply chose to prioritize macro, and manages to make it through the lower leagues simply with a big army, he will then realize that in the upper leagues, his big army does squat, and he'll have to relearn the entire fucking race over again in the lower leagues, because he does not have the habit of being aggressive, or controlling the game, and he certainly doesnt have the habit of macroing while doing these things.

Show nested quote +
On July 07 2012 04:10 saaaa wrote:
At what steps of my cycle i should watch at the minimap?
Should i build my production facilities after the supply depot step or nearly at the end?
When should i check my energy for scan/mules?
Do i miss any important steps?



1. You should always be glancing at the minimap. Including it into a "step" is going to make you really bad at map awareness. You have to be aware of it all the time.

2. Production facilities vs making more ccs.

This is a rather personal topic and I will answer it in a very personal matter, so take it with a grain of salt - In the current maps, most of the time, you will not be easily expanding past 3 bases, and as terran, sometimes it is very hard to get past 2 bases already. If it is a two base build, there should be a build order that is followed to the detail, and this question should not be needed.

However after your 3rd base is running, when I start to pool money, even tho I am not supply blocked or limited, my scv is still constant, my army production is relatively constant, then I throw down extra production facilities. Say on 2 base you have 3-4 rax, 1 starport. On 3 base, since you will be maintaining pressure, your macro will slip a bit, so after the third base I would like to immediately pop it up to 6 rax before the 3rd base has finished running, and add 7 and 8, plus 1 or 2 more starports if macro is still slipping hard.

After that, if I see still money being pooled (by this time itll easily pool to 800-1000), Ill throw down expansions.

3. You should check energy each time you make an scv. Its a very nice habit to have.



Show nested quote +
On July 07 2012 04:28 Crypdos wrote:
High master EU Z here.
IMO a good macro cycle should be really dynamic; prioritizing whatever is most important at that moment, rather than having a static list of things you constantly check.


Exactly. I believe that there shouldnt be a macro cycle anyone needs to discuss about, but simply as a personal skill that you develop as you understand the game and your own playstyle more, and that the "macro cycle", should it even exist, would be different in each game you play.


As for mine:

Production (watch minimap)
Overlords (watch minimap)
Army movement
Injects (watch minimap)
Tech/gas etc
Creep
Overlord spread (watch minimap)
Saturation check


with watch at the minimap i mean more like at what actions i should at the map minimap like this macro cycle of a zerg. I really like your idea with to check engery if i build a SCV.
padfoota
Profile Blog Joined February 2011
Taiwan1571 Posts
July 07 2012 05:11 GMT
#34
On July 07 2012 07:35 saaaa wrote:
Show nested quote +
On July 07 2012 04:31 padfoota wrote:
To be honest, I think this actually isnt that great. I dont like it when people force themselves to follow very specific things rather than focus on feeling out the game. You are playing a list, not the game itself when you do this. When soldiers are out in the battle field, they dont "check a list" and follow the "list". Nobody is going to give you that luxury, and especially as terran, you cant give yourself that luxury either.

I really really hate how the old TL ideal on sc2 of "macro" has become so entrenched into many peoples minds that they prioritize macro over everything and forget that macro is only a small part of the game.

Back then, and probably still now, "Macro better" has been the "plaster answer" that became almost the same as how religions will say "God is the answer", and lets face it, its rather backwards.

From a terran perspective, it is a very horrible ideal if his priority is to "macro". He cannot sit there and macro and hope to win against protoss and zerg. He cannot sit there and macro and not die to multiple drops from terran. There are simply too many things to do for any terran to simply sit there and macro even when he is meching. He will need to constantly retake map control, be aggressive with a squad at all times and possibly still do multi-pronged attacks.
If he is meching, he is constantly scouting and reacting to what the opponent is doing. He is moving and unsieging his very expensive and hard to replace fragile as fuck army to protect his very fragile as fuck bases. If he had simply focused on macro, he would lose to a sudden unforseen drop. He would lose to a huge ass army rolling him over. He would lose to an unending swarm of enemy units until he dies.

If he is a good player, then he would prioritize map control, attacking and being aggresive. His priority would be to control the game, and if he comes back from a battle and realizes he has no army at his rally point, and he dies from the resulting counter attack, he will remember the lesson and the rage, and each time he does a drop, engaging the enemy, or is defending a drop, he will remember the pain of losing because of no backup army, and he will macro like his life depended on it during engagement each time he can find an opening to do so.

If he had simply chose to prioritize macro, and manages to make it through the lower leagues simply with a big army, he will then realize that in the upper leagues, his big army does squat, and he'll have to relearn the entire fucking race over again in the lower leagues, because he does not have the habit of being aggressive, or controlling the game, and he certainly doesnt have the habit of macroing while doing these things.

On July 07 2012 04:10 saaaa wrote:
At what steps of my cycle i should watch at the minimap?
Should i build my production facilities after the supply depot step or nearly at the end?
When should i check my energy for scan/mules?
Do i miss any important steps?



1. You should always be glancing at the minimap. Including it into a "step" is going to make you really bad at map awareness. You have to be aware of it all the time.

2. Production facilities vs making more ccs.

This is a rather personal topic and I will answer it in a very personal matter, so take it with a grain of salt - In the current maps, most of the time, you will not be easily expanding past 3 bases, and as terran, sometimes it is very hard to get past 2 bases already. If it is a two base build, there should be a build order that is followed to the detail, and this question should not be needed.

However after your 3rd base is running, when I start to pool money, even tho I am not supply blocked or limited, my scv is still constant, my army production is relatively constant, then I throw down extra production facilities. Say on 2 base you have 3-4 rax, 1 starport. On 3 base, since you will be maintaining pressure, your macro will slip a bit, so after the third base I would like to immediately pop it up to 6 rax before the 3rd base has finished running, and add 7 and 8, plus 1 or 2 more starports if macro is still slipping hard.

After that, if I see still money being pooled (by this time itll easily pool to 800-1000), Ill throw down expansions.

3. You should check energy each time you make an scv. Its a very nice habit to have.



On July 07 2012 04:28 Crypdos wrote:
High master EU Z here.
IMO a good macro cycle should be really dynamic; prioritizing whatever is most important at that moment, rather than having a static list of things you constantly check.


Exactly. I believe that there shouldnt be a macro cycle anyone needs to discuss about, but simply as a personal skill that you develop as you understand the game and your own playstyle more, and that the "macro cycle", should it even exist, would be different in each game you play.


As for mine:

Production (watch minimap)
Overlords (watch minimap)
Army movement
Injects (watch minimap)
Tech/gas etc
Creep
Overlord spread (watch minimap)
Saturation check


with watch at the minimap i mean more like at what actions i should at the map minimap like this macro cycle of a zerg. I really like your idea with to check engery if i build a SCV.



Tbh, personally I dont have a set "watch minimap" phase. I guess I just glance at it as much as possible when Im not macroing or microing. Even when I am, I still flick my eyes towards it even during battle. Its just something you should do as often as possible, even when you are focused on something else IE injecting, spreading, the minimap should always be at the corner of your eye in case something red is moving.
Stop procrastinating
Cheshyr
Profile Joined November 2010
United States78 Posts
July 08 2012 17:26 GMT
#35
Between the thread and some PMs induced by the thread, I've got an update for my Zerg macro cycle: T and P still to come. I can't take credit for this; the information was generated by others.

For starters, I believe a concrete cycle is useful. The idea is to get your macro done quickly, at regular and useful intervals, so you can get back to making game decisions. If it requires a decision, it doesn't belong here.
  • Check Larva Count; spend it
  • Check Queen Energy; spend it
  • Camera back to army; not needed at base anymore
  • Check Resources
  • Check Supply; build overlords
  • Check Minimap (explicit; it is assumed you are always watching minimap a little)

  • Perform decision making actions (react to resource count with upgrades, buildings, etc)

That's it. Step through this every 10 seconds, and try to complete it in under 3 seconds, and you'll find you have a ton of time to actually play the game. In theory.

Thoughts?
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