[G] TheStaircase - An Alternative Improvement Method - Pag…
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JaKaTaKSc2
United States2787 Posts
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Tio
5 Posts
In the end I had 8 bases and 52 baracks constantly pumping out balls of marines to a-move across the map. The zerg player had no idea what hit him. After 20 min game time or so there was just nothing that could stop the huge amount of marines walking across the map. It was a lot of fun, I'll be sure to continue with this, as it really shows how strong macro can be. Thanks a lot for the program ! | ||
SpaceDoge
1 Post
doing step one for terran at the moment did some bot games on harder and have done a few ladder games. even came back after getting hit with a proxy bunker thanks to the power of macro( and a gold base)! http://ggtracker.com/players/1498461/SpaceDoge there my gg tracker profile, hopefully gonna keep improving and get out of bronze cheese league soon haha Thanks for coming up with the program | ||
JaKaTaKSc2
United States2787 Posts
New videos added to the OP: | ||
Ender1887
United States2 Posts
Here is my question for the experts, though. While I am just starting and working on Macro, should I be focusing on walling off, or focusing on how many gateways I put down and where I put them? As I said, I've hit high benchmarks in saturation speed and economy, but I am kind of just laying buildings down anywhere my mouse guides me right now. Thanks for reading and any responses. It may seem insignificant to others, but having a new challenge and people to share it with(none of my friends play) is pretty exciting to me. | ||
Ender1887
United States2 Posts
On May 01 2014 06:16 Tio wrote: I just did a couple of games with the first step of the program, where you can only mine minerals, and it was a lot of fun. In the end I had 8 bases and 52 baracks constantly pumping out balls of marines to a-move across the map. The zerg player had no idea what hit him. After 20 min game time or so there was just nothing that could stop the huge amount of marines walking across the map. It was a lot of fun, I'll be sure to continue with this, as it really shows how strong macro can be. Thanks a lot for the program ! That is awesome and hilarious. The other guy's reaction would be priceless. I would love to see that replay. | ||
Tio
5 Posts
On May 08 2014 01:44 Ender1887 wrote: That is awesome and hilarious. The other guy's reaction would be priceless. I would love to see that replay. Yeah it was awesome! He raged pretty hard and wanted a rematch after that haha. Can't show the replay though because sadly my PC died a few days ago. It'll be a while before I get acces to my profile again. | ||
JaKaTaKSc2
United States2787 Posts
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TedBurtle
Belarus201 Posts
On May 10 2014 02:03 JaKaTaK wrote: Protoss video is now up! Enjoy: Thx for the video! :D Looking forward for steps 2-3-4-5 | ||
Ninjury_J
Canada408 Posts
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Nott
Peru5 Posts
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JaKaTaKSc2
United States2787 Posts
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Nott
Peru5 Posts
On May 12 2014 12:51 JaKaTaK wrote: Thanks, nice catch. PDF is wrong. Spreadsheet is correct. Great, thanks! | ||
Morik
65 Posts
For the steps where you choose one or more battle units: is the recommendation that you stick with that choice for the 4 out of 5 games? Or can you swap each game? | ||
JaKaTaKSc2
United States2787 Posts
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ZedraC
South Africa109 Posts
Since I started playing Random I thought the perfect place to start is with the Staircase, thus concentrating on macro and not a bunch of build order which confuses the hell out of me for 3 different races..... Even though my progress is slow (since I don't get a lot of time to play) I do see progress, thanks to the staircase method. I noticed my saturation speed, spending, supply blocks and APM improving over just a few games for every race. I believe if this Staircase is done correctly, you can only improve and have fun at the same time. What I like about it the most is that I actually play better because I have a clear goal every game and I do not tend to get so nervous like before and that the goal is not to win, but improve. Thanks for a good idea here. I think any low league and new player can benefit from this. | ||
ZedraC
South Africa109 Posts
Did I mention before that I love your work? From your posts and videos I can see you are extremely intelligent and think things through to the DNA strands, I absolutely love it. I like clever people. Now, since I have kissed your butt shiny, let me get to the point… ;D (I am serious though: I DO love your work!) I was considering posting this in the Creep or die thread, but think it is more appropriate here. Reading this thread (http://www.teamliquid.net/forum/sc2-strategy/449624-mastering-zerg-mechanics-for-high-level-play) it made me think of a few things, but for the purposes of this post I am specifically referring to the “Production cycle” mentioned in there, namely: Define and master what is commonly referred to as a Production Cycle or an Inject Cycle. This is taking to a full, start-to-finish Zerg breath. An inject cycle takes crucial actions required for macroing effectively and groups them together, to train muscle memory and pace the game. An effective example used by EGJD is: 1. Inject; 2. Queue Overlords x # of hatcheries injected (IE 3 hatcheries injected = 3 overlords); 3. Pre-rally overlord eggs to desired position on mini-map; 4. double-tap dedicated creep queen key and drop tumor; 5. spread nearby tumors; 6. double-tap dedicated scout key and queue up scouting route (can be done with forward lings or main army as well). Maybe - just maybe - it may be beneficial to add a Step 0.1 (or whatever) to Zerg in the staircase. Thus practicing: 1. building the correct amount of ovies per “production cycle” dependant on step 2 above, and 2. pre rally ovies to certain points 3. scouting… You are the clever one and have contact with the "creep or die" creator… I am just throwing and idea out there. Lastly: I have no idea how the “create with mod” thing works, but will it be possible to get a “create with mod: creep or die” option for the new ladder maps? Thanks a lot kind Sir for just reading this... | ||
AmicusVenti
United States61 Posts
Sometimes I can reach the benchmark for Saturation Speed, and yet will fail with virtually identical execution of the same opener. My guess is that this is all related to how the game calculates mineral income. I conjecture that it just bases the income factor off of how many minerals were collected in the past n seconds, resulting in a fairly volatile readout. Because of this, even of I do the build identically, the income benchmark may be reached much sooner or later depending how the SCV harvesting lines up. I'll keep playing a few games to see whether I can overcome this. If it still seems I can't, I may ignore the saturation speed benchmark in favor or something more meaningful (e.g. X SCVs at the Y minute marik). | ||
ZedraC
South Africa109 Posts
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JaKaTaKSc2
United States2787 Posts
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