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[D] Playing with feel as opposed to build order. - Page 3

Forum Index > StarCraft 2 Strategy
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Mellon
Profile Joined October 2010
Sweden917 Posts
March 15 2013 02:46 GMT
#41
Everyone got a starting build order, and build orders don't excist after 7-10 mins i'd say.. Of course you play with feel unless it's a 1-2 base all-in.
ShadowRaven
Profile Joined February 2013
United States2 Posts
March 15 2013 03:24 GMT
#42
Having played Terran and some Zerg in WoL and now primarily Zerg in HotS, I'm finding that I just don't feel that builds are very important for Zerg, other than for the first structures (ie pool first, gas timing, etc). After that, I just do what I need in order to win. With Terran, using builds was very important to me. Perhaps it's just because I'm not as high of a level with Zerg yet, but I still think that it's more important to use builds as Terran than Zerg.
SjPhotoGrapher
Profile Joined February 2013
181 Posts
March 15 2013 03:37 GMT
#43
I've never relied on BO's and I made it to high masters in my prime beating some GM's. I don't believe in build orders but relying on personal experience and going with what you feel and playing around your own play style.

I feel as though Build Orders are too rigid and it's better to have good multi tasking ability and an understanding of the matchups and what to do vs different unit compositions and base your army and thus "build" around that.

I understand very early BO's that go up to say 24 food but those are basically muscle memory. It's a bad idea to go "okay, TvP I will strive for 3 rax after 1 rax feing, get a third after ebay, add two more rax, extra ebay and armory, ghost academy, 4th base" when you can open aggressive and if you *feel* that you're ahead pull all scvs or add more rax and end the game there instead of dragging the game out.

That goes for every race as well.
rauk
Profile Blog Joined February 2009
United States2228 Posts
March 15 2013 04:21 GMT
#44
On March 15 2013 11:18 Aberu wrote:
My buddy Jobless was grandmasters a way long time ago, and stayed in high masters for a long time, and he said his strategy was to "wing it". .


thats because he pulled his scvs every game
D_K_night
Profile Joined April 2010
Canada615 Posts
March 15 2013 04:28 GMT
#45
Much more so a zerg style to play based on gut feeling, reactionary on what you've scouted.

For Terran and Protoss, you absolutely do benefit from tight build orders and specific timings. That's why there's just so many guides on strict timings on when plop down what building based on your supply count.

I would say that for Terran, it's even more important to go by stricter build orders. You have to make up your mind on exactly what you're gonna do, and execute it all according to plan. If you go reactor widow mine but accidentally make two hellions, this can cost you the game, when suddenly stalkers + mcore show up at your doorstep.
Canada
Silho
Profile Joined February 2012
Brazil32 Posts
March 15 2013 04:28 GMT
#46
Low masters here, and I have a view on this topic that many might not say is "genuine" or "good", but I think that simply not doing what people are more likely to expect tends to get better results.
For example, not droning when people expect you to do so. Making lings when people don't expect you to. Of course it needs clever planning, but finding holes on preparations that people have seems and feels good to me.
Not talking about all-ining or just simply doing bad stuff, I'm talking more about subtle things like making 8 lings when people are taking early expos.
Sacrificing your plan to mess with theirs, as long as theirs is at least a little bit more messed than yours, is a win.
Again, of course, that means you need to cleverly plan what are your deviations and what do you expect for them to deviate.
Thats my 2cents at least
Jace, the mind sculptor better than all.
SjPhotoGrapher
Profile Joined February 2013
181 Posts
March 15 2013 04:35 GMT
#47
On March 15 2013 13:28 D_K_night wrote:
Much more so a zerg style to play based on gut feeling, reactionary on what you've scouted.

For Terran and Protoss, you absolutely do benefit from tight build orders and specific timings. That's why there's just so many guides on strict timings on when plop down what building based on your supply count.

I would say that for Terran, it's even more important to go by stricter build orders. You have to make up your mind on exactly what you're gonna do, and execute it all according to plan. If you go reactor widow mine but accidentally make two hellions, this can cost you the game, when suddenly stalkers + mcore show up at your doorstep.


Up to a certain point thats fine (say 25 food) but after that it's all improvised unless someone plays very rigid and predictable.

What happens when you get harrassed and lose a few units and can't afford that additional rax that your BO requires? It's all about improvisation and multitasking ability.
Minigun
Profile Blog Joined August 2010
619 Posts
March 15 2013 04:45 GMT
#48
On March 15 2013 13:35 SjPhotoGrapher wrote:
Show nested quote +
On March 15 2013 13:28 D_K_night wrote:
Much more so a zerg style to play based on gut feeling, reactionary on what you've scouted.

For Terran and Protoss, you absolutely do benefit from tight build orders and specific timings. That's why there's just so many guides on strict timings on when plop down what building based on your supply count.

I would say that for Terran, it's even more important to go by stricter build orders. You have to make up your mind on exactly what you're gonna do, and execute it all according to plan. If you go reactor widow mine but accidentally make two hellions, this can cost you the game, when suddenly stalkers + mcore show up at your doorstep.


Up to a certain point thats fine (say 25 food) but after that it's all improvised unless someone plays very rigid and predictable.

What happens when you get harrassed and lose a few units and can't afford that additional rax that your BO requires? It's all about improvisation and multitasking ability.


huh, there is really no such thing as "winging it" if you are an active player

A build isn't Just a list of when to get certain buildings. It's a tree with many branches, and yes a branch is reserved for games in which you lose a few workers....

"Winging it" only exists if you play infrequently
“Quiet people have the loudest minds.” ― Stephen Hawking
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
Last Edited: 2013-03-15 04:57:49
March 15 2013 04:46 GMT
#49
I'm a masters protoss player and almost all of the practice I've done over the past year is cleaning up build orders and optimizing all of my timings. Realistically, a "build" is a set of goals that have an infinite set of pre-defined pathways based on what you see from your opponent. For instance, I can say that in a PvT, I want to take a fast expansion, power hard, get double forge, go templar, withstand the 10:00 attack, and then take a 3rd safely. HOWEVER, if my opponent goes for a 1-base all-in, I'll abandon my natural for robo+2gates; if my opponent chooses to power super hard and take an insanely fast 3rd base, I'll consider taking my 3rd base faster; if my opponent goes crazy and does reaper/mine pressure into 2-port banshee skyterran, I'll just opt for faster gateways and perhaps throw down a stargate instead of twilight.

All in all, I do change my build depending on what I see, but the "perfect macro model" sticks in the back of my head. If anything happens, I can always refer back to that model and get back on track. Perhaps the only downside to playing by build orders is that you lose some originality and get stuck in static thinking (i.e. THIS won't work, THAT won't work, THIS is good, THAT'S bad, etc., etc.).

EDIT: To add about creating your own build orders: Anyone who has a clear understanding of economy management and common timings can create refined, strong builds. Generally, this understanding doesn't come until the higher levels of diamond and low masters. NOTE: A strong, refined build is an overall gameplan. For example, rushing for a cloaked banshee and following up with a widow mine double expand into hellion-heavy double armory mech is a build; rushing for a banshee is NOT a build.
StrategyAllyssa Grey <3<3
Aterons_toss
Profile Joined February 2011
Romania1275 Posts
March 16 2013 14:22 GMT
#50
A build order is not something you learn, a build order is the accumulation of your ideas and reaction in a certain match-up.
A build order that you learn or create in void of what your opponent is doing might as well the the equivalent of playing based on "feel" imo, thus I generally prefer to simply improvise from game to game and I seem to be doing pretty well with that in HOTS considering I didn't get the beta and i stopped playing WOL 2 months ago.

A good strategy means leaving your opponent room to make mistakes
Alvas
Profile Joined August 2010
United States309 Posts
March 16 2013 15:15 GMT
#51
as a bronze trying to break into Silver, definitely using a build order for the first 5 minutes is crucial, and after that you just have to make sure you are spending all of your resources lol But seriously, I think your reasoning is pretty good, following a static build and even using cut and paste responses I think makes for weaker players in the long run. It may take a while to get good at instinct reactions, but once you do I think you will be a much stronger player for it.
Every bullet counts...
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
March 16 2013 15:19 GMT
#52
there are timing pushes/cheese builds where you might want to hit the absolute optimum (even using BO calculators as instinct might be ~5..10% weaker than the computed optimum). Also it is a valuable skill in a BoX to quickly figure out a near optimal BO if you spot a weak timing in your opponent's standard build which you want to exploit.
21 is half the truth
ToKoreaWithLove
Profile Blog Joined September 2002
Norway10161 Posts
March 16 2013 15:33 GMT
#53
Plat/Diamond player here. I've never followed a build order from someone else, I just make myself a plan when I go into the game and build the stuff I need when I have the money to build it/change my plan if needed after scouting.

However, if I actually wanted to get to masters or even gm I would probably think more about this. An optimised build can give you that extra little bit.
ModeratorFather of bunnies
butterstulle
Profile Joined March 2013
Germany20 Posts
Last Edited: 2013-03-16 15:38:13
March 16 2013 15:37 GMT
#54
as a protoss i like to do the standard gateway core build and then drop the buildings which i want or need


most of the "build orders" are ending after 30 supply anyways, and u have to adapt from there for your own so.. not a big difference
SjPhotoGrapher
Profile Joined February 2013
181 Posts
March 16 2013 16:04 GMT
#55
On March 15 2013 13:45 ROOTMinigun wrote:
Show nested quote +
On March 15 2013 13:35 SjPhotoGrapher wrote:
On March 15 2013 13:28 D_K_night wrote:
Much more so a zerg style to play based on gut feeling, reactionary on what you've scouted.

For Terran and Protoss, you absolutely do benefit from tight build orders and specific timings. That's why there's just so many guides on strict timings on when plop down what building based on your supply count.

I would say that for Terran, it's even more important to go by stricter build orders. You have to make up your mind on exactly what you're gonna do, and execute it all according to plan. If you go reactor widow mine but accidentally make two hellions, this can cost you the game, when suddenly stalkers + mcore show up at your doorstep.


Up to a certain point thats fine (say 25 food) but after that it's all improvised unless someone plays very rigid and predictable.

What happens when you get harrassed and lose a few units and can't afford that additional rax that your BO requires? It's all about improvisation and multitasking ability.


huh, there is really no such thing as "winging it" if you are an active player

A build isn't Just a list of when to get certain buildings. It's a tree with many branches, and yes a branch is reserved for games in which you lose a few workers....

"Winging it" only exists if you play infrequently

I never said winging it. Of course players have an idea o what their uni composition will be but only a small number of players build things by the food count or in a set order no manner what.
osiris17
Profile Blog Joined September 2012
United States165 Posts
Last Edited: 2013-03-16 18:48:33
March 16 2013 18:37 GMT
#56
Zergs 'feely reactions' can be mapped out in a complex web up until at least the 10 minute mark, including contingency scenarios where you make zerglings to defend aggression or whatever. That together is he opening 'build' for Zerg. You play by feel after the opening phase phase is complete.

If your opponent attacks you with a ton of speedlings, or roaches, or high econ baneling bust, or whatever... then yes you play by feel from that point onward. But you are playing by feel usually with a substantial lead, as long as you defend the desperate aggerssion properly.. it isn't difficult. Just focus on defending the aggression well. That too becomes a sort of science after a while.

Once the real attacks start, you begin playing the game by feel more. And you have to focus as much as possible at that point. And playing by feel is important, but there's no reason go too far with the concept and play the opening by feel when you can make an exact science out of it..
Be extremely subtle, even to the point of formlessness. Be extremely mysterious, even to the point of soundlessness. Thereby you can be the director of the opponent's fate. - sun tzu
Jasiwel
Profile Joined June 2012
United States146 Posts
March 16 2013 19:36 GMT
#57
I agree with the OP here and I only follow builds if it involves a fast-expanding opener of some kind. I think builds can restrict your reactivity and flexibility, so having a general feel of what you want to do for your strategy with some decent structure along the way definitely pays off.
SjPhotoGrapher
Profile Joined February 2013
181 Posts
March 16 2013 19:51 GMT
#58
On March 17 2013 04:36 Jasiwel wrote:
I agree with the OP here and I only follow builds if it involves a fast-expanding opener of some kind. I think builds can restrict your reactivity and flexibility, so having a general feel of what you want to do for your strategy with some decent structure along the way definitely pays off.


This 100%. An understanding of timings is important as well (such as knowing when to line up Stim & CS research for a timing for map control/push or knowing when certain timing attacks hit and what to scout for).
SHODAN
Profile Joined November 2011
United Kingdom1144 Posts
March 16 2013 21:40 GMT
#59
I feel some match-ups are more structured than others. my first example is TvZ at the end of the WoL era. you had zergs like Losira and Sniper who had mastered how to survive into the late-game, crush any kind of 2-base or 2-2 terran push and get utltalisks out. Artosis said something like: "you attack into Losira, you die." Losira used the same defensive style every game ~ mass queens, lots of lings, banes and infestors. It pretty much guaranteed that he would make it to the late-game. then Gumiho came along with a similar, extremely tight 4-base macro strategy ~ very fast 4th command center, pre-emptive 2nd starport, early x2 ghost academies, building armor upgrade, turret range upgrade. Gumiho had the entire match-up mapped out up until 20 minutes. only after getting all this stuff did he commit to big drops/ground pushes. Gumiho is an extreme example, but all these good terrans like Innovation and Ryung had very predictable, solid build orders and they simply played the standard marine/tank style as best they could.

In contrast, there's TvT at the end of the WoL era. Bio vs mech could turn into a real scrappy match-up with the most clusterfuck compositions imaginable. Gumiho vs MMA shows just how fast-paced things could get; non-stop bio drops and tank action followed by crazy base-trades and cloak banshee tech switches. how about Gumiho vs Polt and that mass blue-flame hellion/viking style. Taeja vs Noblesse on Daybreak with that crazy raven/cloaked banshee tech switch. If we were stuck with WoL for another 2 years, we'd probably see the same unpredctability in TvT. the match-up was well suited for on-the-fly strategies and compositions.
Asukurra
Profile Joined June 2012
United Kingdom50 Posts
March 16 2013 22:02 GMT
#60
I would agree with the Idea of Minigun, but Disagree with the statement that 'winging it' dosnt exist

His idea of it being like a tree is properly the best way to put it i think, at least to my own play style, Story time:- When i started playing all i did was ask my work friends who got me in to he game how and what and when to do things, a basic BO if you will, so all i could do was XYZ in order, then when something didnt go to plan i would be left staring at my screen, trying to do things i couldnt as i had no idea how or why anything should work and would lose alot to anything 'non standard'

Skip forward to current, Im a Mechanical Engineer so im a maths and theory kinda guy, so i know alot of related timings , things like a gateway builds roughly 1/2 the time of gateway research without boost) and things like that, also i play in either setter or follower, i will have a 'trunk' of a open that will go into a game saying, i will do XYZ until i see what they are doing, then when scouting i will decide will i be the setter or follower, or aggressor/ defender

When i have decided how i will play judging on the scouting, i have many 'branchs' or what and how to do things with the related timings to each other, and playing Random to Diamond i have a decent enough knowledge of all 3 races, so if for this story im playing PvT, my Trunk will be XYZ usual gate-> scout->cybercore, then info should have been found, just the basics like expanded or not, 1/2/3 rax, or no rax (proxy) then i can pick a branch on how to play, are they playing aggressively, forcing me to play reactively (follower) or supper passive 3 bunkers to defend his expand, forcing me to make the first play (setter)

TL:DR :- I believe playing using a starting BO for the first few mins then having several 'related timings' to 'wing it' with structure, depending on if i am the aggressor or defender/ pressured or left alone etc

Playing it on the fly is a good skill to have, as long as you have a structure to follow it up with
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