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qxc's thoughts: On Preparation and Build Orders

Forum Index > SC2 General
32 CommentsPost a Reply
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qxc's thoughts: On Preparation and Build Orders

Text byqxc
Graphics bylichter
July 3rd, 2015 19:57 GMT

On Preparation and Build Orders

by QXC



Everything in this article is my opinion unless otherwise stated. As a progamer for several years now, I have a wealth of personal experience and observations to draw upon. That said, sometimes I have to speculate.

This article will clarify how to judge whether a build is good to copy and give some insight into how pro players choose builds both on ladder and in tournaments.

In Starcraft, there is no single "best opening". In every game there will be decisions that players must make either before any in-game information is gathered or during a time period where it is impossible to scout 100%. These blind decisions are made based on the meta and tendencies of their opponent. For example, CC first looks like an incredibly strong build in a meta where players open 1 gas nexus no scout and quite bad when proxy gate is common. Deciding to CC first or not must be done with no in-game information. If matched against a proxy gate, it leads to one of the most obvious build order wins in Starcraft.


Although (T)YoDa stabilizes against (P)PartinG's proxy gate, he is forced to gg shortly thereafter due to the immense damage he received.


On ladder, whenever playing a barcode or unknown player I’ll choose my build either based on what I’m currently practicing or in regards to the current meta. For example, If roach bane is very common in TvZ at the moment, then I’ll open banshee more often. Once I hit known players I will adjust my build and cut corners to take advantage of my opponent’s tendencies. For example, if I’m playing Hitman (NA protoss who does 1 base allins 80% of the time), I will open in a way that allows me to defend those sorts of timings more easily. Even if I don’t do an entirely different build, just by being familiar with my opponent, I can prime my mind for what I'm likely to encounter. The downside is that if I'm expecting an allin, I may ‘find’ signs of an allin that don’t really exist. I remember a particular game: I scouted RuFF and because I expected an allin, I never considered the possibility that his missing tech could be a sign of a hidden 3rd CC (which it was). The important thing to note is that many games of Starcraft are decided before the players even find each other because of decisions made without any information such as the above examples. However, there are ways to minimize this effect by playing safer and avoiding certain types of builds that are especially vulnerable early on. Tournament builds are often not good for general ladder play.

I’ve been coaching for a long time now and a recurring genre of question I get is: “Is this build I copied from x Korean progamer good?” That build was probably good for that player in that game, but whether or not it’s worth taking to the ladder is another matter. It depends on the types of builds that my student sees (assuming he has sufficient mechanical skill to execute the build). The first question I must ask when trying to answer “Is CC first into 3 CC good vs zerg” is “How often do you see roach bane allins?” CC first into 3 CC is disadvantaged vs roach bane in a similar, but less extreme way as CC first is against proxy gate. The main reason is that the terran has committed almost all of his resources to economy while the p/z has committed almost all his resources to aggression. As long as the terran player continues to focus on his economy, he will be vulnerable against his opponent's impending attack unless he can change his disposition and prepare for it. The point here is that build order advantages exist past the initial few minutes of the game. A standard roach bane timing hits at ~9 minutes. Starcraft is figured out enough that you can walk into a build order advantage or disadvantage upwards of 10 minutes into the game depending on what builds you and your opponent do. That said, the potential for counterplay grows the farther from the start of the game you reach. At 8 minutes, there is much more that a terran can do compared to the first 2 or 3 minutes of the game because of the availability of better tech, the establishment of required infrastructure, and an economy that can support a sudden shift in direction. For any given build, it possible to learn how to adapt the build in order to do better against builds it is weak against. However, because these adapted builds are often inefficient, it is also an option to accept certain build order matchups as losses and instead focus on choosing the right build for any given game. Of course, on ladder, selecting the right build can be quite difficult.

When choosing during a tournament, the considerations are largely the same. The likelihood of your specific opponent—who you should be aware of in advance—to roach bane against you determines whether or not CC first into 3 CC is viable. In tournaments, many players choose builds specifically designed to play off their opponents' tendencies. For as long as Starcraft has been Starcraft, we’ve seen players choose high risk-high reward strategies that can punish their opponent’s weaknesses or predictable nature.

One of the most memorable risks in Starcraft history occurred in Game 7 of the GSL Finals Season 2 2012. (T)Mvp had been ahead 3-0 against (P)Squirtle, but the StarTale Protoss clawed his way back in 3 straight games to tie the series. In the ultimate match of the season, Mvp chose to proxy 2 rax, a build rarely seen in such high stakes games especially against protoss. Proxy 2 rax matched up well against only a handful of builds and led to instant defeat against almost every other, and it often relied on rush distance. Mvp decided to use it on Atlantis Spaceship, one of the biggest maps in the pool at the time. However, Squirtle had already shown a tendency to crack under high pressure builds in the past and Mvp knew that he would never expect it. By playing his opponent rather than the meta, Mvp proved why he deserved to be that season's champion.



One other example is from (Z)Scarlett vs (Z)Jaedong in the semi finals of WCS AM Season 2 2013. Once again the series headed into the rubber match, and one of the players decided to risk their entire season on a gamble. Jaedong 6 pooled on Newkirk Precinct, a very long 2 player map, but it was a calculated risk. In ZvZ, there are many openings that deal with 6 pool relatively easily. With good micro, all pool before hatch openings take little to no damage against 6 pool. Even 15 hatch 15 pool can survive depending on the map. However, Jaedong recognized his opponent's tendency to omit scouting even with 15 hatch 15 pool. He chose the correct build—including a drone in his rush for a spinecrawler—for the situation and punished his opponent's weakness. His 6 pool won him Game 5 in the series and he moved on to the finals.



Of course, some players are especially known for stubbornness in style and builds. In 2012, (T)MarineKing faced off against (Z)DIMAGA in the Numericable House Cup finals where DIMAGA 6 pooled MarineKing’s CC first 2 games in a row. Even though MarineKing ended up holding those 6 pools, this is another example of a player choosing a build specifically designed to punish their opponent’s tendencies.



While players are sometimes able to be very predictable and still win major events, generally that predictability works against them. It’s hard to forget the IEM WC Grand Finals where (P)sOs opened the Bo7 vs (P)herO with in-base proxy 2 gate 2 games in a row. This sort of play indicated that sOs was very confident that he knew herO’s tendencies and it paid off spectacularly. Not only did sOs take the first 2 games with little effort, the Jin Air Protoss took a mental advantage because losing to a build like that can be mentally disorientating. At that point in the series, herO had to consider what other parts of his play sOs was intimately familiar with and what he could be able to exploit in a similar way, while trying to find his way back into the series.



sOs exploits herO's tendencies by proxy 2 gating in his main in back to back games.


Given relatively even skill, some pairing of builds will just lead to losses. Becoming a better Starcraft player means accepting that some games are actually out of your control. It is possible to lose before you actually see anything in the game because of the builds that were chosen. You can also decide to only play builds that are not susceptible to that sort of luck. 15 pool in ZvZ, reaper expand in TvZ, or adding a worker scout are examples of ways to hedge your luck against the randomness of ladder. If you make it past the first few minutes of the game, you can still end up in a build order disadvantage as in the CC first into 3 CC vs roach bane example above, but the farther from the opening you get, the more potential there is for counterplay. If the 3 CC terran knows he’s against roach bane, he’s just a tank or 2 and some number of bunkers away from a solid defense. The critical idea here is that scouting your opponent’s strategy and reacting appropriately is important to mitigate or even flip build order advantages around.

This dance can continue for the entire game. Consider the following situation. The terran scouts roach bane and makes tanks to defend his 3 CC. The zerg scouts the tanks early and decides to go up to 70 drones instead of building units. If the terran fails to spot the transition he will end up very far behind because his defensive posture makes no sense with no impending attack. On the other hand, if the terran moves out with his units as the zerg drones with abandon, he can catch him off guard if his opponent fails to scout. Starcraft is a never ending cycle of decisions and counter-decisions. Acquiring information and using it appropriately is often the key to winning games. Of course, a little luck helps too.

Game References:
+ Show Spoiler +

YoDa vs PartinG


MarineKing vs DIMAGA


Scarlett vs Jaedong


Mvp vs Squirtle



To see more of qxc's thoughts check out his twitter @col_qxc
Writer: Qxc
Editor: Zealously
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ProgamerDesigner of Aeon's End
CursOr
Profile Blog Joined January 2009
United States6335 Posts
July 03 2015 20:10 GMT
#2
Accurate, insightful, and honest about the way builds are chosen. I love it. I've just started laddering again myself after a long break - it's nice to think about how build orders are chosen and just how risky it can be.

Congrats on your wins QXC, I know you're going to be preparing like a beast so get plenty of rest and good nutrition
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
TheEmulator
Profile Blog Joined July 2010
28087 Posts
July 03 2015 20:11 GMT
#3
Haven't read it yet but I love the banner
Administrator
Topin
Profile Blog Joined December 2010
Peru10055 Posts
July 03 2015 20:19 GMT
#4
On July 04 2015 05:11 TheEmulator wrote:
Haven't read it yet but I love the banner

came to say the same thing xD
i would define my style between a mix of ByuN, Maru and MKP
flipstar
Profile Joined January 2011
226 Posts
July 03 2015 20:23 GMT
#5
Great read, man. Thanks.
GrandSmurf
Profile Joined July 2003
Netherlands462 Posts
July 03 2015 20:25 GMT
#6
good job mate.
One time that happened and I just stopped everything, selected the offending SCV, hit Cancel, moved it over to my Barracks, made a Marine, had the Marine shoot it to death, then left the game.
[PkF] Wire
Profile Joined March 2013
France24192 Posts
July 03 2015 21:02 GMT
#7
Thanks for that article. Great read. As a predictable safe macro player I can relate to many of the issues you describe. Extremely interesting.
joshie0808
Profile Blog Joined March 2011
Canada1023 Posts
July 03 2015 21:05 GMT
#8
Great article, thank you qxc and liquid for publishing!
fteneq
Profile Joined August 2012
United States49 Posts
July 03 2015 21:18 GMT
#9
Thanks so much qxc always a pleasure to read your thoughts!
"For the Overmind"
RHoudini
Profile Joined October 2009
Belgium3627 Posts
July 03 2015 21:20 GMT
#10
Nice article, worth the read!
Lee Jae Dong fighting!
Kazahk
Profile Blog Joined April 2012
United States385 Posts
July 03 2015 22:05 GMT
#11
If anything this is the article I would show someone whom I am trying to introduce to starcraft. It explains the strategic decisions made by pros so plainly and elegantly.
Rngesus blessed me with a tooth half, then shunned me with a spinach roll.
BrutorLeLent
Profile Joined July 2015
1 Post
July 03 2015 22:36 GMT
#12
@Kazahk
I totally agree

This is a great post. Thanks qxc!
Rustug
Profile Joined October 2010
1488 Posts
July 03 2015 22:37 GMT
#13
Great article! I always love to read QXC's thoughts on the game.

Is this going to be a reoccurring thing? I think the TL writing staff could groom Pro-Gamers into even better writers\content creators. And I would support a Patreon to make more Pro-Gamers become paid writers/content creators for TL.
Curious that we spend more time congratulating people who have succeeded than encouraging people who have not. 파이팅! ᕦ(ò_óˇ)ᕤ"
qxc
Profile Blog Joined May 2009
United States550 Posts
July 03 2015 22:52 GMT
#14
I'm planning to release one article a week for the forseeable future. Due to some RL complications that schedule got thrown off a bit. Expect more content soon*. Next article will be on Archon mode and its implications.

I'm not very familiar with Patreon. How would that work in this context?
ProgamerDesigner of Aeon's End
BeStFAN
Profile Blog Joined April 2015
483 Posts
July 03 2015 22:56 GMT
#15
so 3cc is a bad build then????

❤ BeSt... ༼ つ ◕_◕༽つ #YEAROFKOMA #YEAROFKOMA #YEAROFKOMA ༼ つ ◕_◕༽つ
-Kyo-
Profile Blog Joined August 2010
Japan1926 Posts
July 03 2015 23:50 GMT
#16
On July 04 2015 07:52 qxc wrote:
I'm planning to release one article a week for the forseeable future. Due to some RL complications that schedule got thrown off a bit. Expect more content soon*. Next article will be on Archon mode and its implications.

I'm not very familiar with Patreon. How would that work in this context?



zfgSoldOut

Basically, people would pay every time you release an article - higher goals would, presumably, urge you to dedicate more time to the project/include more info etc.
Anime is cuter than you. Legacy of the Void GM Protoss Gameplay: twitch.tv/kyo7763 youtube.com/user/KyoStarcraft/
TL+ Member
BernabusStarcraft2
Profile Joined September 2012
Scotland112 Posts
July 04 2015 00:03 GMT
#17
really nice thoughts
Bling. MC. DeMusliM. EG.
Cazimirbzh
Profile Joined February 2014
334 Posts
Last Edited: 2015-07-04 00:38:30
July 04 2015 00:29 GMT
#18
A bit messy to explain that Bo1 =/= Bo3. And not a single lign on how much maps should influence your BO. I dont understand why you're talking about basics of RTS game (time is always against you) in your conclusion.
Everytime i hear "luck" in a sc2 contexte, it remind me about this explanation of day9^^
Micro?

One other example on how BO cant do everything is Goswser vs Life. 2 for Goswser before life manage to adapt then 3-2 for life^^ To analyze every replay of a player to find weakness (aka sOs vs herO) is a common pratice in sports but 99% of sc2 players will never do it. I think to be able to counter a good monobuild player in Bo(x+1) is a very impressive skill that anyone can develop. If you have time to write something about that too that would be great

edit :
Becoming a better Starcraft player means accepting that some games are actually out of your control.
I think it's a great tip. Some players can get so mad when they're counterBO.
comabreaded
Profile Blog Joined July 2003
United States2166 Posts
July 04 2015 05:02 GMT
#19
Great article, thx!
I put the fu in fun
Jintoss
Profile Joined November 2011
Hong Kong117 Posts
Last Edited: 2015-07-04 06:06:41
July 04 2015 06:05 GMT
#20
Read article expecting "on preparation for long series and choosing build orders."

Found 'why tournament builds aren't for ladder,' and several weakly connected examples.
We are the blades of Aiur
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