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Despite how old BW is, there's still lots of new players who become interested in competitive play every year and want to take the game seriously. However, since most of TL's community is past that level, there's not too much help for those starting out at the bottom. Most people are pretty much on their own when it comes to getting to D/D+, only after which is talking strategy really even useful for them.
This guide is for every person who's had a friend who wanted to learn but has no idea where to even begin to teach them. Yes, this guide is extremely long, but only because there's a LOT to know about BW for someone to be considered to even know the basics. Unfortunately, there's even more that this guide doesn't cover, but this should at least serve as a decent starting point.
Feedback is extremely welcome... the guide will be updated to fix errors, etc.
Happy Crafting
LINK TO GUIDE
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princeton.edu?
must be legit ^^
edit: good guide dude!
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Oh damn, that's really intense. I'll look over it later for feedback, but the first thing that caught my eye was:
Never stop building peons (SCVs, Drones, Probes), and order them to mine minerals and gas as soon as possible. There are times when it is optimal to stop building workers, but newbies will almost certainly forget at some point and rarely have enough workers. Seriously, this is so easy and yet so many new players fail at it. The thing about Zerg is that you can't tell players to "just keep droning." It doesn't work, even at the super-noobie level. Unfortunately, knowing when to drone requires tons of experience, and droning well requires even more. Personally, I would advise beginning players to drone up to X number of drones/hatcheries, then just build units, then they can drone/hatch more when they feel they've got a decent lead.
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On September 28 2009 16:12 Saracen wrote:Oh damn, that's really intense. I'll look over it later for feedback, but the first thing that caught my eye was: Show nested quote +Never stop building peons (SCVs, Drones, Probes), and order them to mine minerals and gas as soon as possible. There are times when it is optimal to stop building workers, but newbies will almost certainly forget at some point and rarely have enough workers. Seriously, this is so easy and yet so many new players fail at it. The thing about Zerg is that you can't tell players to "just keep droning." It doesn't work, even at the super-noobie level. Unfortunately, knowing when to drone requires tons of experience, and droning well requires even more. Personally, I would advise beginning players to drone up to X number of drones/hatcheries, then just build units, then they can drone/hatch more when they feel they've got a decent lead.
ya i agree with dan...er, saracen
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Very good catch by Saracen. Zerg is hard o.O
I suppose this is a good guide for people who don't know anything at all, like the average bnet pubbie newb. Most people on teamliquid should have little use for it though, except for linking their newb friends to it.
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On September 28 2009 16:12 Saracen wrote:Oh damn, that's really intense. I'll look over it later for feedback, but the first thing that caught my eye was: Show nested quote +Never stop building peons (SCVs, Drones, Probes), and order them to mine minerals and gas as soon as possible. There are times when it is optimal to stop building workers, but newbies will almost certainly forget at some point and rarely have enough workers. Seriously, this is so easy and yet so many new players fail at it. The thing about Zerg is that you can't tell players to "just keep droning." It doesn't work, even at the super-noobie level. Unfortunately, knowing when to drone requires tons of experience, and droning well requires even more. Personally, I would advise beginning players to drone up to X number of drones/hatcheries, then just build units, then they can drone/hatch more when they feel they've got a decent lead.
My eye glimpse across this paragraph until I refresh this page. Saracen is right, u cannot build too many drones per base but alot of players especially D/D+ iccup players oversaturate or undersaturate (going low eco) with drones. You should always have a 1.5x drone count per base. Depending how much drones u need per base, the usual number of drones for a 6 mineral patch base is 9 - 12.
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oh lol, this guide is aimed at the guys who pause worker production at 8 and stop altogether by 20. I've seen it happen a lot
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Great guide; would recommend to a couple of friends who seem to have no clue what they're doing
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On September 28 2009 16:23 Fontong wrote: I suppose this is a good guide for people who don't know anything at all, like the average bnet pubbie newb. Most people on teamliquid should have little use for it though, except for linking their newb friends to it.
I think this comment is unnecessarily elitist - sure TL boasts a large number of gosu foreign players, and many users are at a respectable C- or higher, but I know a couple of friends who have become interested in playing competitive SC recently and frequent TL as a primary source of advice, and I'm sure there are many more out there in a similar situation. This type of guide is more useful for them IMO than Liquipedia, which, albeit well-written and comprehensive, already assumes basic understanding of SC mechanics (e.g. my friends can look up and attempt to execute build orders, but they usually won't understand why the timings are what they are).
Honestly, though, if you were starting playing SC seriously, where else would you get their information? The only other accessible source I can think of is sc2gg.com, where little guidance is offered beyond the commentaries, of which the quality is often questionable.
My only qualms with this guide is that it is rather short and vague at times. For example, as Saracen said, it would be good to specify how many drones and hatcheries should be made at given points in time, since zerg users usually struggle with worker timings at the lower level. Evidently, SC is based upon flexibility and adjusting to what your opponent does, but I have seen that it is more helpful to impose hard guidelines first and then vary them when noobs understand more of the mechanics. If you want more places to elaborate I can try to point out what I find most useful (I'm D/D+ btw, got into SC about a year ago).
Tl;dr good guide, definitely useful for noobs, expand more.
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16987 Posts
I can't believe you used LaTeX to format it.
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<_<
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reading this article makes me want to go back to playing wc3 haha
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I like this guide!
On September 29 2009 01:58 Empyrean wrote: I can't believe you used LaTeX to format it.
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<_<
I think I know what Emp's talking about, and if it's true, I guess...well, it's Princeton. There are smart kids there.
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Terran early game: 1 Marines, 2 scouting SCV, 3 Barracks, 5 Command Center, 0 Comsat. Terran late game: 1-6 main army, 7 Dropship, 9-0 Comsats, F2 Barracks/Factories, F3 rally point, F4 contested location on map. Zerg early game: 1 Zerglings, 2 Spawning Pool, 3-4 Overlords, 5-7 Hatcheries. Zerg late game: 1-6 main army, 7-0 Hatcheries, F2 unhotkeyed Hatchery cluster, F3 rally point, F4 contested location on map. Protoss early game: 1 Zealots, 2 scouting Probe, 3 Gateways, 0 Nexus. Protoss late game: 1-6 main army, 7 Shuttle, 8-0 Nexus, Robotics Facility, or other tech structures. F2 Gateways, F3 rally point, F4 contested location on map.
As i recall, there have been so many arguments over f2f3f4 keys. In each and every one of them, the fact that you should use them with your bases has been proven right. People shouldnt use them for macroing and i think you should change that, if people start using them for bases instead they wont have any hard time relearning them
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On September 29 2009 01:58 Empyrean wrote: I can't believe you used LaTeX to format it.
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<_< what? I can't use html codes in forum posts =(
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I agree with you should be able to beat at least one computer before playing real people, but learning how to beat more does not teach you anything really because it forces the use of a static opening. Also, to beat seven comps does not need high APM while playing against real people requires that speed. So once you can beat 1 computer comfortably, start playing on Battle.net and then move over to iCCup.
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16987 Posts
On September 29 2009 03:56 azndsh wrote:Show nested quote +On September 29 2009 01:58 Empyrean wrote: I can't believe you used LaTeX to format it.
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<_< what? I can't use html codes in forum posts =(
I mean the .pdf you linked to (the guide) looks like it was formatted in LaTeX. Am I correct?
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Really well done, was this for a class or something?
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United States47024 Posts
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On September 29 2009 03:41 KasPra wrote:Show nested quote +Terran early game: 1 Marines, 2 scouting SCV, 3 Barracks, 5 Command Center, 0 Comsat. Terran late game: 1-6 main army, 7 Dropship, 9-0 Comsats, F2 Barracks/Factories, F3 rally point, F4 contested location on map. Zerg early game: 1 Zerglings, 2 Spawning Pool, 3-4 Overlords, 5-7 Hatcheries. Zerg late game: 1-6 main army, 7-0 Hatcheries, F2 unhotkeyed Hatchery cluster, F3 rally point, F4 contested location on map. Protoss early game: 1 Zealots, 2 scouting Probe, 3 Gateways, 0 Nexus. Protoss late game: 1-6 main army, 7 Shuttle, 8-0 Nexus, Robotics Facility, or other tech structures. F2 Gateways, F3 rally point, F4 contested location on map. As i recall, there have been so many arguments over f2f3f4 keys. In each and every one of them, the fact that you should use them with your bases has been proven right. People shouldnt use them for macroing and i think you should change that, if people start using them for bases instead they wont have any hard time relearning them  Using the Fkeys for macroing is a ton easier for people just starting out. I used them to macro when i was starting out, then switched later on, it took like 3 games to get used to the switch. No big deal.
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