• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 19:36
CEST 01:36
KST 08:36
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro16 Preview Pt2: All Star10Team Liquid Map Contest #22 - The Finalists16[ASL21] Ro16 Preview Pt1: Fresh Flow9[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0
Community News
2026 GSL Season 1 Qualifiers13Maestros of the Game 2 announced62026 GSL Tour plans announced14Weekly Cups (April 6-12): herO doubles, "Villains" prevail1MaNa leaves Team Liquid24
StarCraft 2
General
Team Liquid Map Contest #22 - The Finalists Maestros of the Game 2 announced MaNa leaves Team Liquid 2026 GSL Tour plans announced Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool
Tourneys
2026 GSL Season 1 Qualifiers GSL CK: More events planned pending crowdfunding RSL Revival: Season 5 - Qualifiers and Main Event Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
Mutation # 522 Flip My Base The PondCast: SC2 News & Results Mutation # 521 Memorable Boss Mutation # 520 Moving Fees
Brood War
General
Data needed ASL21 General Discussion BGH Auto Balance -> http://bghmmr.eu/ ASL21 Strategy, Pimpest Plays Discussions [ASL21] Ro16 Preview Pt2: All Star
Tourneys
[ASL21] Ro16 Group D [ASL21] Ro16 Group C [ASL21] Ro16 Group B [Megathread] Daily Proleagues
Strategy
Simple Questions, Simple Answers What's the deal with APM & what's its true value Any training maps people recommend? Fighting Spirit mining rates
Other Games
General Games
Dawn of War IV Nintendo Switch Thread Starcraft Tabletop Miniature Game General RTS Discussion Thread Battle Aces/David Kim RTS Megathread
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread YouTube Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion McBoner: A hockey love story Cricket [SPORT]
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Sexual Health Of Gamers
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1378 users

Getting more out of your units.

Forum Index > SC2 General
Post a Reply
1 2 3 4 5 6 7 8 Next All
Gl!tch
Profile Joined December 2010
United States573 Posts
Last Edited: 2011-12-31 21:18:23
December 31 2011 21:04 GMT
#1
No this isn't a conversation about stratagy. I recently watched one of Day[9]'s "musings" video's and thought that the topic could be further discussed. In the video http://blip.tv/day9tv/day-9-s-musings-game-design-baseballs-vs-frisbees-5837982#disqus_thread Sean talks about game design, and more specificaly the skill ceiling and the optimization of units that existed in Broodwar, and have been toned down alot in Starcraft 2.

I disagreed, somewhat, with what Sean said.

To start, and this was brought up in the video already, the game is young. In Broodwar, the pro's had years to develop little tricks that would increase the value of their units. Starcraft 2 hasn't had nearly this amount of time, so it's silly to assume that everything has been discovered and used.

But this argument doesn't lead to any discussion, nor does it alleviate the issue that Sean brought up, which is that skilled players cant seem to get much more out of their units than mediocre players.

But I thought otherwise, skilled players can still get alot more out of their units than your average gamer, but it doesn't work the same as it did in Broodwar.

Take for example, in Broodwar, clustering your muta's. Doing so well, and then microing them to 1 shot units 1 by 1, and take minimal damage, increased the value of all your muta's. A good macroing player kept track of his workers, which didn't auto mine back then. Reavers in shuttles could be game changing, and flanking manuvers were used more often, and with greater success, partly due to the 12 unit selection cap.

But in Starcraft 2, those tricks don't exist, many are now gone because they were made automatic (mining and mass selection). But I would still argue that units can be made far more valuble in the hands of certain players.

Now take an example from Starcraft 2. A protoss player has his "deathball" AOE army and his terran opponent has his medivac bioball army. Ignore the battle, focus on the units. I'll go from the protoss point of view: Zealots tank, blink stalkers snipe medivacs, sentry's FF his army, Psi storms go off, colossus... just a-move most of the time. Each unit has a role in that battle, and if they complete that role then they have made up for their cost and have been used effectively.

But what if the protoss player wanted to get more out of his units? I would suggest that this is entirely possible, simply by removing them from battle. Lets say the same battle occured, but with 6 less zealots. Instead, a warp prism droped 4 zealots in the Terrans newly saturated third base during the battle. Those 4 zealots are worth more to the protoss now than the original 6 in the battle. Alot more, I would argue.

As for the discussion, try to come up with ways to get more out of a unit. Preferably not along the lines of "well, I will stutter step my marines". Think about compositions that would get more out of certain units that support eachother, think about positioning, flanks, multi-pronged attacks, timing, the surprise factor of a hidden tech path. Get more out of your units.

Apologies if poorly written and or too long.
“I mean, they say you die twice. One time when you stop breathing and a second time, a bit later on, when somebody says your name for the last time.” ― Banksy
VPCursed
Profile Blog Joined May 2011
1044 Posts
December 31 2011 21:05 GMT
#2
Oh, so there are no tricks in sc2?
Gl!tch
Profile Joined December 2010
United States573 Posts
December 31 2011 21:07 GMT
#3
On January 01 2012 06:05 VPCursed wrote:
Oh, so there are no tricks in sc2?

Why, my argument is exactly the opposite.
“I mean, they say you die twice. One time when you stop breathing and a second time, a bit later on, when somebody says your name for the last time.” ― Banksy
triforks
Profile Joined November 2010
United States370 Posts
December 31 2011 21:10 GMT
#4
i think more terrans should be repairing there mech. it should be standard to include a handful of scvs with any army that can be repaired.
pulpSC
Profile Blog Joined August 2011
United States31 Posts
December 31 2011 21:13 GMT
#5
On January 01 2012 06:07 Gl!tch wrote:
Show nested quote +
On January 01 2012 06:05 VPCursed wrote:
Oh, so there are no tricks in sc2?

Why, my argument is exactly the opposite.


I think he is referring to your comment that literally is, "But in SC2, these tricks don't exist anymore."
Glurkenspurk
Profile Joined November 2010
United States1915 Posts
December 31 2011 21:14 GMT
#6
On January 01 2012 06:10 triforks wrote:
i think more terrans should be repairing there mech. it should be standard to include a handful of scvs with any army that can be repaired.


I'm pretty sure most do. Especially pure mech. It's rare to see a mech push without scvs.
Gl!tch
Profile Joined December 2010
United States573 Posts
December 31 2011 21:17 GMT
#7
On January 01 2012 06:13 pulpSC wrote:
Show nested quote +
On January 01 2012 06:07 Gl!tch wrote:
On January 01 2012 06:05 VPCursed wrote:
Oh, so there are no tricks in sc2?

Why, my argument is exactly the opposite.


I think he is referring to your comment that literally is, "But in SC2, these tricks don't exist anymore."

Yes, i meant that Reaver drops and making your workers mine well and muta clustering don't exist anymore, but that there are new tricks to be discovered. Sorry, will edit.
“I mean, they say you die twice. One time when you stop breathing and a second time, a bit later on, when somebody says your name for the last time.” ― Banksy
Kluey
Profile Joined April 2011
Canada1197 Posts
December 31 2011 21:17 GMT
#8
Credits to LiquidHerO for this one:

Load up 1-3 speed prisms with zealots. Run them over the terran army pressing "d + click" on each one OR drop them behind the terran army. You basically get a flank without having to set up one. The only downside is that you waste supply on warp prisms. Don't know how effective it is but it's a good idea.


Credits to NEXSickness to this one:

Load an immortal, let it hit the roaches and then load it up. The projectile is faster for an immortal so you will dodge the roach shots while hitting them.
Durn
Profile Blog Joined July 2010
Canada360 Posts
December 31 2011 21:21 GMT
#9
It's odd for me to say this, but I also think Day9 was a bit off on this. Maybe not completely, but preemptive in saying that there isn't the same skill ceiling. We're still seeing different combinations of units and timings to maximize unit efficiency. Look at Boxer's latest Reaper/Medivac timing in TvT for an example. He may have more foresight than myself, but I think we should at least wait a couple years before we write off low unit efficiency micro options.
"Even if I lose 100 games, that's 100 different arrows pointing me in the wrong direction." - Sean Day[9] Plott
Kluey
Profile Joined April 2011
Canada1197 Posts
December 31 2011 21:26 GMT
#10
On January 01 2012 06:21 Durn wrote:
It's odd for me to say this, but I also think Day9 was a bit off on this. Maybe not completely, but preemptive in saying that there isn't the same skill ceiling. We're still seeing different combinations of units and timings to maximize unit efficiency. Look at Boxer's latest Reaper/Medivac timing in TvT for an example. He may have more foresight than myself, but I think we should at least wait a couple years before we write off low unit efficiency micro options.


Actually, the new expansion's just ruin this even more. If we have WoL for 5 more years, it will be figured out for the most part in the sense that micro tricks will be explored. If we keep resetting the AI with HotS and that Protoss one, you're just cleaning the slate again.

Also, Reaper/Medivac isn't what Day9 was talking about. He's talking about how an amateur player would lose a battle with more units than his progamer opponent whereas in Starcraft 2, if you have 7 maraduers vs 5 maraduers, the 7 will always win.
Ares[Effort] *
Profile Blog Joined February 2009
DEMACIA6550 Posts
December 31 2011 21:28 GMT
#11
100% agreed with Day[9]
Moderatorgold coin
BeeNu
Profile Joined June 2011
615 Posts
December 31 2011 21:28 GMT
#12
After watching Day9 discuss this I got to thinking about using Colossus with Warp Prisms with the Warp Prism speed since you can outrun basically anything [except Fungal Growth I presume]. Of course, today I see someone else has already taken the initiative to exploring this tactic which excites me, I think it'll be something huge once it catches on.
triforks
Profile Joined November 2010
United States370 Posts
December 31 2011 21:31 GMT
#13
On January 01 2012 06:14 Odal wrote:
Show nested quote +
On January 01 2012 06:10 triforks wrote:
i think more terrans should be repairing there mech. it should be standard to include a handful of scvs with any army that can be repaired.


I'm pretty sure most do. Especially pure mech. It's rare to see a mech push without scvs.


well yea but i mean like even taking like 1-3 scvs on your early game tank marine push can help a lot. i don't think i see repair used much in tank marine pushes. it can help heal the medivacs up too which usually end up taking some damage.
Durn
Profile Blog Joined July 2010
Canada360 Posts
December 31 2011 21:31 GMT
#14
On January 01 2012 06:26 Kluey wrote:
Show nested quote +
On January 01 2012 06:21 Durn wrote:
It's odd for me to say this, but I also think Day9 was a bit off on this. Maybe not completely, but preemptive in saying that there isn't the same skill ceiling. We're still seeing different combinations of units and timings to maximize unit efficiency. Look at Boxer's latest Reaper/Medivac timing in TvT for an example. He may have more foresight than myself, but I think we should at least wait a couple years before we write off low unit efficiency micro options.


Actually, the new expansion's just ruin this even more. If we have WoL for 5 more years, it will be figured out for the most part in the sense that micro tricks will be explored. If we keep resetting the AI with HotS and that Protoss one, you're just cleaning the slate again.

Also, Reaper/Medivac isn't what Day9 was talking about. He's talking about how an amateur player would lose a battle with more units than his progamer opponent whereas in Starcraft 2, if you have 7 maraduers vs 5 maraduers, the 7 will always win.

Yeah, I got that. I was just using that as an example of the game still growing. Sorry for the confusion.

But to your point, I do agree. Looking forward to an expansion gives pros very little incentive to spend 8 hour training sessions on how to maximize Roaches against Thors when there's really no certainty it will be the same in 1 year.
"Even if I lose 100 games, that's 100 different arrows pointing me in the wrong direction." - Sean Day[9] Plott
imEnex
Profile Joined June 2011
Canada500 Posts
December 31 2011 21:36 GMT
#15
On January 01 2012 06:17 Kluey wrote:
Credits to LiquidHerO for this one:

Load up 1-3 speed prisms with zealots. Run them over the terran army pressing "d + click" on each one OR drop them behind the terran army. You basically get a flank without having to set up one. The only downside is that you waste supply on warp prisms. Don't know how effective it is but it's a good idea.


Credits to NEXSickness to this one:

Load an immortal, let it hit the roaches and then load it up. The projectile is faster for an immortal so you will dodge the roach shots while hitting them.


The immortal trick is good but if their is hydras/mutas then its basically useless.
Program yourself to Success
phyren
Profile Blog Joined October 2009
United States1067 Posts
Last Edited: 2011-12-31 21:47:44
December 31 2011 21:40 GMT
#16
The issue, at least currently, is that most end game battles tend to be quite one sided depending on how effective a few skills wind up being. Whoever takes the big maxed battle usually has a good clump of units left over and can proceed to gather up some reinforcements and just win. In this scenario, the 6 zealots in the main battle are much more important than any harassment.

To put it another way, nuking 3 bases with all the probes is awesome and effectively brings your opponents economy to 0. However, if those nukes come at the expense of not having enough emps in the main fight, you will lose your entire army while doing minimal damage to theirs, and they will proceed to walk all over you.

edit: to address your proposed discussion, stalker micro and focus firing is perhaps the clearest example. You can focus fire the anti air or the enemy casters and thus allow your own casters or collosi to be extremely effective. This messes with the enemies composition. If they overinvest in antiair, then you focus casters and your ground army with casters wins. Otherwise, you focus fire the anti air and you air army/collosi win.

Still, I think this is a poor example when compared to bw. A little thing like mine placement patterns before battles, which certainly isn't considered micro, would be game changing and could effectively move you up from d/d+ to c-.

I think you are correct that the ease of sc2 unit control means we will need to see players show their superior skill by doing more tasks at once rather than doing a particular task very well. (in day9's analogy this would be equivalent to throwing several baseballs at once to make up for the comparative simplicity of the baseball as compared to the frisbee.) Still, I don't think you example is correct, and I dislike this aspect as multitask and control were almost 2 separate skills to develop in bw.
dragoon
Profile Joined December 2010
United States695 Posts
December 31 2011 21:45 GMT
#17
On January 01 2012 06:28 Ares[Effort] wrote:
100% agreed with Day[9]

my thoughts exactly lol.
i love you
Cocoba
Profile Joined February 2011
Canada352 Posts
December 31 2011 21:46 GMT
#18
I'm not sure if anyone has seen vileIllusion vs Liquid'Sheth from MLG, now it's casted by HD
But he did a really sweet move to abuse the spine crawler. When the crawler would attack, he would pull his marines out of the bunker and attack the crawler.
You can go check out the game for yourself, some really cool stuff :D
+ Show Spoiler +
vileIllusion vs Liquid'Sheth
:D
endoKarb
Profile Joined February 2008
Italy3 Posts
December 31 2011 21:50 GMT
#19
I'm not really sure what is the point you are trying to make but I think what Day[9] was trying to say is that units in sc2 do not feel as interactive and interesting as in Brood War.

It's more about what's fun and what's not for the average gamer then about skill cap and pro players.

There are way to maximize the usefulness of units in Sc2 too, but it is not such an integral and vast part of the game as it was in Brood War.

Bronze level Colossi are pretty much as good as Platinum level Colossi.
Xlancer
Profile Joined February 2010
United States126 Posts
Last Edited: 2011-12-31 21:57:59
December 31 2011 21:52 GMT
#20
I know I get way more out of my roaches than the average play just from doing burrow micro on hurt roaches. Usually it causes a rage quit from the other player

EDIT: Also I wouldn't say that sc2 has a lower skill ceiling just because the sc2 UI makes it easier to perform the same actions that only pros could do in sc1. At the very least the ceiling would be equal because pros can still do those same actions in sc2, but I would say that sc2 has a much higher potential ceiling because of how much higher the sc2 UI raised baseline skill level.
“The only thing we learn from history is that we learn nothing from history.” - Friedrich Hegel
1 2 3 4 5 6 7 8 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 24m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft317
SpeCial 121
ProTech35
StarCraft: Brood War
Britney 13843
Artosis 621
Dota 2
monkeys_forever662
capcasts127
Counter-Strike
minikerr19
Other Games
summit1g11799
tarik_tv4852
C9.Mang0504
shahzam480
Trikslyr149
ViBE120
Maynarde62
Mew2King32
amsayoshi23
ToD0
Organizations
Other Games
gamesdonequick1286
BasetradeTV462
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• Hupsaiya 73
• RyuSc2 28
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• RayReign 23
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
PiGosaur Cup
24m
PiGStarcraft317
RSL Revival
10h 24m
Replay Cast
1d
The PondCast
1d 10h
KCM Race Survival
1d 10h
WardiTV Map Contest Tou…
1d 11h
Gerald vs TBD
Clem vs TBD
ByuN vs TBD
Rogue vs MaxPax
ShoWTimE vs TBD
OSC
1d 15h
CranKy Ducklings
2 days
Escore
2 days
RSL Revival
2 days
[ Show More ]
WardiTV Map Contest Tou…
3 days
Universe Titan Cup
3 days
Rogue vs Percival
Ladder Legends
3 days
uThermal 2v2 Circuit
3 days
BSL
3 days
Sparkling Tuna Cup
4 days
WardiTV Map Contest Tou…
4 days
Ladder Legends
4 days
BSL
4 days
Replay Cast
5 days
Replay Cast
5 days
Wardi Open
5 days
Afreeca Starleague
5 days
Soma vs TBD
Monday Night Weeklies
5 days
Replay Cast
6 days
Afreeca Starleague
6 days
TBD vs YSC
Liquipedia Results

Completed

Proleague 2026-04-20
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
StarCraft2 Community Team League 2026 Spring
WardiTV TLMC #16
Nations Cup 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026

Upcoming

Escore Tournament S2: W4
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
RSL Revival: Season 5
2026 GSL S1
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.