It was .docx because I do a tiny bit of formatting, and I'm thinking of this as a universal resource to be passed around, not just for TL forums (in fact it's not too useful for TL forums since it's stuff pretty much everyone knows, but I just wanted to get some feedback as to whether this would be useful or accurate for new players). Too lazy to transfer formatting as of this moment, but I'll copy and paste here (EDIT: just added a bit of spoiler organization, and put in the most important bolds):
StarCraft II Beginners’ Guide to Multiplayer Introduction + Show Spoiler +So, you want to play StarCraft II online! Be aware that SC2 is very competitive, and multiple degrees of freedom operating within its structure that make it fairly complicated for new players to learn. But life isn’t interesting without challenges, right? The most important thing to realize about this idea is that the power differential between one level of play and the next can be very high; the very best players can appear as miracle-workers or even cheaters to the lowest-level players. Don’t let this discourage you! You play games to have fun, so always remember to have fun, and the more you play, the more you’ll learn – or want to learn, at any rate. How do I win, anyways? + Show Spoiler + If you’ve played the campaign, you know that the goal is to make units and go kill the enemy. The problem with multiplayer is that both players are doing the same thing – so the game becomes a question of how do you make better units to kill your enemy better?
Macro + Show Spoiler +Here’s what traditional SC2 pedagogy will tell you: Macro, macro, macro. This is the core of SC2 gameplay, and the main way you’ll improve. What is macro? It stands for macromanagement, as opposed to “micro” or micromanagement, and to paraphrase one of the in-game tips, if you “use your resources as much as you can, you can make a larger army than your opponent. The larger army usually wins.” I hold that macro is largely a method in economic thinking and being as economical, or cost-efficient, as possible. We’ll start with the first “rule of StarCraft” to illustrate why: Rule #1. Keep your resources low.+ Show Spoiler +You’ll see veteran players telling new players about this all the time. Why? Suppose we simplified things a little. You and your opponent both start with 100 minerals, and a marine costs 50 minerals. You build two marines, and your opponent builds one. You now have zero minerals (low) and your opponent has 50 minerals (high). Your two marines have more damage and overall health, and you win the battle. This is because 2 marines was more cost-efficient than 1 marine and 50 minerals – 50 minerals can’t shoot you to death, unless something really strange is happening. Depending on how you interpret Rule #1, you could make an argument that the entirety of StarCraft is based on that one rule, because if you keep your idle resources lower than your player – i.e. you’re making the best possible use of what you’re given, or you’re being as cost-efficient as possible, then you win. Here’s a list of resources, bolded ones being what is most considered mainstream as resources, and the others as aspects of strategy that can be interpreted as resources: minerals gas available supply attention structure function mobility individual race macro-mechanic energy (OC energy, Nexus energy, or queen [inject] energy) Here’s a brief explanation of why I listed the others, for more advanced players or more curious beginners: Attention becomes a critical resource to manage at higher levels, because the more you micro, the more likely your macro is to slip. This is why in the majority of the cases, at higher levels, the purpose of micro is to try to disturb your opponent’s macro – thus, you will generally find the advice that you should only micro if you are better at multitasking than your opponent. At lower levels, managing attention is also important, but you can probably get by with deathballing and a-moving so that you focus as much attention on macro as possible and as little on micro. Structure function is just a way to think about production: idle buildings are resources you’re not taking advantage of. Mobility: Armies are incredibly useful because they can move; they can scout the map, they can counterattack, attack straight on, defend, or drop. Investments and rule #2-3: ALWAYS remember that you need to make more workers!+ Show Spoiler +Anyways, keeping minerals, gas, racial macro-mechanic, and available supply low are critical at lower levels. Good benchmarks are to keep gas and minerals below 200 unless you’re following a build for expansion (in which case you’ll need 400) in the early game/as long as possible, and never get supply blocked, which means putting down a pylon, supply depot, or overlord whenever you’re close to getting supply blocked. It’s harder to remember than you might think. In fact, it deserves its own rule: Rule #2. Avoid supply block! Aside from supply block, the question becomes, how do I keep the resources low? What do I spend them on? That’s when you get to choose from various investments: economy: workers economy: expansion production army tech upgrades (often considered part of tech) The bolded points are what new players are often told to focus on, as expansion timing can be tricky, and tech choices introduce too much strategic thinking, which often uses up attention that should be spent on improving the other investments. By far the most prohibitive step for new players is constantly making workers. Rule #1 (see above) is the basis of playing StarCraft well, but Rule #3 is the most important thing to remember for new players: Rule #3. You need to make more workers! Here are a few lessons on saturation. Each mineral patch takes 2 workers to “optimally saturate,” meaning each worker is at 100% efficiency. Each mineral patch takes 3 workers to “fully saturate,” meaning each mineral patch is giving as many minerals per minute as possible – the 3rd worker mines at 40% efficiency, adding up to 240% mining at that patch. Since each base has 8 mineral patches, this means that 16 workers is optimal saturation and 24 workers is full saturation. Whether you want to aim for one or the other as a new player I think is a stylistic choice; I would generally recommend full saturation because of Rule #3 and Rule #1. If you opt for optimal saturation only, you had better be attacking and pressuring a lot, which is more challenging and will likely lead to more losses until you have more experience playing the game. In the current metagame, if you’ve reached full saturation in one base, you should already have a new expansion up or on the way to transfer workers and make more workers. For gas, 3 workers is optimal, and there is no loss of efficiency at the 3rd worker. When you get your gas and how much you mine depends on your build order; gas is the limiting factor of tech as well as higher-tier units. More gas means higher tech or more high-tier units. Always remember that more money -> bigger army -> kill your enemy! Most build orders are predicated on the idea of “constantly make workers, and see what I can get away with while also constantly making workers. Oh look! At 13 supply I have 200 minerals as my probe is about to finish, so I can make a gateway and keep making workers.” If at any point you stop making workers, this is called cutting workers and the decision of when to cut workers makes a difference in rush builds. After economy comes the rest of your investments; rule #4 + Show Spoiler +After making sure you’re constantly making workers, you want to make sure you have enough production facilities (barracks, gateways, etc.) and make army out of them. For instance, you want to be constantly pumping marines or marauders if you have the income/economy to support it. See control groups in the techniques section below for a way to constantly check if you’re producing units. For zerg, this works a little differently, but in an ideal situation you are pumping drones until you know you need units, which is generally when you scout the enemy moving out or when you’re trying to hit a particular timing. Check your build orders for this information. Thus, rule #4: Rule #4. You probably need to make more army, production, and possibly tech. One important note; rule #5: + Show Spoiler +You don’t want to queue workers or army, unless it’s the mid to late game and your attention is better spent elsewhere in the game. Think about our simpler example with 100 minerals; If you have 2 barracks and 2 marines queued in one, you’ll have 1 marine out in 1 production cycle. If your opponent has 2 barracks and 1 marine in each barracks, he’ll have 2 marines out in 1 production cycle, beating your 1 marine. This is very important in the opening and early game! In late game, even professionals queue units workers, because they are microing or scouting or whatever. Thus, rule #4: Rule #5. Queuing units, upgrades or tech is bad. Queuing actions is good. Queuing actions refers to using shift+click. Shift+click is a great technique for making the best use of your attention as possible. For example, if you give a probe the order to place a pylon, then shift+right-click a mineral patch, the probe will place the pylon and immediately go back to mine minerals afterwards (without canceling the pylon). This is a great technique to apply for better usage of your attention. Techniques + Show Spoiler + Shift+clicking is useful in many ways, but it is best to figure them out for yourself. However, one very helpful way of spending attention well is to use hotkeys and control groups, terms which are sometimes confused, as hotkeys may refer to control groups as well in most communities. Hotkeys are, strictly speaking, buttons you can press to issue a command instead of clicking the command card. For instance, if you want a probe to build a pylon, you can select it and press BE then left click the building placement rather than clicking Build, the Pylon icon, and then clicking the building placement. Control groups allow you to store and recall unit selections. For example, selecting your army and then pressing Ctrl+1 will allow you to select your army from anywhere on the map by pressing 1. Set-ups will generally put army on one or more (up to around 4) hotkeys, production buildings on one or more others, and townhalls (Nexus, Command Center, Hatchery, or derivatives) on one or more others. When you have a unit or units selected, use Ctrl+# to set the control group and Shift+# to add to the control group. Note that double-clicking a unit or Ctrl+left-clicking a unit will select all units of its type on the screen, including buildings! This is useful for selecting and producing off of a set of buildings, one set of units at a time. For Protoss after Warpgate research completes, this is automatic with W; keeping all your warpgates on a hotkey is then optional. Here’s a way to use control groups to follow Rules #1, #2, #3 and #4 (based on my personal set-up): Hotkey your Nexus on 5. No matter what point in the game is, obsessively tap 5 and see if 1 worker is building. If not, then press E. For multiple bases, tap E multiple times, and if accidentally queued too many (and thus leaving me no resources for army), press Esc a few times. Hotkey your gateways/barracks/etc. on 4. After checking 5, tap 4 and do the same thing, but with army instead of workers. If after checking 5 and 4 and seeing that all my buildings are working on 1 thing, and I see I still have resources to spend, I invest in more tech, more production (barracks or gateways etc.) or an expansion (riskier). If I have no resources and no buildings are idle, I poke around a bit with my army and see if I can beat my opponent. If not, I keep on “macroing” until I can.
Ways to win + Show Spoiler +The control group method listed above, where one mostly just makes workers and units as efficiently as possible, is a simplified explanation of how one tries to win a “macro” style game. Obviously, there is a huge variety in what kind of tech to invest in and when to expand, and at higher levels one sometimes wants to cut workers and/or cut army to hit certain timings, but that is an overall “standard” way to play. In standard StarCraft pedagogy, the other two ways are added on as you go, attached to a macro foundation. I think that learning all three is important, and you can do them in whatever order you feel like, and mix and match as you please. But the other two ways, as I see it, are: Rush/cheese tactics such as 6pool, cannon rush, proxy 2gate, proxy 2rax. These aim to put on very early pressure and can do terrible terrible damage if unscouted, or if your opponent is caught off-guard/doesn’t know how to defend properly. Many parts of the community look down upon cheese as dishonorable or cheap tactics, but they are occasionally used by professional gamers in certain specific contexts. Micro/army composition victory depends on knowing unit counters and the like to give you a strategic advantage. Unfortunately, if you don’t have baseline abilities with macro, you can’t use these to your advantage well enough. For example, marines are generally a good strong unit, because they are small and ranged and have a short attack animation, which means you can keep on adding more of them for damage while keeping them mobile. However, they are weak to “area of effect” (AoE) damage such as psionic storm, banelings, or siege tank fire. However if you don’t have enough AoE units, more marines will still kill you, even with perfect control. This is why traditional SC2 pedagogy focuses on macro for winning games, and not army composition; as one player puts it, “you can pretty much play purely marine/marauder, blink stalker, or ling/baneling all the way into high masters. Mechanics [macro] are what matters.” Scouting and map control play an important role in all three “styles.” In the macro style, you can tell when to engage and when to expand (a rock-paper-scissors analogy of attack>expand>defend> is useful here). When seeking a unit composition victory, it obviously helps to know what kind of army your enemy has so that you can make the proper counters. How do you scout? In the macro style, it is often as simple as holding the Xel-Naga Watchtowers with a single unit. Otherwise, there are a variety of race-specific ways. Protoss observers, Protoss hallucinated phoenix, Zerg overlords, and Terran scans are but some of the ways to perform scouting. “Tech” often corresponds to “expand” in the rock-paper-scissors analogy briefly given above, meaning, for example, if your opponent takes lots of gas geysers, you want to attack him early before he can get good tech, or expand/tech up yourself. All three styles become important as you become better at the game. The majority of professional games are a complete combination of macro and micro styles, where each player is macroing as hard as he can, microing as hard as possible in major engagements, and scouting to find the best unit compositions to deal with the enemy, as well as positioning army and buildings in the most strategic positions, which I would classify under the micro style. Ways to improve + Show Spoiler +After reading this guide, where do you go now? http://wiki.teamliquid.net/starcraft2/Main_Page <- Liquipedia is a great resource for reading and finding build orders to follow and practice. Build orders can instruct you on some specific sequences of balancing your investments in production, army, tech, etc. which put you in a good strategic position. Liquipedia also has general strategy tips, some of which overlap with this guide, some of which cover specifics of strategic things like terrain and “the defender’s advantage.” Blizzard’s “training feature,” in Matchmaking -> Training -> Stage 3 is actually more helpful than you may think. As long as you’re hitting the objectives they give you as fast as possible, you’re macroing up at a good speed and you should be able to defeat many lower level players if you play as though you’re playing Training Stage 3. In my experience, however, the one flaw of training is that it does not guide you through racial macro-mechanic (chrono, inject larvae, MULEs), so just remember to make use of that as much as possible as well. Check out http://www.teamliquid.net/forum/viewmessage.php?topic_id=330787 for FilterSC’s “Bronze to Masters” guides, or http://www.teamliquid.net/forum/viewmessage.php?topic_id=330787 for JaKaTaK’s TheStaircase method, if you like watching videos and a structured way of improving. For a slightly more casual way of improving, you can watch HuskyStarcraft commentaries or Day9 Dailies. This is more fun, and may not lead to improvement as fast as practicing, but it can give you a few insights here and there that you may not realize on your own. http://www.youtube.com/user/HuskyStarcraft and http://www.youtube.com/user/day9tv ; the community generally agrees Day9 is more useful for improvement and Husky is more entertainment-oriented. If you like working one-on-one with volunteers – even pros benefit from coaching – you can check out the player-initiated “Adobt-a-newb” initiative; the forum post describing it is at http://us.battle.net/sc2/en/forum/topic/7592800176. http://drop.sc/ is an excellent site for uploading replays, which can be found under My Documents/StarCraft II/Accounts/numbers/numbers/Replays/Multiplayer (the numbers differ for each player), and then posting on websites such as the Battle.net general forums, or Team Liquid forums, for seeking advice. You can also watch your own replays to see what you did wrong. Maybe you accidentally cut workers here, or army there, or you engaged when his army was clearly bigger, or you were floating (not using) 3000 minerals there. Random optimization tips + Show Spoiler +These options will generally improve your gameplay over time by providing more information to your UI: Options -> Gameplay Show Game Timer Show Flyer Helper: Always Show Health Bars: Always Select Enemy Units (uncheck) Select All Larvae (uncheck) Simple Command Card Here’s a generic opening for Protoss (my main) with lots of details: + Show Spoiler +Make only probes until 9/10 supply Place pylon at 9/10 supply as soon as you hit 100 minerals (build probe for 10/10, queue for 11th probe) Chronoboost nexus as soon as pylon finishes (at 11/18) Keep making probes At 12/18 when chronoboost wears off, chronoboost again At 13/18 place gateway At 15/18 place assimilator Chronoboost the nexus as soon as you have 25 energy At 16/18 place pylon
Conclusion Enjoy StarCraft 2!
EDIT: Thanks to whoever changed the thread title; wasn't sure if marking it [G] was legitimate since I'm just a lowly plat with no replays or research evidence to back up any of the things I say, as per the rules thread. But I guess [G] counts even though it's general knowledge that most Liquipedia forumers would know.
EDIT: Added a bit of info to the control groups section; saved it as version 1.1 instead of 1.0 in my dropbox: https://dl.dropbox.com/u/15850796/StarCraft II Beginners Guide v1.1.docx
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