Part 1: Introduction
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a typical game of nexus
Nexus Wars, which I will shorten to Nexus for the duration of this blog, is a game where eight idiots make buildings that poop out units on a timer. To afford more buildings you have a fixed income on a timer or you can kill other units. Each building gives 1 income per turn for every 25 minerals you spend. Each turn is 15 seconds.
Most of the units in the real game are here with stats slightly different from the real game. There are also some other, stranger ones (I'm looking at you, chelupa). You have access to all three races, so you can make any combination of units you wish. There's some slightly more complicated stuff too, but I'm going to skip that and assume from here that you've played before. If you haven't, you can go try it out! I'll wait right here until you come back.
guess which team wins this? hint: its the side I'm on
Why do I enjoy this game? I can think of three good reasons:
1) It takes very little attention. I can eat a sandwich and play.
2) There are lots of lasers and explosions to look at.
3) There are so many retarded people playing its almost unbelievable. Its like an idiot gold mine.
bringing out some typical nexus bm
Part 2: Encyclopedia of Units
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The most basic strategies are what units to make. Which units you choose will change the flow and the outcome of the game. If your partner makes firebats against voidrays, you'll be introduced to the defeat screen. It is very important to pick the right units to gain an advantage.
What units should I build? What units are good? What units do you like? What kind of sandwich do you like while playing? If you have these questions, fortunately for you I have written this handy unit guide!
The Essential Units
You will be seeing a lot of the units in this group . They are the top tier.
+ Show Spoiler +
The OK Units
These are all common units that aren't quite as good as Essential or have niche uses. They're all good at something or else they would be in The Crap Pile.
+ Show Spoiler +
The Crap Pile
Someone who makes these units is a giant fucking moron and you should strongly consider leaving the game if you see your partners making them.
+ Show Spoiler +
Of course, there are units I didn't mention. Most of them have obvious uses or I was just too lazy to include them.
What units should I build? What units are good? What units do you like? What kind of sandwich do you like while playing? If you have these questions, fortunately for you I have written this handy unit guide!
The Essential Units
You will be seeing a lot of the units in this group . They are the top tier.
+ Show Spoiler +
Roach
this is probably something you'll be seeing often if your partners suck
Roaches are a staple of nexus games.Their armor and high damage attack make them good against any type of ground unit. They are also quite cheap at 75 minerals. Roaches often force your opponents to make some sort of counter, which you can exploit. Because they are so good, I generally start off every game by making 2 or 3 Roaches, regardless of what I plan on doing later. They even do okay against cannons!
How to counter: Early on, you'll want Immortals, Siege Tanks, or Marauders. They can kill Roaches if the numbers are similar. You'll want High Templar to deal with bigger armies. Don't be afraid to nuke if your opponent is trying some kind of early game timing attack. If he keeps making Zerg units later on, Colossus absolutely annihilate them. In some situations, making a few air units can also be a good idea.
High Templar
this would be a great storm if it wasn't cast by me
High Templar are another staple of a good player. Psionic Storm is good the entire game, so it's almost never a bad idea to get it. High Templar also have a weak ranged attack, which is icing on the delicious psionic cake. Because Psionic Storm is aoe, you can kill a much larger force with a single good storm. Most of the time I start the game off with a Zealot so I can make High Templar whenever I need to. Storm is so good that you would be a fool not to get it.
How to counter: Because the storm casts automatically, its easy to make High Templar waste their storm by having some melee units or faster units in front of your army. Thors and Archons can help your army deal with large numbers of High Templar, and Ghosts can snipe High Templar. Storm doesn't hurt buildings, so a cannon can help you deal with some kind of situation where you have a retarded partner and are against mass High Templar.
Immortal
no... a cannon won't hold this
Someone will be making Immortals in every Nexus game. They deal massive damage to armored units and cannons. Marauders, Stalkers, and Roaches melt under Immortal fire. They are also very durable and group up well. Immortals will always cause some kind of reaction from the other team.
How to counter: Immortals are expensive and can't hit air, so that may be a good option. Most air units won't trigger the shield. Banshees are a particularly good early option against someone playing Protoss. Psionic Storm can help remove shields from Immortals so your other units can do full damage. If you're really in trouble, Scv attack can help pull their shields down. In the later game, Colossus can destroy large groups of Immortals.
Thor
the picture is tall because THORS ARE SO BIG LIKE CAPSLOCK
The supreme ground unit. Thors have a long range air attack with splash, an excellent ground attack, and super high health and armor. They are so fat that your opponent might have to nuke twice if you a big enough group. Thors are great to blow up cannons or anything else you can think of. With weapons upgrades and some support, Thors can take down fleets of Void Rays, Carriers, Battlecruisers, etc. If your opponent is Terran, you will be guaranteed to see Thors at some point.
How to counter: Immortals deal 50 damage to Thors and their shields will absorb most of the Thor attack. Large groups of Marauders with stim will kill Thors quickly. You'll need quite a few, so its usually better to make Immortals. Colossus can hit groups of Thors from behind your army and are probably your best choice. A few Broodlords can be quite effective with appropriate support. Thors also do okay against other Thors (surprise!).
Carrier
With high range, damage, and health, Carriers are the best air unit in the game. Period.
How to counter: You will be seeing a lot of carriers. Although they are good, there are some easy counters. If you know carriers are on the way, Kerrigan is one of the best options. Her storm attack will rip apart clumped carriers. High Templar's storm will also help soften up groups. Vikings are probably the best option for a dedicated anti-air unit. Scouts are great against Carriers before you're maxed. Corruptors are also an option if you're Zerg and your partner has units to take advantage of the Corruption ability. If you're already making Carriers, they also work fine against other Carriers.
Colossus
yes... make more cannons against my colossus
Colossus are one of my personal favorite units in Nexus. Their high range and aoe attack make them excellent for killing anything on the ground, including cannons. I usually build my colossus in the middle to help take down cannons on either side and deal some serious damage.
How to counter: Colossus can't shoot air, so that's an obvious counter. Zergs will be forced to use Corruptors and Broodlords. Scouts can be a good choice, but anything that flies will work. Colossus have low health, so anything you can use to hit them directly will do the job. In a pinch, you can use Kerrigan or another hero to direct attack the Colossus and also block their death beams.
Kerrigan
oh my god slut! those are so not my boots!
Kerrigan is a hero unit you can build from the upgrade building and control directly. Her storm spell demolishes everything in it and her normal attacks have splash and pack a punch. With a Kerrigan, you can easily turn around a losing lane or finish a game with a well placed storm.
How to counter: Kerrigan is quite tough, but not invincible. Marauders with the slow upgrade can trap Kerrigan long enough for your army to catch up to her and put her down. Ghosts will usually target her with Snipe later in the game. Zeratul is a good bet for dealing with a cocky Kerrigan. His special can stun her in place while he deals serious damage. With two Zeratuls and some weapon upgrades, you can kill a Kerrigan before the stun wears off and blink out of danger.
Zeratul
Zeratul is the other hero you can get from the upgrade building and directly control. He is cloaked permanently, has a fucking gigantic melee attack with splash damage, can blink, and has an 8sec stun on a 20sec(i think?) cooldown. You can stun anything with this, including Kerrigans, cannons, even the opponent's nexus if you really want to. (this is what I do to help convince retards to leave the game when they've clearly lost). Zeratul can snipe High Templar before they use their storm. With upgrades, Zeratul can kill Colossus very quickly, and even Thors, Archons, or Ultralisks when he's upgraded fully. Seriously. He does a lot of damage.
How to counter: You'll need detection to see him, first of all. Marauders with slow are nice to catch Zeratul going up a lane. Ghosts will usually target him with Snipe because most Protoss units are mechanical. Air units like Carriers do well against Zeratul because he can't hit air. Try to keep your Kerrigan safely in the back of your army. You may need to make your own Zeratul and stun him under your army.
Science Vessel
Science Vessels are one of the perks of the Terran tree. They are long range detectors with a very good repair beam that heals mechanical units. They also cast Irradiate which deals damage over time to biological units. This usually isn't useful, but it can offset a hero's regeneration. Science Vessels are the best option for detection in the game.
How to counter: Air to air units can snipe Science Vessels. There really isn't anything to counter, though. You'll want to counter the units the vessels are repairing.
this is probably something you'll be seeing often if your partners suck
Roaches are a staple of nexus games.Their armor and high damage attack make them good against any type of ground unit. They are also quite cheap at 75 minerals. Roaches often force your opponents to make some sort of counter, which you can exploit. Because they are so good, I generally start off every game by making 2 or 3 Roaches, regardless of what I plan on doing later. They even do okay against cannons!
How to counter: Early on, you'll want Immortals, Siege Tanks, or Marauders. They can kill Roaches if the numbers are similar. You'll want High Templar to deal with bigger armies. Don't be afraid to nuke if your opponent is trying some kind of early game timing attack. If he keeps making Zerg units later on, Colossus absolutely annihilate them. In some situations, making a few air units can also be a good idea.
High Templar
this would be a great storm if it wasn't cast by me
High Templar are another staple of a good player. Psionic Storm is good the entire game, so it's almost never a bad idea to get it. High Templar also have a weak ranged attack, which is icing on the delicious psionic cake. Because Psionic Storm is aoe, you can kill a much larger force with a single good storm. Most of the time I start the game off with a Zealot so I can make High Templar whenever I need to. Storm is so good that you would be a fool not to get it.
How to counter: Because the storm casts automatically, its easy to make High Templar waste their storm by having some melee units or faster units in front of your army. Thors and Archons can help your army deal with large numbers of High Templar, and Ghosts can snipe High Templar. Storm doesn't hurt buildings, so a cannon can help you deal with some kind of situation where you have a retarded partner and are against mass High Templar.
Immortal
no... a cannon won't hold this
Someone will be making Immortals in every Nexus game. They deal massive damage to armored units and cannons. Marauders, Stalkers, and Roaches melt under Immortal fire. They are also very durable and group up well. Immortals will always cause some kind of reaction from the other team.
How to counter: Immortals are expensive and can't hit air, so that may be a good option. Most air units won't trigger the shield. Banshees are a particularly good early option against someone playing Protoss. Psionic Storm can help remove shields from Immortals so your other units can do full damage. If you're really in trouble, Scv attack can help pull their shields down. In the later game, Colossus can destroy large groups of Immortals.
Thor
the picture is tall because THORS ARE SO BIG LIKE CAPSLOCK
The supreme ground unit. Thors have a long range air attack with splash, an excellent ground attack, and super high health and armor. They are so fat that your opponent might have to nuke twice if you a big enough group. Thors are great to blow up cannons or anything else you can think of. With weapons upgrades and some support, Thors can take down fleets of Void Rays, Carriers, Battlecruisers, etc. If your opponent is Terran, you will be guaranteed to see Thors at some point.
How to counter: Immortals deal 50 damage to Thors and their shields will absorb most of the Thor attack. Large groups of Marauders with stim will kill Thors quickly. You'll need quite a few, so its usually better to make Immortals. Colossus can hit groups of Thors from behind your army and are probably your best choice. A few Broodlords can be quite effective with appropriate support. Thors also do okay against other Thors (surprise!).
Carrier
With high range, damage, and health, Carriers are the best air unit in the game. Period.
How to counter: You will be seeing a lot of carriers. Although they are good, there are some easy counters. If you know carriers are on the way, Kerrigan is one of the best options. Her storm attack will rip apart clumped carriers. High Templar's storm will also help soften up groups. Vikings are probably the best option for a dedicated anti-air unit. Scouts are great against Carriers before you're maxed. Corruptors are also an option if you're Zerg and your partner has units to take advantage of the Corruption ability. If you're already making Carriers, they also work fine against other Carriers.
Colossus
yes... make more cannons against my colossus
Colossus are one of my personal favorite units in Nexus. Their high range and aoe attack make them excellent for killing anything on the ground, including cannons. I usually build my colossus in the middle to help take down cannons on either side and deal some serious damage.
How to counter: Colossus can't shoot air, so that's an obvious counter. Zergs will be forced to use Corruptors and Broodlords. Scouts can be a good choice, but anything that flies will work. Colossus have low health, so anything you can use to hit them directly will do the job. In a pinch, you can use Kerrigan or another hero to direct attack the Colossus and also block their death beams.
Kerrigan
oh my god slut! those are so not my boots!
Kerrigan is a hero unit you can build from the upgrade building and control directly. Her storm spell demolishes everything in it and her normal attacks have splash and pack a punch. With a Kerrigan, you can easily turn around a losing lane or finish a game with a well placed storm.
How to counter: Kerrigan is quite tough, but not invincible. Marauders with the slow upgrade can trap Kerrigan long enough for your army to catch up to her and put her down. Ghosts will usually target her with Snipe later in the game. Zeratul is a good bet for dealing with a cocky Kerrigan. His special can stun her in place while he deals serious damage. With two Zeratuls and some weapon upgrades, you can kill a Kerrigan before the stun wears off and blink out of danger.
Zeratul
Zeratul is the other hero you can get from the upgrade building and directly control. He is cloaked permanently, has a fucking gigantic melee attack with splash damage, can blink, and has an 8sec stun on a 20sec(i think?) cooldown. You can stun anything with this, including Kerrigans, cannons, even the opponent's nexus if you really want to. (this is what I do to help convince retards to leave the game when they've clearly lost). Zeratul can snipe High Templar before they use their storm. With upgrades, Zeratul can kill Colossus very quickly, and even Thors, Archons, or Ultralisks when he's upgraded fully. Seriously. He does a lot of damage.
How to counter: You'll need detection to see him, first of all. Marauders with slow are nice to catch Zeratul going up a lane. Ghosts will usually target him with Snipe because most Protoss units are mechanical. Air units like Carriers do well against Zeratul because he can't hit air. Try to keep your Kerrigan safely in the back of your army. You may need to make your own Zeratul and stun him under your army.
Science Vessel
Science Vessels are one of the perks of the Terran tree. They are long range detectors with a very good repair beam that heals mechanical units. They also cast Irradiate which deals damage over time to biological units. This usually isn't useful, but it can offset a hero's regeneration. Science Vessels are the best option for detection in the game.
How to counter: Air to air units can snipe Science Vessels. There really isn't anything to counter, though. You'll want to counter the units the vessels are repairing.
The OK Units
These are all common units that aren't quite as good as Essential or have niche uses. They're all good at something or else they would be in The Crap Pile.
+ Show Spoiler +
Stalker
The perfect counter to mediocre play: Stalkers
Stalkers are the definition of mediocre. They're fast and their ranged attack does acceptable damage to all targets. The blink upgrade can add some survivability to your Stalkers later on. Stalkers are also have a low supply cost which can make them useful in longer games.
How to counter: Any unit that gets bonus damage against Armored will work well. Colossus are excellent against bigger groups and High Templar can soften them up as well.
Sentry
Sentries are a helpful unit to have around. They have detection and their Guardian Shield can help your army live longer. Although their attack is short range, it can hit air, which is always useful. Early on, Sentries do well against almost any unit your opponents might choose.
How to counter: Sentries are Light and have low HP. Roaches can stand up to Sentries. Hellions are an option for dealing with someone massing Sentries. Banelings can take out entire groups. High Templar (again) are effective at killing groups of sentries.
Lurker
Lurkers can give you a powerful advantage over bad players. They are hard to counter because they are burrowed, have low attack priority, and a long range splash attack. All the early detection units are Light Ground type and Lurkers slaughter these types of units with ease. Their attack can easily turn around a lane and will almost always force cannons from a bad player. Although they can be a good early choice, they take up 4 supply, which is horribly inefficient later in the game. Against good players you'll want to stick to High Templar.
How to counter: You will need several different units to counter Lurkers. You'll need detection. A Science Vessel is the best choice, but a Sentry and a Reaper will work as well. The different speeds will hopefully prevent them from dying too quickly. Anti-Armored units like Immortals, Marauders, or Roaches can remove their support and then kill the Lurkers very quickly. Lurkers are helpless against air, so Banshees or other flying units are a good choice.
Marines
this is probably the ideal size for a group of marines
Marines are a great early game unit. Their low cost, small size, and fast ranged attack allow them to stack up quickly. Making a group of Marines early can force a cannon or a nuke from weaker openings.
How to counter: Marines have low HP and High Templar will splatter them. If your opponent insists on massing Marines, one or two Colossus will erase his entire army. Banelings are another popular, although inferior, option. You'll have to make quite a few to get in range of a bigger group of Marines. Sentries can help support your group army until you have a more permanent solution. Hellions work against Marines as well.
Hydralisks
poor hydralisks
Hydralisks are my favorite unit. I have a Hydralisk action figure on my desk. In Nexus, the disadvantages that ruin them in SC2 are gone. They move just as fast as Roaches and are affordable at 100 minerals. They have an extremely powerful attack and can rip down a cannon in seconds. It helps to have other units to go in front of your Hydras so they stack up.
How to counter: If your opponent is massing Hydras, you NEED Colossus. End of discussion. High Templar can kill smaller groups of Hydras, but you will need Colossus eventually. A maxed army of Hydras will die to most other late-game compositions, but you won't make it there alive unless you have Colossus.
Corruptors
Corruptors are my choice for anti-air. They have 2 Armor, cost 2 Supply, and have a useful special that adds more damage. Corruptors will seek out annoying units like Colossus or Banshees and destroy them. Your allies units like Thors can really take advantage of the Corruption spell.
How to counter: Since Corruptors can only hit air, any ground unit will do well against them. Archons are a nice choice because they have splash damage. Thors are a good choice as well. Storm and Kerrigan can kill large groups of Corruptors.
Archon
I like to use Archons any time I can get away with it. They have a great splash attack that looks impressive. They can absorb storms, colossus fire, and other damage to keep your more fragile units healthy. If one of your opponents is Zerg, the only thing they can do to stop Archons is build non-Zerg units. Another great thing about Archons is their upgrade efficiency. Each Protoss Ground Weapon upgrade increases their damage by 3.
How to counter: Archons have a short range. This means they will take fire from your entire army and die quickly. Thors are probably best, but Colossus, Carriers, or almost any late game unit will do well if you can kill the Archons before they do serious damage.
Void Ray
Void Rays are a common, although inferior to the Carrier, choice of Protoss air. They have a neat looking laser attack that charges up over time. The main advantage of making Void Rays is they have the highest income to supply ratio in the game. This can let you get upgrades faster, buy more heroes, or help your teammates do the same. Because the Void Ray's damage does not improve very well with upgrades, they lose to a variety of late-game compositions.
How to counter: Thors are my unit of choice to deal with Void Rays. Void Rays clump up and Thors have splash damage. As you continue upgrades, your Thors will start to perform better and the Void Rays will have no chance. Vikings will counter Void Rays. Corruptors aren't really a counter but they can hold their own against Void Rays depending on the support. Kerrigan's storm will destroy entire waves of Void Rays.
Marauder
Marauders are a great choice. They can be very hard to deal with for people with weak openings who rely on cannons. Early on, they are surprisingly durable and can fight evenly against any ground units. With stim and full upgrades, their role changes to a supreme anti-Armored killer. They will murder any Armored ground in seconds.
How to counter: Early on, Immortals can flatten Marauders. High Templar are always great to soften a big army. If your opponent insists on Marauders, you'll need Colossus. You'll also need something to stand in front of the Colossus so they don't get smashed by the Marauders. Another great option is Archons. Archons don't count as Armored and they get bonus damage to Biological. Because Marauders can't hit air, Banshees are great, but any air unit will help.
Hellion
ah yes... the famed triple hellion opening
Hellions are another of my favorite units. They move fast and even have some form of automatic micro to reduce the damage they take. Although they have bonus damage to Light, the real strength of Hellions is their splash damage. Groups of Hellions will even kill Armored units like Stalkers.
How to counter: Hellions have low HP and low damage to Armored. Most units with an Armored status will do well. If your partner is stupid, you may want a cannon.
Banshee
Banshees are one of the better reasons to pick Terran. They deal a lot of damage quickly and have a pre-upgraded cloak. A small group of Banshees will kill a cannon in seconds. Banshees are so powerful it almost guarantees your opponents will go air.
How to counter: Queens are a favorite counter to Banshees with their long range and built in detection. Storm can help thin out Banshee groups. Any air unit will work to counter them as well. Thors with weapon upgrades are a viable option later in the game.
Siege Tanks
Siege Tanks are a high dps anti-ground unit. They get a minor damage bonus to Armored but work well against almost any ground unit. The amount of damage they do can sometimes be hard to believe. Siege Tanks are a great alternative to Marauders and can kill some of the things that counter Marauders.
How to counter: Immortals will kill Siege Tanks if they can hit them. High Templar work very well at destroying balls of Tanks. Air units are another great way to stifle someone who makes too many Siege Tanks. A few Colossus can help stop the bigger groups if they have enough support so that they don't take fire. Colossus die very quickly to Tank fire.
The perfect counter to mediocre play: Stalkers
Stalkers are the definition of mediocre. They're fast and their ranged attack does acceptable damage to all targets. The blink upgrade can add some survivability to your Stalkers later on. Stalkers are also have a low supply cost which can make them useful in longer games.
How to counter: Any unit that gets bonus damage against Armored will work well. Colossus are excellent against bigger groups and High Templar can soften them up as well.
Sentry
Sentries are a helpful unit to have around. They have detection and their Guardian Shield can help your army live longer. Although their attack is short range, it can hit air, which is always useful. Early on, Sentries do well against almost any unit your opponents might choose.
How to counter: Sentries are Light and have low HP. Roaches can stand up to Sentries. Hellions are an option for dealing with someone massing Sentries. Banelings can take out entire groups. High Templar (again) are effective at killing groups of sentries.
Lurker
Lurkers can give you a powerful advantage over bad players. They are hard to counter because they are burrowed, have low attack priority, and a long range splash attack. All the early detection units are Light Ground type and Lurkers slaughter these types of units with ease. Their attack can easily turn around a lane and will almost always force cannons from a bad player. Although they can be a good early choice, they take up 4 supply, which is horribly inefficient later in the game. Against good players you'll want to stick to High Templar.
How to counter: You will need several different units to counter Lurkers. You'll need detection. A Science Vessel is the best choice, but a Sentry and a Reaper will work as well. The different speeds will hopefully prevent them from dying too quickly. Anti-Armored units like Immortals, Marauders, or Roaches can remove their support and then kill the Lurkers very quickly. Lurkers are helpless against air, so Banshees or other flying units are a good choice.
Marines
this is probably the ideal size for a group of marines
Marines are a great early game unit. Their low cost, small size, and fast ranged attack allow them to stack up quickly. Making a group of Marines early can force a cannon or a nuke from weaker openings.
How to counter: Marines have low HP and High Templar will splatter them. If your opponent insists on massing Marines, one or two Colossus will erase his entire army. Banelings are another popular, although inferior, option. You'll have to make quite a few to get in range of a bigger group of Marines. Sentries can help support your group army until you have a more permanent solution. Hellions work against Marines as well.
Hydralisks
poor hydralisks
Hydralisks are my favorite unit. I have a Hydralisk action figure on my desk. In Nexus, the disadvantages that ruin them in SC2 are gone. They move just as fast as Roaches and are affordable at 100 minerals. They have an extremely powerful attack and can rip down a cannon in seconds. It helps to have other units to go in front of your Hydras so they stack up.
How to counter: If your opponent is massing Hydras, you NEED Colossus. End of discussion. High Templar can kill smaller groups of Hydras, but you will need Colossus eventually. A maxed army of Hydras will die to most other late-game compositions, but you won't make it there alive unless you have Colossus.
Corruptors
Corruptors are my choice for anti-air. They have 2 Armor, cost 2 Supply, and have a useful special that adds more damage. Corruptors will seek out annoying units like Colossus or Banshees and destroy them. Your allies units like Thors can really take advantage of the Corruption spell.
How to counter: Since Corruptors can only hit air, any ground unit will do well against them. Archons are a nice choice because they have splash damage. Thors are a good choice as well. Storm and Kerrigan can kill large groups of Corruptors.
Archon
I like to use Archons any time I can get away with it. They have a great splash attack that looks impressive. They can absorb storms, colossus fire, and other damage to keep your more fragile units healthy. If one of your opponents is Zerg, the only thing they can do to stop Archons is build non-Zerg units. Another great thing about Archons is their upgrade efficiency. Each Protoss Ground Weapon upgrade increases their damage by 3.
How to counter: Archons have a short range. This means they will take fire from your entire army and die quickly. Thors are probably best, but Colossus, Carriers, or almost any late game unit will do well if you can kill the Archons before they do serious damage.
Void Ray
Void Rays are a common, although inferior to the Carrier, choice of Protoss air. They have a neat looking laser attack that charges up over time. The main advantage of making Void Rays is they have the highest income to supply ratio in the game. This can let you get upgrades faster, buy more heroes, or help your teammates do the same. Because the Void Ray's damage does not improve very well with upgrades, they lose to a variety of late-game compositions.
How to counter: Thors are my unit of choice to deal with Void Rays. Void Rays clump up and Thors have splash damage. As you continue upgrades, your Thors will start to perform better and the Void Rays will have no chance. Vikings will counter Void Rays. Corruptors aren't really a counter but they can hold their own against Void Rays depending on the support. Kerrigan's storm will destroy entire waves of Void Rays.
Marauder
Marauders are a great choice. They can be very hard to deal with for people with weak openings who rely on cannons. Early on, they are surprisingly durable and can fight evenly against any ground units. With stim and full upgrades, their role changes to a supreme anti-Armored killer. They will murder any Armored ground in seconds.
How to counter: Early on, Immortals can flatten Marauders. High Templar are always great to soften a big army. If your opponent insists on Marauders, you'll need Colossus. You'll also need something to stand in front of the Colossus so they don't get smashed by the Marauders. Another great option is Archons. Archons don't count as Armored and they get bonus damage to Biological. Because Marauders can't hit air, Banshees are great, but any air unit will help.
Hellion
ah yes... the famed triple hellion opening
Hellions are another of my favorite units. They move fast and even have some form of automatic micro to reduce the damage they take. Although they have bonus damage to Light, the real strength of Hellions is their splash damage. Groups of Hellions will even kill Armored units like Stalkers.
How to counter: Hellions have low HP and low damage to Armored. Most units with an Armored status will do well. If your partner is stupid, you may want a cannon.
Banshee
Banshees are one of the better reasons to pick Terran. They deal a lot of damage quickly and have a pre-upgraded cloak. A small group of Banshees will kill a cannon in seconds. Banshees are so powerful it almost guarantees your opponents will go air.
How to counter: Queens are a favorite counter to Banshees with their long range and built in detection. Storm can help thin out Banshee groups. Any air unit will work to counter them as well. Thors with weapon upgrades are a viable option later in the game.
Siege Tanks
Siege Tanks are a high dps anti-ground unit. They get a minor damage bonus to Armored but work well against almost any ground unit. The amount of damage they do can sometimes be hard to believe. Siege Tanks are a great alternative to Marauders and can kill some of the things that counter Marauders.
How to counter: Immortals will kill Siege Tanks if they can hit them. High Templar work very well at destroying balls of Tanks. Air units are another great way to stifle someone who makes too many Siege Tanks. A few Colossus can help stop the bigger groups if they have enough support so that they don't take fire. Colossus die very quickly to Tank fire.
The Crap Pile
Someone who makes these units is a giant fucking moron and you should strongly consider leaving the game if you see your partners making them.
+ Show Spoiler +
Firebat
Firebats are the perfect example of a garbage unit. They are too expensive, have a short range attack, and their attack bonus is for light units. They have one use I can think of, which is killing small groups of Marines. The only reason they're good at this is because they have 2 armor. If you want to kill Marines, you have better options, such as High Templar.
How to counter: lol
Zerglings
Zerglings suck in Nexus. This is because you can't micro them like in a real game and because they are so easily countered. Their period of usefulness peaks at about 4 minutes into the game. Even Firebats do well against Zerglings. If you see your partner make more than one pool, you should strongly consider leaving the game immediately.
How to counter: Mass Zerglings can pose a problem early on if your partner is retarded. Reapers slaughter Zerglings and are available to everyone. Banelings are available to everyone and can thin out herds of Zerglings. If you're making Terran units, 3 to 4 Hellions will deal with almost any portion of Zerglings. 4 Zerglings cost the same as 1 Hellion, so don't be afraid to put more money into it if he persists.
Zealot
if you play like this you might be a giant noob
Zealots are probably the most useful unit in The Crap Pile. Early on, mass Zealots actually have a good chance of killing a retarded team. However, Zealots won't even reach your opponent's army later on in the game. If you see your partner make more than one Zealot, you should consider leaving the game immediately.
How to counter: If your partners aren't retarded, any unit with armor will work. Normally I just stick to Roaches. If your partners ARE retarded, mass Zealots can pose a problem early on. Reapers hit Zealots pretty hard and are available to everyone. If you're making Terran units, Hellions kill Zealots quite well. Don't be afraid to go overboard with the Hellions if you see a lot of Zealots. The splash damage will soften up any ground units they might transition to.
Phoenix
Ahh yes, the fabled "Zerglings of the Skies." Phoenix suck. They will consistently lift up the worst possible units and their attack is piddly at best. You will get familiar with your Phoenix lifting up a single Zergling. The problem with Phoenix is that it's far too late to leave a game by the time you see your dipshit partner making them.
How to counter: Just ignore them. Any air unit that can attack them will kill Phoenix. If you really need to counter them, Thors can't be lifted.
Mutalisk
Mutalisks can kill opponents who make no effort to counter them. That said, they have low range and are easily countered by a wide range of units. This is what makes them horrible.
How to counter: You'll probably have High Templar already, so use them to kill Mutas. They might intercept/block your storms though, so don't be afraid to make extra. Thors obliterate Mutas. Archon splash is a good option for Mutas and they will also be good against any other Zergly tech your opponent might choose. Don't forget to upgrade early if you choose Archons. Basically, any unit that can shoot air can deal with Mutas. If your opponent persists, don't be afraid to shut him down with the splash damage.
Dark Templar
The only good thing about Dark Templar is that they're invisible. Skip over these like a Torte de Lini post.
How to counter: Make detection. Hellions and other splash damage units can hit them without detection.
Ultralisks
Poor Ultralisks. They're good at absorbing storms and some Colossus fire, but not much else. I want to write something funny, but Ultralisks being bad is too depressing for me. A few months ago, Ultralisks used to have 1300ish HP and they were actually useful. You could run fully upgraded ultras under a full fleet of Carriers and BCs and demolish your opponent's entire base while they helplessly looked on with horror. Sadly, these days are gone. Don't bother.
How to counter: Ultralisks have a melee attack. Make air. Thors, Immortals and Colossus, Marauders, etc will all splatter Ultralisks too.
Battlecruiser
Battlecruisers are basically big Marines that cost too much. They are supposedly a late game unit, but fail in this role because they do so poorly against every other late game unit. You will lose the game if you make these against a semi-competent player.
How to counter: Make units that shoot air. Corruptors and Vikings will destroy Battlecruisers. Thors and Carriers will destroy Battlecruisers. Even Void Rays and Stalkers will destroy Battlecruisers. If you're drunk or something and getting screwed by BCs, Kerrigan can turn around a lane while you pull your head out of your ass and make real units.
Odin
The hero choice of noobs, Odin is a massive waste of 1000 minerals. His Barrage attack does less damage than his standard attack. His nuke is only good for taunting your opponents and the cooldown makes it too long to be useful. Odin is almost useful if you're maxing out on Thors. Even if you are, he is still inferior to Kerrigan.
How to counter: lol
Firebats are the perfect example of a garbage unit. They are too expensive, have a short range attack, and their attack bonus is for light units. They have one use I can think of, which is killing small groups of Marines. The only reason they're good at this is because they have 2 armor. If you want to kill Marines, you have better options, such as High Templar.
How to counter: lol
Zerglings
Zerglings suck in Nexus. This is because you can't micro them like in a real game and because they are so easily countered. Their period of usefulness peaks at about 4 minutes into the game. Even Firebats do well against Zerglings. If you see your partner make more than one pool, you should strongly consider leaving the game immediately.
How to counter: Mass Zerglings can pose a problem early on if your partner is retarded. Reapers slaughter Zerglings and are available to everyone. Banelings are available to everyone and can thin out herds of Zerglings. If you're making Terran units, 3 to 4 Hellions will deal with almost any portion of Zerglings. 4 Zerglings cost the same as 1 Hellion, so don't be afraid to put more money into it if he persists.
Zealot
if you play like this you might be a giant noob
Zealots are probably the most useful unit in The Crap Pile. Early on, mass Zealots actually have a good chance of killing a retarded team. However, Zealots won't even reach your opponent's army later on in the game. If you see your partner make more than one Zealot, you should consider leaving the game immediately.
How to counter: If your partners aren't retarded, any unit with armor will work. Normally I just stick to Roaches. If your partners ARE retarded, mass Zealots can pose a problem early on. Reapers hit Zealots pretty hard and are available to everyone. If you're making Terran units, Hellions kill Zealots quite well. Don't be afraid to go overboard with the Hellions if you see a lot of Zealots. The splash damage will soften up any ground units they might transition to.
Phoenix
Ahh yes, the fabled "Zerglings of the Skies." Phoenix suck. They will consistently lift up the worst possible units and their attack is piddly at best. You will get familiar with your Phoenix lifting up a single Zergling. The problem with Phoenix is that it's far too late to leave a game by the time you see your dipshit partner making them.
How to counter: Just ignore them. Any air unit that can attack them will kill Phoenix. If you really need to counter them, Thors can't be lifted.
Mutalisk
Mutalisks can kill opponents who make no effort to counter them. That said, they have low range and are easily countered by a wide range of units. This is what makes them horrible.
How to counter: You'll probably have High Templar already, so use them to kill Mutas. They might intercept/block your storms though, so don't be afraid to make extra. Thors obliterate Mutas. Archon splash is a good option for Mutas and they will also be good against any other Zergly tech your opponent might choose. Don't forget to upgrade early if you choose Archons. Basically, any unit that can shoot air can deal with Mutas. If your opponent persists, don't be afraid to shut him down with the splash damage.
Dark Templar
The only good thing about Dark Templar is that they're invisible. Skip over these like a Torte de Lini post.
How to counter: Make detection. Hellions and other splash damage units can hit them without detection.
Ultralisks
Poor Ultralisks. They're good at absorbing storms and some Colossus fire, but not much else. I want to write something funny, but Ultralisks being bad is too depressing for me. A few months ago, Ultralisks used to have 1300ish HP and they were actually useful. You could run fully upgraded ultras under a full fleet of Carriers and BCs and demolish your opponent's entire base while they helplessly looked on with horror. Sadly, these days are gone. Don't bother.
How to counter: Ultralisks have a melee attack. Make air. Thors, Immortals and Colossus, Marauders, etc will all splatter Ultralisks too.
Battlecruiser
Battlecruisers are basically big Marines that cost too much. They are supposedly a late game unit, but fail in this role because they do so poorly against every other late game unit. You will lose the game if you make these against a semi-competent player.
How to counter: Make units that shoot air. Corruptors and Vikings will destroy Battlecruisers. Thors and Carriers will destroy Battlecruisers. Even Void Rays and Stalkers will destroy Battlecruisers. If you're drunk or something and getting screwed by BCs, Kerrigan can turn around a lane while you pull your head out of your ass and make real units.
Odin
The hero choice of noobs, Odin is a massive waste of 1000 minerals. His Barrage attack does less damage than his standard attack. His nuke is only good for taunting your opponents and the cooldown makes it too long to be useful. Odin is almost useful if you're maxing out on Thors. Even if you are, he is still inferior to Kerrigan.
How to counter: lol
Of course, there are units I didn't mention. Most of them have obvious uses or I was just too lazy to include them.
Part 3: Some Sample Openings
+ Show Spoiler +
These are some openings that are good or that you'll see a lot of. Not all of them are good, so don't get that impression if I include a crappy opening. The short version? Start off with Armored units.
The Rainbow Defense
the classical variation of the rainbow defense, complete with awkward building placement and DT
This is one you'll see a lot of. The basic version of the Rainbow Defense is when you start with a Zealot and then make a Sentry and a Stalker. Some variations will include a Dark Templar. The main feature of the Rainbow Defense is that the player will make only one of each type of unit.
Why this is a bad opening: All of your units will move out at different speeds and fight alone. They are all average units and you'll be SCVing on your ramp against anyone remotely competent. Making one Sentry doesn't help against any cloaked threats and doesn't take advantage of the early power of a Zealot.
How to take advantage of someone using this opening: The Zealot carries this build. Counter the Zealot and you'll probably force a cannon. If you're playing mid, anyone dumb enough to use this opening will probably try to pylon early and you can punish them for it.
The Mass Sentry Guy
This is a somewhat common opening. What happens is that the player will make Sentries. Lots of Sentries. Probably 6 or more.
Why this is a good opening: Sentries are good early on and this opening can take advantage of some weaker openings like the Rainbow Defense and noob's urges to make Dark Templar. Sentries do fairly well against all early units and they support heavier units like Roaches well. Sentries are also one of the only available options for early Protoss units. With a competent partner, you can easily force a cannon or a nuke with this opening.
Why this is a bad opening: Sentries stack up on top of other units and the counters to Light units are fierce. Heavy units will deflect most of the Sentry fire with their armor. A cannon will shut down almost an infinite number of Sentries.
How to take advantage of someone using this opening: Armored units will do well against the Sentries and whatever units their partner is making. An early Hellion is a good idea and more Hellions will work great if the Sentry player is partnered with a Protoss. A few High Templar will obliterate all the Sentries and start the push back.
Guy Who Only Makes Banelings
typical retarded baneling placement, thankyou to rel for illustrating
This is one you'll see a lot and probably facepalm like I do when you see it. This player will constantly make Banelings all game, taking up all available space with his poorly laid out buildings.
Why this can work sometimes: People generally make ground units for the majority of the game. Banelings deal aoe damage and because you can't split units, this means that Banelings will kill things like Marauders or even Thors with their splash damage. Mass banelings will generally kill any ground unit, regardless of what it is or how many.
Why this is a bad opening: Banelings have poor momentum because they always die when they deal damage. They also can't hit air. Expect a switch to Corruptors.
How to take advantage of someone using this opening: Start off with Armored units like Roaches or Marauders to minimize the effects of early Banelings. High Templar will help to damage Banelings enough for your ranged units to finish them before they explode. If he keeps making Banelings, work your way to air. Lurkers will kill unlimited numbers of Banelings if you have enough
Mass Marines
You can spot this one when you see more than 5 Marines come out. Another fairly common opening.
Why this is a good opening: Marines are small and deal good damage. They work well against most units. You don't actually have to keep making Marines the whole game. As few as 4 will provide a good base to move into the later stages of the game. If you make 6 or more, you can force some silly responses from bad players.
How to take advantage of someone using this opening: Marines are Light and you can use Light-counter units like Reapers, Lurkers, or Hellions to kill them. You can also use Armored units like Roaches to fight them early on. If you see 5 Marines, make a High Templar immediately.
The Wall
Another facepalm opening. You won't know this is a wall until you press up into their base. You'll see a lot of marines early and a vertical line when you get into their base.
Why this can work sometimes: The wall routes units to different sides and throws noobs off balance. Noobs who, generally, don't make Colossus.
Why this is a bad opening: To take advantage of the wall, you need to make ground units. Ground units die to Colossus.
How to take advantage of someone using this opening: Start off with Armored units like Roaches that will do well against Marines. Get a few High Templar to splatter the early Marines and press for an advantage. As the game progresses, make 4+ Colossus in the middle and alternate sides each time they come out. The Colossus will end the game. If the other team doesn't see this and stays, you'll be so far ahead that preparing for their obvious switch to air will be easy.
Immortal Rush
This opening is when you make a Zealot and then an Immortal. You'll suspect it when you only see a single Zealot from an enemy player.
Why this is a good opening: Immortals are really tough and deal a lot of damage. Getting an Immortal this early can fight off a Roach or Marauder opening. Immortals are so good it will probably turn around the lane regardless.
How to take advantage of someone using this opening: There is a large delay between the Zealot and the Immortal. You can push up their ramp and force an early nuke if you counter the Immortal rushing player's partner hard enough. You can almost expect to see more than one Immortal and counter accordingly.
Roach Push
This opening is when you make a Zergling and then Roaches, obviously. Some people (read: noobs) like to get two pools. You'll make at least 3 Roaches and probably switch to something else when you start seeing counters to Armored.
Why this is a great opening: Roaches are hands down the best early game unit. Getting them early will kill some noobs outright. This opening will set you up well to move into the later stages of the game.
How to take advantage of someone using this opening: Maruaders, Siege Tanks and Immortals all kill Roaches. You can mass Immortals and get High Templar and Colossus pretty much without resistance. Late game Zerg sucks and is predictably Broodlords, so you can take advantage of that too.
aikon's Opening
basically
This opening is named after aikon, who is the only other person I ever see use it (lol hi if you're reading this). It starts with a Zealot on the middle line, and then a pool, 2 Roaches, a Hydralisk, and then High Templar, all on the middle line. From here you can make whatever Protoss or Zerg units you need to counter your opponents.
Why this is a great opening: Roaches are hands down the best early game unit. The storms will kill whatever they make to counter the roaches.
How to take advantage of someone using this opening: They're playing mid, so you can take advantage of this. An early Archon can do fairly well against this opening by killing Roaches and blocking storms. You can make a mutalisk or other air to block storms and hurt the Roaches.
The Famed Double Hellion Opening
This opening is my favorite way to play Terran. It starts with one marine and then two Hellions. Four Siege Tanks take it past the opening stages. From here upgrade your pylon to give the opponent time to come across until you need your first nuke.
Why this is a good opening: The Hellions will kill anyone playing Protoss or doing a stupid opening. The Siege Tanks kill the obvious switch to Armored that Hellions force and everything else that lives. The 4 Siege Tanks will stack up really well and force a nuke. Don't worry about using a nuke, it will give you the boost in income you need to get far, far ahead. Mostly, this build is fun to watch because the hellions stack up and dance around.
How to take advantage of someone using this opening: Don't build any Light units. The time between getting the second Hellion and the fourth Siege Tank is easy to take advantage of. You'll have plenty of time to get air and deal with the obvious incoming Vikings and Thors.
The Rainbow Defense
the classical variation of the rainbow defense, complete with awkward building placement and DT
This is one you'll see a lot of. The basic version of the Rainbow Defense is when you start with a Zealot and then make a Sentry and a Stalker. Some variations will include a Dark Templar. The main feature of the Rainbow Defense is that the player will make only one of each type of unit.
Why this is a bad opening: All of your units will move out at different speeds and fight alone. They are all average units and you'll be SCVing on your ramp against anyone remotely competent. Making one Sentry doesn't help against any cloaked threats and doesn't take advantage of the early power of a Zealot.
How to take advantage of someone using this opening: The Zealot carries this build. Counter the Zealot and you'll probably force a cannon. If you're playing mid, anyone dumb enough to use this opening will probably try to pylon early and you can punish them for it.
The Mass Sentry Guy
This is a somewhat common opening. What happens is that the player will make Sentries. Lots of Sentries. Probably 6 or more.
Why this is a good opening: Sentries are good early on and this opening can take advantage of some weaker openings like the Rainbow Defense and noob's urges to make Dark Templar. Sentries do fairly well against all early units and they support heavier units like Roaches well. Sentries are also one of the only available options for early Protoss units. With a competent partner, you can easily force a cannon or a nuke with this opening.
Why this is a bad opening: Sentries stack up on top of other units and the counters to Light units are fierce. Heavy units will deflect most of the Sentry fire with their armor. A cannon will shut down almost an infinite number of Sentries.
How to take advantage of someone using this opening: Armored units will do well against the Sentries and whatever units their partner is making. An early Hellion is a good idea and more Hellions will work great if the Sentry player is partnered with a Protoss. A few High Templar will obliterate all the Sentries and start the push back.
Guy Who Only Makes Banelings
typical retarded baneling placement, thankyou to rel for illustrating
This is one you'll see a lot and probably facepalm like I do when you see it. This player will constantly make Banelings all game, taking up all available space with his poorly laid out buildings.
Why this can work sometimes: People generally make ground units for the majority of the game. Banelings deal aoe damage and because you can't split units, this means that Banelings will kill things like Marauders or even Thors with their splash damage. Mass banelings will generally kill any ground unit, regardless of what it is or how many.
Why this is a bad opening: Banelings have poor momentum because they always die when they deal damage. They also can't hit air. Expect a switch to Corruptors.
How to take advantage of someone using this opening: Start off with Armored units like Roaches or Marauders to minimize the effects of early Banelings. High Templar will help to damage Banelings enough for your ranged units to finish them before they explode. If he keeps making Banelings, work your way to air. Lurkers will kill unlimited numbers of Banelings if you have enough
Mass Marines
You can spot this one when you see more than 5 Marines come out. Another fairly common opening.
Why this is a good opening: Marines are small and deal good damage. They work well against most units. You don't actually have to keep making Marines the whole game. As few as 4 will provide a good base to move into the later stages of the game. If you make 6 or more, you can force some silly responses from bad players.
How to take advantage of someone using this opening: Marines are Light and you can use Light-counter units like Reapers, Lurkers, or Hellions to kill them. You can also use Armored units like Roaches to fight them early on. If you see 5 Marines, make a High Templar immediately.
The Wall
Another facepalm opening. You won't know this is a wall until you press up into their base. You'll see a lot of marines early and a vertical line when you get into their base.
Why this can work sometimes: The wall routes units to different sides and throws noobs off balance. Noobs who, generally, don't make Colossus.
Why this is a bad opening: To take advantage of the wall, you need to make ground units. Ground units die to Colossus.
How to take advantage of someone using this opening: Start off with Armored units like Roaches that will do well against Marines. Get a few High Templar to splatter the early Marines and press for an advantage. As the game progresses, make 4+ Colossus in the middle and alternate sides each time they come out. The Colossus will end the game. If the other team doesn't see this and stays, you'll be so far ahead that preparing for their obvious switch to air will be easy.
Immortal Rush
This opening is when you make a Zealot and then an Immortal. You'll suspect it when you only see a single Zealot from an enemy player.
Why this is a good opening: Immortals are really tough and deal a lot of damage. Getting an Immortal this early can fight off a Roach or Marauder opening. Immortals are so good it will probably turn around the lane regardless.
How to take advantage of someone using this opening: There is a large delay between the Zealot and the Immortal. You can push up their ramp and force an early nuke if you counter the Immortal rushing player's partner hard enough. You can almost expect to see more than one Immortal and counter accordingly.
Roach Push
This opening is when you make a Zergling and then Roaches, obviously. Some people (read: noobs) like to get two pools. You'll make at least 3 Roaches and probably switch to something else when you start seeing counters to Armored.
Why this is a great opening: Roaches are hands down the best early game unit. Getting them early will kill some noobs outright. This opening will set you up well to move into the later stages of the game.
How to take advantage of someone using this opening: Maruaders, Siege Tanks and Immortals all kill Roaches. You can mass Immortals and get High Templar and Colossus pretty much without resistance. Late game Zerg sucks and is predictably Broodlords, so you can take advantage of that too.
aikon's Opening
basically
This opening is named after aikon, who is the only other person I ever see use it (lol hi if you're reading this). It starts with a Zealot on the middle line, and then a pool, 2 Roaches, a Hydralisk, and then High Templar, all on the middle line. From here you can make whatever Protoss or Zerg units you need to counter your opponents.
Why this is a great opening: Roaches are hands down the best early game unit. The storms will kill whatever they make to counter the roaches.
How to take advantage of someone using this opening: They're playing mid, so you can take advantage of this. An early Archon can do fairly well against this opening by killing Roaches and blocking storms. You can make a mutalisk or other air to block storms and hurt the Roaches.
The Famed Double Hellion Opening
This opening is my favorite way to play Terran. It starts with one marine and then two Hellions. Four Siege Tanks take it past the opening stages. From here upgrade your pylon to give the opponent time to come across until you need your first nuke.
Why this is a good opening: The Hellions will kill anyone playing Protoss or doing a stupid opening. The Siege Tanks kill the obvious switch to Armored that Hellions force and everything else that lives. The 4 Siege Tanks will stack up really well and force a nuke. Don't worry about using a nuke, it will give you the boost in income you need to get far, far ahead. Mostly, this build is fun to watch because the hellions stack up and dance around.
How to take advantage of someone using this opening: Don't build any Light units. The time between getting the second Hellion and the fourth Siege Tank is easy to take advantage of. You'll have plenty of time to get air and deal with the obvious incoming Vikings and Thors.
Part 4: How to Quickly Spot Bad Players
+ Show Spoiler +
Once you have a basic understanding of what units are good, the thing that will cause you to lose games is your partner's unwillingness to play well. This list will help you quickly determine which of your fellow players are fucking morons and gauge your chances of winning.
at least his building placement is good
1) The player's name refers to marijuana or other drugs. This means they are 100% unwilling to play well. They would rather "chill out, man" and "ur not my dad doant tel me wat 2 do." Your best response is to leave immediately.
2) The player's name is IN ALL CAPS LIKE THIS. This means that the player has poor spatial recognition skills and is mildly retarded. Leave the game immediately. If this person is on the other team, expect poor Terran-based play.
3) The player's name refers to being part of a culture or sub-culture. ex: "HmongKilla, VIETPRIED, krunkest, tupaclives" This means they have a vast arrogance and will build bad units like Firebats and will never help you because "lol shush noob"
4) When the game starts, type "br?" to everyone. If anyone on either team responds with any form of gibberish, type "AUHEUAHEUAHEUAHEAE QUACK QUACK PATO" and leave the game immediately.
5) The player's name refers to Starcraft or trolling. ex: "lolimbanoobs, sixpoolforlyfe, UMADUMADUMAD" This person probably has some idea of how to play, but will mercilessly run their mouth the entire game. I generally leave when I see someone like this on my team so that I don't have to listen to their idiotic chatter.
6) The player starts with an idiotic opening, like making 3+ pools or a firebat. Leave immediately.
7) The player shows a lack of spatial recognition by placing their buildings stupidly. ex: building on the lower tier, directly next to you, on a side where two people already are, etc. These types of people are retarded and can't be reasoned with. Leave immediately.
at least his building placement is good
1) The player's name refers to marijuana or other drugs. This means they are 100% unwilling to play well. They would rather "chill out, man" and "ur not my dad doant tel me wat 2 do." Your best response is to leave immediately.
2) The player's name is IN ALL CAPS LIKE THIS. This means that the player has poor spatial recognition skills and is mildly retarded. Leave the game immediately. If this person is on the other team, expect poor Terran-based play.
3) The player's name refers to being part of a culture or sub-culture. ex: "HmongKilla, VIETPRIED, krunkest, tupaclives" This means they have a vast arrogance and will build bad units like Firebats and will never help you because "lol shush noob"
4) When the game starts, type "br?" to everyone. If anyone on either team responds with any form of gibberish, type "AUHEUAHEUAHEUAHEAE QUACK QUACK PATO" and leave the game immediately.
5) The player's name refers to Starcraft or trolling. ex: "lolimbanoobs, sixpoolforlyfe, UMADUMADUMAD" This person probably has some idea of how to play, but will mercilessly run their mouth the entire game. I generally leave when I see someone like this on my team so that I don't have to listen to their idiotic chatter.
6) The player starts with an idiotic opening, like making 3+ pools or a firebat. Leave immediately.
7) The player shows a lack of spatial recognition by placing their buildings stupidly. ex: building on the lower tier, directly next to you, on a side where two people already are, etc. These types of people are retarded and can't be reasoned with. Leave immediately.
Part 5: Where to Place Your Buildings
+ Show Spoiler +
Learning where to place your buildings can help improve your game. It's really not all that important to do well, but there are things you can do wrong that will hurt your game.
1) Don't build on the bottom tier.
you should have left the game when you saw the first barracks
Why does it show everyone in the game you're awful? You're shortening the distance that you have to turn around lanes and making it much harder to defend your base. I'm not sure if I really need to go into more detail here.
2) Don't block mid and don't build in mid if you don't know how.
pulling out the early game bm shortly before leaving
When you play mid, you need to space your buildings to take advantage of the limited area you have to build in. You want to build the first building you put there behind the nexus, in front of it touching, or on the far side near the cliff. This maximizes the space you have. Note how this windowlicker's placement completely blocks me from placing anything on the entire right side.
god i hate you
This one is blocking the left side of mid with his buildings. If I build near the Nexus and try to send top, my units will go down instead because there won't be enough space.
3) Leave adequate space between your buildings so units can get out.
i have no idea what's going on in this picture
Two squares are needed for bigger units like Colossus or Archons. For Thors you might even want 3 squares. Generally I like to build my units in rows two buildings thick to take up less space, although this is personal preference.
Don't build in columns. Build in rows. If you build more than one column, all your units are still going to come out in a line when they funnel down or up to escape. Doesn't really matter that much but it wastes space and annoys me.
4) Build your cannons in columns directly in the middle of the ramp as close to it as possible.
i imagine those cannons are going to come in handy later
Basically, If you build cannons behind other cannons, they won't fire at the same time and you're a fucking moron for wasting 150 mins. You want to use the ramp to your advantage and have all your cannons firing at the same time. You can place buildings in a wall in front of the cannons to give more firing time as well.
5) Don't build next to someone else.
This is so annoying that I usually leave whenever someone does it to me.
6) Don't build on someone else's side unless they ask you.
You'll lose your lane if you spend money on someone else's. Build in the middle if you want to help.
1) Don't build on the bottom tier.
you should have left the game when you saw the first barracks
Why does it show everyone in the game you're awful? You're shortening the distance that you have to turn around lanes and making it much harder to defend your base. I'm not sure if I really need to go into more detail here.
2) Don't block mid and don't build in mid if you don't know how.
pulling out the early game bm shortly before leaving
When you play mid, you need to space your buildings to take advantage of the limited area you have to build in. You want to build the first building you put there behind the nexus, in front of it touching, or on the far side near the cliff. This maximizes the space you have. Note how this windowlicker's placement completely blocks me from placing anything on the entire right side.
god i hate you
This one is blocking the left side of mid with his buildings. If I build near the Nexus and try to send top, my units will go down instead because there won't be enough space.
3) Leave adequate space between your buildings so units can get out.
i have no idea what's going on in this picture
Two squares are needed for bigger units like Colossus or Archons. For Thors you might even want 3 squares. Generally I like to build my units in rows two buildings thick to take up less space, although this is personal preference.
Don't build in columns. Build in rows. If you build more than one column, all your units are still going to come out in a line when they funnel down or up to escape. Doesn't really matter that much but it wastes space and annoys me.
4) Build your cannons in columns directly in the middle of the ramp as close to it as possible.
i imagine those cannons are going to come in handy later
Basically, If you build cannons behind other cannons, they won't fire at the same time and you're a fucking moron for wasting 150 mins. You want to use the ramp to your advantage and have all your cannons firing at the same time. You can place buildings in a wall in front of the cannons to give more firing time as well.
5) Don't build next to someone else.
This is so annoying that I usually leave whenever someone does it to me.
6) Don't build on someone else's side unless they ask you.
You'll lose your lane if you spend money on someone else's. Build in the middle if you want to help.
Part 6: Winning Late Game Scenarios
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I would define late game as when you have your supply up to 90, begin upgrading, and make heroes. Most of your games will probably make it to the late game. These are some basic principles to follow and be aware of.
1) Salvage your garbage early game units one at a time. Reapers aren't going to help against Carriers. Don't salvage them all at once because you still get income from them.
2) Upgrade your pylon to level 5 as quickly as possible. The more money you have, the faster you can upgrade and build whatever you need to win. Share money with your allies so they can get level 5 as quickly as possible.
3) Make heroes as early and as often as you can get away with. They can turn around lanes by themselves and having more heroes than your opponents will give you an advantage.
4) Compliment your partner's armies. If you both make Carriers, you'll both lose to one person making Corruptors. You want units that are good vs everything (like Carriers or Thors) or excel in their particular niche (like Immortals, Corruptors, Vikings, etc). You should have enough money to make whatever units you need.
Carriers and Thors are an excellent combination. Carriers and Zerg Air are a great combination. Thors and Zerg Air are a great combination. Don't overbuild the Broodlords, though.
5) Don't make stupid units. This is true all game, but still needs saying. If your opponents are making Thors and Carriers, making Immortals and Vikings will lose the game. It might seem like Vikings counter Carriers and Immortals counter Thors, but Immortals can't hit Carriers and Vikings can't hit Thors.
6) Make an extra Upgrade building. You'll get your upgrades done faster. Attack upgrades are your your first priority. When you have enough money, you can even add a third or fourth upgrade building. You can even Chrono Boost them if you're overflowing with money.
1) Salvage your garbage early game units one at a time. Reapers aren't going to help against Carriers. Don't salvage them all at once because you still get income from them.
2) Upgrade your pylon to level 5 as quickly as possible. The more money you have, the faster you can upgrade and build whatever you need to win. Share money with your allies so they can get level 5 as quickly as possible.
3) Make heroes as early and as often as you can get away with. They can turn around lanes by themselves and having more heroes than your opponents will give you an advantage.
4) Compliment your partner's armies. If you both make Carriers, you'll both lose to one person making Corruptors. You want units that are good vs everything (like Carriers or Thors) or excel in their particular niche (like Immortals, Corruptors, Vikings, etc). You should have enough money to make whatever units you need.
Carriers and Thors are an excellent combination. Carriers and Zerg Air are a great combination. Thors and Zerg Air are a great combination. Don't overbuild the Broodlords, though.
5) Don't make stupid units. This is true all game, but still needs saying. If your opponents are making Thors and Carriers, making Immortals and Vikings will lose the game. It might seem like Vikings counter Carriers and Immortals counter Thors, but Immortals can't hit Carriers and Vikings can't hit Thors.
6) Make an extra Upgrade building. You'll get your upgrades done faster. Attack upgrades are your your first priority. When you have enough money, you can even add a third or fourth upgrade building. You can even Chrono Boost them if you're overflowing with money.