Hmmm, Warcraft III? - Page 2
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Corsica
Ukraine1854 Posts
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Yamulo
United States2096 Posts
On February 29 2012 10:05 Lemonerer wrote: in starcraft 2 you can get to gm while mostly 1Aing. this is not the case in wc3. u need to use your spells as fast as u can, focus fire different targets with melee units or target one with ranged units. , use items, back up red hp units, look for opportunities to surround, and many more micro concepts that starcraft players dont even understand. if u want to be good at warcraft u actually need to play alot and be good. cant memorize a 4gate build and go to masters in 2 days. I would love to see some one 4 gate to gm in this day in age... | ||
cmen15
United States1519 Posts
On February 29 2012 09:52 N3rV[Green] wrote: Yes yes, that's what I've been told by nearly every person that speaks english, but... What does than even mean man......T.T lolololol But what does that mean!!!! | ||
Lemonerer
Israel135 Posts
On February 29 2012 12:30 Yamulo wrote: I would love to see some one 4 gate to gm in this day in age... "cant memorize a 4gate build and go to masters in 2 days" :/ | ||
rhs408
United States904 Posts
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Sufficiency
Canada23833 Posts
Stick with UD with DK Lich fiends to destroyers. On February 29 2012 12:14 Corsica wrote: From my personal experience: Dont play undead unless you want to get roflstomped, play imba race - orc! You are joking. At low/intermediate levels, Orc is the hardest race to play. A new player should stick with Undead or Human and focus on ranged units and casters. On February 29 2012 10:03 babylon wrote: Yeah ... it's like "macro better" but it's more difficult to explain. Stay away from a-moving, and pay close attention to what each individual unit is doing during a battle. Don't just let them hit things willy-nilly if you can help it. Run away injured units, deny experience if you're just having a small skirmish, try to predict what the enemy will do or where he'll move and adjust your own positioning to block or to set up a better angle or attack/spell-cast accordingly, etc. And surrounds. It's kind of like a chess game. :O A-moving is actually kind of important if you play Orc.... | ||
holy_war
United States3590 Posts
On February 29 2012 12:06 Waxangel wrote: WC3 is all about playing human and building way too many towers, from what I can tell Yep, the normal mass tower+tank turtle fest. So, so much fun. | ||
AndyJay
Australia833 Posts
On February 29 2012 10:20 ArcticFox wrote: UD play was similar as I recall, only it was Fiend micro (or gargs if you're a total asshole), with a DK first to do some awesome coiling action --. Lol love this. I loved playing ud back in the day, so many options and such strong hero synergy. Also lich with deso orb and a ranged group eats shit alive. Also I remember many hilarious ud mirror matches with mass ghouls/gargs. Sigh wc3 was amazing T_T. And yes, Human tank/tower/pally drop shit is 5 bazzillion times more retarded than anything UD can do. | ||
TheWorldToCome
United States452 Posts
http://www.teamliquid.net/mytlnet/mythreads.php | ||
ssi.bal-listic
United States568 Posts
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NewbieOne
Poland560 Posts
When it comes to micro, you need good situational judgement. Battles do often take the form of actually "dancing", a combination of kiting enemy units, dodging damage on yours etc., to the point of manually dodging attacks from melee units by withdrawing appropriately based on seeing enemy unit animations/having a sense of timing of e.g. how often a sword falls. This makes some people capable of suffering practically no damage or very little damage in situations that could defeat or whittle a comparably sized and composed army handled without micro. That playstyle is very taxing on the player who tries to play like that, and it is also severely unnerving for the other player, who may feel like he's being cheated or at least cheesed. Some players have developed this hit and run style wherein they will always run if you chase, chase if you run. Like they don't ever really want to battle, they won't leave you alone either. They won't creep (level the hero up on monsters) or build/expand on their own, they'll concentrate on being an annoyance to you. This is something I really hated especially in my early days or the days I first met players who really cared about micro. As for complaints about getting utterly destroyed by a same food (supply) army, that was a biggie and people complained about imba a lot. In terms of destroying similarly sized armies of the enemy races, Orc was the race most complained about. A mixed Orc army with magic support could kill pretty much any composition from the enemy other than some insane gimmicks. Undead had certain "imba" compositions, especially featuring destroyers, the magic-immune fliers, but not only. Necromancers with meat wagons (swarming the enemy with spawned skeletons) tended to be a game-ending composition in UvH. Night Elf could abuse "bears", i.e. druids of the claw (there were also druids of the talon, who transformed into ravens and were hard to deal with if used appropriately), and dryads. The worse gimmick to deal with was the insane healing from bears that had huge stats to boot even before their considerable self-applied buffs (e.g. they were already stronger than equal food (supply) human knights in terms of numbers but they had a healing spell and a powerful combat statistic buff to help them further), combined with a teleport artifact (staff or rod of something) that you could use to teleport a wounded unit away from battle. So with all that healing and the teleport staff, anybody who tried to focus-fire against that army and didn't know what he was doing was as good as dead. Humans, in turn, had some gimmicky magic but also the WC3 siege tank, which was a very missile-resistant anti-building unit with huge damage. So guys would build one million towers (humans had building armour upgrades better than any other race) and then send out tanks to level enemy bases rather than participating in normal combat. But truth be told Blizzard basically asked for it by making human a weak race much like Terran is now. There are some parallels between humans and terrans. So, when you come into battle in WC3, you need to size up the enemy army very quickly and assess potential dangers. You need to know how to preempt this, how to deal with that. You need to decide what you want to target first, what to target later or even actually ignore for most of the battle, you need to avoid getting hit by AoE, you can't afford getting overrun by powerful T3 melee units if you don't have stopping power (human tended to be lacking in raw strength regard in such situations because the knights were so thoroughly unspectacular, like the by far worst T3 melee unit of all races). You don't want to be chewed and spat out by magic, which happens if you aren't prepared (a human caster-heavy army could wtfpwn any magicless orc). You don't want to overrely on magic if the opponent has magic immune units or simply a composition that doesn't suffer much from magic. Also, if the opponent has buff spells and you have none, you're pretty much done for. Then there's the hero nuking, generally the most prominent by Undead or by Human against undead (Undead had spells against living creatures of any race, Human had spells against undead creatures). For example, if you have a developed Mountain King (core human hero coming from the allied dwarven race) with its storm bolt and a developed paladin (core human hero) with its holy light ability, you can put a lot of hurting on any undead hero, perhaps outright killing a low-level low HP hero, e.g. a "caster" hero (e.g. a lich). In turn, Undead had a coil ability on the death knight (sort of like the opposite of holy light) and the nova ability on the lich (a frost-based damage and slow spell), which hurt non-undead heroes badly. Obviously, units could also be nuked and actually more efficiently than heroes because damage reduction was less. Sometimes you'd nuke a unit or two to tip the numbers in your favour or earn some experience before withdrawing. Sometimes you had to nuke units. In some battles heroes would dramatically gulp potions or even run to shops for potions to regenerate the used-up mana and single-handedly confront enemy armies. Some heroes are specifically designed for that type of thing. Finally, don't expect much balance or non-randomness. Skill matters a lot but luck does too, there are combinations that don't really have counters, there is a lot of situational imbalance (as in not proper imba but still something you can't really beat) and a heckton of gimmicky strategies like offensive use of towers, packs of invisible units (including siege units), dedicated main hall assaults with repair prevention, spawn maximisation (some heroes can spawn a lot of spawns if they're aided by another hero with mana regeneration aura; some types of spawns multiply if they score a kill... a kill means the actual killing blow, you know, which opens up micro opportunities). You can't really blame people for using whatever they can to overpower you but some of the combinations are extremely frustrating to deal with, or mind-boggling, others are also anti-climatic, artificial from the point of view of the RPG-like atmosphere of the game (if you don't look at it as just a couple of graphics and sounds to cover up some number crunching). This said, WC3 is a lovely game but you need to be aware of all of the above. Coincidentally, I've just open a thread asking about the state of the WC3 ladder today. It's been a while since I last played. IIRC I was a level 26 solo player in Europe in 2007/2008 (level 28 AT, some other 20-something levels). GL HF if you keep playing it. | ||
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