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Competitive players should consider either joining another player or finding an interested and willing helper because as a team you will advance faster by using time more effectively.
Argument - Description:
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One person trying to ladder, work on multitasking, figure out reactions to opposing reactions, watch replays and online videos to further knowledge, and keep in touch with what pros do--it’s too damn much for one person, like trying to work 3 jobs. Plus, after losing 4 consecutive games, we really don’t feel like figuring anything out.
Solution:
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A more effective way to improve at Starcraft 2 without paying coaches is to create a team of at least two people with the following roles: player and strategist. One person is the designated Ladder player while one or more people are designated strategists.
In addition to laddering, the player works on multitasking, micro techniques, executing builds and reactions, and engraining cycles in his/her head, such as: *defend the attack* → check depots → build units → check upgrades, and 2) *about to attack* → build production facilities → expand → consider AA.
The strategist(s) can analyze replays, solve how to combat opposing strategies and reactions, design and refine build orders, test builds vs opposing builds, and watch videos to further game knowledge. This role relays all knowledge in condensed form to the player, saving a lot of time. In a tournament setting, strategists can prepare selected cheese builds, normal builds, reactions, and strategies vs selected potential opponents because each opponent plays differently. Strategists should have/create spreadsheet tables for each strategy to optimize the player’s production relative to the number of bases and harvesters.
An ideal team includes a designated map maker to replicate specific circumstances the player struggles with, such as fleeing workers at a baneling run-by while both macro’ing and harassing a mineral line. The player would repeatedly train these stressful events to familiarize them.
In addition to laddering, the player works on multitasking, micro techniques, executing builds and reactions, and engraining cycles in his/her head, such as: *defend the attack* → check depots → build units → check upgrades, and 2) *about to attack* → build production facilities → expand → consider AA.
The strategist(s) can analyze replays, solve how to combat opposing strategies and reactions, design and refine build orders, test builds vs opposing builds, and watch videos to further game knowledge. This role relays all knowledge in condensed form to the player, saving a lot of time. In a tournament setting, strategists can prepare selected cheese builds, normal builds, reactions, and strategies vs selected potential opponents because each opponent plays differently. Strategists should have/create spreadsheet tables for each strategy to optimize the player’s production relative to the number of bases and harvesters.
An ideal team includes a designated map maker to replicate specific circumstances the player struggles with, such as fleeing workers at a baneling run-by while both macro’ing and harassing a mineral line. The player would repeatedly train these stressful events to familiarize them.
Summary:
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If you’re competitive at Starcraft, consider joining another competitor or finding a willing helper because you will save loads of time, climb ranks faster, and feel better. Everything you practice can be practiced more thoroughly, such as pure laddering, replay watching, or mechanics work. Maybe now you’re thinking, “But I already purely ladder.” Well you’re still missing out because you’re not closely watching replays, refining your builds, practicing specific repeatable circumstances, and researching videos. You could be better.
A team of 3 offers more efficiency than a team of 1. Imagine working on splitting units for 3 hours, knowing your teammate is knit-picking through 15 games you played yesterday while another teammate downloads the last 50 TvZ GSL Code S matches, notes patterns, figures out why these patterns exist, and will explain them to you when he or she finishes. Imagine your duty is to design a build to fight all of the possible Protoss one-base two-gas cheeses, or creating a replay database of all of the blink-all-ins so you can quickly refer to what other people do in the situation. Imagine losing an hour long ZvT mech or ZvP sky toss game and not feeling like shit because at least you know your strategist will watch that dreadful replay--NOT you. Imagine excellent mechanics, excellent strategy, and excellent decision-making.
Who is interested? We may want to team with players as the same race and +/- one league.
A team of 3 offers more efficiency than a team of 1. Imagine working on splitting units for 3 hours, knowing your teammate is knit-picking through 15 games you played yesterday while another teammate downloads the last 50 TvZ GSL Code S matches, notes patterns, figures out why these patterns exist, and will explain them to you when he or she finishes. Imagine your duty is to design a build to fight all of the possible Protoss one-base two-gas cheeses, or creating a replay database of all of the blink-all-ins so you can quickly refer to what other people do in the situation. Imagine losing an hour long ZvT mech or ZvP sky toss game and not feeling like shit because at least you know your strategist will watch that dreadful replay--NOT you. Imagine excellent mechanics, excellent strategy, and excellent decision-making.
Who is interested? We may want to team with players as the same race and +/- one league.