Simple Questions, Simple Answers - Page 271
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Kau
Canada3500 Posts
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StarFoxeR
68 Posts
Anyone know of any articles like this but for BW specifically? I could probably just follow the advice in BW but just wondering if theres anything else out there also. Ive already heard Day 9s mechanics podcast.. | ||
Scarbo
294 Posts
On August 11 2016 09:24 StarFoxeR wrote: http://www.teamliquid.net/forum/sc2-strategy/319876-a-focused-approach-to-perfecting-mechanics Anyone know of any articles like this but for BW specifically? I could probably just follow the advice in BW but just wondering if theres anything else out there also. Ive already heard Day 9s mechanics podcast.. You can use that same article for BW if you want. It doesn't have a lot of specific advice. If you're into mechanics I have a series that goes in-depth on some of the aspects As far as programs go, get BWChart and mca64launcher. You can find pro replays here. You can find micro maps here. Don't forget to check the related links. | ||
kamiKazzoo
2 Posts
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jello_biafra
United Kingdom6632 Posts
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coolprogrammingstuff
906 Posts
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EMPaThy789
New Zealand878 Posts
I've seen match point, blue storm and destination every now and then when they are motw. Edit: this is iccup btw | ||
Highgamer
1373 Posts
But people will join games on every map that has been played regularly or famously in the pro-scene in the last decade or so. I almost always find enough games on Heartbreak Ridge, Sniper Ridge, Ground Zero, Andromeda, Eye of the Storm, Electric Circuit, Aztec, Tornado, Colosseum II, Grand Line SE (or how it's called), Bloody Ridge, Dante's Peak, Medusa, Othello, Polaris Rhapsody, Tau Cross, Jade, La Mancha and more maybe, even a new map like Wind and Cloud. You need to be able to host though. And more people will join if the map is MapOfTheWeek (motw, type /motw on Iccup to find out). And you can expect mostly higher ranked players to join. Generally speaking, better players have played the game longer and it's more likely that they know more than a handful of maps and feel confident enough in their ability to play an uncommon map. So many great maps, people should really consider learning at least a handful of them. I completely understand and suggest though that in the beginning you should play fewer maps until you feel somewhat comfortable. I suggest you find a buddy on your level of map-knowledge and you start exploring one after the other. | ||
neobowman
Canada3324 Posts
How outdated are things from like 3 years ago or so? Where can I get information on this stuff? | ||
Scarbo
294 Posts
On August 16 2016 12:07 neobowman wrote: After giving up on learning new strats in SC2, looking to start practicing BW again with random :D. Need some solid strategies to practice for each matchup. Unfortunately, liquipedia doesn't seem to be quite updated with all the newish strats and stuff. Specifically stuff like the gateway expand in PvZ, late mech in TvZ and anti-late mech in ZvT. How outdated are things from like 3 years ago or so? Where can I get information on this stuff? Pro replays / streams, search the forums, or wait until someone invariable posts the wall of text. Bisu likes doing gate expand PvZ a lot, and everyone besides Light does mech in TvZ. | ||
neobowman
Canada3324 Posts
On August 16 2016 12:21 Scarbo wrote: Pro replays / streams, search the forums, or wait until someone invariable posts the wall of text. Bisu likes doing gate expand PvZ a lot, and everyone besides Light does mech in TvZ. Is there a replay repository somewhere of pro games? I can only find VODs and those aren't the best for studying build orders. What's the BO for gateway first FE vs. Zerg? 8 pylon 10 gate then what? Build forge at 14 if overpool? In what case do I go for a zealot? How fast do I get gas? I couldn't find the ordering on liquipedia nor by searching. | ||
Scarbo
294 Posts
On August 18 2016 05:05 neobowman wrote: Is there a replay repository somewhere of pro games? I can only find VODs and those aren't the best for studying build orders. What's the BO for gateway first FE vs. Zerg? 8 pylon 10 gate then what? Build forge at 14 if overpool? In what case do I go for a zealot? How fast do I get gas? I couldn't find the ordering on liquipedia nor by searching. http://www.teamliquid.net/forum/brood-war/310883-replays | ||
B-royal
Belgium1330 Posts
When the mines are visible by overlord vision, it becomes quite doable though. edit: I tried it again with patrol micro and this increased the success rate when you don't have vision of the mines. | ||
mcJ
Denmark322 Posts
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jello_biafra
United Kingdom6632 Posts
On August 20 2016 23:31 mcJ wrote: Getting back into BW, is iccup still the place to play for foreigners? Yeah, it's not the most active place ever but it's still pretty easy to find games there. | ||
B-royal
Belgium1330 Posts
edit: apparently it's op alive- | ||
BisuDagger
Bisutopia19141 Posts
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kogeT
Poland2023 Posts
On August 26 2016 13:13 BisuDagger wrote: What makes an ideal/op protoss map that will favor them in both vZ and vT? Forbidden zone | ||
Highgamer
1373 Posts
On August 26 2016 13:13 BisuDagger wrote: What makes an Any map. Serious jokes aside, this is a great thread for you: What qualities determine map balance. Most people there stress that the question should be answered matchup-specific, and they discuss tons of opinions. I have some points for TvP from my personal experience (what is great for Protoss), mb s.o. can give me hints how to do better: - Inverted ramps (like Jade). Imo this forces Terran to a rather extreme build-order choice which can be abused. - At first, too much room in main/natural to be safe with 3-4 turrets (like on Destination I think; Desti obviously has traits that are positive for T, too). - Later on, too little room in the main for factories and depots (like Aztec). - Maps like the last ones (little room, also for turrets/mine fields) + where it's hard to bring units close to spots that got recalled (like Aztec and many others). - A third gas-base that is (for terran) hard to take. Not necessarily quickly for every playstyle, but eventually another gas is needed, at the latest when the first ones dry out. - A map where Terran's further expansions (after the big push) are exposed or hard to defend (no ramps vs ground-units, no place for turrets against recalls). - A (too) big, open middle. (For these last three points, think of Python) A lot of these things can be soft-countered by picking a certain play-style, but if that doesn't succeed these things are disadvantageous in the long run. | ||
NoS-Craig
Australia3089 Posts
Like flaring a bunch of overlords so it's harder to detect mines. or flaring transports so it's harder to navigate drops and such? | ||
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