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We see many religion wars here on the broodwar forum. How about strategy wars ?
Which strategies/ build/build orders requiere how much eapm(according to you), which are those with the lowest or highest eapm requirements and why?
How effective are they, how easy to counter and why?
Can you transition from them into a next step or other strategy?
How much experience do you need or are just ready to go ?
How much babysitting for the units is needed to be effective and/or how much macro in combination with unit composition and unit engineerig is necessary?
Good luck, have Fun!!!
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You asked too many questions in too broad topics. There are hundreds or thousands or infinite amount of strategies, do you expect someone to write them all down and then answer each question for all of those? You didn't even provide a match-up.
All the strategies require high apm to do them on high level. This is because you constantly need to micro your units and macro at the same time to play on a high level, no matter the strategy.
Nevertheless, to try to answer...
Rushes in general will require less apm because there are less things to do/control yet.
The races also are a little bit different, namely:
Protoss generally will require less apm, because the main protoss units (zealots, dragoons, dts) have high life and don't have special abilities that you need to use, so their attack move damage will be higher than that of units with useful abilities. They also take more time to build, so you need to macro less often.
Terran will take more apm because its units are "glass cannons": don't have too much life but if used correctly, they can do high damage. Attack moving with them will fail miserably. They also build faster (marines, vultures), so they require better macro.
Zerg is somewhere between the two.
But these differences are small after someone reaches at least somewhat of a decent level, as I said, all races have to micro as much as they can to play well.
I can cherry pick you a few with low apm requirement: Protoss zealot/cannon rush, or dt/cannon expand transitioning into 150/200 population constant attack moving or recalling and expanding at the same time. After that mass carriers+zealot attack move while upgrading. With 100 apm you can play quite well, if you don't get supply blocked. Eapm values i don't know.
High apm requirement: Terran skterran (marine, medic, science vessel) or any tank push where you need to spread your tanks out to minimize splash damage on your own tanks.
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And thus, another epic religion war was started, despite its originator's contrary intentions...
No seriously, I guess zealot rush would be a good guess, followed by some kind of gateway all-in if need be.
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On October 16 2021 23:46 zimp wrote: You asked too many questions in too broad topics. There are hundreds or thousands or infinite amount of strategies, do you expect someone to write them all down and then answer each question for all of those? You didn't even provide a match-up.
All the strategies require high apm to do them on high level. This is because you constantly need to micro your units and macro at the same time to play on a high level, no matter the strategy.
Nevertheless, to try to answer...
Rushes in general will require less apm because there are less things to do/control yet.
The races also are a little bit different, namely:
Protoss generally will require less apm, because the main protoss units (zealots, dragoons, dts) have high life and don't have special abilities that you need to use, so their attack move damage will be higher than that of units with useful abilities. They also take more time to build, so you need to macro less often.
Terran will take more apm because its units are "glass cannons": don't have too much life but if used correctly, they can do high damage. Attack moving with them will fail miserably. They also build faster (marines, vultures), so they require better macro.
Zerg is somewhere between the two.
But these differences are small after someone reaches at least somewhat of a decent level, as I said, all races have to micro as much as they can to play well.
I can cherry pick you a few with low apm requirement: Protoss zealot/cannon rush, or dt/cannon expand transitioning into 150/200 population constant attack moving or recalling and expanding at the same time. After that mass carriers+zealot attack move while upgrading. With 100 apm you can play quite well, if you don't get supply blocked. Eapm values i don't know.
High apm requirement: Terran skterran (marine, medic, science vessel) or any tank push where you need to spread your tanks out to minimize splash damage on your own tanks.
You sound like a terran player that hates protoss.
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On October 17 2021 06:54 inflection wrote:Show nested quote +On October 16 2021 23:46 zimp wrote: You asked too many questions in too broad topics. There are hundreds or thousands or infinite amount of strategies, do you expect someone to write them all down and then answer each question for all of those? You didn't even provide a match-up.
All the strategies require high apm to do them on high level. This is because you constantly need to micro your units and macro at the same time to play on a high level, no matter the strategy.
Nevertheless, to try to answer...
Rushes in general will require less apm because there are less things to do/control yet.
The races also are a little bit different, namely:
Protoss generally will require less apm, because the main protoss units (zealots, dragoons, dts) have high life and don't have special abilities that you need to use, so their attack move damage will be higher than that of units with useful abilities. They also take more time to build, so you need to macro less often.
Terran will take more apm because its units are "glass cannons": don't have too much life but if used correctly, they can do high damage. Attack moving with them will fail miserably. They also build faster (marines, vultures), so they require better macro.
Zerg is somewhere between the two.
But these differences are small after someone reaches at least somewhat of a decent level, as I said, all races have to micro as much as they can to play well.
I can cherry pick you a few with low apm requirement: Protoss zealot/cannon rush, or dt/cannon expand transitioning into 150/200 population constant attack moving or recalling and expanding at the same time. After that mass carriers+zealot attack move while upgrading. With 100 apm you can play quite well, if you don't get supply blocked. Eapm values i don't know.
High apm requirement: Terran skterran (marine, medic, science vessel) or any tank push where you need to spread your tanks out to minimize splash damage on your own tanks. You sound like a terran player that hates protoss.
His reply was mostly objective. What makes you say that?
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I cannon rush, no doubt. No micro needed xD
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The topic is basically "could you rewrite the liquipedia strategy section, but also add the estimated APM required to pull it off" ;p
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Let's make it easy. Min 200 apm for anything zerg/terran...150 for protoss. Case solved
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I saw firebathero doing 2 gates vs zerg with 5 apm and won the game.im not trolling. 5 apm
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Anything protoss am I right?
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4 pool? U don't need to do anything besides create a spawning pool, send an over to scout, and maybe a drone too. After you create 6 lings u just go attack.
end story
Overall as most of the other people stated - there are tons of guides available. If you want to learn you need to do some effort and check what is written. Already many people spent literally thousands of hours to develop a knowledge base for all of us to read and learn.
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In PvZ Sair river is a high APM strategy. A 4gate 2 arcon is a less one.
Forge expand requires less APM than gate expand. But telling the numbers is not possible. I often beat people with 300 apm with my 120 apm.
Once I won a ZvP with mouse pad and 54 apm vs 320 ...
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