On August 27 2009 01:33 Afasia wrote:
Usually put one as a bedstime story.
Usually put one as a bedstime story.
I do the exact same thing! Nothing puts me to sleep faster.. and I mean that as respectfully as possible T_T
Forum Index > Brood War Strategy |
KP_CollectoR
United States744 Posts
On August 27 2009 01:33 Afasia wrote: Usually put one as a bedstime story. I do the exact same thing! Nothing puts me to sleep faster.. and I mean that as respectfully as possible T_T | ||
Day[9]
United States7366 Posts
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KP_CollectoR
United States744 Posts
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vaderseven
United States2556 Posts
Could you please do a detailed (this is like asking jeadong to keep his apm up) cast on the topic of control. Control is a broad but somehow focused topic that is crucial to one's game. The idea of control is also the next logical building block to look at after your casts on timings, build order construction, building triggers, winning with advantage, and having a good mindset. You have talked about pre-game planing and how to lay out the mechanical actions of a build order that will help you enact your plan without just falling apart. What prompted this request was a question I almost asked (but instead did the above request). That question was going to be, "In Zerg vs Protoss on destination, assuming a 3 base spire into 5 hatch hydra Zerg vs fast expanding Protoss, a game will often become very extended between two players of similar skill. As the mid game ends and the late game really takes form, the idea of controlling one's army takes on a whole new perspective. With that in mind, what should a player strive for once his game plan has been enacted but, instead of either defeat or victory, the game continues on at an even level? | ||
foeffa
Belgium2115 Posts
On August 27 2009 02:01 KP_CollectoR wrote: I do the exact same thing! Nothing puts me to sleep faster.. and I mean that as respectfully as possible T_T Yes! I am not the only one. I put on one of these podcasts and my sleep is just blissful. Obviously I've also listened to them while not trying to sleep, so I'm not implying they 're not useful, quit the opposite since they 've taught me many useful things and I love em. Tx! | ||
Revabug
United Kingdom147 Posts
But I've read countless times it's far superior to focus on mechanics first to avoid drilling in bad habits, and I'm sort of inclined to agree because if you have bad mechanics analyzing your play mightn't work so well: you may think you for example lost a battle due to bad unit composition when it was just your micro or macro that was lacking.. Or maybe this podcast was with the assumption your mechanics are already good? I dunno, be interesting to hear your thoughts and which direction to take :D | ||
motbob
United States12546 Posts
On August 28 2009 09:50 Revabug wrote: Tbh after listening to the last podcast I'm sort of confused - it kind of implies that a weaker (I'm guessing D+/C-) player should focus on having a plan and watching the replay to perfect adjust his strategy/gameplan, rather than focus on mechanics.. But I've read countless times it's far superior to focus on mechanics first to avoid drilling in bad habits, and I'm sort of inclined to agree because if you have bad mechanics analyzing your play mightn't work so well: you may think you for example lost a battle due to bad unit composition when it was just your micro or macro that was lacking.. Or maybe this podcast was with the assumption your mechanics are already good? I dunno, be interesting to hear your thoughts and which direction to take :D Let's say you're a Terran mass gaming on Shades of Twilight against Protoss and your strategy is to be like Iris and 2fac every game. When you look at reps, it should be clear, with a little bit of analysis, whether you lost because of bad micro/macro or because 2fac-ing every game is a bad idea. If you can't tell, you should discuss the rep with others to build the skill of being able to analyze your replays. I guess what I'm trying to say is that looking back at you play and making good changes to your strategy as they are warranted is a skill that you have to train, just like everything else in Starcraft. | ||
Kiarip
United States1835 Posts
On August 28 2009 09:50 Revabug wrote: Tbh after listening to the last podcast I'm sort of confused - it kind of implies that a weaker (I'm guessing D+/C-) player should focus on having a plan and watching the replay to perfect adjust his strategy/gameplan, rather than focus on mechanics.. But I've read countless times it's far superior to focus on mechanics first to avoid drilling in bad habits, and I'm sort of inclined to agree because if you have bad mechanics analyzing your play mightn't work so well: you may think you for example lost a battle due to bad unit composition when it was just your micro or macro that was lacking.. Or maybe this podcast was with the assumption your mechanics are already good? I dunno, be interesting to hear your thoughts and which direction to take :D I don't think these ideas are conflicting at all. As a matter of fact what Day[9] suggests actually is completely compatible with the idea of focusing on mechanics. The point of having a plan is that you have it even BEFORE the game starts, that way when you are playing you are only focusing on the mechanics/execution. Thing about mechanics is that you can really only practice them while you're playing the game, and performing the actions, but a plan is something that you should develop before the game actually starts, and you can do this just by thinking about it while sitting on the toilet or what-not, the replay watching is only there to give you the information based on which you're forming the plan. | ||
Iplaythings
Denmark9110 Posts
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Day[9]
United States7366 Posts
On August 29 2009 18:23 Iplaythings wrote: The podcast links doesnt work for me :CC try right clicking the link and selecting "Save link as" all the links are working fine for me (both with left click and with save as) | ||
Shikyo
Finland33997 Posts
On August 26 2009 04:24 Strayline wrote: I really liked the last podcast for some reason Day[9] especially the last point you made about paying attention to your mental states. I know that I personally am really bad about staying in "the zone." I've been able to improve mostly through mechanical skill (I can get C- but can't really win games there at this point) but it's really easy for me to get thrown off. Like last night on Destination. Oh my god--what is up with Terrans? They have a perfectly reasonable game they can play but everyone just seems to do vulture runbys lately. (This literally happened 4 out of 5 ZvTs I played last night). Anyway the vultures come in... I micro drones and Hydras as best I can but my game just falls apart after that. The 4-5 speed vulture runbys are especially bad. They are like impossible to stop completely and always get a good chunk of my drones. Anyway, I notice that games where I get badly tilted or get too far ahead or behind (basically out of the zone) has a point where my APM level drops dramatically. It's sometimes good to go back in BWChart and figure out exactly when I stopped multitasking and then figure out what was going on in the game at that point. I would be curious as to how you go about modifying your play style. I find it incredibly hard to modify my play by saying things like "I will not forget to build an OL on 24 this game" or "I will switch from drones to Hydras at 40" before hand. I would love to be able to be like "ok... the next time I get 2ported unexpectedly I will build Overlords and drones correctly while microing my Hydras" or "I will remain not panic and stall for defilers when the vessel/tank/mm push comes out" but that seems several orders of magnitude harder then the first two examples lol How do you actually enforce this in a real game? The only way I get comfortable enough with this stuff is just to have it happen to me enough times that it isn't quite so unexpected. If I try to actively prime or pep-talk myself it doesn't work at all. Just suddenly one game I am less panicked... Strayline Vs Terran on Destination, move your second overlord directly to his main(keep going if you scout mech, back off if mnm), and use it to scout. If you see 2 factories and are going for a 3hatch build, put the hatch against the edge of your main, to the side of your nat hatch and put a hydra den in between them. That's vulture proof. Then get a sunken in between the bridges, put 4-8 zerglings to block the path behind your nat gas, and then get some Hydras out as soon as the den is finished. The runby won't do anything but kill maybe one drone. | ||
Braintricks
137 Posts
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Islandsnake
United States679 Posts
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omninmo
2349 Posts
PLEASE list the artist and title of all your chill-ass downtempo musical intros. | ||
lepape
Canada557 Posts
I played SC for years on b.net without getting much better, and after 4-5 months of playing on Iccup and reading TL, I had improved more than I did in those 5 years before. Why? Simply because back then, I didnt care about improving, I cared about being good. I would save my so awesome win replays and I'd forget my losses as quickly as possible. All these tips could easily apply to learning how to draw also, or anything else really. | ||
Sharp-eYe
Canada642 Posts
On August 28 2009 09:50 Revabug wrote: Tbh after listening to the last podcast I'm sort of confused - it kind of implies that a weaker (I'm guessing D+/C-) player should focus on having a plan and watching the replay to perfect adjust his strategy/gameplan, rather than focus on mechanics.. But I've read countless times it's far superior to focus on mechanics first to avoid drilling in bad habits, and I'm sort of inclined to agree because if you have bad mechanics analyzing your play mightn't work so well: you may think you for example lost a battle due to bad unit composition when it was just your micro or macro that was lacking.. Or maybe this podcast was with the assumption your mechanics are already good? I dunno, be interesting to hear your thoughts and which direction to take :D He has a podcast about mechanics right? Also, imo its more important to do all the correct things you need to do (as in, if your mechanics are good, you can hold of vultures with drones, as your micro will be insane... but is that really the right thing to do? no, you have to make hydralisks in order to strategically nullify the vultures). Also, maybe its just me, but I work on mechanics on the side, because I find that truly understanding the AI and what your doing helps boost your mechanics more than mass gaming trying to increase you multi tasking speed. | ||
d(O.o)a
Canada5066 Posts
On August 27 2009 02:01 KP_CollectoR wrote: I do the exact same thing! Nothing puts me to sleep faster.. and I mean that as respectfully as possible T_T So true his voice is so soothing. I want to make a playlist of them all then put them on a CD and play it while I sleep. That way I get better at SC while sleeping and fall asleep faster because of the soothing voice. | ||
CosmicAC
United States238 Posts
And I also listen to his podcasts on my iPod when lie on my bed, LOL. I also feel that his podcasts have actually had a big impact on my game, changed me from being on the brink of D- to being a fully fleged D, haha. Keep up the good work | ||
snorlax
United States755 Posts
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Raidy
Japan87 Posts
People are taught 3 hatch muta into 5 hatch hydra from the beginning, and while those strategies can give good examples of how other strategies work, you don't have to do things like dedicate yourself to strict drone production because the strategy says you need 28 drones on minerals and 6 on gas before you can start building military units. There are just so many possibilities and side roads to try out. Merely attempting to discuss them gets your idea burned to the ground at a place like this, even though nobody ever tries them. I always feel that if it wasn't seen in a pro game the general SC population believes it shouldn't be done. An example that I'd like to use is about ZvT. In the world of counters, there is a method to countering a bunker rush. You're supposed to use around 8 or 9 drones to lock marines out of the bunker while picking off SCVs where possible. Once zerglings come, you're in the clear and you can save that expansion. I was watching the stream of that A level Zerg player, and when he saw the bunker rush coming in, he did his best to fend it off with drones, but also went speedlings. While the marines were attacking his expansion, he built two sunkens in his main and just ran past the bunker to attack his opponent's main. People in the chat were saying that it was brilliant play, but it was just another solution to a problem often seen by Zerg players. I could have thought of that. Most people who play Starcraft could have thought of it. However, it's not the "way to do things," and therefore "should not be done." This is the the vice of the build order. Your podcasts have helped me break this mentality, and I went from being a 10-22 iCCup player to a 23-7 player. Obviously I'm still not great (D+ is NOTHING to brag about, and that was never my intention), but I'm willing to try new things now, and I'm a better player because of it. Thanks. Many high-level players are full of themselves and look down on amateurs merely mentioning the idea of a nonstandard style of play, but you don't do that at all. | ||
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