As was foretold, we've added advertisements to the forums! If you have questions, or if you encounter any bugs, please visit this thread: https://forums.penny-arcade.com/discussion/240191/forum-advertisement-faq-and-reports-thread/
We're funding a new Acquisitions Incorporated series on Kickstarter right now! Check it out at https://www.kickstarter.com/projects/pennyarcade/acquisitions-incorporated-the-series-2

[Starcraft 2]: My life for BETA (now live!)

1454648505162

Posts

  • MelksterMelkster Registered User regular
    edited February 2010
    Oh god, I just tried to play a Company of Heroes match and lost so hard. I've got StarCraft 2 on the brain. -.-

    Melkster on
  • UselesswarriorUselesswarrior Registered User regular
    edited February 2010
    Melkster wrote: »
    Oh god, I just tried to play a Company of Heroes match and lost so hard. I've got StarCraft 2 on the brain. -.-

    Your conservative brain?

    EDIT: Sorry Melkster, I had to.

    Uselesswarrior on
    Hey I made a game, check it out @ http://ifallingrobot.com/. (Or don't, your call)
  • Page-Page- Registered User regular
    edited February 2010
    Templars getting feedback seems like a huge nerf to ghosts in general. Too bad.

    Page- on
    Competitive Gaming and Writing Blog Updated in October: "Song (and Story) of the Day"
    Anyone want to beta read a paranormal mystery novella? Here's your chance.
    stream
  • JustinSane07JustinSane07 Really, stupid? Brockton__BANNED USERS regular
    edited February 2010
    Playing regular SC on B.Net is impossible. Everyone either plays BGH or some random ass custom map.

    JustinSane07 on
  • SithDrummerSithDrummer Registered User regular
    edited February 2010
    What wrote: »
    patch notes imminent, rumors that all toss players are banned for playing the scrub race

    dling patch v0.2.0.13891
    no they would give that patch a unique name instead of some dumb number

    dling patch vAwesome

    SithDrummer on
  • UselesswarriorUselesswarrior Registered User regular
    edited February 2010
    You guys are just jealous that the Protoss can consume food with no mouths.

    Uselesswarrior on
    Hey I made a game, check it out @ http://ifallingrobot.com/. (Or don't, your call)
  • No Great NameNo Great Name FRAUD DETECTED Registered User regular
    edited February 2010
    it's back up!!!

    No Great Name on
    PSN: NoGreatName Steam:SirToons Twitch: SirToons
    sirtoons.png
  • undeinPiratundeinPirat Registered User regular
    edited February 2010
    it's back up!!!

    and i'm still not in mother fu

    undeinPirat on
    [SIGPIC][/SIGPIC] steam: undeinpirat
  • DangeriskDangerisk Registered User regular
    edited February 2010
    Playing regular SC on B.Net is impossible. Everyone either plays BGH or some random ass custom map.

    Find a channel that plays maps you like or get on ICCup. I don't know popular Bnet channels anymore but on ICCup you can usually get casual games in channel "op irc" or you can ladder if that's your thing.

    Can't promise you won't get stomped though.

    Dangerisk on
    If what you say is true, the Shaolin and the Wu-Tang could be DANGERISK.
  • 4rch3nemy4rch3nemy Registered User regular
    edited February 2010
    Seems like everyone overlooked the most important change in there (in my eyes):

    Gateway
    The build time of this building has increased from 50 to 65.

    This slows down that initial zealot and also that tech. Wonder how much it nerfs the toss?

    4rch3nemy on
  • Page-Page- Registered User regular
    edited February 2010
    Probably not very much at all.

    Page- on
    Competitive Gaming and Writing Blog Updated in October: "Song (and Story) of the Day"
    Anyone want to beta read a paranormal mystery novella? Here's your chance.
    stream
  • JustinSane07JustinSane07 Really, stupid? Brockton__BANNED USERS regular
    edited February 2010
    Dangerisk wrote: »
    Playing regular SC on B.Net is impossible. Everyone either plays BGH or some random ass custom map.

    Find a channel that plays maps you like or get on ICCup. I don't know popular Bnet channels anymore but on ICCup you can usually get casual games in channel "op irc" or you can ladder if that's your thing.

    Can't promise you won't get stomped though.

    Of course I'm gonna get stomped. You know how awful I am.

    JustinSane07 on
  • DangeriskDangerisk Registered User regular
    edited February 2010
    Hang around in the D- channel then. Plus if you do really bad you get this really sweet icon.

    Dangerisk on
    If what you say is true, the Shaolin and the Wu-Tang could be DANGERISK.
  • UselesswarriorUselesswarrior Registered User regular
    edited February 2010
    Cool use of the new Overlord creep dump ablity,

    http://www.youtube.com/watch?v=em302bpQqw4

    Uselesswarrior on
    Hey I made a game, check it out @ http://ifallingrobot.com/. (Or don't, your call)
  • PeffPeff Registered User regular
    edited February 2010
    Whatever they tweaked with the "Medium" graphical settings makes it run even smoother than it did before.

    Peff on
    steam_sig.png
  • eeSanGeeSanG I slice like a goddamn hammer. Registered User regular
    edited February 2010
    I told myself that if these patch notes were real I'm changing to Terran... They're real. FUUUUUUUU

    Later Gates also means later Cybernetics Core which means later tech in general. Ew.

    eeSanG on
    LFMGb.jpg
    Slice like a god damn hammer. LoL: Rafflesia / BNet: Talonflame#11979
  • DangeriskDangerisk Registered User regular
    edited February 2010
    Cool use of the new Overlord creep dump ablity,

    http://www.youtube.com/watch?v=em302bpQqw4

    Man I was all like OH SHIT OVERSKY!!!

    But it turns out it's some fake Oversky. Still funny to see Artosis get stomped though. And what the hell is he doing playing Protoss haha.

    Dangerisk on
    If what you say is true, the Shaolin and the Wu-Tang could be DANGERISK.
  • YranYran Registered User regular
    edited February 2010
    Just played an excellent 2vs2!

    At 45 minutes, it's easily one of the best games I've been a part of.

    http://www.mediafire.com/?tjn15ymwzwz

    Z+T vs P+T on Lost Temple

    Yran on
    630847-1.png?1294970711
  • AthenorAthenor Battle Hardened Optimist The Skies of HiigaraRegistered User regular
    edited February 2010
    I know this is the SC2 thread, but info isn't exactly forthcoming on the interwebs besides some shots in the dark and something about .mpq's.

    Every time I end a mission in Starcraft (yes, I have it on the mind and no beta invite), the game crashes to desktop and pretty much fucks over the visual settings. It seems to happen no matter what, and it's making it just a little annoying. I've seen the game runs okay in safe mode but no sound.

    I have a Vista x64 machine, dual core, pretty beefy. I was just wondering if anyone else had encountered this problem, or found a fix.

    Athenor on
    He/Him | "A boat is always safest in the harbor, but that’s not why we build boats." | "If you run, you gain one. If you move forward, you gain two." - Suletta Mercury, G-Witch
  • Salvation122Salvation122 Registered User regular
    edited February 2010
    Dangerisk wrote: »
    Looks like Feedback is back in the game, except on Templars instead of Dark Archons now. Dunno if it comes with Templars as soon as they spawn or you have to research it.

    I'm wondering what the range it has. If it can compete with the range of EMP then Protoss now has a way of dealing with EMP. Really is a shoot out though, who can EMP/Feedback faster. Not that that sort of thing is unfamiliar, had a similar deal with Science Vessels vs Arbiters in SC1.

    Feedback being on Templars instead of Dark Archons sounds huge though, Feedback is so goddamn good. Unless they've changed it's energy cost.

    So wait here's a question

    Orbital Commands have energy, right?

    Can you feedback a CC to death? Because that would be really funny.

    Salvation122 on
  • 0blique0blique Registered User regular
    edited February 2010
    Buildings might not be targetable, after all, in SC1 you couldn't feedback scanners or shield batteries. (Or could you? I'll have to check)

    0blique on
  • McSnugglesMcSnuggles Registered User regular
    edited February 2010
    I still have no idea what to do against mass marauders and marines as toss. Everything gets dominated by cheap, powerful units. Air gets decimated by the marines, and ground by the marauders.

    Edit: Mostly marauder hate.

    McSnuggles on
    360 Gamertag: Mcsnuggles
    371610-1.png
  • Fizban140Fizban140 Registered User, __BANNED USERS regular
    edited February 2010
    McSnuggles wrote: »
    I still have no idea what to do against mass marauders and marines as toss. Everything gets dominated by cheap, powerful units. Air gets decimated by the marines, and ground by the marauders.

    Edit: Mostly marauder hate.
    Lightning pew pew

    Fizban140 on
  • Salvation122Salvation122 Registered User regular
    edited February 2010
    Fizban140 wrote: »
    McSnuggles wrote: »
    I still have no idea what to do against mass marauders and marines as toss. Everything gets dominated by cheap, powerful units. Air gets decimated by the marines, and ground by the marauders.

    Edit: Mostly marauder hate.
    Lightning pew pew

    Doesn't do you a lot of good early game, by the looks of things. Seems like you can get Marauders out a lot faster than Templars.

    Salvation122 on
  • 4rch3nemy4rch3nemy Registered User regular
    edited February 2010
    I hear dark templar are pretty good. Nobody uses them though.
    If I had the beta I'd be all choppin' dudes up with DTs.

    Noobs. :(

    4rch3nemy on
  • Fizban140Fizban140 Registered User, __BANNED USERS regular
    edited February 2010
    That HD Starcraft game 8 video was incredibly frustrating. All they did was trade attacks, no one would pull off to defend. And then at the end the Protoss players whines that Terran is OP, but he never even tried to stop the reaper attacks.

    I have no idea how unit damage and all that works but it seems like zealots and stalkers would do fine against marines and marauders.

    Fizban140 on
  • Page-Page- Registered User regular
    edited February 2010
    with the damage buff they got they can 1 shot marines now.

    good times!

    Page- on
    Competitive Gaming and Writing Blog Updated in October: "Song (and Story) of the Day"
    Anyone want to beta read a paranormal mystery novella? Here's your chance.
    stream
  • eeSanGeeSanG I slice like a goddamn hammer. Registered User regular
    edited February 2010
    The best way to block a Marine+Maurader push is to pump units out of 2 gates and tech to a fast Immortal. You actually don't want the Immortal tanking because it kills Mauraders so fast. Let the Zealots tank.

    eeSanG on
    LFMGb.jpg
    Slice like a god damn hammer. LoL: Rafflesia / BNet: Talonflame#11979
  • Page-Page- Registered User regular
    edited February 2010
    You know what I've been wondering?

    What happens if an corrupter kills a colossus?

    Or did they change how they work?

    Page- on
    Competitive Gaming and Writing Blog Updated in October: "Song (and Story) of the Day"
    Anyone want to beta read a paranormal mystery novella? Here's your chance.
    stream
  • No Great NameNo Great Name FRAUD DETECTED Registered User regular
    edited February 2010
    If a corruptor kill a colossus the colossus dies!

    No Great Name on
    PSN: NoGreatName Steam:SirToons Twitch: SirToons
    sirtoons.png
  • Page-Page- Registered User regular
    edited February 2010
    You've tested?

    I guess the corrupter works differently now. Oh well, it was a neat idea, especially for zvz.

    Page- on
    Competitive Gaming and Writing Blog Updated in October: "Song (and Story) of the Day"
    Anyone want to beta read a paranormal mystery novella? Here's your chance.
    stream
  • No Great NameNo Great Name FRAUD DETECTED Registered User regular
    edited February 2010
    what did it used to do? All it does atm is attack air units and get a boost vs massive.

    No Great Name on
    PSN: NoGreatName Steam:SirToons Twitch: SirToons
    sirtoons.png
  • eeSanGeeSanG I slice like a goddamn hammer. Registered User regular
    edited February 2010
    Here's the write-up on some Starcraft 2 basics that I told some of you about. It's moderately long.

    Also, I've been told I have a bad sense of humor, so I apologize if my writing isn't witty.
    I have written this to help anyone who is interested in playing but have little experience and no one to teach them.

    There are many things in Starcraft that are so basic that no one mentions them. However, they’re also incredibly difficult to find out for yourself without a natural intuition for Real-Time Strategy. This makes it extremely difficult for people new to RTS’s to learn about them so they get trashed by everyone and everything; the entire process can be extremely demoralizing and leaves only a bitter taste in the neophyte as they quit in frustration. These basics are so fundamental that without them, every player is doomed to failure against someone with solid mechanics.

    I am going to go over many of these basics. Here are some simple tips that apply to almost every RTS that involves resource management:

    * Keep building workers/harvesters.
    * Don’t let resources build up.
    * Learn build orders.
    * Don’t play blindly, scout often.

    The slightly more advanced mechanics all branch off from these principles.

    Why you want to keep building workers.
    Workers in Starcraft are great investments; you spend time and resources building them and they’ll provide great returns on those investments. The most significant mechanic behind Starcraft is resource management: you need minerals and gas to do everything. The more you have, the more you can do; but, the reverse also applies: the less resources you have, the more limited you are in options. This is macromanagement.

    Okay, so more workers mean more resource gathering, but where do you stop? You don’t. In Starcraft 2, every base has 8 mineral patches and 2 gas geysers. Maximum saturation is 3 workers per mineral patch and 3 per gas; however, the optimal amount of workers on minerals is actually 2. There are heavy diminishing returns after 2 workers per mineral patch and returns stop altogether after 3. So why don’t you only make 22 workers, 16 for minerals and 6 for gas? Because you will want to expand.

    Expanding is a critical aspect of micromanagement. Two fully saturated bases have double the production of one: this means twice the upgrades and twice the units. That is an unfair advantage over your opponent if you’re playing 2 bases to 1. Expanding does require an investment though, you cannot recklessly place bases all over the map or you risk losing everything to an aware opponent.

    So back to workers: Why don’t we stop at 22? Because you will want to expand and you will want your investment to make immediate returns once you do. How do you do this? By transferring several workers from your first saturated base to your second (For future reference, transferring of workers will be called maynarding, as that is the term used by competitive Starcraft players). So say you kept building workers and you have about 34 (6 on gas, 28 mining), 4 of your workers mining are actually doing absolutely nothing. You still want to produce this many workers because once you expand (which you should when you safely can) you can maynard 17 workers to your expansions and put 6 on gas with 11 on mining.

    Doing this, you’re now fully saturated on gas in two bases and have 11 workers on minerals each base. This is clearly insufficient and suboptimal but now you have 2 worker producing buildings and by splitting evenly, you can hit optimization in both bases with 5 worker production cycles. Well, 11 isn’t an optimal amount, so why not only move 16 and have 16/6 on minerals? You could, but because you have 2 worker production buildings you would have to go through 0 and 10 worker production cycles to hit optimization and that is inefficient because you have only one building doing all the work instead of dividing it equally. This doubles the amount of time for your bases to hit optimized mining and every worker built at an optimized mineral line is worth less and less.

    So to keep the first facet of macromanagement strong, worker production is required beyond optimization. You’ll want to keep producing workers at both bases after your first expansion because the late game phase is usually played on 3 or more bases and you will want to continue maynarding workers to new expansions.

    Why you don’t want resources to build up.
    Worker production is the first stage of macromanagement: actually getting the resources. The second facet of macromanagement is actually using those resources. As you gather resources, you use them to make units for fighting. Every resource hoarded is a potential investment you did not make. If you engage in a battle with 1000 minerals hoarded, that is 1000 minerals worth of units you could’ve had at the fight had you macromanaged better. 10 Zealots, 20 Marines, or 40 Zerglings can significantly change the outcome of a battle. Unused resources mean smaller armies and smaller armies usually mean battles lost. Having 10 Marines is not going to win against 10 Zealots; you need more Marines for it to be a fair fight.

    To prevent yourself from running into unfair fights, you want to be continuously spending your resources on something. It can be workers, buildings, upgrades, or units. Just spend it. But! Don’t waste it on things you will never use. Don’t get speed upgrades on a unit that you never plan on using. Efficient spending is implicit. It is not obvious; it is not shouted at you when you lose. Players will have excuses on why they lost, but underlying all that is usually because they did not spend their resources efficiently.

    Another bad habit that many players have is immense amounts of unit queuing. Yes, you are spending resources, but it is not being spent efficiently. You make absolutely no returns on unit production until those units are actually made. Filling a unit queue right as or before a fight starts means those are units you could’ve already had. How? By making more unit producing buildings. Learning how many unit producing buildings you can have per base is difficult to learn, precise amounts can only come from experience.

    Using Protoss as an example: A single mineral line can support roughly 3 Gateways running full time with minimal ‘teching’ (unlocking upgrades or new units). It can support 2 with heavy tech investments and it can barely support 4 Gateways with absolutely no tech investment. Running 4 Gateways usually ends in disastrous results for the Protoss player unless the opponent is quickly killed or there are no tech investments left to make. This is because if the opponent can get severely ahead in tech, the Protoss is at a significant disadvantage due to a lack of viable options.

    If you have resources piling up, you have two options: make more unit producing buildings or expand and then making more unit producing buildings. Being choked on unit production is an easy way to lose after trading armies with your opponent. Having too many buildings is better than not having enough.

    There are two ways of losing via smaller army: not having enough or not spending enough resources. Both of these are easily avoidable.

    Now that we’ve covered resource management, we continue onto build orders.

    Learn build orders.
    Build orders are a prearranged order in which you construct your buildings. Good build orders are those that everyone uses; they are cookie cutter. Now, some might rant about how cookie cutter builds destroy innovation and creative play. No! Build orders allow innovation and creative play to be efficient. They are cookie cutter for a reason, because they are the most effective openings in regards to resources and time. Starcraft and Starcraft 2 are battles of resources, but they’re also battles for time. A few seconds difference can change the entire game through a delayed unit, a building, or an entire expansion. Many openings trade time for resources or resources for time. Time creates advantages in tech, resources, or army size.

    Learning build orders is more difficult in Starcraft 2 because it’s so new, not everything has been discovered or tested. It’s your job now to create, adopt, or steal build orders that are the most efficient. Constructing a building 5 seconds earlier than normal can lead to enormous advantages but not learning or refining build orders can lead to constructing buildings later than necessary!

    For Starcraft 2, there are two ways to create the opening Pylon as Protoss. You can either make it at 9 supply and have it finish at 10 so you can Chrono Boost or you can cut an early Probe to create a Pylon at 8 and Chrono Boost the 9th Probe immediately. The difference between these builds provides a difference of about a second in the first Gateway, so this is an extreme example. I myself enjoy placing the Pylon at 8.

    The difference between a solid and shaky build order can mean living or dying during the early game.

    Don’t play blindly, scout often.
    Map hacking, the most prominent hack in Starcraft, provides perfect information on the map and the opponent. This third-party program is looked down upon by the competitive community because it provides such an unfair advantage and because it is cheating.

    You can simulate these same advantages through proper scouting. A player’s first scout is usually their worker. Many beginners believe that they are sent out for the sole reason of finding where the opponent is. Naïve! Keeping your scouting worker alive reveals so much valuable information, but only through proper analysis that comes with experience.

    The subtle things will tell you much: the progress on the spawning pool will tell you whether to expect early Zerglings or not. A 10pool (a spawning pool created after the 10th Drone but before the 11th) will most certainly make Zerglings while a 13pool may only make 2 or skip them altogether. A surviving worker can reveal a Protoss player’s entire tech tree if kept alive: 1 Gate into Cybernetic Core? 2 Gate? THREE Gate (3 means you are going to get rushed)? 0 Gates? You just got proxy’d, get ready for a fast rush. A scouting worker can easily dodge Zealots through proper micro, many will need to get a Stalker or Sentry to kill it if they don’t want you to see their tech tree and that means gas spent, unit created, tech delayed.

    When the first scout dies, many no longer scout for the rest of the game. Foolish! Continue to send out scouts; they can be either workers, a fast and inexpensive unit (Zergling), or a unit that is concealed and difficult to kill (Observer). Knowing where your opponent’s army is, knowing what it’s made of, and knowing when they expand are all critical intel. Location allows you to set up flanks or ambushes. Composition allows you to create the correct counters to their units, and knowing when and where an expansion is built opens up an opportunity to attack before they make returns on such a heavy investment. However, don't needlessly sacrifice units into the maw that is your opponent's army. Scout often, but be conservative with them.

    Scouting is much harder and is much more demanding on your multitasking than macromanagement. You shouldn’t let your macromanagement suffer for the sake of scouting, but neither should you forsake scouting altogether. Balance is key to consistent success, though knowing when to take risks is also important.

    Combining these fundamentals together means that your armies will be as large as possible, your economy as efficient as can be, and the knowledge of your opponent’s play are as clear as crystal.

    These basics are just that, fundamentals. A lack of fundamentals means that defeating an opponent with strong mechanics and safe play will be an impossibility. Real-Time Strategies incorporate strategic play but that is meaningless when lacking in basics. Smaller armies, weaker economy, and blind play are disadvantages the player only gives himself; they are completely unnecessary and preventable.

    So here they are again so you can drill them into your head. The basics of resource based RTS’s are:

    * Keep building workers/harvesters.
    * Don’t let resources build up.
    * Learn build orders.
    * Don’t play blindly, scout often.

    It can be difficult to do everything simultaneously at first, but it becomes more natural through practice!

    Good luck and have fun. Until next time.

    If it's good enough, feel free to put it in the OP.

    eeSanG on
    LFMGb.jpg
    Slice like a god damn hammer. LoL: Rafflesia / BNet: Talonflame#11979
  • Page-Page- Registered User regular
    edited February 2010
    Corrupter used to turn any air unit it killed into an immobile flying turret.

    Colossus is a ground unit that can be target by air to air attacks.

    You see why I was curious.

    Page- on
    Competitive Gaming and Writing Blog Updated in October: "Song (and Story) of the Day"
    Anyone want to beta read a paranormal mystery novella? Here's your chance.
    stream
  • Fizban140Fizban140 Registered User, __BANNED USERS regular
    edited February 2010
    That write up is great, I have not read it all yet but it got me so excited I had to post now.

    Fizban140 on
  • No Great NameNo Great Name FRAUD DETECTED Registered User regular
    edited February 2010
    WHY YOU WANT TO KEEP BUILDING WORKERS

    after eesang beats sirtoons

    "You built too many workers!!!"

    No Great Name on
    PSN: NoGreatName Steam:SirToons Twitch: SirToons
    sirtoons.png
  • WabbajackWabbajack Registered User regular
    edited February 2010
    eeSanG wrote: »
    Here's the write-up on some Starcraft 2 basics that I told some of you about. It's moderately long.

    Also, I've been told I have a bad sense of humor, so I apologize if my writing isn't witty.
    I have written this to help anyone who is interested in playing but have little experience and no one to teach them.

    There are many things in Starcraft that are so basic that no one mentions them. However, they’re also incredibly difficult to find out for yourself without a natural intuition for Real-Time Strategy. This makes it extremely difficult for people new to RTS’s to learn about them so they get trashed by everyone and everything; the entire process can be extremely demoralizing and leaves only a bitter taste in the neophyte as they quit in frustration. These basics are so fundamental that without them, every player is doomed to failure against someone with solid mechanics.

    I am going to go over many of these basics. Here are some simple tips that apply to almost every RTS that involves resource management:

    * Keep building workers/harvesters.
    * Don’t let resources build up.
    * Learn build orders.
    * Don’t play blindly, scout often.

    The slightly more advanced mechanics all branch off from these principles.

    Why you want to keep building workers.
    Workers in Starcraft are great investments; you spend time and resources building them and they’ll provide great returns on those investments. The most significant mechanic behind Starcraft is resource management: you need minerals and gas to do everything. The more you have, the more you can do; but, the reverse also applies: the less resources you have, the more limited you are in options. This is macromanagement.

    Okay, so more workers mean more resource gathering, but where do you stop? You don’t. In Starcraft 2, every base has 8 mineral patches and 2 gas geysers. Maximum saturation is 3 workers per mineral patch and 3 per gas; however, the optimal amount of workers on minerals is actually 2. There are heavy diminishing returns after 2 workers per mineral patch and returns stop altogether after 3. So why don’t you only make 22 workers, 16 for minerals and 6 for gas? Because you will want to expand.

    Expanding is a critical aspect of micromanagement. Two fully saturated bases have double the production of one: this means twice the upgrades and twice the units. That is an unfair advantage over your opponent if you’re playing 2 bases to 1. Expanding does require an investment though, you cannot recklessly place bases all over the map or you risk losing everything to an aware opponent.

    So back to workers: Why don’t we stop at 22? Because you will want to expand and you will want your investment to make immediate returns once you do. How do you do this? By transferring several workers from your first saturated base to your second (For future reference, transferring of workers will be called maynarding, as that is the term used by competitive Starcraft players). So say you kept building workers and you have about 34 (6 on gas, 28 mining), 4 of your workers mining are actually doing absolutely nothing. You still want to produce this many workers because once you expand (which you should when you safely can) you can maynard 17 workers to your expansions and put 6 on gas with 11 on mining.

    Doing this, you’re now fully saturated on gas in two bases and have 11 workers on minerals each base. This is clearly insufficient and suboptimal but now you have 2 worker producing buildings and by splitting evenly, you can hit optimization in both bases with 5 worker production cycles. Well, 11 isn’t an optimal amount, so why not only move 16 and have 16/6 on minerals? You could, but because you have 2 worker production buildings you would have to go through 0 and 10 worker production cycles to hit optimization and that is inefficient because you have only one building doing all the work instead of dividing it equally. This doubles the amount of time for your bases to hit optimized mining and every worker built at an optimized mineral line is worth less and less.

    So to keep the first facet of macromanagement strong, worker production is required beyond optimization. You’ll want to keep producing workers at both bases after your first expansion because the late game phase is usually played on 3 or more bases and you will want to continue maynarding workers to new expansions.

    Why you don’t want resources to build up.
    Worker production is the first stage of macromanagement: actually getting the resources. The second facet of macromanagement is actually using those resources. As you gather resources, you use them to make units for fighting. Every resource hoarded is a potential investment you did not make. If you engage in a battle with 1000 minerals hoarded, that is 1000 minerals worth of units you could’ve had at the fight had you macromanaged better. 10 Zealots, 20 Marines, or 40 Zerglings can significantly change the outcome of a battle. Unused resources mean smaller armies and smaller armies usually mean battles lost. Having 10 Marines is not going to win against 10 Zealots; you need more Marines for it to be a fair fight.

    To prevent yourself from running into unfair fights, you want to be continuously spending your resources on something. It can be workers, buildings, upgrades, or units. Just spend it. But! Don’t waste it on things you will never use. Don’t get speed upgrades on a unit that you never plan on using. Efficient spending is implicit. It is not obvious; it is not shouted at you when you lose. Players will have excuses on why they lost, but underlying all that is usually because they did not spend their resources efficiently.

    Another bad habit that many players have is immense amounts of unit queuing. Yes, you are spending resources, but it is not being spent efficiently. You make absolutely no returns on unit production until those units are actually made. Filling a unit queue right as or before a fight starts means those are units you could’ve already had. How? By making more unit producing buildings. Learning how many unit producing buildings you can have per base is difficult to learn, precise amounts can only come from experience.

    Using Protoss as an example: A single mineral line can support roughly 3 Gateways running full time with minimal ‘teching’ (unlocking upgrades or new units). It can support 2 with heavy tech investments and it can barely support 4 Gateways with absolutely no tech investment. Running 4 Gateways usually ends in disastrous results for the Protoss player unless the opponent is quickly killed or there are no tech investments left to make. This is because if the opponent can get severely ahead in tech, the Protoss is at a significant disadvantage due to a lack of viable options.

    If you have resources piling up, you have two options: make more unit producing buildings or expand and then making more unit producing buildings. Being choked on unit production is an easy way to lose after trading armies with your opponent. Having too many buildings is better than not having enough.

    There are two ways of losing via smaller army: not having enough or not spending enough resources. Both of these are easily avoidable.

    Now that we’ve covered resource management, we continue onto build orders.

    Learn build orders.
    Build orders are a prearranged order in which you construct your buildings. Good build orders are those that everyone uses; they are cookie cutter. Now, some might rant about how cookie cutter builds destroy innovation and creative play. No! Build orders allow innovation and creative play to be efficient. They are cookie cutter for a reason, because they are the most effective openings in regards to resources and time. Starcraft and Starcraft 2 are battles of resources, but they’re also battles for time. A few seconds difference can change the entire game through a delayed unit, a building, or an entire expansion. Many openings trade time for resources or resources for time. Time creates advantages in tech, resources, or army size.

    Learning build orders is more difficult in Starcraft 2 because it’s so new, not everything has been discovered or tested. It’s your job now to create, adopt, or steal build orders that are the most efficient. Constructing a building 5 seconds earlier than normal can lead to enormous advantages but not learning or refining build orders can lead to constructing buildings later than necessary!

    For Starcraft 2, there are two ways to create the opening Pylon as Protoss. You can either make it at 9 supply and have it finish at 10 so you can Chrono Boost or you can cut an early Probe to create a Pylon at 8 and Chrono Boost the 9th Probe immediately. The difference between these builds provides a difference of about a second in the first Gateway, so this is an extreme example. I myself enjoy placing the Pylon at 8.

    The difference between a solid and shaky build order can mean living or dying during the early game.

    Don’t play blindly, scout often.
    Map hacking, the most prominent hack in Starcraft, provides perfect information on the map and the opponent. This third-party program is looked down upon by the competitive community because it provides such an unfair advantage and because it is cheating.

    You can simulate these same advantages through proper scouting. A player’s first scout is usually their worker. Many beginners believe that they are sent out for the sole reason of finding where the opponent is. Naïve! Keeping your scouting worker alive reveals so much valuable information, but only through proper analysis that comes with experience.

    The subtle things will tell you much: the progress on the spawning pool will tell you whether to expect early Zerglings or not. A 10pool (a spawning pool created after the 10th Drone but before the 11th) will most certainly make Zerglings while a 13pool may only make 2 or skip them altogether. A surviving worker can reveal a Protoss player’s entire tech tree if kept alive: 1 Gate into Cybernetic Core? 2 Gate? THREE Gate (3 means you are going to get rushed)? 0 Gates? You just got proxy’d, get ready for a fast rush. A scouting worker can easily dodge Zealots through proper micro, many will need to get a Stalker or Sentry to kill it if they don’t want you to see their tech tree and that means gas spent, unit created, tech delayed.

    When the first scout dies, many no longer scout for the rest of the game. Foolish! Continue to send out scouts; they can be either workers, a fast and inexpensive unit (Zergling), or a unit that is concealed and difficult to kill (Observer). Knowing where your opponent’s army is, knowing what it’s made of, and knowing when they expand are all critical intel. Location allows you to set up flanks or ambushes. Composition allows you to create the correct counters to their units, and knowing when and where an expansion is built opens up an opportunity to attack before they make returns on such a heavy investment. However, don't needlessly sacrifice units into the maw that is your opponent's army. Scout often, but be conservative with them.

    Scouting is much harder and is much more demanding on your multitasking than macromanagement. You shouldn’t let your macromanagement suffer for the sake of scouting, but neither should you forsake scouting altogether. Balance is key to consistent success, though knowing when to take risks is also important.

    Combining these fundamentals together means that your armies will be as large as possible, your economy as efficient as can be, and the knowledge of your opponent’s play are as clear as crystal.

    These basics are just that, fundamentals. A lack of fundamentals means that defeating an opponent with strong mechanics and safe play will be an impossibility. Real-Time Strategies incorporate strategic play but that is meaningless when lacking in basics. Smaller armies, weaker economy, and blind play are disadvantages the player only gives himself; they are completely unnecessary and preventable.

    So here they are again so you can drill them into your head. The basics of resource based RTS’s are:

    * Keep building workers/harvesters.
    * Don’t let resources build up.
    * Learn build orders.
    * Don’t play blindly, scout often.

    It can be difficult to do everything simultaneously at first, but it becomes more natural through practice!

    Good luck and have fun. Until next time.

    If it's good enough, feel free to put it in the OP.

    Put it in the OP, then make blizzard put it in the game, like a EULA or something, maybe patch notes.

    Wabbajack on
    [SIGPIC][/SIGPIC]
  • eeSanGeeSanG I slice like a goddamn hammer. Registered User regular
    edited February 2010
    WHY YOU WANT TO KEEP BUILDING WORKERS

    after eesang beats sirtoons

    "You built too many workers!!!"

    The way you build workers is like me pumping SCVs out of my half Barracks. If I did that I just wouldn't have enough Marines D:

    Zerg worker management is actually more complicated than Terran and Protoss, but that's half a write-up in itself.

    eeSanG on
    LFMGb.jpg
    Slice like a god damn hammer. LoL: Rafflesia / BNet: Talonflame#11979
  • DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    edited February 2010
    Big note for Protoss: - Put Observers EVERYWHERE. On any given Protoss game I play (Starcraft 1, I'm not in the beta) I usually have anywhere from 10-15 observers out in the map, plus a few at my base. Place them at any choke point that leads into your base, into your expansions, or out of the opponents bases or expansions. This means you can keep track of any units entering or leaving their base, including info like "are their allies staging out of their base too".

    Placing them at choke points lets you see armies coming. If you see an army coming, that gives you a solid 30 secs to a minute (not necessarily that long depending on the map and where you saw them) to position yourself for their arrival. You may not have time/resources to build any more units, and if you don't have enough units to repel the assault you're stuffed no matter what you do, but it can help you perhaps sneak a building or worker away from the base, or position your troops to flank their army.

    Of course, having this many observers means nothing if you don't pay attention to what they're showing you. Have your buildings hotkeyed so you can build units without needing to target them with your cursor, so that when you're just building units and not actively microing, you can pan around the map and check out what your observers are seeing. It doesn't matter if an observer sees enemy units coming if YOU don't see them coming.

    Dhalphir on
  • Brodo FagginsBrodo Faggins Registered User regular
    edited February 2010
    eeSanG wrote: »
    WHY YOU WANT TO KEEP BUILDING WORKERS

    after eesang beats sirtoons

    "You built too many workers!!!"

    The way you build workers is like me pumping SCVs out of my half Barracks. If I did that I just wouldn't have enough Marines D:

    Zerg worker management is actually more complicated than Terran and Protoss, but that's half a write-up in itself.

    I think I read on teamliquid that at a certain point, creating too many workers nets you diminishing returns. I believe 24 was the optimum number.

    Brodo Faggins on
    9PZnq.png
This discussion has been closed.