Minimum System Requirements (from the Beta Client)
PC Minimum Requirements:
• Windows XP SP3/Vista SP1/Windows 7
• 2.2 Ghz Pentium IV or equivalent AMD Athlon processor
• 1 GB system RAM/1.5 GB for Vista and Windows 7
• 128 MB NVidia GeForce 6600 GT/ATI Radeon 9800 PRO video card
• 1024x768 minimum display resolution
• 4 GB free hard space (Beta)
• Broadband connection
*Note* the final requirements for Starcraft II have not yet been determined. Due to ongoing development the minimum requirements listed above are subject to change at any time. During this phase a Mac version will NOT be available, please check back.
Current patch notes: Click on the official battle.net forums thread found here.Some Starcraft 2 music can be found here.
SC2 Beta Live Streams are a great way to learn the game from other players. Study build orders or tactics to improve yourself. Find a good stream? PM it to me and I'll add it.
Don't wanna watch a stream? Then check out some youtube pages instead.HD Starcraft. Good site for beginners to learn from and watch higher end players as well.
HuskyStarcraft. Another good site for watching vids.
eeSanG's basics of Starcraft 2 for all you new players to SC2.
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.
Terran Tech Tree courtesy of NoGreatCountryThatLostOlympicHockey
Zerg Tech Tree courtesy of NoGreatNCountryThatLostOlympicHockey
Protoss Tech Tree courtesy of NoGreatCountryThatLostOlympicHockey
The PA SC2 Beta Steam group is an easy way to chat to other players in larger groups or prepare for PA tournaments. You can find the link here.Current PA SC2 Beta players (PM me with your account if you want on this list):
US Servers
MNCDover.mncdover MNC Dover
NoGreatName.ballin NoGreatName
Gnometaro.gnometown Push Button / Receive Cat
Peff.havoc Peff
eesang.arbiter eeSanG
Fathom.sinjun Urian
TheStig.stig TheStig
Melancholy.mark TheSuperWoot
Lunysgwen.giraldus Lunysgwen
Manic.manic Yran
TheLorax.modain Modain
aadric.aadric mrsinister
GIChoe.gichoe Brodo Faggins
Keelhaul.zilo Zilo
pogo.pogo Pogo1250
Flea.pious Inquisitor
melkster.melkster Melkster
Xico.tencatl MrOletta
Grain.grimwyrm Grain
BoxMuncher.cbl Katholic
Xenozergie.tirmcdohl XenoZergie
Kwisatz.haderach schmads
infinity.infinity Infinity56
Kancho.terrible KrunkMcGrunk
Tossrock.ironarc Tossrock
Akematsu.Yossarian Wicked Uncle Ernie
Arkan.metempsyche Arkan
Naivedo.naivedo Buraisu
PenguinLord.ten BahamutZERO
RedTide.hooknladder RedTide
Perturabo.salvation Salvation122
ymmt.net akiboshi
Seanron.qotpa Seanron
Burst.emi Sabo
LocustReign.onyourparade Uselesswarrior
Revenant.Revenant Lurk
Arikado.arikado Arikado
SLyM.slym SLyM
Zore.dragon Z0re
Foefaller.magus Foefaller
Strickland.spt a penguin
Srice.srice Slicer
kime.delpell Kime
StarKraft.dinner ThugsBunny
gogokodo.tmo GogoKodo
Spartacus.IMSpartacus Nylonathetep
Lemming.west Lemming
Megrim.crux Haki
Aphrodezach.zach Thor1590
Dudeman.rules DudemanX
SomeTallGuy.stu some_tall_guy
Winky.ajalkaline Winky
und.einpirat undeinpirat
BloodySloth.pumantis BloodySloth
Fireflash.patparadize Fireflash
Vivus.machina As7
Aphostile.aphostile Aphostile
iowaa.iowaa Iowa
platinumplus.musanman musanman
mEEks.meeks mEEKsa
Debaser.pixl DebaserZbs
Zerokku.zerokku Zerokku
sevorak.sevorak sevorak
rewsky.rewsky SkyGheNe
SlayerVin.pants SlayerVin
Tortalius.tortalius Tcheldor
FuriousJodo.tribalwar FuriousJodo
crimson.coyote crimsoncyote
Over.backbones INeedNoSalt
schctrg.schctrg Drag
Negativeskil.Shi NegativeSkill
LovePhD.moot MutePrez
Sceptre.romus Sceptre
Finnbarr.dreydus Finnbarr
Rock.steady Fatty-McPhat
SalidSnake.snakejd Salid Snake
inCa.mtl Sparth
Gruknor.joobacca Koopa_Paratroopa
Topp.titan Saaruto
Ryan.schutter cakemikz
fukyodogg.nowbish Gigas75
DeadMenRise.rime CycloneRanger
Khaczor.khaczor Khaczor
xango.shadow ShadowThomas
dergabene.dergabene Tamin
Spinnaker.mistral Tynnan
Fallout.pennyarcade Custom Special
Bluefoot.bluefoot Bluefoot
Apogee.apogee Apogee
Aegis.ward Aegis
ZenTactics.zen Zenloliful
Bigbadbob.bob Bigbadbob
Blowflu.scii Blowflu
Xtarath.xtarath Xtarath
Licious.Vicious darkenedwing
Euro Servers
Fenris.fenris fencat
Shiki.Ryougi Mikiya
Demiurge.Nplaurie Demiurge
HerrCron.herrmoo HerrCron
Tayrun.norolith Tayrun
Wolf.bjarki Zealot
Gumpy.vonbear Gumpy
evilthecat.void evilthecat
Klyka.klyka klyka
Seanron.seanron Seanron
Mithror.mithror
Joril.pazepal Joril
Shessair.natik NATIK
Gestalt.baroque Elbow
List of PA people who would love to get a friend invite to the Beta if you can spare one.
US Servers:
Battle Jesus
AdditionalPylons
Neaden
DJ Cam Cam
Imperfect
Athenor
Anthelion
SithDrummer
Dangerisk
fadingathedges
klok
Seguer
Garick
MutePrez
Peff
Leonius
Emagog
erraticrabbit
I needed a name to post.
0Replace4Displace
cm83
Dhalphir
Elitistb
Chimes
SkyGheNe
ForceVoid
Mr Obersmith
Leonius
Talith
Metal Gear Solid 2 Demo
Strawbs
JustinSane07
Ebfan
Spawnbroker
angrybacon
Figgy
NerfThatMan
Fireflash
Ego
Arminas
Sporkacus
DigitalSyn
Sceptre
Athenor
GnomeTank
MadCaddy
4rch3nemy
JimmyNavio
Zek
undeinpirat
Ashdrake
Otistheguard
Korlash
Kami
n00bish
Sceptre
Karrmer
Mr Blonde
WhiteShark
Dman
Monsty
Savant
Sporkacus
eddizhere
Rivulent
Shade
MikeMan
Baicon
Vi Monks
cyphr
Guek
Iriah
bubblegumnex
lahmiel
shosar
TheLawinator
Squirrel Rancher
Tucan
TelMarine
MagicPrime
snarfmaster
Fasterfood
Jenner
firekiun
walnutmon
Ohtsam
agoaj
HazeAI
jothki
A Flock of Walrus
Wetsun
RandomEngy
TheBog
Manetherenwolf
Critter
Manchowder
Funbags
fadingathedges
killa283
Grape Ape
Mathew Burrack
Variable
Jakorian
Blowflu
ImDrawingABlank
Kwoaru
Elementalor
Unearthly Stew
Animemaster345
Dourin
Edith_Bagot-Dix
lunaris
zanmatto
biscuitbutt81
daemones
illgottengains
Lord_Asmodeus
13thLegion
spasarto
Captain K
TheUnsane1
hectorse
Zero-Control
Utgardsloki
CharlesVI
Megamerican
ResIpsaLoquitur
European Servers:
TheBana
Martinez
Dayvan Cowboy
blurbl
alset85
Kroyd_Krenson
Anarchy
Westforde
BlackDove
Domhnall
Need a voice actor? Hire me at bengrayVO.com
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam IDTwitch Page
Posts
Tournament Information
Tournament One
FireFlash (fireflash.patparadize, Zerg)
ShadowThomas (Xango.Shadow, Zerg)
Imperfect (Seldom.skilled, Protoss)
JamesKeenan (James.Keenan, Zerg)
Sceptre (Sceptre.romus, Random)
Projectmayhem (Khass.horn, ?)
Atlas.kon (Atlas.Kon, Protoss)
Schmads (Kwisatz,haderach, Terran)
crimsoncoyote (crimson.coyote, Protoss)
Willie (willieX.trom, Protoss)
Aphostile (aphostile.aphostile, Protoss)
Rend (Rend.melenkir, Terran)
Zore (Zore.dragon, Protoss)
Some_Tall_Guy (sometallguy.stu, Zerg)
Munkus Beaver (Munkus.Beaver, Terran)
Tournament One Bracket
Sceptre v Imperfect
Some_Tall_Guy v Projectmayhem
FireFlash v crimsoncoyote
Munkus Beaver v Rend
Aphostile v Zore
BigE v ShadowThomas
Schmads v Willie
JamesKeenan v Atlas.Kon
Tournament Two
Mgslee (mgslee.lee, Random)
TheSuperWoot (Melancholy.Mark, Protoss) Current Champion
Retzinsky (Arthur.loftis, Zerg)
Khaczor (Khaczor,khaczor, Terran)
Lurk (Revenant.Revenant, Zerg)
Argrax (Fuzzy.Navel, Zerg)
Tynnan (Spinnaker.Mistral, Protoss)
Apogee (Apogee.apogee, Random)
hiigaran (hiigaran.hiigaran, Terran)
Streltsy (Kibbles.kibbles, Terran)
iowa (iowaa.iowaa, Terran)
TheStig (Thestig.stig, Zerg)
NoGreatName (nogreatname.toons, Zerg)
Tournament Two Bracket
Retzinsky v Sparth
Mgslee v iowa
hiigaran v Khaczor
NoGreatName v TheSuperWoot
Lurk v Argrax
Apogee v Streltsy
Tynnan v TheStig
Tournament Information
Tournament One goes TOMORROW at 2pm EST, Tournament Two goes on SUNDAY at 2pm EST. Please be in the steam chat, or in game a few minutes before 2pm for final preparations!
Tournament One is pretty straight forward, 2 rounds of single elimination until we get to the semi finals which will be a best of 3. The finals will be a best of 5. All opening rounds will take place on Blistering Sands and all second round games will happen on Steppes of War Both the semi finals and Finals will have their first game on Lost Temple with loser choosing next map.
Tournament two will also have two rounds of single elimination with Blistering Sands and Steppes of War as the maps. The highest ranked player after the first round of eliminations will get a bye into the semi-finals! Semi-Finals and Finals follow the same map rules.
Pre-Tournament Stuff
Before the tournament begins I would like everyone to head on over to the Steam group I have created. This is only because of the party limit in game and I want to have a way to get everyone together before the games start so we can go over last minute questions, etc. If you don't have Steam hop in game a couple of minutes before hand and I can answer any questions beforehand.
Streaming Goodness!
For those of you who don't aren't in the beta but still want to watch us be awful at this game: you can head on over to livestream.com/truspa to watch a bunch of the games including all the semi finals, finals, and third place matches!
oh but they can move while burrowed isn't that interesting. eh eh right?
You won't find any sympathy from me. I think both are BS!
marines will fill a role with their quick fire rate compared to marauders but the loss of a tech lab rax hurts so bad.
While I agree with some points (I too voted marauder and roach as my least favorite new units) I disagree with your assessment of the immortal. I think it's a really awesome new unit, the hardened shield mechanic is really interesting and how much better it gets against armored targets I think makes it a very interesting, dynamic unit.
I don't see the problem being with the immortal so much as the problem being that the other two factions (though perhaps terran less now) were compelled to spam nothing but armored units because their tier 1 armor units are so good. If those units no longer are spammed, then immortals will no longer be spammed. So, what I am trying to say here is fix roaches and marauders and the immortal fixes itself.
I agree, they should move through cliffs while burrowed.
explain it with some retarded protoss technology that they fornicated with
And by fun I mean fucking obnoxious.
3DSFF: 5026-4429-6577
*shakes head* Nope. It's a terrible thing.
So I got in. or more accurately, I got my gf to opt in her WoW account for me.
Glee!
Dover: I guess you can allocate my time tomorrow to someone else! And I guess take me off the beggin' list.
And if there is still time... event though I have yet to play, and probably won't get to until late tonight...
I want in on the tourny. I will post later once I can set up my username and whatnot.
They should merge the speed and burrow move upgrades and give them an additional "corrosive acid" upgrade that puts a dot on buildings. I don't care if an hp nerf goes along with this. I just wish roaches were a harassment unit and not the main army.
Fuga: Thanks for the heads up. I might try and squeeze a few games in today.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
Right now.
I didn't notice any effect when I was fiddling around last night. I thought it would make units build faster, but didn't see an improvement.
DIE
...after you give me your beta key.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
It does, and it makes research faster.
If any EU players fancy some 1v1 just gimme a shout, Gestalt.baroque
I will have to experiment more tonight, then. Perhaps with a timer of some sort.
I'll add you to my list
I'm Joril.pazepal on bnet.
Mass stalker will rape you.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Everyone seems to actually remember their detectors these days, so borrowing with roaches usually just gives me dead roaches :P
I am a freaking nerd.
Downloading now, can't wait to go get stomped. I have never played SC before.
So at work, I was thinking about Starcraft 2 and this time, about the Infestor instead of the Utralisk (<3)...
The Infestor only useful ability is Fungal Growth and I like where it sits right now. However, Infestors were unfortunate enough to be stuck with two abilities that plays with a concept that Blizzard is afraid to touch: free units. Both Infested Terran and Neural Parasite give (and for parasite, take away from the opponent in the process) units to the Zerg player for energy only. This makes them susceptible to become overpowered every easily. Well, that is how my theory goes. Here is my suggested makeover for the Infestor:
Infested Terran: Instead of having Infested Marines costing energy, let them cost minerals and supply (75 minerals, 1 supply). However, an Infestor starts with a stock of 4 Infested Marines they can spawn at any given time that slowly restocks (let's say...one every 15 seconds). Infested Marines no longer have timed life and waddle a tad faster, but everything else is the same.
Mitotic Tallow: This ability replaces neural parasite entirely and has different functionality altogether. Costing 50 energy, this ability covers an area of 3 matrices with a maggoty goo for 15 seconds. All friendly units that are in the area of affect have their collision size reduced by 1 (to a minimum of 0.5). This is essentially lubricant you apply to the enemy's choke to push your Ultralisk (and Zerglings) into their base.
Fungal Growth: Stays awesome!
I don't have a problem with that change to infested terrans, I like them the way they are too though. That other ability sounds dumb though.
This needs to be done. I cannot wait to squeeze a lubricated monster up my enemy's passage.
I am so, so sorry.
http://topreplays.com/Replays/Details/478
Reaper rush vs double proxy barracks. Its so incredibly easy to hide buildings on Kulas Ravine... I never found his proxy, didn't even know about it til the replay, and not for lack of scouting.
...and all my computers are running Linux.
8-)