Starcraft 2 is an amazingly fun game that can be enjoyed to new players and veteran players alike. The game itself is much easier to understand and get into than Starcraft 1 ever was, but the learning curve is still rather steep. Fortunately, there are a ton of ways to learn about the game and get better rather than just losing to players online. Here are a few:
Start by reading this beginners guide written by our very own forum member, eeSanG. He is a Gold/Platinum level player who knows his stuff and was generous enough to take the time to write out this very informative piece on the basics of SC2. It's a long read, but quite worth it.
eeSanG's basics of Starcraft 2[/size] 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.
You can also learn tactics and build orders by watching Live Streams. Live Streams are great because you can usually ask questions during the stream in the chat room. If the other chatters are cool, they might even answer your questions.
You could watch games from youtube that are being played by high ranking players in order to see what they do. This is awesome because it allows you to rewind the video if you missed something earlier. Great for memorizing build orders. Here are a few sites:
HD Starcraft. Good site for beginners to learn from and watch higher end players as well.
HuskyStarcraft. Another good site for watching vids.
If you're a numbers guy, you can check out the editable
PA SC2 unit data spreadsheet. On it, you will find a breakdown of hp, costs, movement speeds, damage, armor....basically a ton of information on how each unit works. Thanks to Vin for making it.
Finally, you can always chat with fellow PA forum members by using the Steam community chat groups. We have a chat group that is often used before tournaments for everyone to get their information, but it can also be used to hang out in and ask questions. You can find the link
here.
Posts
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
Unless I take my laptop into the other room, where I can DO BOTH. Allllriiight.
he literally doesnt know any other units exist other than scvs and marauders
I think it's time for another PA Lobby.
Message me (MechMantis.mkone) on B.net and we'll get some games going.
The games I win seem to be won entirely by forcefield micro (excluding the few games where my opponent is offracing and worse at it than I am). I usually either try to split my opponent's army and destroy it in detail or isolate it from his base while I attack.
Trouble is whenever I get involved in anything else (i.e. an even fight) I just fall apart. I never seem to have sufficient troops.
So, I went here to catch the tournament games you all were talking about, however, I apparently just missed them. I did however watch the streamer, who was playing and commenting, lose to a mass zergling rush. He then proceeded to rage about how he hates playing terrible players, right after said terrible player beats him. It was pretty funny. He then went on to explain that the only way such a terrible player could have possibly beaten him was that said player was just so terrible, that there was no way he could have possibly expected what the terrible player was going to do, due to said player being so terrible. He then went on to explain that if he was playing actual PRO players, that he would be able to better scout and predict what they were up to which would ultimately enable him to win.
As I'm typing this he then proceeds to rage at another terrible player who cloak banshee rushes him and defeats him. The streamer is quite upset that he keeps playing terrible players. That are beating him...
Now he's complaining that the real problem is that these players are so terrible that they just go all in without expanding right away. They seem to be beating him just fine, however...
Now he just lost to some impressive phoenix micro and the other guy even expanded before he did...but he was still terrible...I can't stop watching, it's so hilarious, haha.
I know it's probably annoying reading this, but every time I post it new people get added.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
Hehe, was an entertaining rep, watching your Viking armada violate the BCs he continually sent at you in single file :P
A couple of things of note:
1.) Floating your initial CC to the island is cute, but puts you REALLY behind (you don't start mining until almost 2 minutes into the game). I'd recommend instead going for a normal wall off build and early expanding to that island.
2.) You sent your expansion CC off without any SCVs in it. Fill that bad boy up with SCVs to get your expansion on it's feet quickly.
3.) Vikings are super vulnerable on ground. Only land them if they're not going to be shot at (i.e. behind your marines/marauders), or if you have a massive numbers advantage.
4.) You caught his marine/marauder ball out of position a couple of times. You could have used those opportunities to fly around him and take out his expansion or raid his main base.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
That is perhaps the best idea I've ever heard.
Shit it's been so long since SC1 came out that I'm a little rusty.
I still need work. Despite my practice I still haven't progressed much through Bronze.
And Iowa, I watched that replay of you and Duld playing against the GG child guy. Hahahaha, he got so mad.
all my T friends complain about TvT and i hate ZvZ (except when i 6 pool + 2 drones for spine crawlers)
Just quit doing all that fancy shit until you learn how to build more troops.
my only regret is not trolling him more eloquently
I wiped out the first and second players pretty quickly, but then encountered a 200/200 Carrier army and got WIPED THE HELL OUT.
Carriers are SCARY.
Also, is there a good site for basic information about the units, tech path, etc, as well as general strategy info?
Haha, yeah I noticed. I bookmarked his stream though, b/c it's like watching a trainwreck...
Apparently the Blizzard store version of SC2 won't be out by the release date, so you'd have to wait to get it like that. However, with all their other games, you could add your CD-key to your profile and download the game whenever you want. I imagine they'll let you do that with a DVD copy eventually.
It's only speculation though.
The only thing I've been able to come up with is Pheonix micro to graviton them in the air, then send in the ground.. but if I've got a Stargate why don't I have VRs in his base? :P
Early game my blink stalkers can handle it, but then critical mass...
one went mass vikings
the other went mass siege tanks
it was so
fucking
angering
Trapping a Terran in his base is easy; a single proxy pylon and some ground units keeps them in just fine. Breaking through that turtle shell to deal the deathblow on the other hand, is something I cannot seem to pull off yet.
I stress so much over them making a critical mass of marines and marauders and just steamrolling me that I never quite seem to have enough time or resources to go air and push through.
I just played several games that were kind of depressing. First a couple of losses, but I figure no biggie. I get a few wins, then I decide to go back and check the player's profiles. They're all Copper-ranked, including the ones that beat me (although admittedly all high-ranked Copper) and I'm a 30 ranked Bronze. So yeah.
On the other hand, at least I won the next match against Zerg with a Bronze player. He tried an early Zergling rush that knocked out quite a few of my probes, but then I managed to contain him until he went mass hydra. Curious thing about mass hydra: a plucky force of zealots with some HT and a couple Colossi to back them up can tear through just about any number of them. I was actually pretty amazed at how ineffective his assault was, despite outnumbering me probably 3 to 1.
Blizzard has their own download service, so I doubt it.