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
I need something to do with b.net down, and all
Have to be unique, I'm 99% sure. At least until they supposedly do as planned and re-implement the identifier system as well?
Steam Group
http://steamcommunity.com/groups/PASC2Beta
Join the public PA beta group to help organize around the mess that is Battle.net 2.0.
Unit spreadsheet
http://spreadsheets.google.com/ccc?key=0Aj5frpmpgU-5dFhyUWpKMDluSTRkWUxDb2ZlUFB0NGc&hl=en
Publicly editable.
ed: and even though they cut the ulty splash damage coefficient pretty significantly, at least the upgrades give it +3 base damage per swing, so it hits light units for 18 with one upgrade, 20% more base damage per upgrade (as much as frenzy). Upgrades don't modify the +25 armored damage at any point.
Also played a 4v4, massed fully upgraded ultralisks.
there are 42 online in the group right now, i wonder how many are actually in sc2
Well nevermind then. Please post results when its complete. Thanks!
I can't get anything to work on Battle.net right now, so I logged out.
Mine- Random Micro Arena
Added!
i'm re-installing bw now to bide the time
ROUND OF SIXTEEN
Argrax Argrax.Argrax 0:1 Dangerisk Dangerisk.Dangerisk
|
No Great Name Nogreatname.Toons 2:0 Eddizhere Plutonium.Wombat
ShadowThomas Xango.Xango 1:2 JamesKeenan James.Keenan
|
Fireflash Fireflash.Patparadize 0:0 Variable Vari.Corbin
Casedout Casedout.Casedout 2:0 redxxii
|
Fadingatheedges Ohno.MyGrades 2:0 Fynath Fynath.Fyntah
Projectmayhem Khass.Horn 0:2 Lurk Revenant.Revenant
|
Lemming Lemming.West 2:0 Retzinsky Retzinsky.Pennyarcade
As such, the ROUND OF EIGHT matchups will be:
1. Argrax/Dangerisk* vs. NoGreatName
2. JamesKeenan vs. Fireflash/Variable (TBD)
3. Casedout vs. Ohno
4. Revenant vs. Lemming
*I know Dangerisk posted to say he'd be out later today and to give Argrax the spot, but that was under the assumption that the rest of the tournament would be tonight. We'll sort out this spot between those two players, and let you know who shall advance.
Are we talking currently published or SC1?
I remember only a few games from a few years ago.
A mario party game
Zone control
The zergling/marine/zealot madness/rancher games
Cat and mouse where probes were mice and archons were cats
Lurker defense
I can't wait to see what what will be cooked up with this editor though.
Having imbalanced units in a beta is fine. I don't think Blizzard has earned a pass for repeatedly and severely bombing their own servers so often.
I swear to god, they just periodically replace chunks of code with ASCII penis art.
Protoss and terrans really hate eachother.
Zerg are pacifists.
3ds friend code: 2981-6032-4118
of course if things are still messed up then and this doesn't move forward I'd be happy to play for the spot.
Pretty sure not true. Zealots running in a line don't bunch up when they hit creep, which would happen as the front ones were slowed and the back one caught up.
It has you as moving forward, and us fighting, but I have work tomorrow at 5, so...
They have temporarily disabled the ability to invite people to your friends list via name and not just e-mail. They want more attention and testing paid to things like cross game and Facebook communication and shit like that. It's fine, but i'd have preferred a bit more warning, like in the patch notes, saying something about this.
Anywho, all of this is irrelevant because B.net master servers are still down and buggy and lagtastic. Hooray for Blizzard.
Blizzard has NEVER been good about communicating important changes to their players. This isn't terribly surprising.
:x
Then I wouldn't have to just concede.
I don't have one, but that is because I don't pay full price for anything so I don't want to preorder it, and I think I can wait, I might cave in depending on how long the beta comes back before it launches officially. It would really suck if I did though...because that means I am totally missing these last 9 days of the beta haha.