The Starcraft II discussion threadSo you wanna craft some stars, huh?
It's cool, we've all wanted to play Starcraft 2 even when we didn't want to admit it. Sure, we'd say mean and hateful things like, "Supreme Commander is sooo much better." or "Starcraft 2 is just Starcraft 1 with better graphics." You may be right, you may also be extremely stupid but who's to say?
The truth is that this SC2 thread goes a million miles per hour and will leave you in the dust if you aren't prepared. All things are open to discussion here from build orders, practice partners, race match-ups, tournament talk, and general bizarre Korean stuff (usually brought to you by the letter S and the number 86). In order to keep up, I highly recommend you bookmark the following sites:
The Day[9] Daily Live Stream. Sean "Day9" Plott is an 11 year Starcraft veteran, so he knows his shit. He does a live stream Sunday through Thursday that airs 7pm PST/10pm EST. If you miss a stream, you can watch it, and every other streams he's ever done,
in his archives. BOOKMARK HIS SITES! You will not be disappointed.
State of the Game A weekly podcast hosted by Day[9], JP, Tyler, and inControl. If you don't know who these people are, you clearly aren't watching enough SC2 tournament stuff. Just bookmark the damn site and listen to it on the go.
HD Starcraft. Good site for beginners to learn from and watch higher end players as well. Being Youtube videos, you can fast forward and rewind to help learn strategies and build orders.
HuskyStarcraft. The brother site of HD Starcraft. Another good site for watching videos of foreign tournaments and for general learning by watching pros.
Gretorp's live stream. A high level Terran player who has amassed quite a following.
Team Liquid. Team Liquid is the biggest Starcraft related fan site out on the Internet today. They follow everything Starcraft related including the pro scene. Many great articles, forums, and information can be found here. A must bookmark for any Starcraft fan.
Starcraft II Liquipedia. Team Liquid has created a wikipedia site for everything SC2 related. This will be updated as time goes on and all information found here should be legit as possible.
Team Liquid Tournament Tracker. Want to play in some SC2 tournaments? Bookmark this link to see what's running now and upcoming in the future.
GOM TV.net. The only officially Blizzard backed tournament spot in Korea. Has a dedicated pair of English casters in the form of Artosis and Nick "Tastless" Plott, Day[9]'s older brother. Great high-end play to be found here. No really, watch this if you've never seen how insane the Korean's take to SC2.
Who is Artosis?
OK that's all cool, but I want to play with some PA people. Easy, follow these 5 simple steps.
1) Start by joining the master PA friend list. DO THIS FIRST. It also doesn't hurt to add your battle.net ID into your signature. If you can't do either of these, then we don't want to be your friend.
2) Bookmark the PA SC2 master list. This will help you find other players without begging in thread for other players to play against. It will also help you find other players to help practice with that are in your skill range. If you use the "view" -> "list view" options found at the top, you can reorganize the list to help you find what you need. On the list view page, you can click on the pull down tabs to look at just players of a certain race or rank. Whatever you want. Use this resource!
3) Sign up to gamereplays.org. This is a site where you can upload your replays. The perfect way to share your replays with the thread and get advice on how to get better. The site also gives you an awesome image when you link it to the forum making it stand out more.
4) Download Mumble voice chat. Since the forum has been back and forth about having a large voice chat system in place but can't decide between Skype and Ventrillo, we've decided to go with Mumble instead. Download it via the link above, install it, and follow this information to get with the rest of us:
Connect to the server: vx36.commandchannel.com (or v.exosquad.net) port 31117
Password is: wang
Update: Exoplasm has set up a webpage detailing how to make Mumble work. Go
here to learn more.
5) The PA SC2 1v1 Ranking site. Sign up for this awesome site to see where you stand in the standings amongst fellow PA members. Remember, this is important in the nurturing and expanding of your e-peen. Add yourself by clicking on [Manage Characters] on the top right side.
And finally, a list of other PA related SC2 stuff.
The official PA SC2 tournament thread! You too can sign up and play in our very PA tournaments. For best results, tell 'em Dover sent ya.
Livestream for our friend Exoplasm. Good quality. Watch it.
Livestream for our friend Trus. Beware of loud music.
Livestream for our friend Ash. Broadcasting the SC2 Arcadia tournaments.
PA SC2 Steam Group. A great place to meet up with other PA forum people and set up games, talk strats, or just bullshit around. This is the most common place for us all to meet before big tournaments and stuff. Very useful!
Comprehensive unit spreadsheet. A publicly editable spreadsheet that details all of the costs, build times, damage, and other unit specific information you could ever ask for. Make sure to read this first before asking how much damage hydralisks do versus air units. Special thanks to our very own Vin for making it.
The beginner's guide on how to play SC2 and tips to get better. If you are brand new to Starcraft or RTS games in general, start by reading this beginners guide written by our very own forum member, eeSanG. He is a Diamond 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. (spoilered for size)
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 are now armed with everything you need to know about SC2. Feel free to jump in and post about how overpowered (OP) the Terran race is, how the Protoss are all clowns, and how the Zerg should have an all-powerful unit that kills while invisible (cause you know, we are all equal so our races should be as well.)
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so, why is it that terran can comfortably build 1rax, 1 factory and 1starport, and its completely ineffectual for Toss to do similar (ignore the cyber core) ?
Joe's Stream.
well toss can comfortable go gateway/cycore/robo. cycore is like a really expensive tech lab that applies to all gateways. better for cost later in the game, less so early on vs a tech lab.
Because the beauty of Starcraft is that you can't find parallels between the races yet they end up balanced.
While we're at it, how come Zerg doesn't have a 1 food power house that can teleport into melee range and soak roach-like levels of damage? Or an early game anti-armor unit (that can teleport and runs stupid quick) or a unit that drops AoE anywhere you click strong enough to destroy any army? Or a unit that is permanently stealthed?
Any argument made that says "we should have it because they do" is completely irrelevant in this game.
EDIT: My favorite is, why is it that protoss can comfortably build units off of one base till 50 food, and its completely ineffectual for Zerg to do similar (unless I cheese) ?
The power jump from rax to factory is much less than the power jump from gate to robo.
Out of a factory you build hellions and tanks. Out of a robo you build immortals and observers.
MNC Doverrrrrrrrr
B.net: Kusanku
Your one food powerhouse is a zealot? I think I got the others.
Can I come live there?
It's not that the Dark Shrine is a dead end, it's that you get one good 'use' out of your DTs if you tech to them fast before the detection comes out in force and very little offensive use later in the game considering the cost. Is the trade-off you make to get them fast worth it? Usually not. Later in the game, sure, but their utility is highly dependent on the race of your opponent.
Now, Templar Archives? Dead end (and, by dead end, I mean 'you will often be dead if you try to get it first'). Very difficult to safely tech to it before four geysers versus colossi, and your first two rounds of warpins are paperweights until storm finishes. Then all reinforcements are paperweights until amulet is done. It is *great* for longer games, of course, assuming you want to let your opponent live that long.
The Fusion Core argument is a total non-starter because BCs a) come out with good DPS, b) have a non-essential upgrade, and c) aren't necessary in the late game for Terran to win. Likewise, ultras come out like bosses. You could (and should) get the armor upgrade, but three or four ultras without it at the front of your spear work just fine thank you. Conversely, every T3 choice for a Protoss other than DT--which are gimmicks once detection is out--requires an essential upgrade to make it do what it's supposed to (storm, lance, catapult). HTs almost require two!
I don't know. I might be overthinking it; I would love to feel like I could _use_ carriers, for example. But I don't have any interest in using my early HTs as feedback snipers while waiting for storm. I'd much rather have two colossi in the back melting faces.
Also, lolcarriers.
Games: Ad Astra Per Phalla | Choose Your Own Phalla
naw man. you're just a lazy toss player that refuses to play creatively.
Sound's like YOU'RE working for your RACE. Innovate, maaaan!
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do they? i always felt they were pretty even, maybe with a very small advantage to one of them.
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I used to do stargate tech (Phoenix/VR overwatch) a lot. I would drop more beacons if it weren't so damn awful to go to carriers. They either need to build faster or launch faster (pre-catapult).
It's been a while since I dropped a mothership, though. Hmm. I've just been having a lot more success lately with gateway/immo base-crashers.
Games: Ad Astra Per Phalla | Choose Your Own Phalla
Stalkers have 160 hit points, Roaches have 145.
Level 0:
Roach: 16 damage/2 seconds
Stalker: 14/1.44 seconds
Stalker kills Roach in 15.84 seconds, Roach kills Stalker in 20 seconds
Stalker wins with 48 hit points remaining
Level 1:
Roach: 18 damage/2 seconds
Stalker: 15/1.44 seconds
Stalker kills Roach in 14.4 seconds, Roach kills Stalker in 18 seconds
Stalker wins with 36 hit points remaining
Level 2:
Roach: 20 damage/2 seconds
Stalker: 16/1.44 seconds
Stalker kills Roach in 13 seconds, Roach kills Stalker in 16 seconds
Stalker wins with 40 hit points remaining
Level 3:
Roach: 22 damage/2 seconds
Stalker: 17/1.44 seconds
Stalker kills Roach in 13 seconds, Roach kills Stalker in 16 seconds
Stalker wins with 44 hit points remaining
Keep in mind here that even though DPS increases at each level, it still takes a certain number of hits to kill things, so even if a hit leaves it at 3 hit points, it requires another hit to fully kill it.
So at Level 1 for both there's a dip in Stalkers' ability to win in a straight up fight, but then it increases.
Keep in mind that Stalkers have +2 range and get extra shots off and can kite off-creep speed Roaches with blink, but Stalkers cost 2x as many minerals and gas as Roaches, so resource for resource Roaches come out on top.
I was considering it but I thought imba was funnier xP
Also, I think that Protoss players (myself included) tend to forget that they never have to upgrade their Nexus, unlike the other two races. Couple that with the fact that the DT and HT "upgrades" are buildings instead of icons on another structure, and I think the investment comes out pretty similar.
Also on the subject of DTs, I think they will begin to see more use mixed in with a regular army after the opponent gets detection. For example, if I have a regular Colossus/Zealot ball but with a couple of DTs hidden in with the Zealots, it should be difficult for the opponent to realize where that extra damage is coming from. Or are DTs too high on the auto attack priority for this to work if the enemy has detection?
3clipse: The key to any successful marriage is a good mid-game transition.
Absolutely not (compared to other units), unless you mean 'functional' in the 'it warps in, moves around, and doesn't plow into mountainsides like a Senator's Cessna'.
Carriers provide no benefit as support to an army in small numbers and their DPS contribution is *awful* without catapult compared to almost any other option.
Games: Ad Astra Per Phalla | Choose Your Own Phalla
Carriers have absurdly high DPS with it. 16*5 damage per attack period with Interceptors, and each Air Weapons upgrade gives +16 damage.
8 or 10 of them with level 3 weapons are damn near unstoppable (yes, I know how long it takes to get that, it's a super end game thing).
Even 2-4 of them supporting a giant ground army can be really helpful. They just take a long time to get which is why you don't often see them (same thing with BCs).
You can never have enough numbers.
MATH FOR THE MATH GOD
The problem is that the inverse is also true, where for each point of armor a unit has the Carrier DPS is reduced by 16. By the time you get your carrier army up w/ upgrades, their ground units at least should be pretty well armored. You're catching up rather than getting ahead.
3clipse: The key to any successful marriage is a good mid-game transition.
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Dude, you shouldn't ever be teching to templar archives before 4 geysers, and really you shouldnt even be teching to collossi before 4 geysers. See MLG finals, and how badly fast collossi FAIL.
Also, if you are a zerg player who techs to ultralisks before 4 geysers you are terrible. I wouldn't even usually bother teching to ultras unless I am on 3 bases of gas.
For an awesome game that has ultras and high templars, see Day9 daily #212 its a ZVP Sen vs Socke, its a fantastic game to watch, with of course excellent commentary from Day9.
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Does every conversation about SC have to devolve into theorycrafting? It's like this with my bronze/silver friends too.
"You should've just built more Roaches to deal with the Zealots"
"But Roaches are countered by Stalkers!"
O.o
I love it when bronze/silver people with like 30 apm theorycraft. I am just like lol you guys are hillarious. I especially love it when they don't listen to me. I am just like okay, well enjoy silver for the rest of your life!
I love it when Diamond players condescend based on league.
I am a condescending mofo for sure. But when I play someone and completely stomp them like 10 games in a row with muta ling or something, and they say "I should have made more hellions" I can't help but laugh, because the reason they lost has nothing to do with what units they built.
You're talking about PvZ, and he's talking about PvT. In PvZ, early colossi are less effective. In PvT, they're necessary to kill off large amounts of marines.
To be fair, there's a big discrepancy between Silver and Diamond, so Silver players probably should listen to what Diamonds have to say the majority of the time.