03-21-2004, 03:22 AM
(This post was last modified: 03-21-2004, 08:09 AM by Archon_Wing.)
I demand you to step down. The title of the world's worst Zerg player belongs to none other than me! Seriously, I'll actualy leave the game if I accidentialy get zerg. :D
But since Starcraft is the only game I really play these days, maybe I should *try* to help. I'm still pretty crapp though :o
I think one of the best way to learn the game is to watch the "experts" play the game. With patch 1.08 and above, one can download replays:
http://ygclan.vgaclub.co.kr/?m=replay Move them to your "replays" folder found somewhere in your starcraft maps directory.
To tell you the truth, I don't know of many starcraft sites, but http://www.sclegacy.com is one I remember. Unfortuantely, I know nothing about the equavilent about here. The forums I see discussing Starcraft seems to be dominated by certain egos who would rather talk smack. -_-
On actual game strategy:
One thing to realize that playing against humans requires to be fairly agressive, and early on. You must also expand fairly often too. A good time to expand is often after you win a decisive battle, either defending or attacking.
Your strat depends on what race you play against. There is no universal strategy against all races, as the game would be dull. :D
I have no idea how you play, (unless you are willing to upload a replay of you playing somewhere ;)) so let me think of general things. Don't blame me for being to "n00b" here, for I am not gosu :)
In general, you should build a Supply depot on your 9th scv and a barracks on your 11th. This is for a map of average size (128x128) Don't ask me why, as it's the calculations and experiments made from work of underground mad scientists. I usually don't like regurgutating build orders, so no more of that. :P Everything is situational, and the game is not static. Based on these workings (most likely assisted by 12 monkeys) and my own experience, I have wrriten this pile of uhh... strats below for the rogue who has a preference for siege tanks. :)
Terran V. Zerg (TvZ)
There is no need to block off your choke point here. Build your base as compact as possible. You do not want zerglings or whatnot running around in your base attacking your unprotected buildings. You will feel the pain if you have poor building placement and you get zergling rushed. You will want to build marine and medics throughout the whole game. Use a marine to scout the mineral areas to check if the zerg is expanding. If so, crush it right away. You usually can't stop the zerg's first expansion on certain maps, but do try to limit the zerg's money supply.
It's kinda frsutrating, because Marine/medic (or m+m) is difficult to control. It's a good idea to hotkey your marines. If you want the medics to follow, stim pack the marines and run ahead. The medics will run after the marines trying to cure the junkies.
You would want a comsat soon to see what your enemy is doing. He may be going either to mutalisks or lurkers. He may also be going hydralisks, but M+M in decent numbers destroys them thus making mass hydras a suicidal venture. If you think he's building lurkers, go get tanks. If you think he's going air, head towards a science facility for science vessels. and build turrets near your mining area. Hotkey your comsat station in case lurkers are err...lurking.
You should get science vessels in any case eventually to detect lurkers, and also irradiate. Irradiate will be your answer to zerg air. Use it without restraint. I do not like or use valkyries because they are too expensive for what they do.
If your opponent went lurkers try using dropships and drop your forces in undefended parts of the zerg base. This works soooo well if your opponent tried to heavily defend the front. Watch out for the lurkers of course.
A lot of it is about micromanagement. That I can't tell you about, because my micro blows and thus my TvZ blows too.
Terran V. Terran(TvT)
Oohh! I like this a lot. When two newer players play, this is boring as hell because they will turtle like mad. You should go straight to a factory, two of them in fact, skipping infantry units mostly. Make a marine and fly your barracks off to scout the enemy. If your enemy actualy wants to marine rush, build a bunker at your choke point and have some SCvs ready to repair. (You might actualy want to make more marines in these cases) Let your scouting Scv decide it.
Use vultures and mines to fight marines. Supported, they will wipe the marines out. It's most likely that your enemy would have lost should his marine rush fails, which is why almost nobody does that.
In general, it's either tanks, goliaths, or a drop. Tanks are necessary. Drops are to take advantage of tank imbolity and goliaths are anti air.
Wraiths are also good here, but do not mass them. Just use them to annoy and slow down your enemy.
Eventualy push towards your enemy's base. Creep your tanks slowly and graduly and take some expansions at the same time. Once you have the resources, start making battlecruisers.
Terran V. Protoss (TvP)
Ok, I think I know the most about this because my best matchup (which is still bad) is Protoss vs. Terran.
Like against a terran, get factories ASAP. You will want to create a barricade (Block off your entrance with supply depots and a barracks) most of the time. Make several marines for defense. Your marines, the wall, and incoming vultures and tanks will stop most zealot rushes. Remember to use multiple scvs to repair the wall. Most good protoss players do not zealot rush against terran, unless it's an open map. But those maps are usually considered to be imbalanced anyways. Main thing here is tanks and vultures with siege mode and mines, respectively.
Oh yea, terminate any probe you see that tries to get into your base. Hunt it down and destroy it. Check your base every now and then for hidden probes. Probes can do plenty of terrible things if you let it.
Scout the dude's base. Does he have a citadel of adun ? A citadel that fast could mean dark templars. Respond as such to building an enginerring bay and missile turrets. Make about two around your mining area because a Dark Templar drop will end you. Anyhow vultures and mines do fairly well against dark templar as mines provide "detection" (well, not really they just aim for dark templar). One little trick you can do is to lift off your engineering bay and fly it over a missile turret. The dark templar will still auto-attack the turret, but if you have other units, the templar will go for those instead. The Protoss can't manually target the turret because the engineering bay is obstructing the view.
A robotics facility is far more common, to get the spies known as observers. It might also mean a devestating reaver drop. Keep an eye out for your mining area and be prepared to evactuate your scvs. Build a few turrets on the edges of your base as advance warning. For the most part, it will be observers, because a Protoss without observers falls easy prey to spider mines.
When you have built up an army, lift off your barracks. You can always "close your door" if it gets nasty.
Most of the time your opponent will be making plently of dragoons and zealots. Like against a terran, you'll probaly have to start the push towards their base.. Lay mines ahead of them tanks and siege behind. Build turrets to drive away observers. Push towards your enemy's base by repeating the process.
Do not be too agressive, or your force will be smashed into pieces. Go too slow, and your enemy may have 10 carriers all of a sudden. Spread out those damned tanks, because psonic storm is deadly! Don't let the protoss outexpand you! Try loading about 3 dropships worth of units and travel around to find expansions.
I don't know, does that help?
Edit: so many people around here actualy play this game still? I guess that's a good thing.
But since Starcraft is the only game I really play these days, maybe I should *try* to help. I'm still pretty crapp though :o
I think one of the best way to learn the game is to watch the "experts" play the game. With patch 1.08 and above, one can download replays:
http://ygclan.vgaclub.co.kr/?m=replay Move them to your "replays" folder found somewhere in your starcraft maps directory.
Quote:Is there no Starcraft equivalent of the LL? It is one of the best games I have ever played, surely there must be a couple of uber strat sites.
To tell you the truth, I don't know of many starcraft sites, but http://www.sclegacy.com is one I remember. Unfortuantely, I know nothing about the equavilent about here. The forums I see discussing Starcraft seems to be dominated by certain egos who would rather talk smack. -_-
On actual game strategy:
One thing to realize that playing against humans requires to be fairly agressive, and early on. You must also expand fairly often too. A good time to expand is often after you win a decisive battle, either defending or attacking.
Your strat depends on what race you play against. There is no universal strategy against all races, as the game would be dull. :D
I have no idea how you play, (unless you are willing to upload a replay of you playing somewhere ;)) so let me think of general things. Don't blame me for being to "n00b" here, for I am not gosu :)
In general, you should build a Supply depot on your 9th scv and a barracks on your 11th. This is for a map of average size (128x128) Don't ask me why, as it's the calculations and experiments made from work of underground mad scientists. I usually don't like regurgutating build orders, so no more of that. :P Everything is situational, and the game is not static. Based on these workings (most likely assisted by 12 monkeys) and my own experience, I have wrriten this pile of uhh... strats below for the rogue who has a preference for siege tanks. :)
Terran V. Zerg (TvZ)
There is no need to block off your choke point here. Build your base as compact as possible. You do not want zerglings or whatnot running around in your base attacking your unprotected buildings. You will feel the pain if you have poor building placement and you get zergling rushed. You will want to build marine and medics throughout the whole game. Use a marine to scout the mineral areas to check if the zerg is expanding. If so, crush it right away. You usually can't stop the zerg's first expansion on certain maps, but do try to limit the zerg's money supply.
It's kinda frsutrating, because Marine/medic (or m+m) is difficult to control. It's a good idea to hotkey your marines. If you want the medics to follow, stim pack the marines and run ahead. The medics will run after the marines trying to cure the junkies.
You would want a comsat soon to see what your enemy is doing. He may be going either to mutalisks or lurkers. He may also be going hydralisks, but M+M in decent numbers destroys them thus making mass hydras a suicidal venture. If you think he's building lurkers, go get tanks. If you think he's going air, head towards a science facility for science vessels. and build turrets near your mining area. Hotkey your comsat station in case lurkers are err...lurking.
You should get science vessels in any case eventually to detect lurkers, and also irradiate. Irradiate will be your answer to zerg air. Use it without restraint. I do not like or use valkyries because they are too expensive for what they do.
If your opponent went lurkers try using dropships and drop your forces in undefended parts of the zerg base. This works soooo well if your opponent tried to heavily defend the front. Watch out for the lurkers of course.
A lot of it is about micromanagement. That I can't tell you about, because my micro blows and thus my TvZ blows too.
Terran V. Terran(TvT)
Oohh! I like this a lot. When two newer players play, this is boring as hell because they will turtle like mad. You should go straight to a factory, two of them in fact, skipping infantry units mostly. Make a marine and fly your barracks off to scout the enemy. If your enemy actualy wants to marine rush, build a bunker at your choke point and have some SCvs ready to repair. (You might actualy want to make more marines in these cases) Let your scouting Scv decide it.
Use vultures and mines to fight marines. Supported, they will wipe the marines out. It's most likely that your enemy would have lost should his marine rush fails, which is why almost nobody does that.
In general, it's either tanks, goliaths, or a drop. Tanks are necessary. Drops are to take advantage of tank imbolity and goliaths are anti air.
Wraiths are also good here, but do not mass them. Just use them to annoy and slow down your enemy.
Eventualy push towards your enemy's base. Creep your tanks slowly and graduly and take some expansions at the same time. Once you have the resources, start making battlecruisers.
Terran V. Protoss (TvP)
Ok, I think I know the most about this because my best matchup (which is still bad) is Protoss vs. Terran.
Like against a terran, get factories ASAP. You will want to create a barricade (Block off your entrance with supply depots and a barracks) most of the time. Make several marines for defense. Your marines, the wall, and incoming vultures and tanks will stop most zealot rushes. Remember to use multiple scvs to repair the wall. Most good protoss players do not zealot rush against terran, unless it's an open map. But those maps are usually considered to be imbalanced anyways. Main thing here is tanks and vultures with siege mode and mines, respectively.
Oh yea, terminate any probe you see that tries to get into your base. Hunt it down and destroy it. Check your base every now and then for hidden probes. Probes can do plenty of terrible things if you let it.
Scout the dude's base. Does he have a citadel of adun ? A citadel that fast could mean dark templars. Respond as such to building an enginerring bay and missile turrets. Make about two around your mining area because a Dark Templar drop will end you. Anyhow vultures and mines do fairly well against dark templar as mines provide "detection" (well, not really they just aim for dark templar). One little trick you can do is to lift off your engineering bay and fly it over a missile turret. The dark templar will still auto-attack the turret, but if you have other units, the templar will go for those instead. The Protoss can't manually target the turret because the engineering bay is obstructing the view.
A robotics facility is far more common, to get the spies known as observers. It might also mean a devestating reaver drop. Keep an eye out for your mining area and be prepared to evactuate your scvs. Build a few turrets on the edges of your base as advance warning. For the most part, it will be observers, because a Protoss without observers falls easy prey to spider mines.
When you have built up an army, lift off your barracks. You can always "close your door" if it gets nasty.
Most of the time your opponent will be making plently of dragoons and zealots. Like against a terran, you'll probaly have to start the push towards their base.. Lay mines ahead of them tanks and siege behind. Build turrets to drive away observers. Push towards your enemy's base by repeating the process.
Do not be too agressive, or your force will be smashed into pieces. Go too slow, and your enemy may have 10 carriers all of a sudden. Spread out those damned tanks, because psonic storm is deadly! Don't let the protoss outexpand you! Try loading about 3 dropships worth of units and travel around to find expansions.
I don't know, does that help?
Edit: so many people around here actualy play this game still? I guess that's a good thing.
With great power comes the great need to blame other people.
Guild Wars 2: (ArchonWing.9480)
Battle.net (ArchonWing.1480)
Guild Wars 2: (ArchonWing.9480)
Battle.net (ArchonWing.1480)