Well, I'm sure you all have interesting builds for multiplayer, post them here.
constant SCV building, use light units as scouts in the beginning, harass enemy into giving me time to ramp up economy and hopefully even get him to counter my light attacks with some medium stuff, meanwhile I build up top-tier units
That's pretty much the limit to my strategy at this point.
That's pretty much the limit to my strategy at this point.
The build that gets me killed as quickly as possible so I can go back to comp stomp.
You have to put up with being a clueless loser for a while in MPunnamednewbie13 wrote:
The build that gets me killed as quickly as possible so I can go back to comp stomp.
I'm struggling a lot with learning when/how to push and expand. But, all in due practice.
I by the time i built a barracks and a bunker I got raped by 5 zealots. I have no clue how to build in the right order or the slightest hint on a strat. The MP is very demoralizing to new guys.
"Raise the flag high! Let the degenerates know who comes to claim their lives this day!"
You guys are building a wall as Terran right?
I had fun in the beta going for siege tanks + two stealth air to ground vehicles in parallel, maybe half the time we could get a win/fuck them up badly with two invisible banshees early haha. Then after the banshee push and the five to seven siege tanks I would have by then, expand, then either crank vikings for late carriers or Thors.
Have any of you played big games? I only dabbled in 4v4, apparently zergling rush x4 was literally unbeatable in the beta.
I had fun in the beta going for siege tanks + two stealth air to ground vehicles in parallel, maybe half the time we could get a win/fuck them up badly with two invisible banshees early haha. Then after the banshee push and the five to seven siege tanks I would have by then, expand, then either crank vikings for late carriers or Thors.
Have any of you played big games? I only dabbled in 4v4, apparently zergling rush x4 was literally unbeatable in the beta.
Blade4509 wrote:
I by the time i built a barracks and a bunker I got raped by 5 zealots. I have no clue how to build in the right order or the slightest hint on a strat. The MP is very demoralizing to new guys.
Watch it watch it watch it
not revealing my pr0 builds
"people in ny have a general idea of how to drive. one of the pedals goes forward the other one prevents you from dying"
6 pool into Fleet beacon
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friends dont let friends build fleet beacons first
"people in ny have a general idea of how to drive. one of the pedals goes forward the other one prevents you from dying"
some basics:
Make sure you build a worker whenever possible, you saturate at 3 per mineral patch and 3 per vespene geyser but at the bare minimum work for 2 per mineral patch. It's ok to go over 30 workers per base if you're about to expand and you're about to transfer.
Don't queue production of anything unless you're at the stage where your apm physically cannot keep up/ you have tons of money
Don't sit on minerals/gas- you should be spending constantly unless you are specifically saving for something. Try to keep your bank roll low. Build times are generally the limiting factor especially early-mid game.
Make multiple production buildings, the number you need will depend on how good your econ is but remember that after a big fight the player who can rebuild their army quicker will win
As protoss remember to chrono boost, try not to sit on max energy. Same goes for mules and larva injection.
Don't overdiversify on the tech tree, scout the other player constantly and learn counters i.e:
lings beat marines in the open
zealots beat lings
stalkers die to marauders with concussion
Scout early and often, send a worker when your pop hits 12+, earlier if you suspect cheese. Look for key things like the presence of expansions, whether they're going heavier on econ or army, and tech switches (zerg into mutas and protoss into dark templars especially).
Learn what cheese looks like; protoss loves proxy pylons so look at the bottom of cliffs around your base and in the fog of war in your base. 4 gates early on usually means an all-in. If you get to the zerg base and their spawning pool is already done then it's a rush and you need something to keep the lings out of your mineral line. Against terran early gas and an early barracks + techlab means reaper rush. If you can't find their barracks by 14 supply there's probably a proxy rax somewhere and it might be worth finding it.
Make sure you build a worker whenever possible, you saturate at 3 per mineral patch and 3 per vespene geyser but at the bare minimum work for 2 per mineral patch. It's ok to go over 30 workers per base if you're about to expand and you're about to transfer.
Don't queue production of anything unless you're at the stage where your apm physically cannot keep up/ you have tons of money
Don't sit on minerals/gas- you should be spending constantly unless you are specifically saving for something. Try to keep your bank roll low. Build times are generally the limiting factor especially early-mid game.
Make multiple production buildings, the number you need will depend on how good your econ is but remember that after a big fight the player who can rebuild their army quicker will win
As protoss remember to chrono boost, try not to sit on max energy. Same goes for mules and larva injection.
Don't overdiversify on the tech tree, scout the other player constantly and learn counters i.e:
lings beat marines in the open
zealots beat lings
stalkers die to marauders with concussion
Scout early and often, send a worker when your pop hits 12+, earlier if you suspect cheese. Look for key things like the presence of expansions, whether they're going heavier on econ or army, and tech switches (zerg into mutas and protoss into dark templars especially).
Learn what cheese looks like; protoss loves proxy pylons so look at the bottom of cliffs around your base and in the fog of war in your base. 4 gates early on usually means an all-in. If you get to the zerg base and their spawning pool is already done then it's a rush and you need something to keep the lings out of your mineral line. Against terran early gas and an early barracks + techlab means reaper rush. If you can't find their barracks by 14 supply there's probably a proxy rax somewhere and it might be worth finding it.
scout when you hit 12 pop? I thought it was scout when you build your first pop structure.
I was always really bad about scouting though.
also lolololol cannon rush
I was always really bad about scouting though.
also lolololol cannon rush
If you scout after your first building you lose alot of mining time, but its fine to do if your build is weak against something specific and you want to scout that early. If you scout make sure you are looking for something and not just sending a worker just because people say you should
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Yeah scout timing should come down to what build you're going with, and 10-12 is just a general rule. For beginners I think they can afford to scout a bit later as it takes experience to gleen much information that early on (like seeing a pool half done and working out that it''s about a 7 pool, or noticing that their base is a worker short meaning it might be up to trouble around the map somewhere), while extra income will be much easier for a new player to utilise.
In terms of builds a great basic terran build is triple barracks marines and marauders (m&m's). Get a big ball and apply pressure, eventually teching to medivacs while grabbing concussion, stim, shields and maybe the e-bay upgrades along the way. You can easily practice this offline- try to make as big a ball of m&m's as possible against a clock.
A more advanced build is the 1-1-1 build which means 1 rax, 1 factory, 1 starport, eventually flying the rax off it's add-on and replacing it with the factory/starport so you can tech appropriately. Early game usually consists of applying pressure with hellions and barracks units.
In terms of builds a great basic terran build is triple barracks marines and marauders (m&m's). Get a big ball and apply pressure, eventually teching to medivacs while grabbing concussion, stim, shields and maybe the e-bay upgrades along the way. You can easily practice this offline- try to make as big a ball of m&m's as possible against a clock.
A more advanced build is the 1-1-1 build which means 1 rax, 1 factory, 1 starport, eventually flying the rax off it's add-on and replacing it with the factory/starport so you can tech appropriately. Early game usually consists of applying pressure with hellions and barracks units.
aries half of what you say just goes way over my head
I'll try the M&M tactic though
I'll try the M&M tactic though
M&M's are awesome, can't really go wrong with it.
When I get home we can do some team games RUSE-style, should be pretty epic.
When I get home we can do some team games RUSE-style, should be pretty epic.
Ace. I'll try to stop sucking so much by the time you finally do come back
At the moment i'm working on my 1 base muta build against terran (When i say 'my' i mean stolen from Sen, one of the most dominant zerg players in sc). Almost got it down but i usually fuck it up by missing the overlord at 22 which forces me to expand with the excess minerals that build up. So many people playing terran that it provides ample opportunity to practice.
Save money for muta's when spire finishes. If the harassment goes well you can win the game at this point by just massing more muta's. If you find your opponent has gone thors then you just need to transition into roaches.
It's a solid build that fares fairly well against early aggression and provides you with a good econ going into mid game.
Code:
14 gas (3 drones immediately) 14 spawning pool 16 overlord 16 metabolic boost 16 queen 18 ling x 2 20 drone x 2 22 lair (As soon as queen pops) 22 gas 21 drone 22 overlord 22 drone x 4 26 ling x 3 29 spire (try to hide it by using the overlords spawn creep) 28 drones x 4 32 hatch 31 queen 33 overlord 33 drones x2
It's a solid build that fares fairly well against early aggression and provides you with a good econ going into mid game.
i just make lots of marines
6 pool
5 eight zerglings
35 thor + 3 SCVs to repair
5 eight zerglings
35 thor + 3 SCVs to repair
Last edited by Brasso (2010-08-01 21:54:33)
"people in ny have a general idea of how to drive. one of the pedals goes forward the other one prevents you from dying"
what does
proxy = cannon rush?
cheese = ?!?!?
# pool = ?!?!?!
MEAN!?!? I am so confused?!
proxy = cannon rush?
cheese = ?!?!?
# pool = ?!?!?!
MEAN!?!? I am so confused?!
troll?
i'm actually being serious
I don't know these terms, I never played the SC2 beta
everytime someone says proxies or 8pool 6pool im like wtf
I don't know these terms, I never played the SC2 beta
everytime someone says proxies or 8pool 6pool im like wtf
Proxy = something you build near your opponent. Proximity... Proxy 2 gate is you build two gateways near your opponents base. Its very all in.
Cheese = Doing something like 6 pooling where you attack and if you dont win right away you basically lost. Like proxying building near your opponent.
# pool is for zerg at what food count you build your spawning pool at. 6 pool is when you build your spawning pool at 6 supply. 15 pool is when you build your spawning pool at 15 supply
Cheese = Doing something like 6 pooling where you attack and if you dont win right away you basically lost. Like proxying building near your opponent.
# pool is for zerg at what food count you build your spawning pool at. 6 pool is when you build your spawning pool at 6 supply. 15 pool is when you build your spawning pool at 15 supply
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