[General]Learning how to Macro - "Not just blind practice or high APM"
Subject: Game Plan, Macro Theory, Core Game Theory Skill: - Moderate to Advanced Focused Techniques:
-Map Control
-Strategic Judgement & Decision Making
-Play-making
-Reactive Playing
-Mind Games
Short introduction to... me!
I'm a SEA(SG) Terran player who has played Starcraft II since WoL launch. Some of you might know me as firze, fys, Spearhead, Zancray, or whatever embarrassing names I came up with.
I've finally decided to share, from my experience, what think is useful knowledge of the game to whomever is interested.
This topic, Macro Theory in particular, is surprising to me as not many players know or discuss this.
Now, lets start...
Quote:
Macro - Introduction
This topic aims to study what it means to play and refine a MacroGame Plan.
All examples below will assume an even game where no one side has a huge lead, the word "normally" will imply this.
A player is playing a macro game if (s)he is trying to get significantly ahead of your opponent and steam roll them at some point later in the game.
This means you have a long term goal/vision to reach, and to improve is learning the best ways to get there based on what your opponent does.
A typical TvP example would be
"I want to dismantle my opponent's deathball, make efficient army trades and outlast him with more bases..."
So how should I go about doing it from scratch?
"...I should get an Orbital Command first to catch up with his C-boosted nexus and in the mean time get train rax units so I can defend against zealot or stalker aggression..."
This is your opener. It directly affects and thus must be in line with your mid-game plan.
"...then I'd want to get more rax and a starport for a MMM army so I can do damage to my opponent's army, and drops to pick off valuable Protoss tech structures such as Robos, Councils and Forges, slowing my opponent down..."
This is your mid-game plan (dismantling your opponent's deathball and making efficient army trades).
"...since my opponent is in a defensive position, I will take more bases and get all the upgrades I can to get ahead..."
This is your mid-game follow up (outlasting him with more bases).
"...I should keep track of my enemy's army position and composition so I counter with the right unit composition, flanking with a better position and dropping to do more damage."
This is your late-game plan which ties everything together (dismantling your opponent's deathball, making efficient army trades AND outlasting him with more bases).
Realize that builds are a variable sequence and your strategic priorities change. The above examples never mentioned: "you HAVE to 1rax FE" or "you NEED to do drops".
Traits of a Macro game
>Requires a lot of knowledge, mechanics and skill to master
>Typically long
>Strategic
>Highest skill cap:
-Game Plan
-Base Management
-Map Control
-Scouting
-Countering
-Harass
-Defense
-Army Position
-Flanking
-Kiting
-Splitting
-Abilities
-Everything above requires excellent mechanics (macro+micro)
Spending - The Basics
Due to the nature of how players get their resources (mins & gas), your Build Order determines what you spend on first.
Economy: Normally expansions, probe boosts, droning hard etc.
Tech: This can range from unlocking units, to abilities, and unit weapon & armour upgrades
Army: Fighting units. Be it for harass or head on combat.
Types of Strategy & Styles - The Basics^2
Very often we hear observers to a match saying: "this build is really greedy" or "he's playing it safe". But what does it actually mean to play 'greedy' or 'safe'?
Below is my take on how the spending of a player affects how his strategy develops.
Greedy: Economy & Tech (mostly abilities and upgrades)
Defensive: Economy & Army (including defensive structures)
Aggressive: Army (units to do damage or harass) & Tech (unlocking more units, abilities, passives etc.)
Rock-Paper-Scissors
Aggressive > Greedy > Defensive > Aggressive
Starcraft II is a game where this delicate balance is always in motion, the section below will explain in more detail of how the player's roles are ever-changing.
The Play-maker and the Reactive Player - Advanced Rock-Paper-Scissors, Starcraft II.
The player who has map control is normally the Aggressive player, who has the strongest army. He would be the Play-maker.
The Defensive player, normally the one who is ahead (usually economically) and in the dark (unable to freely scout), is the Reactive Player.
A Defensive Reactive Player would prepare for attacks the Aggressive Play-maker will throw at him by placing himself in a defensive position.
This is why many Aggressive players start transitioning into Greedy play (refer to Rock-Paper-Scissors section), taking more bases and upgrades.
However, if the Aggressive player decides that his attacks can do significant damage worth the investment, he can decide to continue his aggressive play.
When the Defensive player reaches a point where he finds out his army can overwhelm the Aggressive/now-Greedy player, he will try to punish it by playing Aggressively, and the greedy player would start to play Defensively - effectively swapping their roles.
This is why it is important for the Play-maker to always keep the Reactive Player in the dark for as long as possible, be it if he chooses to attack or transition to greed play.
In most match-ups, the roles always swap based on who is the aggressor.
Try reading the TvP example in the introduction again and apply this concept to both players.
Conclusion
I hope this helps not only as general knowledge but more importantly, as a learning tool for players looking to improve their game.
Remember, results and winning doesn't matter if you're trying to learn or improve your game.
ZnC
Team eMp
Last edited by ZanC; Wed, 12th-Jun-2013 at 9:10 PM.
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