So I have 2 months off uni because of medical reasons, and I'm pretty much going to play Starcraft 2 the whole time. I made diamond on NA with Zerg, and then rage quit the game because of 2rax and generally just being a terrible player. I've since started playing again, and have made it to diamond on SEA as Protoss, and I want to stick with Toss.
What I want to know is: everything I do feels really jerky and horrible. Everything comes out way slower than it is meant to, and I waste time when I realise I haven't started building X yet. I have troubles knowing exactly what it is I'm meant to be doing, when and most importantly WHY. Add onto that I'm far too busy freaking out and trying to continually make probes and not get supply blocked to actually think about these things and remember them for the next game.
Yes, the answer is to PRACTICE. But I need some knowledge first of what I should be doing and why...honestly diamond is just about macroing a better army than your opponent, and I can't do that because I have no clue of the optimal timings. I want to practice, and I have no issue sitting on YABOT until everything is burnt into my brain.
I've got 1 BO for each matchup (2 gate robo PvT, 3 gate FE PvZ, 2 gate robo PvP), but past the 6 minute mark I have no clue where to go....when to expand, when to tech, when to attack. An example is 3 Gate Expand in PvZ, I can get the expansion down at 40 food, have my pylon/forge/gate on the lowground and Hallucinate on the way. But then when do I add extra gateways, a robo or twilight council? I've been having issues where I've cut probes to do so, and lose the advantage of the FE, and then lose because of my lesser econ, or lose because I made buildings instead of units and a push comes.
Where can I learn about these timings other than my own game knowledge (which is important, but not as important as the proper GM/Master timings)?
Firstly, I'm warning everyone that I'm going to be a link whore . Secondly, good luck with your sc2 related endeavors
Finally here are a few links that could help you
1. http://www.teamliquid.net/forum/view...opic_id=192233 - this thread has some amazing guides for all three races, plus some mechanics information and other important materials as well. I recommend you at least skim over some of it.
2. http://www.teamliquid.net/forum/view...opic_id=197258 - you said that you found yourself behind at some stages and that you were getting beaten and this thread addresses how to play when you are ahead OR behind.
Have you ever thought that your play was caused because you took a break from the game (idk if it was a long one)? Just keep doing the same builds over and over again, and you'll find yourself executing it perfectly without the hesitations.
Essentially you want to minimise the number of gameplay variables so you can focus on specific things.
So basically, you have your solid BOs for each race. Now make sure you have a solid idea of where you want to be in the midgame - that way you know what buildings you're going to put down next after establishing your opener.
Consistent repetition and playing and using these build orders will eventually give you a good feel for almost everything: economy, timings, weaknesses and strengths, good times to push out and scout, etc. Once you get a good sense of your economy and such, then you can gradually get a good idea of the whole game flow in general. Once you're confident with a midgame plan/strategy, then you can start to branch out, modify and tweak your builds.
Essentially you can expand/tech when you're sure you have enough resources and time to do so. Day9 has suggested to expand as you push out, since you're buying yourself time for the expansion to get up.
As a Zerg player, I've noticed that IdrA still tends to stick to the classic Muta/Ling/Bling vs Terran (with Infestors thrown in late game) in his ladder games but because he uses it consistently over and over, he has an in-depth knowledge of the whole build in general and how it plays out during a game.
Last edited by matthras; Sun, 15th-May-2011 at 12:15 PM.
Rule of thumb for protoss is - one mining base supports four producing structures. E.x. if you are on two saturated bases, you might want to have 7 gateways and a robo. Or 6 gateways, robo and stargate. If your probe count is around 30 (which is one base income-wise), but you are on two bases with probes split, it means you might want to stick to 4 structures with a plan in mind to gradually add 4 more in the next 2-3 minutes as you are getting more probes.
Another rule of thumb is to check back on mineral bank - are you able to spend all your resources with your production right now? If you have minerals building up, it means you are either behind on producing structures, or upgrades, or expansions. Depending on current game situation, you might invest into one of these. f
As for what exactly yo build, one asnwer - scout. See what your opp is up to, and then decide how will you react.
He is expanding too? Well, perhaps it is time to put together a harassing party, or a major push with the goal to cripple econ. Get blink stalkers or DT's, or HT. Or you might want to grab your third and get some army to defend it. Sentries are good. He is massing up army and getting ready for push? Get counter units and some sentries for ff's. Z is teching muta? Get second stargate and start pumping phoenix.
There is no way you can plan that on min 18, I will build a second forge and start upgrading lvl 2 armor. After minute 8, it is pretty much improvising and adjusting. By min 8, you have to have enough information to decide what to do in the next 4-5 minutes. You either need to get counter units and defend against harass, or to harass/push with existing army comp and force, or expand and deny expansions.
Another good thing would be to keep a mental checklist:
-do you have enough pylons to not get supply blocked? if no, build pylons
-do you know what your opp army size and comp is? if no, go scout
-do you know how many bases opp has? if no, go scout
Based on information you have, ask yourself questions:
-are you upgrading armor/weapons right now? if no, get forge and ugprade
-is your army able to beat your opp army size-wise and composition-wise? if no, get counter units
-do you have same or more income than opp? if no, expand, or go own his workers.
-are you able to defend all your expansions and main base from drops if your army is away? if no, get observers on dropship paths, get pylons on edges, block ramp with zealots, get cannons in mineral lines, put a DT in each expansion, etc.
One last thing. By minute 20 you might want to have an option to go any tech path protoss race is offering. At 20 min mark, look around your base. Do you have gateways, robo + bay, twilight council, DT shrine, templar archives and a stargate? If no, add missing structures. This helps to adjust even to sudden tech switches at least in some ways.
Watch some of Day9's old VODs for BW about making a Build Order. I'd get you the link but I can't remember what it was called so maybe someone else can help out. That really helped me. Also something else that really helped was a simple tip:
"Build something as soon as you have the money for it."
It may sound obvious but so many people have inefficient builds because they don't throw something down precisely when they have the money for it and you slowly get behind this way. If you concentrate on doing this (of course you have to know WHAT you want to make at what time before you can do this) and then just put in the practice hours you will find your builds become very crisp very fast so that you can then focus on some of the finer points like tweaking it to counter your specific opponent.
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