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hay guyz, i just got my key from amazon. where are some good guides/sites to go to give myself a crash course on proper practices in playing? Stuff like keybinding and build orders and techniques. i haven't played a starcraft type game since 1999. it's all so overwhelming!
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Step 3 - Rushing
I was having trouble thinking about what should be the next point. We needed a concept that required scouting and running away workers, constant unit production, and subtly introduced the concept of unit control (micro). I was very proud when I realized in the shower that rushing is the unifying concept I was looking for.
This week, you are going to spend time trying to kill your opponent within 8 minutes. You should use one of the following build orders for each race:
Zerg: 7 Pool or extractor-first pool before overlord
Protoss: 10 12 gate with chronoboost
Terran: 8 barracks or some form of 2/3 barracks marine rush
Why rushing isn't "GAY": People seem to think that the only way to play honorably is by sitting back and macroing up defensively. If the defensive players don't scout and don't build ample defenses, they are actually get a significant advantage over "standard play". So they are actually the ones playing with a gay style. Rushing keeps abusive, economy-builds honest.
Another huge point: If you are a competitive player, and something is so simple to execute and has such a high probability of winning, then you are playing IRRATIONALLY by not doing this strategy every game. Of course if you just play to have fun and not to win then you might not enjoy rushing. Keep in mind the purpose of these posts is to improve your game step by step, and not to maximize your fun. Also, winning is fun :).
What rushing will teach you:
- Very technically tight build order (every seconds count when you rush)
- Proper scouting (not too early or you will hurt your fragile economy, but need to know where he is when your first attacking units are out or else you're fucked)
- Keeping workers and units alive [like we learned during scouting] (you can use damage units or your scouting working to bait his attacking units away from his ramp to allow you to slip in)
- Harassing (You need to shut down SCVs building buildings and specifically kill workers whenever it's possible. Keep in mind that attack workers are not generating income! This is a simple point but if you can run your Zealot around for 20 seconds keeping 10 SCVs from mining, you've done several times more damage than if you actually killed one of those SCVs)
- Multitasking (you will mostly be watching the battle but need to make units!)
- Basic unit counters (roach = all rushes over, how do you deal with sentries, etc.)
- Basic tactical counters (wall = all rushes over, advantageous building placements, how to fight / defend with workers, unit positioning)
- How to live a rush yourself, what works well, what doesn't, what you like to see, what you don't
- Stress management (getting used to playing strategies that rest on razors edges)
- Critical thinking (need to decide what to kill IMMEDIATELY)
- Basic unit control (making sure all your units are attacking, retreating damaged units, reinforcing as quickly as possible, retreating your entire army until you have favorable numbers, targeting his weakest units)
Followup:
A rush doesn't need to kill someone. If you damage your opponent's economy enough, you can easily come out ahead after a "failed" rush.
If your rush doesn't do sufficient damage, consider the following before leaving: Dealing with the crisis management phase that comes after a failed rush will give you invaluable experience. It's not the main point of this week's lesson, just a nice side effect. If you want to just blast through, then you should leave the game after your rush fails, but I'd advise trying to fight it out.
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